Zombie World decks are good at manipulating the field to play on their terms, and Phantom Knights are strong at well, they can play through stuff (given you setup the tools to continue) and can end on powerful multi negate boards. Plus, everything they do is in archetype, so they are completely unaffected by zombie worlds effect! Combining these to decks makes a good midrange at controlling and combo-ing off.
DECK LIST
MONSTERS:
3
Uni-Zombie: this is pretty self explanatory as it is one of the most important cards in every zombie world deck.
3
Shiranui solitaire: this is also self explanatory as it searches out your uni-zombie which is important.
3
The Phantom Knights of Torn Scales: this is the best starter and extender in PK. Definite 3 of.
3
Mezuki: your entire deck are zombies. special summoning them from grave is really good.
2
Necroworld Banshee: this is a great card because it gets your Zombie World out easier.
2
Doomking Balerdroch: this is your main boss monster as it constantly special summons itself from grave if
Zombie World is up and provides a negate.
2
The Phantom Knights of Ancient Cloak: Searches out your PK monsters when banishing from grave. you could run this at 3 but given how tight the deck is I wouldn't recommend
2
The Phantom Knights of Silent Boots: Same with cloak but with S/Ts. You could run this at 3 but I don't recommend
1
The Phantom Knights of Ragged Gloves: This is handy to dump off an extra PK resource if you need it.
1
The Phantom Knights of Stained Greaves: This is literally just used for extensions, It has no other effects that would benefit in other situations.
1
Jack-O-Bolan: This card is helpful for grave recovery and that's about it.
1
Cir, Malebranche of the Burning Abyss and
Graff, Malebranche of the Burning Abyss: These are your main garnets of the deck. Used in PK combos
1
Libic, Malebranche of the Burning Abyss: This is used to help unbrick the other BA's in the deck for extra consistency
1
Gozuki: While not as good as Mezuki, Gozuki is still handy to have on occasion.
1
Plaguespreader Zombie: this can allow a more synchro variant to the deck because it's a great tuner. There is no Synchro package here because i'm not the big brain boy who can make the ED space like my mom apparently still thinks I am.
1
Glow-Up Bloom: You need Zombie World on the field one way or another.
SPELLS:
3
Zombie World: you need this card to be live as much as possible.
3
Book of life: Its good, like really good. Its basically a budget
Ice Dragon's Prison for Zombie World.
3
Super Polymerization: With Zombie World up you can steal your opponents monsters for Dragonecro Nethersoul Dragon.
1
Phantom Knights' Rank-Up-Magic Force: This is
Phantom Knights' Rank-Up-Magic Launch but better in the majority of situations, as you don't have to use it on a monster w/out mats.
TRAPS:
3
Ice Dragon's Prison: its EXTREMELY good in this deck, everything are zombies.
2
Phantom Knights' Fog Blade: the most important trap card the PK engine has to offer, you can bump it up to 3 if you like.
1
The Phantom Knights of Shade Brigandine: this card is helpful for making Bardiche.
EXTRA DECK:
2
Dragonecro Nethersoul Dragon: the entire deck and your opponent's monsters are zombies
2
The Phantom Knights of Break Sword: this card is helpful when setting up your rank 4 going first, and helps break up boards going second
2
Leviair The Sea Dragon: this card is really integral to PK combos to recover the monsters you've banished from grave.
1
Dark Rebellion Xyz Dragon and
Dark Requiem Xyz Dragon: These are the cards you will have at the end of a PK board. Non OPT monster negates that float Xyz monsters in the process is pretty insane
1
Divine Arsenal AA-Zeus - Sky Thunder: you are running Xyz monsters; therefore, run this card.
1
Accesscode Talker: this card is here to clean up boards and OTK
1
Knightmare Cerberus and
Knightmare Unicorn: removal, what can I say
1
The Phantom Knights of Rusty Bardiche: this is the best card out of the PKs, it's been banned after all.
1
Cherubini, Ebon Angel of the Burning Abyss: this card is integral to your PK combos and gets your graff in grave to combo off.
1
Vampire Sucker: This card is extremely strong when it comes to consistency boosting via draws on grave specials (OPT). It also gives a strong option to essentially Kaiju your opponent for a tribute summon (This effect won't come up often if at all but it's handy to know about it.). And can give you a free target to super poly with easier.
PROS AND CONS
PROS:
The deck has a good capability of Keeping its ground and playing through a HT or two
The deck provides some easily accessible tuner monsters (one of which being a starter card), allowing you to run a Halq Synchro package if you wanted to.
Speaking of which, This deck is very flexible, you can switch out cards and ratios to your heart's desire, build the deck the way you want to. THIS IS NOT A SET IN STONE LIST, go on,
experiment! I wanna see what you guys can come up with.
This deck can end on powerful boards when given the opportunity, A fog blade, Bardiche pop, and three Requiem negates is strong.
CONS:
This deck has a larger potency to brick than the more pure builds of either of these decks. The easiest way to fix this is to optimize one or both engines. (I don't know how to do that effectively so i'm just gonna let you do that for me (: )
If you were to buy the all of the cards in this list to play in person, IT'S NOT FINANCIALLY WORTH THE MONEY, Unless you have majority of the cards already, just don't go for it or try to make it as budget as you can (Switch accesscode for borrelsword, change Ice Dragons for a cheap HT like
Effect Veiler, etc.)
This deck is
EXTREMELY HARD TO PILOT, The Phantom Knights alone require you to switch your combo routes on the dime depending on the situation, or else you'll be stuck in a decision paralysis running down the clock that can really make the deck uninviting if you don't know what you're doing, adding the Zombie World stuff just adds another layer of what combo routes to take. You are going to need to playtest a lot to get the hang of what to do in the right situations. (back on the pros, the flexibility of the deck can help ease up this difficulty to pilot.)
(I can't really put a game plan because 1: deck is designed to be tweaked and tinkered with until you make a list you're happy with, which may not go with said game plan I put here and 2: It would be extremely long given to extremely varying situations and routes to take and i'm not really in the mood to write an entire article for game plan alone.)