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
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.