Basic Phantom Knight deck but with a smaller adventurer engine. I am only running 2x rite and 1x enchantress because enchantress is searchable off of Cherubini, and I run a lot of level 3 extenders so it is pretty easy to get to Cherubini. This gives me 3 cards I can open with that can start off the engine, and like around 20 different level 3s to make Cherubini to search enchantress. I run Dracoback because if you use it to discard for dragoons effect, it attaches to the token for a free bounce. I run 1 of all of the common handtraps because I run 3x Crossout. I also run the one scythe because I can cross it out, and if I do draw it I can set it and pop it off of Rusty's effect by reviving a break sword in grave to a zone he points to. I also choose to run dragoon over DPE beacause he is a tower and is harder to get around that DPE. Everyone a;ways forgets about the double pop+burn and that alone has ended games. Drawing red eyes fusion happens moderately often and it basically useless in hand, because Verte cannot get it into grave from the hand. If I do open red-eyes fusion, I can go through combo and dump Edge Imp Sabres, then use Edege Imp to put Red-Eyes Fusion back into the deck and Special summon itself, then make Verte off of Cherubini + Edge or go into Rusty and continue combo. It's pretty solid and pretty consistent and you can basically play forever with stuff in the graveyard so the grind game is super good. I also has a really good OTK through Arc Rebellion and its pretty easy to play through a bunch of stuff and still end on arc rebellion for the OTK, especially if your opponent payed 2000 for verte. There are definitely better decks but I like PK so this is what I'm running to keep up with the meta decks running around.