Instructions for playing Phantom Knight ft. Burning Abyss

Instructions for playing Phantom Knight ft. Burning Abyss

Phantom Knight is a powerful combo deck with effects that are continuously activated from the grave, linked together to create super powerful Bosses with the ability to negate or OTK in a flash. These knights will continually rise from their graves and spread terror to those unlucky enough to encounter them.




Core cards

First, we will learn about the cards needed and the number needed to play in the deck.



Important cards of Archtype Phantom Knights

Coming to today's main characters, Phantom Knights with different effects combine to create a diverse combo gameplay for them.

The Phantom Knights of Torn Scales (x3)
R rarity
The Phantom Knights of Torn Scales
R rarity
The Phantom Knights of Torn Scales

You won't want to play less than 3 Torn Scale in a Phantom Knights deck. This is a Stater of the deck (cards often used to start combos) and is also an important card in Phantom Knights' combos.

The Phantom Knights of Silent Boots (x3)
SR rarity
The Phantom Knights of Silent Boots
SR rarity
The Phantom Knights of Silent Boots

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.

The Phantom Knights of Ancient Cloak (x2)
SR rarity
The Phantom Knights of Ancient Cloak
SR rarity
The Phantom Knights of Ancient Cloak

Cloaks are also quite important for knights, right? Ancient Cloak will play a role in helping us search for monsters in the deck, but we will only play 2 because its usefulness is not as useful as Torn Scale or Silent Boots.

The Phantom Knights of Ragged Gloves (x1)
N rarity
The Phantom Knights of Ragged Gloves
N rarity
The Phantom Knights of Ragged Gloves

This will be an important card when sending any Phantom Knights card to the grave in the middle of a combo. However, we will only play 1 copy and that's enough.

The Phantom Knights of Stained Greaves (x1)
R rarity
The Phantom Knights of Stained Greaves
R rarity
The Phantom Knights of Stained Greaves

Like Ragged Gloves, this will be a card that will help make our combos smoother in the middle phase. Playing 1 copy would be the most reasonable for this card.

Phantom Knights' Fog Blade (x3)
R rarity
Phantom Knights' Fog Blade
R rarity
Phantom Knights' Fog Blade

Next we will learn about Phantom Knight's spell trap system. At the forefront is the Fog Blade, which not only acts as a negate effect of monsters but can also prohibit monsters from attacking. In addition, it can also remove itself from the grave to call monsters from the grave. A great card of the deck, playing 3 is out of the question.

Phantom Knights' Sword (x1)
N rarity
Phantom Knights' Sword
N rarity
Phantom Knights' Sword

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.

The Phantom Knights of Shade Brigandine (x1)
SR rarity
The Phantom Knights of Shade Brigandine
SR rarity
The Phantom Knights of Shade Brigandine

Next is Shade Brigandine, this is a card that can summon itself as a Trap Monster (monster created from trap cards) helping us summon Link monsters for our combos.

Phantom Knights' Rank-Up-Magic Force (x1)
SR rarity
Phantom Knights' Rank-Up-Magic Force
SR rarity
Phantom Knights' Rank-Up-Magic Force

The last card in the Phantom Knights spell/trap set that we use. This card will help us perform Rank-up combos to call Phantom Knights' big bosses such as Dark Requiem XYZ Dragon.



Engine Tour Guide, Burning Abyss - An indispensable friend of ghost knights.

As the title suggests, this is a very important engine in our deck, making Phantom Knights' combos smoother than ever.

Tour Guide From the Underworld (x3)
UR rarity
Tour Guide From the Underworld
UR rarity
Tour Guide From the Underworld

Is a super strong Starter of the deck with the ability to 1 card combo. The effect of calling a Fiend straight from the Tour Guide deck is really powerful, making it perfectly compatible with the Burning Abyss engine we use below. Play 3 copies because you will always want to see the Tour Guide in your hand as soon as possible.

Cherubini, Ebon Angel of the Burning Abyss, Cir and Malebranche of the Burning Abyss, Graff and Malebranche of the Burning Abyss (x1 per card)
UR rarity
Cherubini, Ebon Angel of the Burning Abyss
UR rarity
Cherubini, Ebon Angel of the Burning Abyss
R rarity
Cir, Malebranche of the Burning Abyss
R rarity
Cir, Malebranche of the Burning Abyss
SR rarity
Graff, Malebranche of the Burning Abyss
SR rarity
Graff, Malebranche of the Burning Abyss

The cards we will play in this engine are 1 Craff, 1 Cir, and finally the link monster 2 Cherubini. This engine, when combined with Tour Guide, will give us the ability to create a series of terrible bosses with one card combo. In addition, Cherubini's effect when sending a level 3 monster from the deck to the grave is counted as a cost, meaning that even if its effect is negated by your opponent, you have still achieved your goal of sending pieces. Phantom Knights go to the grave for the combo to continue. Very strong, right?

Sangan (x1)
R rarity
Sangan
R rarity
Sangan

This is a very good card and suitable for this engine. In case you already have Graff in your hand, this will be the Tour Guide's second choice to summon and thanks to Sangan's effect, we can search for hand traps or an extender card that we will talk about later. the latter part is Psychic Wheeleder.



Phantom Knights Deck Extenders

The next part of the deck is the Extender cards that have the ability to summon themselves, helping us expand our combos.

Used to extend combos
SR rarity
Limited to 2 copies
Emergency Teleport
SR rarity
Limited to 2 copies
Emergency Teleport
SR rarity
Danger!? Tsuchinoko?
SR rarity
Danger!? Tsuchinoko?
R rarity
Kagemucha Knight
R rarity
Kagemucha Knight
SR rarity
Psychic Wheeleder
SR rarity
Psychic Wheeleder
SR rarity
Danger!? Jackalope?
SR rarity
Danger!? Jackalope?

We will play level 3 Extenders in this deck. Playing Danger in the Phantom Knights deck will be very beneficial as it will help us discard our necessary combo pieces to the grave.

Psychic Wheeleder is a card that we can search with Sangan and because its effect is an inactive effect, we can completely special summon Wheelder without being hindered by Sangan's conditions, very good, right? any?
Wheelder and Emergency Teleport play 2 copies of each card, for the rest we will only play 1 copy of each card which is reasonable.



The staples used in the Phantom Knights deck

Staple used in the Phantom Knights deck will be divided into 2 types, first is hand traps and next are Spells/Traps.

Maxx "C" and Ash Blossom & Joyous Spring (x3)
UR rarity
Maxx "C"
UR rarity
Maxx "C"
UR rarity
Ash Blossom & Joyous Spring
UR rarity
Ash Blossom & Joyous Spring

Maxx "C" and baby "Xuan" are two trap hands that can be said to be national in the game at the moment. Their benefits are undeniable as Ash Blossom can negate most of the effects that decks need to operate. And Maxx "C" helps us catch an opponent's turn when they are afraid of going too far with combos, which will help us draw many cards to play for the next turn.

Reinforcement of the Army (x1)
UR rarity
Limited to 1 copy
Reinforcement of the Army
UR rarity
Limited to 1 copy
Reinforcement of the Army

Next is the Spell/Trap part. Reinforcement of the army will be a good choice for the Phantom Knights deck when it is possible to search for any Phantom Knights monster in our deck. Play 1 because it's limited.

Forbidden Droplet (x3)
UR rarity
Forbidden Droplet
UR rarity
Forbidden Droplet

The next choice will belong to Droplet, a card that helps us when going behind can destroy the opponent's field, helping us overcome fields with many negates to make combos more comfortable. Furthermore, paying the cost of Droplet will also help send the necessary Phantom Knights pieces from hand to grave, which fits very well with our deck mechanism. Play 3 copies.

Called by the Grave (x2)
UR rarity
Limited to 2 copies
Called by the Grave
UR rarity
Limited to 2 copies
Called by the Grave

Because this is a combo deck, the opponent can use hand traps to sabotage our combo. That's why Called by the Grave is always a great choice to prevent hand traps, helping us to combo more smoothly. Play 2 copies because it's semi-limited.

Solemn Judgment (x3)
UR rarity
Solemn Judgment
UR rarity
Solemn Judgment

Finally, we will play 3 Solemn Judgments. Because of the characteristics of our deck, when the combo is complete, there will be many key monsters capable of negating the effects of monsters, however, there are no monsters capable of negating the effects of the opponent's Spells/Traps. defense. 3 Solemn Judgments will fill this hole in our deck, avoiding many cases where you lose just because your opponent's spells/traps sabotage you without having anything to defend against.



Phantom Knights Extra Deck

Finally we will come to the Extra Deck, where powerful allies of the Dark Knights reign.

Cherubini Ebon Angel of the Burning Abyss (x1)
UR rarity
Cherubini, Ebon Angel of the Burning Abyss
UR rarity
Cherubini, Ebon Angel of the Burning Abyss

As mentioned in the Engine Tour Guide & Burning Abyss section, Cherubini is an important card that we need to play and only play once.

Monsters in the extra deck of Archtype Phantom Knights
UR rarity
Dark Rebellion Xyz Dragon
UR rarity
Dark Rebellion Xyz Dragon
SR rarity
Raider's Knight
SR rarity
Raider's Knight
UR rarity
Dark Requiem Xyz Dragon
UR rarity
Dark Requiem Xyz Dragon
SR rarity
The Phantom Knights of Break Sword
SR rarity
The Phantom Knights of Break Sword
UR rarity
Arc Rebellion Xyz Dragon
UR rarity
Arc Rebellion Xyz Dragon
UR rarity
The Phantom Knights of Rusty Bardiche
UR rarity
The Phantom Knights of Rusty Bardiche

Here we have two very important monsters, Rusty Badiche and Break Sword, which give us the ability to bombard and operate deck combos.

While Raider's Knight and Dark Rebellion XYZ Dragon are responsible for helping us reach the deck's 2 super bosses:
  • Dark Requiem XYZ Dragon with the ability to negate unlimited monster effects each turn helps us control the match.
  • Arc Rebellion
Play x1 everything, except Break Sword, we will play 2 to make sure to have it so the combo can continue after your combo has been previously sabotaged by your opponent.

Apollousa, Bow of the Goddess and Accesscode Talker (Other Boss monsters of the Deck)
UR rarity
Apollousa, Bow of the Goddess
UR rarity
Apollousa, Bow of the Goddess
UR rarity
Accesscode Talker
UR rarity
Accesscode Talker

Both of these monsters have 4 links and are quite easy to summon. Apollosa will play a role in helping us control the battle with at least 2 negates of unlimited monster effects per turn, in addition she also plays an important role in combos so we can overcome them. through your opponent's Nibiru, The Primal Being card.

Meanwhile, Accesscode Talker will perform the task of OTKing opponents when possessing the ability to shoot air bombardment once per turn and the ATK is usually around 5300.

Number F0: Utopic Draco Future and Number F0: Utopic Future (x1)
UR rarity
Number F0: Utopic Draco Future
UR rarity
Number F0: Utopic Draco Future
SR rarity
Number F0: Utopic Future
SR rarity
Number F0: Utopic Future

Another Boss of the deck we can play is Number F0: Utopic Draco Future. First, we will reach Number F0: Utopic Future with two XYZ monsters with the same rank, which are 2 Leviair The Sea Dragon. Then from Future we can Rank-up to Draco Future with the ability to negate the effects of the opponent's monster once per turn and can gain control of that monster if it is on the field. It's scary, isn't it?

Leviair the Sea Dragon (x2)
SR rarity
Leviair the Sea Dragon
SR rarity
Leviair the Sea Dragon

Leviair will play the role of recalling Phantom Knights that have been eliminated by their effects, helping us continue the combo. This is also the material for us to be able to get Number F0: Utopic Draco Future as mentioned above.

Link Spider (x1)
SR rarity
Link Spider
SR rarity
Link Spider

The last slot in the extra deck we will reserve for Link Spider, this will be a backup plan when unfortunately we are hit by Nibiru and want to continue the combo.



Some Cards you may consider playing

Below are some cards you can consider playing in your deck.

Twin Twisters, Number 75: Bamboozling Gossip Shadow and Number 86: Heroic Champion - Rhongomyniad (Cards you can consider playing)
SR rarity
Twin Twisters
SR rarity
Twin Twisters
R rarity
Number 75: Bamboozling Gossip Shadow
R rarity
Number 75: Bamboozling Gossip Shadow
UR rarity
Forbidden
Number 86: Heroic Champion - Rhongomyniad
UR rarity
Forbidden
Number 86: Heroic Champion - Rhongomyniad

  • Twin Twister will be a card that helps us bombard our opponents' annoying Floodgates such as Skill Drain.
  • Couple Number 75 and Champion Number 86 may be what you need when you want to feel like you "dominate" the whole game. However, the reason I don't choose to play Number 86 is because making a combo will require a lot of resources and you will easily be "broken" by your opponent, leading to an unsuccessful combo.



Basic combos

Phantom Knights' combos are very diverse and multi-directional. In this article, I will guide you through a typical basic combo of the Deck, from which you can vary more combos.



Combo Tour Guide + Any card

We will start the combo with a Tour Guide and any card, the combo steps will be as follows:

  1. Normal summon Tour Guide, use its effect to summon Graff from the deck.
  2. Use Tour Guide and Craff to summon Link to Cherubini, at which point Graff's effect will activate to summon Cir from the deck.
  3. Use Cherubini's effect, pay the cost by removing Ragged Gloves from the deck to the grave to increase ATK.
  4. Use Cherubini and Cir to Link onto Rusty Badiche, Cir's effect activates, recalling Cherubini from the grave.
  5. Using Rusty Badiche's effect, remove Torn Scale from the deck to the grave to place Fog Blade from the deck on the field.
  6. Use Ragged Gloves' effect, remove it from the grave to send Ancient Cloak from the deck to the grave. At this point, Torn Scale's effect is activated, recalling it from the grave.
  7. Use Torn Scale's effect to discard random cards in your hand to send Phantom Knights Sword to the grave.
  8. Use the Sword's effect to banish it from the grave to recall Ancient Cloak to the field in attack position. At this point, remember to activate Ancient Cloak's effect, switch it to defensive position to increase Rusty Badiche's ATK by 800, and get a little advantage.
  9. Use 2 level 3 Torn Scale and Ancient Cloak to Overlay on Leviair The Sea Dragon. Use its effect to detach Ancient Cloak to recall Ragged Gloves from the banish zone.
  10. Use Ancient Cloak's effect to release it from the grave to search Silent Boots' hand.
  11. Special summon Silent Boots from hand via its effect. Use it and Ragged Gloves on the field to summon a second Leviair.
  12. Use Leviair detach Silent Boots' effect to recall Ancient Cloak from the banish zone. Then use Silent Boots' effect to remove it from the grave to search for Shade Brigadine.
  13. Because there are no traps in the grave, we can place Brigadine on the field and activate it this turn, calling it up like a monster.
  14. Use Brigadine, Ancient Cloak and Cherubini to Link 4 to Apollosa.
  15. Use 2 Leviairs to summon Number F0: Utopic Future and then get Number F0: Utopic Draco Future.
At the end of the combo, we will have a field including 1 Apollosa ATK 2400 with 3 negate monster effects, a Draco Future, 1 Rusty Badiche, 1 Fog Blade and Torn Scale, Ancient Cloak, Ragged Gloves to be able to continue playing in next turn.
And that's the end of my entire guide about Phantom Knights. Hopefully this article can help you better understand Phantom Knights and be ready to destroy your opponents with eye-catching combos.




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