Phantom Knights
Deck Primer
General Introduction
I was planning on making this for a long time. Ah the Phantom Knights, my favorite archetype of all time, and I'm glad you came here to check it out. This is one of the fastest combo decks at the rogue status. From spamming out XYZ monsters, to spitting out 7 negate boards, this deck is the complete package. And I'm happy you want to play them as well. Now, lets get into the main strategy, the Phantom Knights focus on banishing themselves for searches, sending more Phantom Knights to the graveyard, and they even work well with the never-dying Burning Abyss archetype. Hence the popular name PK Fire (Phantom Knights + Fire, and is also a reference to Ness' famous move). So, lets go over the main Phantom Knights. First up is The Phantom Knights of Silent Boots. This is one of the important ones, this card is essential for combos and helps get your spells and traps to set up your negates. Next is The Phantom Knights of Torn Scales. Arguably the best out of all the Phantom Knights, this one can special summon itself when another Phantom Knights is banished, which you'll find happens a lot. Next is The Phantom Knights of Ancient Cloak. Also one of the important ones, this is how you'll search your Silent Boots for combos. Next is The Phantom Knights of Ragged Gloves. This one Isn't used nearly as much as the others, but still comes up, It allows you to send cards like Phantom Knights' Wing to revive other Phantom Knights for extending combos. Last, and probably least, is The Phantom Knights of Stained Greaves. We're only playing one for a reason, this card just doesn't come up that much. And that's not saying it never comes up, its just a lot rarer to pull of than the others. Trust me.
The Extra Deck
The extra deck is obviously very important to this strategy. And that's why were going over it! So let's go over the XYZ monsters. First off is The Phantom Knights of Break Sword. This Monster is really important, and what's also important, is that It's not a hard once per turn. So you can pull off multiple on the same turn, and you'll find out by playing the deck, is pretty good. Next up is Leviair The Sea Dragon, where do I begin, this card is just good. That's all that really needs to be said, aside from the fact you can bring back your banished Phantom Knights, and what's also cool, is that Leviair is conveniently rank 3. Next up is one of our tech cards, that of which is Zeus. Arguably one of the most powerful XYZ monsters currently in the game. You can stack this over an XYZ monster to bypass other monsters with destruction protection, such as annoying cards like Dragoon. Next is Raiders' Knight, this card allows you to OTK the opponent fairly easily, which is why were playing it. Next is Arc Rebellion XYZ Dragon. This is what you're using Raiders' Knight to summon. This card is a beast, being able to gain ATK equal to every other monster on the field is good, and the fact it also negates the effects of every other monster on the field. Granted it negates yours as well, but that doesn't matter since you're just going to OTK with it anyways. Up next is Dark Requiem XYZ Dragon, and Dark Rebellion XYZ Dragon. You use Break Sword to make Rebellion XYZ Dragon, more on that later. But for now we'll cover why were using this card. For one, Dark Requiem's negate effect Isn't once per turn. But the only reason were using Rebellion XYZ Dragon is just to go into Requiem, You'll almost never use Rebellion XYZ Dragon by itself. And that covers all the XYZ monsters, now we'll move onto the link monsters. First up we have one of the strongest links in the game, that being The Phantom Knights of Rusty Bardiche (My favorite monster of all time). Oh boy, this card is really something. I could probably write a whole article dedicated to this card alone, but we'll cover this card later. Sheesh. Next up is Apollousa, Bow of The Goddess. This card is a big help with setting and establishing boards. Very very helpful. Next is Cherubini, Ebon Angel of The Burning Abyss. If you're not running this card, what's wrong with you...? It lets you pull of your main combos, and is great support when it comes to making Rusty. Lastly is Knightmare Phoenix and Knightmare Unicorn. These are just generic removal tools, nothing much to say about them. And that should cover the entire extra deck. Lets move on to the fun part, combos.
Combos And Final Thoughts
Now, here's where the fun begins. Here I'll go over the main combos.
Key: SS = Special Summon. NS = Normal Summon. Search = Add The Card From The Deck To Your Hand. GY = Graveyard. XS = XYZ Summon. LS = Link Summon.
NS Tour Guide > SS Graff > LS Cherubini > Graff effect to SS Cir from deck > Cherubini effect to send Cloak to the GY > LS Rusty using Cir and Cherubini > Cir effect to revive the Cherubini from the GY > Rusty effect to send Scales to the GY and set a Fog Blade > Banish Cloak to search Boots, SS Scales from the GY > SS Boots > XYZ Summon Leviair using Boots and Scales > Detach Boots to SS Cloak from the banished zone > Link into Apollousa using Leviair, Cherubini, and Cloak > Banish Boots from the GY to search a Fog Blade and set it. So this basic combo ends on 5 negates. Obviously you shouldn't rely on this combo every game, but this is just to give you an idea of how this deck plays.
Now for a more advanced combo:
NS Scales > SS Kagemucha Knight from your hand > Use Scales effect to discard and send Cloak to the GY > Link Scales And Kagemucha into Cherubini > Use Cherubini to send Graff to the GY > Use Graff effect to SS Cir from the deck > Link Cir and Cherubini into Rusty > Use Cir effect to revive Cherubini > Use Rusty effect to send Ragged Gloves to the GY and set a Rank Up Magic > Banish Gloves to send Wings to the GY, and SS Scales from the GY > Banish Wings to SS Cloak from the GY > XS Break Sword in Rusty's arrow, and use Rusty's effect to Destroy Break Sword > Use Break Swords effect to special summon Scales and Cloak from the GY > XS Dark Rebellion XYZ Dragon > On the opponent's turn use Rank Up Magic to XS Dark Requiem XYZ Dragon. And there's the end of the combo. There's a lot more combos you can pull off with this deck. Many I didn't list, because I like to leave some of the job to you guys. The deck I made and Submitted should serve as a template for this deck. Don't feel obligated to keep it this way, make changes to match how you'd like to play it. And that's all for this guide. Have fun, and I'll see you in the next one.
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Red: 1st Card Draw
Shuffled using Fisher Yates algorithm
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