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World Legacy Key →Used Deck
Card Kind | Attribute | Level | Type | ATK | DEF |
---|---|---|---|---|---|
Continuous Spell | - | - | - | - | - |
When this card is activated: You can target 1 of your banished "Mekk-Knight" monsters or "World Legacy" cards; add it to your hand. Negate any opponent's Trap effect that activates in the same column as a "Mekk-Knight" monster you control. | |||||
password:02930675 | |||||
Average Rating Score | 6.4(8) |
- Card Info
- Card Reviews (8 rating scores)
- Decks with World Legacy Key (43 Decks)
- Card Category and Effect Category
- Products in Japan
- Ranking and View Num
"World Legacy Key" card reviews and rating scores
6.4(8) |
|
0% | (0) | ||
50% | (4) | ||
50% | (4) | ||
0% | (0) | ||
0% | (0) |
jk-en
2023/03/24 4:07
2023/03/24 4:07
(1) Recovers the excluded Mekk-Knight or World Legacy and (2) Continuous Spell that blocks the active effect of Trap in the same row as Mekk-Knight. Note that it only negates the active effect, so it is useless against permanent effects like Skidre and Samorimi.
It is often used to deploy JK while sealing the opponent's downed trap for the purpose of ②, but the effect of ① is limited to when this card is activated, and the opportunity to exclude JK = I want to seal the trap. Due to the situation, we often have to give up the recovery effect of (1).
I don't think it would be a hit at all even if it was a good turn 1 activation effect with Depth Whisper, which has a similar effect...
Nonetheless, in a sense, it is also a strong card because it has a brutal combo of all handicap + all EX death for the first turn via this card's ① effect in the initial move of Gills + α.
Even if that's not the case, JK itself has a strong theme of attacking second, so of course there are many opportunities to manage to turn it from the second attack, but unlike Depth and Whisper, it can be used from your turn, so it meshes with your opponent's Deck. And it is not uncommon to show unexpected performances. Is this a card for the side unless it specializes in leading handicap?
It is often used to deploy JK while sealing the opponent's downed trap for the purpose of ②, but the effect of ① is limited to when this card is activated, and the opportunity to exclude JK = I want to seal the trap. Due to the situation, we often have to give up the recovery effect of (1).
I don't think it would be a hit at all even if it was a good turn 1 activation effect with Depth Whisper, which has a similar effect...
Nonetheless, in a sense, it is also a strong card because it has a brutal combo of all handicap + all EX death for the first turn via this card's ① effect in the initial move of Gills + α.
Even if that's not the case, JK itself has a strong theme of attacking second, so of course there are many opportunities to manage to turn it from the second attack, but unlike Depth and Whisper, it can be used from your turn, so it meshes with your opponent's Deck. And it is not uncommon to show unexpected performances. Is this a card for the side unless it specializes in leading handicap?
備長炭18
2019/11/06 7:52
2019/11/06 7:52
World Legacy for Mekk-Knight with various drawings.
You can collect Mekk-Knight or World Legacy that are excluded at the time of activation, but Mekk-Knight alone is mainly Guren or Yellow Hua, so wait even if you remove it with Shisho and then collect it. There is also the question of whether it is convenient to come back and whether it is enough to aim.
So I would like to rely on the Trap negate part, but compared to monster effects and spells, traps don't require that much countermeasures, so even if you're dealing with 《Infinite Impermanence》or divine Counter Trap, it's best to go sideways. You can't expect a full effect if you don't line up.
Since I am in charge of Trap negate, I may adopt it in the sense of comp, but I think the priority is low.
You can collect Mekk-Knight or World Legacy that are excluded at the time of activation, but Mekk-Knight alone is mainly Guren or Yellow Hua, so wait even if you remove it with Shisho and then collect it. There is also the question of whether it is convenient to come back and whether it is enough to aim.
So I would like to rely on the Trap negate part, but compared to monster effects and spells, traps don't require that much countermeasures, so even if you're dealing with 《Infinite Impermanence》or divine Counter Trap, it's best to go sideways. You can't expect a full effect if you don't line up.
Since I am in charge of Trap negate, I may adopt it in the sense of comp, but I think the priority is low.
アルバ
2017/10/26 22:36
2017/10/26 22:36
You can collect cards that have been banished at the time of activation, but it takes a little time to banish him in Mekk-Knight, so if you put more than one in, it may cause an accident.
For the purpose of adding Mekk-Knight, "Psychic Path" is enough, so I want to make use of the second half of the effect, but the negate target is Trap and the activation conditions are related, so it's weak against Counter Trap, so I usually pay with removal such as Cyclone from the beginning. There is also a hand to put away.
A card that is very difficult to use.
For the purpose of adding Mekk-Knight, "Psychic Path" is enough, so I want to make use of the second half of the effect, but the negate target is Trap and the activation conditions are related, so it's weak against Counter Trap, so I usually pay with removal such as Cyclone from the beginning. There is also a hand to put away.
A card that is very difficult to use.
宵闇の変態
2017/10/16 2:40
2017/10/16 2:40
I learned for the first time from this illustration that Eve-chan was showing her navel. This is going to be thin (I won't say what)
It says to collect Mekk-Knight for him who was banished with crimson and yellow, but the essential crimson and yellow are not so good to use, so inevitably this card gives that impression.
Therefore, he wants to make use of the fact that he is a spell card, and he wants to mainly add trap resistance, but he is weak against summoning negate, which is good at God series, and one of the cards in the column disappears.
With the prosperity of hand triggers, the number of traps that are included in the main deck is limited to the void + god series and category-exclusive traps, which is also a headwind. Overall, it's a difficult card to handle.
It says to collect Mekk-Knight for him who was banished with crimson and yellow, but the essential crimson and yellow are not so good to use, so inevitably this card gives that impression.
Therefore, he wants to make use of the fact that he is a spell card, and he wants to mainly add trap resistance, but he is weak against summoning negate, which is good at God series, and one of the cards in the column disappears.
With the prosperity of hand triggers, the number of traps that are included in the main deck is limited to the void + god series and category-exclusive traps, which is also a headwind. Overall, it's a difficult card to handle.
とき
2017/10/14 20:59
2017/10/14 20:59
What's going on with the suspicious armored trio surrounding the girl?
He is in charge of traps for Mekk-Knight's proud 3 types of cascade seals. This is his Continuous Spell, so you need to go first. You can play Mekk-Knight later, so let's play this card first against Pitfall and Torrent Funeral. is... yeah.
As for the effect of recovering the banished Mekk-Knight/World Legacy, it would be nice to be able to secure his banished Mekk-Knight with Huang Hua/Guren's effect.
He is in charge of traps for Mekk-Knight's proud 3 types of cascade seals. This is his Continuous Spell, so you need to go first. You can play Mekk-Knight later, so let's play this card first against Pitfall and Torrent Funeral.
As for the effect of recovering the banished Mekk-Knight/World Legacy, it would be nice to be able to secure his banished Mekk-Knight with Huang Hua/Guren's effect.
ルイ
2017/09/27 20:01
2017/09/27 20:01
Can I see this as an exclusion collection card? There are not many types of World Legacy, so it seems difficult to voluntarily exclude them.
Instead, it's a Continuous Spell that doesn't have a name Turn 1 designation, so it's strong (should be) to use World Legacy, which has been excluded many times by bounce, regardless of type.
The useful recovery targets are World Legacy Landmark when he is a Junk collector and World Legacy - "World Chalice" when he has a search?
It would be quicker to return both the former and the latter to her GY.
Mekk-Knight itself is a psychic, so Psychic Path is enough to collect it...
The effect itself is excellent, so I think it will shine with some kind of beat. So far, I think it's "excellent".
Instead, it's a Continuous Spell that doesn't have a name Turn 1 designation, so it's strong (should be) to use World Legacy, which has been excluded many times by bounce, regardless of type.
The useful recovery targets are World Legacy Landmark when he is a Junk collector and World Legacy - "World Chalice" when he has a search?
It would be quicker to return both the former and the latter to her GY.
Mekk-Knight itself is a psychic, so Psychic Path is enough to collect it...
The effect itself is excellent, so I think it will shine with some kind of beat. So far, I think it's "excellent".
ヒコモン
2017/09/22 12:09
2017/09/22 12:09
Compared to Deep and Whisper, which have the same properties, it is first-out, so it can't be chained and second-out. Since it is excellent in quick effect, it will not be too late, but it is easy to become powerless against the summoning negate system. It's strong against free chains, so it's not weak. Recovery from exclusion should be the main consideration, but the difficulty of using it comes first.
2021/10/26 17:03
It's kind of questionable, but in terms of the story, it seems to be a scene where the Mecha Knights are trying their best to protect Eve-chan. Really?
The effect of Trap negate itself is excellent, but it can only be activated as a negate. It's a pity that it's powerless against Continuous Trap, which has an effect. As a lock card, it seems to be a slightly sober category.
The recovery effect of (1) is fairly excellent. Returning the card that was the cost of Mekk-Knight Red Moon , or reusing the World Legacy Spell Trap that was accidentally removed by the opponent, is a lot of things to do.
The effect of Trap negate itself is excellent, but it can only be activated as a negate. It's a pity that it's powerless against Continuous Trap, which has an effect. As a lock card, it seems to be a slightly sober category.
The recovery effect of (1) is fairly excellent. Returning the card that was the cost of Mekk-Knight Red Moon , or reusing the World Legacy Spell Trap that was accidentally removed by the opponent, is a lot of things to do.
Decks with "World Legacy Key"
* is adopted as a key card.
● 2017-12-05 the World Chalice Mekk-Knight
● 2023-06-19 JK big bug.
● 2017-10-19 Mecha Knight Invoked
● 2017-10-22 Creation Star God tierra Machine Knight Graydle
● 2019-01-20 World Legacy the World Chalice Mekk-Knight Palladion
● 2017-10-16 Nanairo no Kikai The Weather
● 2020-03-21 World Legacy Orcust April 20 (low price)
● 2019-01-05 Shrine maiden with World Legacy
● 2018-02-16 Kaiju Train Machine Knight Invoked ~Strength is power~
● 2018-04-25 Towards the unseen World Legacy part2
● 2019-01-26 Introduce and rotate
● 2018-07-30 Mekk-Knight Invoked [Explanation pending]
Card Category and Effect Category
the World Chalice, World Legacy Deck
the World Chalice, World Legacy Card Lists
the World Chalice, World Legacy Sets
Products in Japan
Product | No | Release Date | Rarity |
---|---|---|---|
Extreme Force | EXFO-JP057 | 2017-10-14 | Normal |
Ranking and View Num
Rating Score Rank | 6,841 / 13,172 Cards |
---|---|
View Num | 17,999 |
Others
Japanese card name | 星遺物へ至る鍵 |
---|
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