Mekk-Knight has a turn 2 playstyle, most Mekk-Knights (except low level ones) have the ability to jump from hand if there are 2 or more cards on a column, you can use permanent magic/trap to make it easier to get 2 cards in the same column (because after using that card, it will still be on the field instead of going to the graveyard). You should limit setting instant magic to jump Mekk-Knight because instant magic does not activate during the turn it is set (unless your deck is raidraptor)

Mekk-Knight Guide
CORE
searcher, jumps by itself, because it is a quick effect, it can be used in turn opp, you can banish this card (or another monster) to clear the field and then combo, the next turn this card will fly back by itself, because this card has the ability to banish, you can arrange a chain to protect other cards from the target
He can normal summon both "Orcust" and "Mekk-Knight", the ability to spawn tokens on both sides of the field can help other Mekk-Knights jump, this card can even consider itself a Tuner
jumps itself as well as being able to move itself or another Mekk-Knight monster to another space, this will leave the space this card jumps onto the field empty (the space has 2 or more cards for the Mekk-Knight to jump to) as well as control with their permanent spells/traps
Jump Level 5 or higher monster straight from grave (does not have to be Mekk-Knight)
has the ability to block the effect of a spell card activated in the same column as your "Mekk-Knight" monster, increasing ATK/DEF helps you bait negate or disrupt very well, because if the opp doesn't block, they will be punched by a Mekk-Knight with more than 3000 ATK into their boss or negate.
searched almost the whole deck, almost became gigachad but he only discarded "Mekk-Knight" or "World Legacy" instead of throwing away the extra cards in his hand like Psy-Frame Driver
easy to get, but must have World Legacy in the grave to be able to link, in return this card sets 1 World Legacy spell/trap straight from the deck, but must have World Legacy in the grave to use so if your combo banishes a World Legacy card or something, immediately activate the card you set if possible to avoid wasting
chad, both "Mekk-Knight" and "Crusadia" if upgraded with I:P will not be destroyed by effects. This card is not only untargetable but also almost invincible in battle, and if it accidentally leaves the field, it can push a card back to the deck, causing trouble for opp.
Galatea : restores the goods as well as sets a Spell/Trap Orcust straight from the deck, then you can use this card on Dingirsu
makes it difficult for opp to special summon monsters from the Extra Deck as well as has the ability to search for World Legacy monsters/spells/traps, but except the turn this card is sent to the grave
If you use this card, you will have a different playstyle compared to the normal Mekk-Knight, this card helps you send all the cards in your hand or the enemy's Extra deck to the grave, but this sometimes helps opp to play stronger because there are cards that activate effects when going to the grave or activate effects from the grave
Staple
cards that help you harass your opponent, I:P has the ability to link on the enemy's turn and that monster is not destroyed by the opponent's effect
After being sent to the grave, this card will jump to the opp's field and lock the opp, only being able to summon Link monsters. Opp playing decks that only have Synchro or Fusion are almost beyond help (unless they play a tournament with a side deck or for some reason they bring a link monster using Iblee as material).
Because the Mekk-Knights have high levels, this card will not be targeted or destroyed by effects. This card also has the ability to increase attack, punch OTK twice or banish non-target cards, create a hard body as well as OTK or subtract opp's original hand.
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