Mekk-Knights

King of Games from on November 16th, 2022
Gems 30k
21 cards

Notes & Combos

No Rabbit because it’s bad. Including it at 3 and 3 Avram gives you more consistency turn 1, but destroys your turn 2 and board breaking potential. Nothing is worse than being in a simplified game state and top decking a Rabbit that can’t do anything.

With 3 normal summons you have roughly a 50% chance to open at least one of them turn 1 (50% chance at 20 cards, 48% chance at 21–you could easily cut one of the Mekks or the second Whisper to get there.) On top of that, you also will go first on average 50% of the time, so those odds work out enough in my opinion to build more for consistency going second, as well as better chances at a top deck in later turns of a duel–anecdotally I only lost 2 games throughout all of Legend due to an unplayable hand turn 1.

One-of’s of every Mekk except Orange cause it’s bad. Green comes up more than people give it credit for, having that recursion comes up more than enough to be justified playing at 1 copy.

Monster Move is the best skill in my opinion because it gets you multiple procs of either Yellow or Red, and they can’t respond to them moving columns unlike using Indigo’s effect to move over.

Pure Mekk’s are super strong, major copium hoping they don’t get nerfed to the ground post KC cup due to being abused in other decks.

Show more