A Thank You!
Welcome one and all! First of all, thank you for your attention on this deck preview! You must either have a deep interest in Goblin Biker variants, or are a deep fan of Phantom Knight and want to see the different ways this archetype can be used in the modern game. Now I won't deny, this PK package is significantly smaller than a normal one that I would make, but it gets the job done all the same.
So what does it do?
If this is your first time looking at Goblin Bikers, or even at PK, well then I'll try my hardest to explain what both of these decks do and how they work with one another. Let's start with the older of the two, that being Phantom Knight. Phantom knight (or PK) has two unique gameplans in which it can execute: the first is its monster advantage from grave, and the second is its trap interaction plays. The monster advantage comes from the fact that all of the PK monsters have the ability to banish themselves to generate additional resources. This comes up most with certain key monsters; the likes of The Phantom Knights of Ancient Cloak, The Phantom Knights of Silent Boots, and The Phantom Knights of Ragged Gloves, with one of their best starters being The Phantom Knights of Torn Scales which can serve as a good starter for the deck. The trap interaction is also quite useful, with cards like Phantom Knights' Fog Blade that act as a negation on field and The Phantom Knights of Shade Brigandine which is a trap based extension tool. What all this culminates into is a good resource deck that can play for quite a while, especially with its extra deck that has tools for destroying enemy cards and ranking up into even stronger boss monsters.
Now as for the Goblin Bikers (or just Goblins), they focus on pure numbers and Rank-3 plays. All of the goblins have an effect that allows them to special summon themselves by detaching material from your XYZ, and most have an effect to either special summon another friend or add something to hand. Goblins don't have a definite starter, and as such aren't too good on their own, but once they get started they take off like a rocket. The Goblins end game plan is almost simply to steal their opponents, literally. The Goblin boss monsters are Goblin Biker Big-Head Gabonga and Goblins' Crazy Beast which can steal cards from your opponent, which can be quite detrimental if you were reliant on them going to the grave. They are a fairly new deck that has limited support, but what they do have is already quite thrilling and consistent.
So now the million dollar question, why put them together? Well both are highly efficient Rank-3 decks that can play out of the grave and put up some incredible end-boards so why not see if they blend and sure enough it does to a fair level of success. Unfortunately the amount of PK in this deck is less than originally planned, but this was changed out for far greater Rank-3 enablers such as Tour Guide From the Underworld and Speedroid Terrortop as well as other extenders. All together this creates a fairly consistent, albeit robust, package that sets up a solid plan.
So What is the Plan?
Well, to say this is cooking is an understatement, as this deck plays a lot of cards that seem to be unneeded, and they kinda are, but they are also can completely shut down any plans the opponent has in store.To better explain the synergy, a card by is needed.
Starters
Tour Guide From the Underworld: The ol' reliable, she is the GOAT of rank-3 plays, and the fact that some of the goblins are fiends makes her even better at getting names on board.
Speedroid Terrortop: A free special that can get an extender, almost as good as tour guide, and now allowed at 2!
Yup thats the starters, no Noh-P.U.N.K. Ze Amin or other packages here, though not for a lack of thought. No, the reason being is that we are using the pure extension power of other cards to put bodies on the field, as to ensure we can push through disruption.
Extenders
Psychic Wheeleder: A free special when you have a a level 3 on board, good always
Psychic Tracker: same as before, just a different name
Emergency Teleport: basically a third of the psychics above
Kagemucha Knight: a free special off any normal summon
Speedroid Taketomborg: the go-to search off of terrortop, and just happens to be summonable off the wind attribute goblins
Edge Imp Sabres: you typically don't want to see this guy, but it can summon itself from the grave, and that is why we play it
Now this is a bit smaller than normal, but since every single one of the gobos can be an extender we aren't too worried about needing more firepower
Goblins
Goblin Biker Dug the Assaulter: special from hand off detach and searches a spell on summon, useful for all hands and one you almost always want to see
Goblin Biker Clutter the Noisy: can only special summoned during your opponent's turn, but on summon can summon a gobo from grave so does great for extension or recovery
Goblin Biker Mianda the Coldblooded: special from grave during either turn, and on summon brings a goblin from hand out. A fiend so the main target for tour guide
Goblin Biker Boon the Machspeed: can special from anywhere you see him, but you are locked out of specialling him til your next turn
Goblin Biker Grand Entrance: the archetype ROTA that can also special with a detach and recover a gobo from grave with a detach, great goblin card
Grand Meeting of the Goblin Bikers: a card that isn't needed for all your end boards, but for the higher end stuff it comes out great. Can make your level 3's into 6's and give an additional normal
That's it for the main deck goblins, each of them a body that helps play to full power, and most of which you will see on the board more than once per turn. There is one more goblin card that is good but unfortunately we can only search one spell/trap in this deck and our other two are just a league above.
Phantom knights
The Phantom Knights of Ancient Cloak: one of the two monsters we will be playing, it can add silent boot off it's banish
The Phantom Knights of Silent Boots: usually a free special if needed, but you can also just send it to grave for its banish search
Phantom Knights' Rank-Up-Magic Force: a bit of spice that I love, functions as both disruption and a flood gate when used
Raidraptor's Phantom Knights Claw: another bit of spice, and all in all optional
This is a tiny package for the main deck, it can be expanded as the builder sees fit to match their style, but for the end board I'm seeing this is a fine amount.
Garnets
Ghostrick Shot: a card you never want to open, as it turns off a lot of your potential. Fortunately we can put it back in deck with the help of Edge Imp Scissors so back-up plan?
Full-Armored Xyz: an instant XYZ plan, that works well with the Gobos
To be honest, this is the only true garnet, but there are several cards you'd rather search over just open. You could also put the handtraps in this section, but I'll let the builder decide how they want to make their non-engine.
Extradeck
Goblin Biker Big-Head Gabonga: the monster searcher of the deck, and a form of interaction since it can steal opponent's monsters
Goblins' Crazy Beast: a harder to make boss, being rank-6, but it offers destruction protection and can steal spell/traps on fields and is recurrable (once)
Ghostrick Alucard: a building piece for the rank-up line, and the target for Ghostrick Shot
Ghostrick Angel of Mischief: the rank-up off of Alucard, the searcher for ash, and a card for the XYZ Armor plays
Xyz Armor Torpedo: not really needed, and may be cut, but it's here as an emergency in case all other options get stopped
Xyz Armor Fortress: a rank-up on any 3-4 that searches out his instant XYZ
Full Armored Dark Knight Lancer: the target for the quick XYZ and a steal for an opponent's monster, is difficult to out with equips
Evilswarm Ophion: the payoff for the PK rank-up spell, a floodgate for level 5+, and a solid body (my favorite card)
Number 75: Bamboozling Gossip Shadow: an emergency play for a negate if you are just that scared or have cars leftover
Super Starslayer TY-PHON - Sky Crisis: the meta tax, play as you see fit
Divine Arsenal AA-ZEUS - Sky Thunder: when you play XYZ, you might as well play the big guy
Cherubini, Ebon Angel of the Burning Abyss: one of the best tools for level 3 strats, mainly sends Edge Imp for a Link play
The Phantom Knights of Rusty Bardiche: the card that makes the PK package even work, can send and set cards, as well as being a pop if you summon an XYZ at link point (usually a rank-up spell)
S:P Little Knight: the other meta tax. play as you see fit
This Extra has a bit of looseness that allows one to change a few cards as they see fit, but I don't think anything will really change too much. (sorry about Meta Tax cards)
The Combo
So I could go through and give a lot of hands and show you the best from all situations, but instead I'll just give you the highest impact end board
Hand: Tour guide, Clutter, grand entrance
Normal Tour guide>summon Mean
Overlay for Gabonga> search for Gugg
Gugg eff> summon>search grand meeting
Activate Grand Entrance> search Zoom>detach for Grand Entrance> summon Clutter
Clutter eff> summon Mean from grave> Mean eff> summon Zoom
Send Mean+Zoom> summon Cherubini
Cherubini eff> send Edge Imp> use edge Imp Eff> put not Meeting on top
Send Cherubini+Edge Imp> summon Bardiche
Bardiche eff> send Silent boots> set Rank-up
Overlay Dugg+Clutter> summon Alucard> Rank-up into Angel
Angel eff (detach Alucard)> add Shot
Use Shot> summon Alucard at link point
Banish Entrance> add Zoom> activate Mean> summon Mean
Activate Meeting> normal Zoom> activate Meeting (raise levels)
Overlay Zoom+Mean> summon Crazy Beast
Rank-up Angel> summon Fortress
Fortress eff> add Full-Armored
Banish Silent Boots> add Knights Claw
Set Knights claw+set Full Armored
So this board has lot going for it. It has two monster steals, a S/T steal, a rank-up pop into floodgate, a monster negate, and destruction protection, plus whatever you have in hand left. This end board can be tweaked as needed, but I do hope that it can do dome real work.
The problem
So I think anyone can tell immediately a problem with this deck, and that's no early interaction. So this deck can be shut down by LITERALLY all handtraps, and many decks are playing as many as 20 non-engine so it's a real high roll. This deck, unfortunately, doesn't have as much access to non-engine, and as such is strictly weaker than meta. But if you are looking at this, I'm assuming you don't want to play meta.