Mekk-Knights

Diamond I from on August 15th, 2022
cp-ur 570 + cp-sr 780
40 cards

Notes & Combos

After a grueling period in D4 that ended by getting absolutely domed, I went to the drawing board to completely rethink the non-engine. This is (basically) the result of my frustration at the format (and a bit of insanity).

The handtrap package is small, but sensible. Maxx "C" is strong enough to force passing (not before often gifting an Upstart), and is useful later. It only feels dead when you topdeck it, unlike when going-first where it's sometimes too win-more. Ash Blossom needs no introduction. I am less than ecstatic with her performance against the Adventure engine itself, but she makes up for it in many other places. Finally, Droll & Lock Bird, less common to eat a Crossout, messed with Adventurer in a way Ash couldn't and ordered Floowandereeze to pass. I upgraded it to 2, replacing Raigeki near the end of my run. It's a definite contender for a 3-of.

The boardbreaker package is not-once-per-turn madness. First, Dark Ruler No More, one of the most insane going-second cards ever printed. It single-handedly threatens to break every Halq-Don board to not make Nine Pillars live. Its partner in crime, Evenly Matched, is a (near) full board wipe with a funny interaction with tokens, for when Zeus is out of the question. Lava Golem is a fat drop over Chaofeng, Gryphon, DPE, or any two annoying monsters. Red Reboot contests Nine Pilllars directly, while having strong use against the floodgate decks. Duster has situational use, especially when digging with Prosperity.

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