Mekk-Knight

"Jack Knight" is an archetype largely comprised of LIGHT Psychic monsters debuting in Extreme Force. The archetype is related to, as well as supported by, the "World Legacy" archetype.

Design
This archetype is related to the "World Legacy" and "World Chalice" archetypes, as shown in the artwork of "Key to the World Legacy" and "Scars Caused by the World Legacy".

Each Main Deck monster has a color of the rainbow that appears in the artworks of "Jack Knight of the World Scars" and "World Legacy Puppet".

Playing style
All "Jack Knight" Main Deck monsters share the following effect: Thus the archetype relies on Special Summoning high level monsters while there are two or more cards in the same column to swarm the field and generate hand advantage. "Jack Knights" has a Kozmo Town-like recovery method in the form of "Key to the World Legacy". The Field Spell is very powerful against Extra Deck reliant Decks; but otherwise fares poorly against Deck (or Deck variants) with no Extra Deck monsters such as Kozmo, Monarch, BLS, Nekroz, or True Draco and is resource-intensive.
 * "If 2 or more cards are in the same column, you can Special Summon this card (from your hand) to that column."

Weaknesses

 * Cards that prevents the player from Special Summoning can hurt the Deck's capability to swarm. Examples include the "Vanity's" series, "Domain of the True Monarchs, "Heat Wave",etc.
 * "Ally of Justice Catastor" can instantly destroy this archetype's monsters since they are all LIGHT monsters.
 * "Lose 1 Turn" make Jack Knights more vulnerable to destruction.