Instructions for playing Phantom Knights

Instructions for playing Phantom Knights

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




Skill

 

Phantom Strategy (Skill Card) (79%)

UR Rarity
Phantom Strategy (Skill Card)
UR Rarity
Phantom Strategy (Skill Card)
Phantom Strategy (Skill Card)
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%)

UR Rarity
The Phantom Knights Order (Skill Card)
UR Rarity
The Phantom Knights Order (Skill Card)
The Phantom Knights Order (Skill Card)
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

The main way of playing this deck involves us ranking 3 to create Break Sword. The monsters in the main deck are all level 3 with special search or summon effects so you can do this.

With the help of skills, you can send Cloak (or Gloves -> Cloak) to search for Boots to help you easily reach rank 3. In addition, you can also use Gloves to send Sword or FogBlade (which is okay). added by skill) to the graveyard to special summon a monster from the graveyard, but you're better off adding Fog Blade to your hand as it's a useful disruption card.

When you have 2 level 3 monsters, you can summon Break Sword to have the effect of removing enemy cards. Self-destruction also allows you to continue Xyz to rank 4, becoming Dark Rebellion Xyz Dragon or any other level 4 Xyz like Malevolent Sin.

Remember that Break Sword can only special summon Phantom Knight monsters, so this is not a combo you can use if you use Kagemucha Knight as the XYZ material. Additionally, if you have used the skill, you will not be able to create other rank 4 or higher Xyz monsters other than cards that satisfy the skill's conditions.



Core

 

The Phantom Knights of Ancient Cloak (x3)

UR Rarity
The Phantom Knights of Ancient Cloak
UR Rarity
The Phantom Knights of Ancient Cloak
The Phantom Knights of Ancient Cloak
DARK 3
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.


Its on-field effect is used if you already have a strong enough monster on the field, and it helps you defeat monsters with high ATK. Together with Ragged Gloves, you can increase rank 3/4 Xyz monsters by 1800 ATK.

The grave effect is also very useful because you can use it to search for what you need. Boots can be special summoned to help create Xyz rank 3, while Gloves will be the choice if you already have Boots and have not summoned them normally.

The Phantom Knights of Ragged Gloves (x3)

UR Rarity
The Phantom Knights of Ragged Gloves
UR Rarity
The Phantom Knights of Ragged Gloves
The Phantom Knights of Ragged Gloves
DARK 3
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.


Useful in hand as a monster to be summoned normally along with another special summoned monster to achieve XYZ rank 3 with buffed ATK level.

The grave effect is quite flexible as it can send cards related to Phantom Knights. This finally allows you to search a monster/spell via Cloak or Boot, or special summon a monster from the grave by sending Trap.

The Phantom Knights of Silent Boots (x3)

SR Rarity
The Phantom Knights of Silent Boots
SR Rarity
The Phantom Knights of Silent Boots
The Phantom Knights of Silent Boots
DARK 3
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)

UR Rarity
Phantom Knights' Sword
UR Rarity
Phantom Knights' Sword
Phantom Knights' Sword
Trap Continuous
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)

    UR Rarity
    Phantom Knights' Wing
    UR Rarity
    Phantom Knights' Wing
    Phantom Knights' Wing
    Trap Normal
    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)

      SR Rarity
      Kagemucha Knight
      SR Rarity
      Kagemucha Knight
      Kagemucha Knight
      DARK 3
      Kagemucha Knight
      • ATK:

      • 0

      • DEF:

      • 0


      When you Normal Summon a Level 3 monster: You can Special Summon this card from your hand. Cannot be used as Synchro Material.


      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)

      UR Rarity
      Reinforcement of the Army
      UR Rarity
      Reinforcement of the Army
      Reinforcement of the Army
      Spell Normal
      Reinforcement of the Army

        Add 1 Level 4 or lower Warrior monster from your Deck to your hand.


        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.

        Book of Moon (x2-x3)

        UR Rarity
        Book of Moon
        UR Rarity
        Book of Moon
        Book of Moon
        Spell Quick
        Book of Moon

          Target 1 face-up monster on the field; change that target to face-down Defense Position.


          The interrupt tool is useful for stalling your opponents, but can also be used on your own monsters to avoid certain cards like Karma Cut or Floodgate Trap Hole.

          Forbidden Lance (x1-x2)

          UR Rarity
          Forbidden Lance
          UR Rarity
          Forbidden Lance
          Forbidden Lance
          Spell Quick
          Forbidden Lance

            Target 1 face-up monster on the field; until the end of this turn, that target loses 800 ATK, but is unaffected by the effects of other Spells/Traps.


            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)

            SR Rarity
            Monster Gate
            SR Rarity
            Monster Gate
            Monster Gate
            Spell Normal
            Monster Gate

              Tribute 1 monster; excavate cards from the top of your Deck until you excavate a monster that can be Normal Summoned/Set. Special Summon it, also send the other excavated cards to the GY.


              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)

              UR Rarity
              Crackdown
              UR Rarity
              Crackdown
              Crackdown
              Trap Continuous
              Crackdown

                Activate by targeting 1 face-up monster your opponent controls; take control of that monster. While you control that monster, it cannot attack or activate effects. When that monster leaves the field, destroy this card.




                Tag(s):

                UR Rarity
                Compulsory Evacuation Device
                UR Rarity
                Compulsory Evacuation Device
                Compulsory Evacuation Device
                Trap Normal
                Compulsory Evacuation Device

                  Target 1 monster on the field; return that target to the hand.


                  UR Rarity
                  Warning Point
                  UR Rarity
                  Warning Point
                  Warning Point
                  Trap Normal
                  Warning Point

                    When a monster(s) is Summoned: This turn, that face-up monster(s) cannot attack, its effects are negated, also it cannot be used as material for a Fusion, Synchro, Xyz, or Link Summon.


                    Super powerful traps are on the meta



                    Extra

                     

                    Dark Rebellion Xyz Dragon (x1)

                    UR Rarity
                    Dark Rebellion Xyz Dragon
                    UR Rarity
                    Dark Rebellion Xyz Dragon
                    Dark Rebellion Xyz Dragon
                    DARK
                    Dark Rebellion Xyz Dragon
                    • ATK:

                    • 2500

                    • DEF:

                    • 2000


                    2 Level 4 monsters You can detach 2 materials from this card, then target 1 face-up monster your opponent controls; its ATK becomes half its current ATK, and if it does, this card gains that lost ATK.


                    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)

                    UR Rarity
                    Dante, Traveler of the Burning Abyss
                    UR Rarity
                    Dante, Traveler of the Burning Abyss
                    Dante, Traveler of the Burning Abyss
                    LIGHT
                    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.


                    One of the better Xyz to summon if you go first turn because you want to detach PK cards to activate in the grave, something you can't do with Break Sword if your opponent doesn't use any of the available Skills the possibility of having cards available on their field.

                    But it also doesn't have any other powers since there isn't any Burning Abyss in the deck, so it's not a safe monster to just summon and end the turn. You'll want to make sure you can at least get Boots into the grave so you can add Fog Blade to your hand.

                    Leviair the Sea Dragon (x1)

                    UR Rarity
                    Leviair the Sea Dragon
                    UR Rarity
                    Leviair the Sea Dragon
                    Leviair the Sea Dragon
                    WIND
                    Leviair the Sea Dragon
                    • ATK:

                    • 1800

                    • DEF:

                    • 1600


                    2 Level 3 monsters Once per turn: You can detach 1 material from this card, then target 1 banished Level 4 or lower monster; Special Summon that target to your field.


                    Allows you to extend combos, allowing you to XYZ rank 3 2 times in 1 turn

                    Number 70: Malevolent Sin (x1)

                    SR Rarity
                    Number 70: Malevolent Sin
                    SR Rarity
                    Number 70: Malevolent Sin
                    Number 70: Malevolent Sin
                    DARK
                    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)

                    SR Rarity
                    Number 70: Malevolent Sin
                    SR Rarity
                    Number 70: Malevolent Sin
                    Number 70: Malevolent Sin
                    DARK
                    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)

                    SR Rarity
                    Steelswarm Roach
                    SR Rarity
                    Steelswarm Roach
                    Steelswarm Roach
                    DARK
                    Steelswarm Roach
                    • ATK:

                    • 1900

                    • DEF:

                    • 0


                    2 Level 4 monsters During either player's turn, when a Level 5 or higher monster would be Special Summoned: You can detach 1 Xyz Material from this card; negate the Special Summon, and if you do, destroy it.


                    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)

                    SR Rarity
                    The Phantom Knights of Break Sword
                    SR Rarity
                    The Phantom Knights of Break Sword
                    The Phantom Knights of Break Sword
                    DARK
                    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.


                    The main starting boss of the deck. It has a Destroy effect that works almost the same as Diamond Dire Wolf and a Rank up effect that works differently by just adding a higher rank on top of it.

                    You can use its effect to destroy your other Phantom Knight so you can activate them in the graveyard, or simply destroy itself so you can bring back 2 Phantom Knight monsters so you can Xyz Get to rank 4.

                    You should prioritize destroying Backrow first because it will be a big problem if the monsters you special summon are blocked by something like Flood Gate Trap Hole or Book of Moon.



                    Cards to play The Phantom Knights Order version

                      

                    The Phantom Knights of Cursed Javelin (x1)

                    UR Rarity
                    The Phantom Knights of Cursed Javelin
                    UR Rarity
                    The Phantom Knights of Cursed Javelin
                    The Phantom Knights of Cursed Javelin
                    DARK
                    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.


                    As long as your opponent's monsters can be targeted, this card can help you Negate them. Turning their ATK to 0 can easily OTK (remember, this card's effect will be quick if we have Inferno as a material)

                    The Phantom Knights of Wrong Magnetring (x1)

                    UR Rarity
                    The Phantom Knights of Wrong Magnetring
                    UR Rarity
                    The Phantom Knights of Wrong Magnetring
                    The Phantom Knights of Wrong Magnetring
                    Trap Normal
                    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)

                      SR Rarity
                      Monster Gate
                      SR Rarity
                      Monster Gate
                      Monster Gate
                      Spell Normal
                      Monster Gate

                        Tribute 1 monster; excavate cards from the top of your Deck until you excavate a monster that can be Normal Summoned/Set. Special Summon it, also send the other excavated cards to the GY.


                        R Rarity
                        Needlebug Nest
                        R Rarity
                        Needlebug Nest
                        Needlebug Nest
                        Trap Normal
                        Needlebug Nest

                          Send the top 5 cards of your Deck to the GY.


                          UR Rarity
                          Dice It
                          UR Rarity
                          Dice It
                          Dice It
                          Trap Normal
                          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)

                            SR Rarity
                            Skill Prisoner
                            SR Rarity
                            Skill Prisoner
                            Skill Prisoner
                            Trap Normal
                            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.


                              UR Rarity
                              Breakthrough Skill
                              UR Rarity
                              Breakthrough Skill
                              Breakthrough Skill
                              Trap Normal
                              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))

                                SR Rarity
                                Paleozoic Olenoides
                                SR Rarity
                                Paleozoic Olenoides
                                Paleozoic Olenoides
                                Trap Normal
                                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.


                                  SR Rarity
                                  Paleozoic Opabinia
                                  SR Rarity
                                  Paleozoic Opabinia
                                  Paleozoic Opabinia
                                  WATER
                                  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.


                                  UR Rarity
                                  Paleozoic Canadia
                                  UR Rarity
                                  Paleozoic Canadia
                                  Paleozoic Canadia
                                  Trap Normal
                                  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.




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