Instructions for Playing The Phantom Knights

Instructions for Playing The Phantom Knights

Phantom Knights is a deck capable of Combo, Midrange, Swarm, even OTK, mixing many staples, sucking skills because the owner is a character in yu-gi-oh! The deck is a bit expensive but is tier 1 and worth the money :3

Sections covered in this guide:




Skill

Sucking great magic skill

Treason Phantom (Skill Card) (67% (gradually using more and more))

UR Rarity
Treason Phantom (Skill Card)
UR Rarity
Treason Phantom (Skill Card)
Treason Phantom (Skill Card)
Treason Phantom (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


The following effects can be used once per Duel. - Reveal a total of 2 "The Phantom Knights" monster and/or "Phantom Knights" Spell/Trap Card from your hand, return one of them to your Deck, and send 1 "The Phantom Knights" monster from your Deck to your Graveyard. During this turn, you can treat "The Phantom Knight" monsters as Level 4 monsters when you Xyz Summon "Dark Rebellion Xyz Dragon". - Remove 2 Xyz Materials from 1 "Dark Rebellion Xyz Dragon" you control, and increase its ATK by 500 until the end of the turn. During your opponent's next turn after you activate this effect, you can activate your Xyz Monster's effect only one time.


There are 2 things you need to pay attention to in this skill

- Throw 1 PK card from the deck to the grave to activate that card's effect (search shirt for the entire deck, search spell/trap shoes, grave mill gloves)
- Separate the 2 ingredients of the rebellion band to rank up to the requiem band (stand user?) more easily

Phantom Strategy (Skill Card) (33% (decreasing))

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.


Mainly creating Fog Blade in the deck is easy to get 1 negate monster, because this deck is like you in NNN surfing Facebook, all searching, so you almost have 1 negate monster after activating the skill.



CORE

 search 

 mix với nhiều staple và có thể là handtrap 
 meme deck 
 meta deck 
 art ngầu 
 furry 
 

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.


The simple searcher searches for monsters/spells/traps as long as their name has the word The Phantom Knights


Well, if the effect increases 800 ATK then let it go, if it doesn't automatically jump then let it go, this card is mainly search or normal summon to get a body to jump.


- I often call this part a shirt, so let's consider this part a shirt :3 -

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.


is the only one currently with a self-jumping effect to have 2 bodies to Link or Xyz


Search for any spell/trap as long as it has the word Phantom Knights so you can play x3 in the Fog Blade skill because this one searches for Fog Blade and plays x3 in every deck related to Phantom Knights because believe me peter, it jumps and searches on its own. hey OP etc

- I often call this part a shoe so let's consider this part a shirt :3 -

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.


miller (can be considered a disguised searcher), increases ATK to easily OTK and punch to death the enemy's cards that cause difficulty (leaves that almost do not attack in the battle phase like negate effect,... to kill negate, or boss opp )

The Phantom Knights of Stained Greaves (x0-2)

R Rarity
The Phantom Knights of Stained Greaves
R Rarity
The Phantom Knights of Stained Greaves
The Phantom Knights of Stained Greaves
DARK 3
The Phantom Knights of Stained Greaves
  • ATK:

  • 1200

  • DEF:

  • 600


If a "The Phantom Knights" monster(s) is Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand, then you can increase the Level of this card by 1. You can banish this card from your GY; Special Summon 1 "The Phantom Knights" monster from your hand, except "The Phantom Knights of Stained Greaves", then you can increase its Level by 1. You can only use each effect of "The Phantom Knights of Stained Greaves" once per turn.


jump when Phantom Knights special summon - is the main ingredient in the combo Leviair + Dark Requiem, I advise you guys to only brick x1 :v (deck with more than 20 cards can be x2-3)

The Phantom Knights of Fragile Armor (x0-1)

R Rarity
The Phantom Knights of Fragile Armor
R Rarity
The Phantom Knights of Fragile Armor
The Phantom Knights of Fragile Armor
DARK 4
The Phantom Knights of Fragile Armor
  • ATK:

  • 1000

  • DEF:

  • 2000


If a face-up "The Phantom Knights" monster(s) you control is destroyed by battle or card effect: You can Special Summon this card from your hand. You can banish this card from your GY and send 1 "Phantom Knights" card from your hand to the GY; draw 1 card. You can only use each effect of "The Phantom Knights of Fragile Armor" once per turn.


jump, mill and draw 1 myself but it's a bit boring lmao, I choose not to play this card (because it's level 4, not level 3 so I can't get Leviair or Break sword to shoot backrow)

The Phantom Knights' Rank-Up-Magic Launch (x1)

UR Rarity
The Phantom Knights' Rank-Up-Magic Launch
UR Rarity
The Phantom Knights' Rank-Up-Magic Launch
The Phantom Knights' Rank-Up-Magic Launch
Spell Quick
The Phantom Knights' Rank-Up-Magic Launch

    During the Main Phase: Target 1 DARK Xyz Monster you control with no material; Special Summon from your Extra Deck, 1 DARK Xyz Monster that is 1 Rank higher than that monster you control, by using it as the Xyz Material, and if you do, attach this card to it as additional material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) During your Main Phase: You can banish this card from your GY, then target 1 DARK Xyz Monster you control; attach 1 "The Phantom Knights" monster from your hand to that monster as material.


    Remember, your DARK Xyz monster must have no Xyz materials left to use


    Used to rank up Dark Rebellion to Dark Requiem (negate not once per turn), also has the ability to banish yourself to give Requiem 1 more material to negate or OTK

    Phantom Knights' Wing (x1-2)

    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.


      searchable

      increase ATK
      protect destruction
      banish from the grave to jump 1 The Phantom Knights body from the grave to Xyz or Link

      So perfect for a F2P trap card

      Phantom Knights' Sword (x0-1)

      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.


        Like wings, sometimes the sword gets stuck on the field so it can't banish to jump monsters from the grave and has a bunch of weaknesses that an equip card (well, let's just say that) has

        The Phantom Knights of Break Sword (x2-3)

        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.


        Chad

        go easy (mercenary)
        good body (can go up to 3000 thanks to gloves)
        shoot cards
        Jump monsters from the grave

        Dark Rebellion Xyz Dragon and Dark Requiem Xyz Dragon (Black Reactionary Dragon)

        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.


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

        • 3000

        • DEF:

        • 2500


        3 Level 5 monsters If this card has "Dark Rebellion Xyz Dragon" as material, it gains these effects. ● Once per turn: You can detach 1 material from this card, then target 1 face-up monster your opponent controls; change its ATK to 0, and if you do, this card gains ATK equal to that monster's original ATK. ● When your opponent activates a monster effect (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy that card, then you can Special Summon 1 Xyz Monster from your GY.


        Dark Rebellion x1-2: has good OTK ability (if you are an anime enjoyer) although OTK is better than ATK but the effect is permanent, not 1 turn like someone else

        Dak Requiem x1: Very strong OTK, negate not once per turn then destroy and jump 1 Xyz monster from the grave, yep -1 opp then +1 friend



        Staple

         

        Staple

        UR Rarity
        Ice Dragon's Prison
        UR Rarity
        Ice Dragon's Prison
        Ice Dragon's Prison
        Trap Normal
        Ice Dragon's Prison

          Target 1 monster in your opponent's GY; Special Summon it to your field, but its effects are negated, then, you can banish 1 monster from both players' fields that have the same Type as each other. You can only activate 1 "Ice Dragon's Prison" per turn.


          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.


            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.


              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
                Mystical Space Typhoon
                UR Rarity
                Mystical Space Typhoon
                Mystical Space Typhoon
                Spell Quick
                Mystical Space Typhoon

                  Target 1 Spell/Trap on the field; destroy that target.


                  SR Rarity
                  Forbidden Chalice
                  SR Rarity
                  Forbidden Chalice
                  Forbidden Chalice
                  Spell Quick
                  Forbidden Chalice

                    Target 1 face-up monster on the field; until the end of this turn, that target gains 400 ATK, but its effects are negated.


                    SR Rarity
                    Expendable Dai
                    SR Rarity
                    Expendable Dai
                    Expendable Dai
                    Trap Normal
                    Expendable Dai

                      Tribute 1 Warrior monster, then target 1 card on the field; destroy it, and if you do, draw 1 card.


                      You can play every card because these guys are capable of playing staple and even handtrap at a good level, not too bricked

                      Reinforcement of the Army (x0-1)

                      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.


                        Not recommended because it has the same limit 1 as RUM. In general, if you play the Fog Blade style, you can x1 this card.

                        Kagemucha Knight (x0-1)

                        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.


                        Jump when you have a normal Level 3 monster. Because it's with ROTA, when RUM appears, this monster also goes into the chicken coop.

                        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.


                        return goods

                        jump more body
                        easy up
                        soft once per turn so having 2 copies will use the effect twice
                        In general, he is a very strong mercenary

                        Number 70: Malevolent Sin (x0-1)

                        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.


                        Because this deck has a lot of destruction, the destroy-resistant monsters will cause you extreme panic, so you need a banish monster that won't be destroyed.


                        This animal is famous for its strong mercenary ability and strong OTK

                        Link Disciple and Knightmare Phoenix (Hey, Mekk-Knight is with us )

                        R Rarity
                        Link Disciple
                        R Rarity
                        Link Disciple
                        Link Disciple
                        LIGHT
                        Link Disciple
                        • ATK:

                        • 500

                        • LINK-1

                        Link Arrow:

                        Bottom


                        1 Level 4 or lower Cyberse monster You can Tribute 1 monster this card points to; draw 1 card, then place 1 card from your hand on the bottom of the Deck. You can only use this effect of "Link Disciple" once per turn.


                        SR Rarity
                        Knightmare Phoenix
                        SR Rarity
                        Knightmare Phoenix
                        Knightmare Phoenix
                        FIRE
                        Knightmare Phoenix
                        • ATK:

                        • 1900

                        • LINK-2

                        Link Arrow:

                        Top

                        Right


                        2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.


                        Link Disciple: Iblee magic

                        Knightmare Phoenix: shoot backrow opp, shoot fake Skill Drain of Mekk-Knights as possible



                        Combo

                         

                        textbook

                        R Rarity
                        The Phantom Knights of Stained Greaves
                        R Rarity
                        The Phantom Knights of Stained Greaves
                        The Phantom Knights of Stained Greaves
                        DARK 3
                        The Phantom Knights of Stained Greaves
                        • ATK:

                        • 1200

                        • DEF:

                        • 600


                        If a "The Phantom Knights" monster(s) is Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand, then you can increase the Level of this card by 1. You can banish this card from your GY; Special Summon 1 "The Phantom Knights" monster from your hand, except "The Phantom Knights of Stained Greaves", then you can increase its Level by 1. You can only use each effect of "The Phantom Knights of Stained Greaves" once per turn.


                        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.


                        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.


                        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.


                        Needs 1 Stained Greaves or Boots + any 2 PKs


                        I> activate skill show 2 PK cards and push 1 card to deck (priority NOT push Stained Greaves and Boots), then throw Cloak into the grave
                        II> Cloak banish search for Greaves or Boots, depending on which one you have, search for the missing piece
                        III> Normal child is not Boots or Greaves (unless you have 2 copies), Boots jumps onto the field, Greaves jumps after Boots
                        IV> Xyz Boots and Greaves onto Leviair, Leviair jumps back to Cloak from the Banish Zone
                        V> thanks to the skills of 2 level 3 guys on the field being considered level 4, Xyz created Dark Rebellion Xyz Dragon
                        VI> Banish Boots search RUM and activate the skill for Dark Rebellion to lose all materials then Rank-Up Dark Rebellion to Dark Requiem




                        Companion unit:

                        - Yu-Gi-Oh! Guidance Vietnam





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