An XYZ Deck was once very hot and made waves at Duel Links. However, after receiving a rather painful nerf and the meta changing day by day, Phantom Knights has calmed down but is still one of the Top Decks according to statistics. Furthermore, according to the recent Banlist, Phantom Knights have had their Limit released, is this an opportunity to rise up and regain their Tier position??
The ability to spam level 3 monsters very quickly and often trigger effs right from the grave, destroying 1 and Ranking up to rank 4. The discomfort of this deck also comes from the character's skill, giving us a capable Spell equip. The ability to negate enemy monsters or can sometimes be used to protect your own monsters.
Decks are not cheap when they need a huge set of techs with good uses like Lance, Book of Moon,... However, decks that have plenty of slots to put strong Tech top cards like that in are the decks. strong. But sometimes Phantom Knights also have quite a hard time when facing decks that spam a lot of monsters
Overall rating: 8.5/10
Instructions for playing Phantom Knights
Sections covered in this guide:
Skill
Phantom Strategy (Skill Card) (79%)
Phantom Strategy (Skill Card)
ATK:
0
DEF:
0
Send 1 "The Phantom Knights" monster from your hand to the Graveyard. Then, add 1 "Phantom Knights' Fog Blade" to the very bottom of your Deck from outside of your Deck. During the turn you activate this Skill, you cannot Special Summon Rank 4 or above monsters unless are DARK Warrior-Type or DARK Dragon-Type monsters This Skill can be used if you begin the Duel with a Deck (excluding Extra Deck) that contains no monsters other than DARK Warrior-Type monsters. This Skill can only be used once per Duel.
79% of players have trusted this skill, to be more precise, it is probably the strongest skill when used with the Am Binh deck. This skill gives us the Phantom Knights Fog Blade card, giving us the ability to negate and resist attacks. In addition, it also helps us send a Phantom Knights monster from the Hand to the grave. Most of the Phantom Knights' Effs are effects while in the grave.
The Phantom Knights Order (Skill Card) (18%)
The Phantom Knights Order (Skill Card)
ATK:
0
DEF:
0
Can be used on turn 2 and onward. Select up to 2 "The Phantom Knights" monster on your field that have a Level. When Xyz Summoning a monster using these "The Phantom Knights" monsters as Xyz Materials during this turn, you can use them as Level 2-4 monsters. This Skill can only be used once per turn and twice per Duel.
The reason this skill is less used is because it can only be activated from turn 2 onwards, meaning you won't be able to do anything if you toss a coin on turn 1.
But in return its ability is extremely strong, very good for OTK. Even though we don't have Fog Blade, the fact that we can summon level 2-4 XYZ monsters means that we have a lot of options to OTK the enemy or can even QUICK NEGATE and turn the enemy monster's ATK into 0 equals "The Phantom Knights Of Cursed Javelin" (this card will be mentioned later)
Summary of how to play
Core
The Phantom Knights of Ancient Cloak (x3)
The Phantom Knights of Ancient Cloak
ATK:
800
DEF:
1000
If this card is in Attack Position: You can target 1 DARK monster on the field; change this card to Defense Position, and if you do, that monster gains 800 ATK/DEF until the end of your opponent's turn. You can banish this card from your GY; add 1 "The Phantom Knights" card from your Deck to your hand, except "The Phantom Knights of Ancient Cloak". You can only use each effect of "The Phantom Knights of Ancient Cloak" once per turn.
The Phantom Knights of Ragged Gloves (x3)
The Phantom Knights of Ragged Gloves
ATK:
1000
DEF:
500
A DARK Xyz Monster that was Summoned using this card on the field as Xyz Material gains this effect. ● If it is Xyz Summoned: It gains 1000 ATK. You can banish this card from your GY; send 1 "Phantom Knights" card from your Deck to the GY. You can only use each effect of "The Phantom Knights of Ragged Gloves" once per turn.
The Phantom Knights of Silent Boots (x3)
The Phantom Knights of Silent Boots
ATK:
200
DEF:
1200
If you control a "The Phantom Knights" monster, you can Special Summon this card (from your hand). You can only Special Summon "The Phantom Knights of Silent Boots" once per turn this way. You can banish this card from your GY; add 1 "Phantom Knights" Spell/Trap from your Deck to your hand. You can only use this effect of "The Phantom Knights of Silent Boots" once per turn.
Silent Boots is also an important card of the deck, it acts as both an Extender (cards to expand combos) and can search for spell traps of the deck. Playing 3 will be the optimal choice.
Phantom Knights' Sword (x0-x1)
Phantom Knights' Sword
Activate this card by targeting 1 face-up monster on the field; it gains 800 ATK, also if that target would be destroyed by battle or card effect, you can destroy this card instead. When it leaves the field, destroy this card. You can banish this card from your GY, then target 1 "The Phantom Knights" monster in your GY; Special Summon it, but banish it when it leaves the field. You can only use this effect of "Phantom Knights' Sword" once per turn.
Plays the role of calling monsters from the grave with Fog Blade. Although other effects are not very useful, we can use them in certain situations.
Phantom Knights' Wing (x1)
Phantom Knights' Wing
Target 1 face-up monster on the field; it gains 500 ATK, also the first time that target would be destroyed by battle or card effect this turn, it is not destroyed. You can banish this card from your GY, then target 1 "The Phantom Knights" monster in your GY; Special Summon it, but banish it when it leaves the field. You can only use this effect of "Phantom Knights' Wing" once per turn.
Not only does it buff 500 ATK, but it also helps protect your Phantom Knights monsters from being destroyed. And in addition, like any other Phantom Knights trap, it can also stay in the grave and summon a PTK monster from the grave.
Kagemucha Knight (x2)
Although it is not Phantom Knights, its effect is extremely suitable for the deck, like someone who fills the gaps with its special summoning effect and level 3.
Tech
Reinforcement of the Army (x1)
Reinforcement of the Army gives your Phantom Knights Deck a big advantage, allowing you to seek out Phantom Knights or Kagemucha Knight monsters from your Deck to set up combos as soon as possible.
Forbidden Lance (x1-x2)
To avoid being interrupted by opponents, it is also good to use as a card that reduces enemy damage because the ATK reduction is quite large.
Monster Gate (x1)
Monster Gate will allow you to Mill a number of Phantom Knight Spells/Traps until you flip one of your Phantom Knight monsters. Because most of the Techs in the version when you use The Phantom Knights Order skills like Breakthrough, Skill Prisoner or Palezoic cards, etc. still have effects in the grave, so Milling them to the GY will not be a problem.
Crackdown, Compulsory Evacuation Device and Warning Point (hot trap techs)
Super powerful traps are on the meta
Extra
Dark Rebellion Xyz Dragon (x1)
Essentially, its effect allows you to deal 2500 damage (its own ATK) if it attacks a monster you have targeted. The advantage is that your opponent's monster's ATK is also lowered, allowing you to attack it with your other weaker monsters.
Dante Traveler of the Burning Abyss (x1)
Dante, Traveler of the Burning Abyss
ATK:
1000
DEF:
2500
2 Level 3 monsters Once per turn: You can detach 1 material from this card and choose a number from 1 to 3, then send that many cards from the top of your Deck to the GY; until the end of this turn, this card gains 500 ATK for each card sent to the GY this way. If this card attacks, it is changed to Defense Position at the end of the Battle Phase. If this card is sent to the GY: You can target 1 "Burning Abyss" card in your GY, except this card; add it to your hand.
Leviair the Sea Dragon (x1)
Allows you to extend combos, allowing you to XYZ rank 3 2 times in 1 turn
Number 70: Malevolent Sin (x1)
Number 70: Malevolent Sin
ATK:
2400
DEF:
1200
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3.
Works well against opponents with only 1 monster on the field. Even better if it's an XYZ monster as it will remove all their materials, or if it's a monster say it can't be special summoned in the cardtext.
Number 70: Malevolent Sin (x1)
Number 70: Malevolent Sin
ATK:
2400
DEF:
1200
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3.
Works well against opponents with only 1 monster on the field. Even better if it's an XYZ monster as it will remove all their materials, or if it's a monster say it can't be special summoned in the cardtext.
Steelswarm Roach (x1)
XYZ rank 4 can also activate effects during the opponent's turn, preventing some types of special summons (Very good when facing Mekk-Knight, Odd-eyes or Synchro decks)
The Phantom Knights of Break Sword (x3)
The Phantom Knights of Break Sword
ATK:
2000
DEF:
1000
2 Level 3 monsters Once per turn: You can detach 1 material from this card, then target 1 card you control and 1 card your opponent controls; destroy them. If this Xyz Summoned card is destroyed: You can target 2 "The Phantom Knights" monsters with the same Level in your GY; Special Summon them and increase their Levels by 1, also you cannot Special Summon monsters for the rest of this turn, except DARK monsters.
Cards to play The Phantom Knights Order version
The Phantom Knights of Cursed Javelin (x1)
The Phantom Knights of Cursed Javelin
ATK:
1600
DEF:
0
2 Level 2 monsters You can detach 1 material from this card, then target 1 face-up monster your opponent controls; until the end of this turn, change its ATK to 0, also negate its effects. This is a Quick Effect if this card has a "The Phantom Knights" card as material. You can only use this effect of "The Phantom Knights of Cursed Javelin" once per turn.
The Phantom Knights of Wrong Magnetring (x1)
The Phantom Knights of Wrong Magnetring
When an opponent's monster declares an attack: Negate that attack, then Special Summon this card in Attack Position as an Effect Monster (Warrior/DARK/Level 2/ATK 0/DEF 0) with the following effect. (This card is NOT treated as a Trap.) ● (Quick Effect): You can send this card and 1 face-up card you control to the GY (either a "The Phantom Knights" monster or a "Phantom Knights" Continuous Spell/Trap); draw 2 cards.
Magnetring can act as a blocking attack when your opponent's monster declares an attack. You can then send 1 "The Phantom Knights" monster or 1 "Phantom Knights" Continuous Trap that includes this card, you get 2 Extra Draws.
Monster Gate, Needlebug Nest and Dice It (Mill Cards)
Dice It
Roll a six-sided die. Apply this effect, depending on whose turn it is. ● During your turn: Banish cards from your GY equal to the result. Then, if the result was 1, send 6 cards from the top of your Deck to the GY. ● During your opponent's turn: Send cards from the top of your Deck to the GY equal to the result. Then, if the result was 6, banish 1 card from your GY.
Help push the card to the grave =))
Skill Prisoner and Breakthrough Skill (Traps are Milled but can still be activated)
Skill Prisoner
Target 1 card you control; this turn, when any monster effect resolves that targeted that card at activation, negate that effect. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 card you control; this turn, when any monster effect resolves that targeted that card at activation, negate that effect.
Breakthrough Skill
Target 1 face-up Effect Monster your opponent controls; that face-up monster your opponent controls has its effects negated until the end of this turn. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 face-up Effect Monster your opponent controls; that target has its effects negated until the end of this turn.
Yeah, like the title =)) helps us face many Meta decks like Burning Abyss,...
Paleozoic Olenoides, Paleozoic Opabinia and Paleozoic Canadia (Paleozoic Cards (x2 mỗi lá))
Paleozoic Olenoides
Target 1 Spell/Trap Card on the field; destroy it. Once per Chain, when a Trap Card is activated while this card is in your Graveyard: Special Summon this card as a Normal Monster (Aqua-Type/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.
Paleozoic Opabinia
ATK:
0
DEF:
2400
2 Level 2 monsters This card is unaffected by other monsters' effects. You can activate "Paleozoic" Trap Cards from your hand. If this card has a Trap Card as Xyz Material: You can detach 1 Xyz Material from this card; add 1 "Paleozoic" Trap Card from your Deck to your hand. You can only use this effect of "Paleozoic Opabinia" once per turn.
Paleozoic Canadia
Target 1 face-up monster your opponent controls; change it to face-down Defense Position. Once per Chain, when a Trap Card is activated while this card is in your GY: You can Special Summon this card as a Normal Monster (Aqua/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.
These traps can be activated in the grave, and their effects are also very annoying, helping to deter the opponent. With this skill version, we can also easily XYZ to Rank 2 Paleozoic Opabinia.