Meklord Assembly
Meklord Assembly

Meklord Assembly
– #LED7-EN020

When this card is activated: You can add 1 “Meklord” monster from your Deck to your hand. You can only activate 1 “Meklord Assembly” per turn. You can only use each of the following effects of “Meklord Assembly” once per turn.
● You can discard 1 card, then target 1 monster you control; destroy it.
● If a face-up “Meklord” monster(s) you control is destroyed by battle or card effect: You can target 1 other face-up Spell/Trap on the field; destroy it.

Date Reviewed: 
November 24th, 2020

Rating: 2.83

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:

KoL's Avatar
King of

Hello Pojo Fans,

Meklord Assembly works in conjunction with Core from yesterday.

Search with Core, play it, get a Meklord monster and then whichever effect is most applicable to your situation activate. Popping Core with Assembly to trigger Core to get a free Meklord Emperor would be great as long as you have another monster on the field and go for the different Attribute. Many of the Emperor monsters can summon themselves off Meklord destruction, and not having to wait for your opponent to do so would speed them up. Destruction protection through popping spell/trap cards, but they have to be face-up and they can’t ever be this card, damn. To really benefit from that part of the card you’d have to play several Continuous Spell/Trap or Field Spell cards, and that isn’t very practical for the archetype. Resolute Meklord Army protects all your Meklords from battle destruction, but the effect negation hurts. Meklord Fortress likely isn’t going to be run in the archetype now because of the lack of meta Synchro Summoning and you now have direct searcher cards in the archetype. You’ll use Assembly for its first effect to pop and trigger your other Meklord monsters.

Advanced-2.5/5     Art-3/5

Until Next Time

Crunch$G Avatar

From the Spell/Trap searcher to a Spell in the archetype, we now have Meklord Assembly.

Assembly is a Continuous Spell that upon activation lets you search for any Meklord monster from the Deck. Nice way to tutor an Emperor you might want to summon or one of the Meklord Astro monsters since they’re already hard enough to summon without needing specific setup. This also gets you to Infinity Core if you didn’t already have it, so that’s a plus as well. You can only activate 1 of these a turn, as expected, and the other two effects are a hard once per turn. First off, you can discard a card to target a monster you control and destroy it. Helps summon the Emperors by triggering their effects and also triggers the Core, I just don’t see why the discard was necessary. At the very least, it sets up the grave for the newest boss. The archetype struggles enough popping their own stuff before this, the discard was unnecessary. The second effect is if a Meklord monster you control is destroyed by battle or card effect, you can target and destroy a face-up Spell/Trap on the field. So there’s a plus to the first and second effects synergizing with each other, and it’s removal for an opponent’s Spell/Trap getting in your way or your own if you need to unclog your board. Having face-downs be an option too would of been nice, but it is what it is. Again, its a useful card for Meklords, even with the unnecessary cost for the pop effect, and it’s great for your monster searcher.

Advanced Rating: 3.5/5

Art: 4/5 Our Meklord overlords are coming to destroy us soon.

Dark Paladin's Avatar

Meklord Assembly is a Continuous Magic, one that can only be activated once per turn, and does a few things…but how well or important are the things it does?  Adding any Meklord Monster from your Deck to your Hand for free upon activation here is a great thing.  +1 resource is always appreciated, and I’m sure that’s the biggest part of the once per turn here.  Discarding 1 card lets you Target a Monster you control and destroy it.  (Works well with yesterday, no?) This is a -1, and even though it can help combo things and float along in the Deck, and should replace whatever you destroy, the initial -1 is troubling.  This effect (as is the next) can both be used, once per turn.  It’d be a breakeven if you didn’t have to discard and (again) given the once per turn, it’s harder to plus and advantage too much from that.  If a face-up Meklord Monster(s) you control is destroyed by Battle or Card Effect, you can Target a Magic/Trap on the Field and destroy it.  This is good and bad.  Versatility in the destruction, as well as the option to destroy a card in the latter, both are good.  This can result in both players losing a card (or not) but even so, you lose a Monster (that may or may not replace or replenish with another Monster on the Field or Hand) but they MAY lose a Magic or Trap.  Open ended is good, but it’s pretty unreliable.  

Rating:  2.5/5

Art:  3/5  Not enough assembly going on here, I’d have preferred an assembly line.  The Meklord is too far assembled. 

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