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Pojo's Yu-Gi-Oh Card of the Day

Meklord Astro Mekanikle
# JUMP-EN050

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by sending 3 other "Meklord" monsters from your hand to the Graveyard. Once per turn, you can select 1 face-up Synchro Monster your opponent controls, and equip it to this card. This card gains ATK equal to those equipped monsters' combined ATK. Once per turn, during your Standby Phase, you can send 1 of those monsters to the Graveyard to inflict damage to your opponent equal to its ATK. You cannot conduct your Battle Phase the turn you activate this effect.

Card Ratings
Traditional: 1.45
Advanced: 2.00 

Ratings are based on a 1 to 5 scale
1 being the worst. 3 is average. 5 is the highest rating.


Date Reviewed - Dec. 8, 2011

Back to the main COTD Page

 

Dark

Paladin

Thursday

Meklord Astro Mekanikle, another card with a hoop to go through in order to be Summoned. This is a Level 12, Light attributed, Machine type Monster, with 4000 attack and defense points. Mekanikle cannot be Normal Summoned or set, and only be Special Summoned by sending three other Meklord Monster from your Hand to the Graveyard. Once per turn, you are allowed to gain control of a face-up Synchro Monster your opponent controls, and the attack of that Monster is added to this cards attack. Once per turn, you can send a Monster equipped to this card to the Graveyard to inflict Damage to your opponent equal to its attack. If you use this effect, you cannot conduct your Battle Phase in that turn. This Monster can actually be VERY annoying...I'm not a fan of the Meklords, but if you get this on the Field, and your opponent can't answer it very quickly, it's likely to win you a game.

Ratings:

Traditional: 1.75/5
Advanced: 2.75/5
Art: 4/5


John Rocha

Meklord Astro Mekanikle is not what I would consider one of the better Meklords. Sending 3 Meklords to the graveyard just to summon this monster is not my idea of  good card conservation. The Meklord Emperor’s are much better and more versatile. Obviously if you are going to run Mekanikle, you need to have a dedicated Meklord deck with Meklord Emperors and Meklord Armies.
 
Getting Meklords to your hand is not too difficult especially sense Sangon can get many of them. Run Sangon with Mystic Tomato’s, Foolish Burial, and Gold Sarcophagus. With Sangon you can do all kinds of tricks to continue to use its searching ability. Summon Sangon from the graveyard with Call of the Haunted, Monster Reborn, and Limit Reverse. Here is another cool trick. Use Magical Hats on one of your monsters and 2 copies of Meklord Fortress. When Fortress goes to the grave, you will get two Meklords in hand. We also have a nifty card called Recurring Nightmare to get two Meklords out of our graveyard.
 
So what can we do once we expend all of our energies to get Meklord Astro Mekanikle to the field? We could Heavy Storm, suck up our opponent’s Synchro monster, and double our attack with Limiter Removal for game. Just saying. It is a machine. Maybe someday Meklords will be good, but for now we have to go with that old rope and say fraid knot.
 
Traditional: 1/5
Advanced; 1/5

Miguel

Thursday here on Jump promo week here on pojo and we're looking at just a huge beast in the form of Meklord Astro Mekanikle. Mekanikle is a Level 12 ,Light/Machine with 4000 ATK and DEF. This card can't be normal summoned or set. It can only be special summoned by sending 3 other Meklord monsters from your hand to the grave. Once per turn you can select 1 face up Synchro monster your opponent controls and equip it to this card. Mekanikle gains ATK equal to the equipped monsters. Once per turn, during your standby phase, you can send one of those monsters to the grave to inflict damage equal to the sent monster's ATK. If you do this, you cannot conduct your battle phase this turn.  Let's all point at the elephant in this room, Mekanikle is good in Meklord decks only. The hardest part is getting the 3 cards in your hand needed to get Mekanikle on the field. There's a neat trick involving Sangan, Meklord Fortress and Magical Hats to further this along. There are a lot of ways to recycle those cards from your grave to your hand that'll get you a step closer. Mekanikle is truly a monster at 4000 ATK and DEF with the chance of its ATK getting even higher. And can win a few games by burning your opponent with their own synchro monsters. But just like any other monster, it can fall into Bottomless, Mirror Force, or it's summon negated. Try it at your own risk, cause you will down a few cards just trying to get it out.
 
Traditional: 2
Advanced 2.5
Tomorrow: This card is well versed in the Dewey Decimal System.


Argouru

Thursday:

Meklord Astro Mekanikle
Lv. 12/LIGHT/Machine/4000A/4000D
"This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by sending 3 other "Meklord" monsters from your hand to the Graveyard. Once per turn, you can select 1 face-up Synchro Monster your opponent controls, and equip it to this card. This card gains ATK equal to those equipped monsters' combined ATK. Once per turn, during your Standby Phase, you can send 1 of those monsters to the Graveyard to inflict damage to your opponent equal to its ATK. You cannot conduct your Battle Phase the turn you activate this effect."


MAM comes with a hefty cost to summon, drastically reducing your hand-size. Basically, you'll have only 1 or 2 cards left in hand after he comes into play, leaving very little options for future turns. What's the point of bringing out a strong guy who can easily be nuked by a Smashing Ground on your opponent's next turn, assuming he doesn't fall victim to to a Bottomless Trap Hole as he hits the field.

His effects are alright, but the effort involved in bringing him into play are not worth the cost, and that's assuming you can get him and 3 other Meklords into your hand at the same time to begin with.

Traditional: 1
Advanced: 1.5


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