This deck profile will serve as a guide and decklist for people beginning to play this deck. If you have any suggestions, please let me know.
The Phantom Knights is an archetype based around XYZ summoning, as well as banishing themselves from the graveyard to activate their effects. They also have trap monsters, but for the most part, they are not used. Here are my card ratios and explanations:
Monsters:
3x Torn scales: The best starter in the deck. His effect is to discard a card to foolish burial a phantom knights. Normally, you will send cloak, as cloak can banish itself from the grave to search. Torn scales also summon itself from the grave when another phantom knight is banished from the grave, making him a useful extender.
3x Ancient cloak: Ancient cloak can make one dark monster you control gain 800 atk, but that's not really important. When he's in the grave, he can banish himself to search a phantom knights card, namely boots.
3x silent boots: An extender who can special summon himself if you have a phantom knights monster, which makes this card a perfect target for searching. By banishing himself from the grave, he can search a phantom knights spell or trap, making his a useful card all around
2x ragged gloves: If he is an overlay material, the card he is equipped to gain 1000 atk. His more useful effect is to banish him from the graveyard to mill a phantom knights card, which can activate any other phantom knights graveyard effect. 3 is a little bricky, which is why I run 2.
1x: An extender that can summon itself from the hand when another phantom knight is summoned, and can banish itself to summon a phantom knight from the hand. Both of these effects can also raise a cards level by one, but that rarely comes up. One copy because it's just okay.
BA engine:
3x Tour guide: a good starter, always summon graff with its effect to go into cherubini, unless graff is in your harnd, in which case you go into libic to summon graff
1x graff: send of of cherubini, or summon off of tour guide. Summon cir with his effect, unlessc cir is in hand, then ss libic to ss cir1x
1x Cir: ss off of graff, and revive cherubini
1x libic: in case you draw graff or cir
Extenders:
3x kagemucha knight, 1x psychic welder, 1x psychic tracker, 1x jackalope, 1x tsuchinoko: Generic level 3 extenders to xyz or link
Dragoon package:
1x red-eyes, 1x dark magician: For dragoon
Hand traps
3x Ash: Generic, can be used with level 3 extenders if bricked
Spells:
1x Monster reborn: Generic extender
1x Foolish burial: can mill what you need
1x reinforcement of the army: can search what you need
1x red eyes fusion: dragoon package
1x rank up magic force: Gets into your rank 5's, searchable with boots and bardiche
Traps:
3x fog blade: Monster negate searchable off of boots and bardiche
1x wing: sendable off of gloves, banishes itself from the grave to ss a knight from the grave1x
1x Brigandine: Searchable trap monster, easy summon for extending
Extra deck:
1x dragoon: Dragoon package, gets extra negate going first and is easy to summon because cherubini stays on board most of the time
1x dark requiem: 3 monster negates, And summon xyz monsters from the grave, best xyz monster going first.
1x Arc rebellion: Otk with raider's knight.
1x Dark rebellion: Rank up with rank up magic force into requiem.
1x raider's knight: can rank itself up into arc rebellion going second.
1x Nightmare: can disrupt opponents plays.
2x break sword: Pop a card on the field, then xyz into rank 4.
1x leviair: Extender, can ss banished monsters.
1x Borrelsword: Close out games, over accesscode because it doesn't need link monsters for its full potential.
1x unicorn: Generic rank 3
1x Rusty bardiche: Can mill a phantom knights to set a spell/trap from the deck, and can pop a card when a dark xyz is summoned to it's zone. Very useful, end on board with him as much as possible to set fogblade.
1x Cherubini: Combo wombo by milling graff, summoning cir, summoning bardiche, cir revives cherubini, use for anaconda etc.
1x verte anaconda: dragoon package
1x link spider: For brigandine
To show you how to play this deck, here is a 1.5 card bread an butter combo that requires scales + discard
NS scales, dicard to mill cloak
banish cloak, search boots
ss boots
link into cherubini
activate cherubini, mill graff
graff summon cir
link into bardiche
cir ss cherubini
activate bardiche, set rank up magic if first, fog blade if you want arc rebellion Otk, mill gloves
banish gloves, mill wing
activate sclaes, ss itself
banish wing, ss boots
xyz into break sword where bardiche points to
if first, pop break sword, if second, pop one card on the opponents field, then activate break swords effect to pop itself and one more card on opponents field
activate break sword, ss boots and scales as level 4s,
if you want dark requiem, xyz into dark rebellioj. If you want arc rebellion, go into raiders knight, then activate effect to go into arc
This combo ends with either3 nagates on your opponent turn when you rank up into requiem, or an easy otk plus 1 negate if they survive with arc rebellion.
I hope this guide helped! thanks for reading this far.