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[TCG] Phantom Knights


Βyakuya

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x2 Ghost Ogre

x1 Mathematician

x1 Plaguespreader Zombie

x1 Speedroid Taketomborg

x3 Speedroid Terrortop

x1 Super Quantum Pilot Blue Layer

x3 The Phantom Knights of Ancient Cloak

x3 The Phantom Knights of Rugged Gloves

x3 The Phantom Knights of Silent Boots

 

x3 E-Tele

x1 Foolish

x1 Raigeki

x1 RotA
x3 Twin Twister

 

x1 BotH

x3 Phantom Knights' Fogblade

x3 Phantom Knights' Sword

x3 Phantom Knights' Wing

x2 Solemn Strike

x1 Solemn Warning

 

 

x1 High Speedroid Chanbara

x1 PSY-Framelord Omega

x1 Trishula

 

x2 Dante

x1 DRXD
x1 Evilswarm Nightmare

x2 Leviair

x1 Key Beetle

x1 Rhapsody

x3 The Phantom Knights of Break Sword

x1 Tri Edge Levia

 

 

My take on Phantom Knights that I have been loving recently. Currently testing the Blue engine and maxing out all the PK Traps, because I want to see them more often in Graveyard with Dante mills. They're also decent generic support that protects weak monsters like Leviair, so that I don't have to convert into Downerd.

 

Plague is my personal discovery tech, and it is amazing. Plague into Chanbara pushes for game if you have another powerhouse Xyz like a buffed Break Sword. Equipping Chanbara with a PK Trap is also bonkers too. Omega is very straightforward. He's a great field presence to try to get over and recycles my stuff.

 

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To be honest, I'm not entirely convinced by the Etele engine, aside from the Ghost Ogre making Trish.

 

Quantam Blue is a subpar card to draw that decreases the amount of cards you have to work with going first, and the "unlimited fodder" is entirely reliant on drawing Emergency Teleport, something that you have to hard draw. It's also vulnerable to Maxx "C", something that can equal game considering how weak Phantom Knight boards are.

 

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F0 in the side is awkward, since that severly cripples your Kozmo matchup.

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To be honest, I'm not entirely convinced by the Etele engine, aside from the Ghost Ogre making Trish.

 

Quantam Blue is a subpar card to draw that decreases the amount of cards you have to work with going first, and the "unlimited fodder" is entirely reliant on drawing Emergency Teleport, something that you have to hard draw. It's also vulnerable to Maxx "C", something that can equal game considering how weak Phantom Knight boards are.

 

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F0 in the side is awkward, since that severly cripples your Kozmo matchup.

 

Honestly, the only reason I would downplay Blue is because PKs in general fail the Maxx "C" challenge a lot because they do tend to end up with weak boards. However, there are more upsides to the Blue engine that gives more consistency and power to PKs. But primarily, it's much more efficient than a lot of other Level 3 engines. Kagemusha looked nice on paper, but it too is Maxx "C" triggerable, and works only in an early game and it sucks needing to RotA this. Crane Crane is even worse. Edge Imp Sabres is versatile despite the -1, but it's not good being able to make starting plays with it. And Gilasaurus while consistent, is too risky.

 

If you haven't noticed, my side is not really complete, even though it has some side deck material. It's usually where I keep my mishmash and reject techs. But aside from that, I've decided to push off F0. Reason is because I rarely need to get into him, and when I do, either I don't have the materials to do so or that Break Sword restricts me. PKs can get over Dark Destroyer or Eclipser easily anyway. But F0 is not terrible at all; it's just that I can't fit everything, and I am currently testing out PKs without him. If the Kozmo matchup is actually pretty bad, I'll fix it up.

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