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[TCG/OCG] Phantom Knights


Βyakuya

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x2 Kagemucha Knight 

x1 Mathematician

x2 Maxx "C"
x1 Speedroid Taketomborg

x3 Speedroid Terrortop

x1 Speedroid Tri-Eyed Dice

x3 The Phantom Knights of Ancient Cloak

x3 The Phantom Knights of Rugged Glove

x3 The Phantom Knights of Silent Boots

 

x1 Allure of Darkness

x1 Foolish Burial

x2 Mask Change II
x1 RotA
x2 Twin Twister

 

x3 Anti-Spell Fragrance

x1 BTH

x3 Phantom Fog-Blade

x2 Phantom Wing

x2 Rippling Mirror Force

x2 Solemn Strike

x1 Solemn Warning

 

x1 Dank Law

x1 Dante

x1 DRXD
x1 Downerd

x1 Evilswarm Nightmare

x1 Leviair

x1 Angineer

x1 Acid Golem

x1 Nightmare Shark

x1 Key Beetle

x1 Utopic Future

x1 Granpulse

x3 The Phantom Knights of Break Sword

 

 

A basic Rank 3 deck that has great resourcefulness that can make fluid Rank 3s. While not as floaty or durable as BA, it's flexible and fluid enough to access a plethora of a R3 and R4 toolbox that can get Break Swords out easy, while being able to pair with a bunch of protective backrow. The key to this deck is going first, setting backrow, setting the grave, and getting Dante/ Break Sword for the initial play. I could have chose to run Ghost Ogre, but I decided to test Anti-Spell instead. Thoughts?

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Just some thoughts:

No 3rd Solemn Strike? or the deck cannot sustain the LP from 4 Solemn Traps?

Maybe Evilswarm Thanatos in the Extra Deck for a 3300-ATK beater that can become unaffected by monster effects for up to 2 turns?

The Kagemuchas... are they truly worth it? Because I'm feeling you could use the space for an extended Speedroid engine instead.

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Just some thoughts:

No 3rd Solemn Strike? or the deck cannot sustain the LP from 4 Solemn Traps?

Maybe Evilswarm Thanatos in the Extra Deck for a 3300-ATK beater that can become unaffected by monster effects for up to 2 turns?

The Kagemuchas... are they truly worth it? Because I'm feeling you could use the space for an extended Speedroid engine instead.

 

I felt pretty weary trying to run a lot of Solemns since I fear of clogs, but I guess I should test it.

 

Thanatos seems pretty damn powerful with Glove, but I'm still worried that it's vulnerable to other things. Beetle and Cairngorgon are better since there are bigger applications with them and they are stronger in terms of ATK and effect power.

 

The Kagemuchas are very much worth the space. They help get early game setup so that I don't have to extract extra sources. It's also a RotA target and is a DARK so why not? It's been working out very well for me so far. I think the Speedroid engine is fine how it is though. 

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Anti-Spell is a card that should be in the side-deck. As good as it is against Pendulums, it's still match-up dependent and you want to minimize on maindeck cards that are dependent on match-ups. I would also reconsider the Rippling Mirror Forces, as it's still fairly situational.

 

I would suggest checking out Armageddon Knight. It's a level 4, sure; but extra Foolish Burials couldn't hurt, but really what concerns me about your build is that it lacks any kind of consistency on the Spell and Trap front; only really three cards in that line-up really allow you to kickstart plays or get things rolling. Overall I would cut back on backrow, besides the Fog-Blades and Wings because those are needed, and consider some kind of search or thinning engine in your S/T's. Upstart is the smallest thinning engine and is consistently effective. I would shy away from Chicken Game unless you had another Field Spell in the deck to replace it with (never leave a Chicken Game on the field). If you were maindecking Ghost Ogres, then Emergency Teleport would be an option to run (works fantastic with Quantum Knights for easy plusses and setting up plays).

 

 

Overall I would say this deck really lacks in a means of consistency with Spells and Traps; so I would look into adding anything that lets you go off plays whether you open all-monsters or all-spells/traps.

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Anti-Spell is a card that should be in the side-deck. As good as it is against Pendulums, it's still match-up dependent and you want to minimize on maindeck cards that are dependent on match-ups. I would also reconsider the Rippling Mirror Forces, as it's still fairly situational.

 

I would suggest checking out Armageddon Knight. It's a level 4, sure; but extra Foolish Burials couldn't hurt, but really what concerns me about your build is that it lacks any kind of consistency on the Spell and Trap front; only really three cards in that line-up really allow you to kickstart plays or get things rolling. Overall I would cut back on backrow, besides the Fog-Blades and Wings because those are needed, and consider some kind of search or thinning engine in your S/T's. Upstart is the smallest thinning engine and is consistently effective. I would shy away from Chicken Game unless you had another Field Spell in the deck to replace it with (never leave a Chicken Game on the field). If you were maindecking Ghost Ogres, then Emergency Teleport would be an option to run (works fantastic with Quantum Knights for easy plusses and setting up plays).

 

 

Overall I would say this deck really lacks in a means of consistency with Spells and Traps; so I would look into adding anything that lets you go off plays whether you open all-monsters or all-spells/traps.

 

You see, even with the added consistency, the deck is still fairly weak. Pendulums still can overpower the capabilities of it. Whereas BA have Fire Lake and quick access to Dante/Beatrice via helpful floats and searches, Phantom Knights are still pretty fragile in how much they can stand up against something like Pepe, since I can't get enough Break Swords and Fog Blades to stop something like Infinity, Rafflesia, Ptolomaeus, or a full scale all at once. The traps really keep everything at bay. This deck is more attuned to go first and being an initial setup, and the multiple S/Ts are there to protect my Phantom Knights and keep my opponent at bay. To be honest, it hasn't failed me yet, but I have forseen the consequences of clogs and inconsistency despite not having it yet. Eventually I'll try x3 Ogre x2-3 E-Tele to replace Anti-Spell and other things, but for now, I want to stick to a more defensive and maneuverable playstyle than a strong and aggressive type. I added Anti-Spells for the competitive factor if I happen to face Pendulums often, but I will see if there are better options. Quantum engine in this deck seems a bit excessive though, so I won't go for it.

 

Arma Knight is good, but he's pretty useless most other times. He costs me a NS, and doesn't mesh well with the other Phantom Knights because he's Level 4 versus their 3. It doesn't matter if Break Sword can get Level 4 ones, it just seems odd to have 3 Level 4s, and I would rather use the NS on a more flexible Math of a necessary NS of a Level 3 to continue a R3 spam combo. Upstarts and Chicken Games don't seem pretty good for me to be honest. The filters are a bit unnecessary since I want the Phantom Traps and Knights in the Grave, and the Speedroid engine pretty much supports itself and/or is just independent. In all, it would be pointless drawing most of the time into S/Ts and nothing else productive. The Phantom Knights support themselves, that's why I added lots of backrow. As long as I can get a good flow of Glove mills and Cloak/Boot searches, everything should be dandy.

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no trishula?

 

why dont you try putting some ba? i mean scarm and tgu wont hurt . . . also 1 space for beatrice if you do that, free foolish burial.

 

Trishula or any Synchros aren't something I need, especially with how restrictive Taketomborg is. The R3 toolbox is more quicker and better and it already takes up a lot of space. I'll see if I add Ghost Ogres I can squeeze 2-3 Synchros in, but things like Wyvern and Nothung are priorities.

 

The deck is already clustered already. BA Phantom Knights are pretty much only max effective if there's 3 TGU which is not what the TCG has. Anywho, It's something to try but not here.

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