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.

Sections covered in this guide:
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.
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.
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.
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.
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?
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.
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.
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 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.
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.
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.
Here we have two very important monsters, Rusty Badiche and Break Sword, which give us the ability to bombard and operate deck combos.
- Dark Requiem XYZ Dragon with the ability to negate unlimited monster effects each turn helps us control the match.
- Arc Rebellion
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.
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?
Some Cards you may consider playing
Below are some cards you can consider playing in your deck.
- 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:
- Normal summon Tour Guide, use its effect to summon Graff from the deck.
- Use Tour Guide and Craff to summon Link to Cherubini, at which point Graff's effect will activate to summon Cir from the deck.
- Use Cherubini's effect, pay the cost by removing Ragged Gloves from the deck to the grave to increase ATK.
- Use Cherubini and Cir to Link onto Rusty Badiche, Cir's effect activates, recalling Cherubini from the grave.
- Using Rusty Badiche's effect, remove Torn Scale from the deck to the grave to place Fog Blade from the deck on the field.
- 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.
- Use Torn Scale's effect to discard random cards in your hand to send Phantom Knights Sword to the grave.
- 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.
- 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.
- Use Ancient Cloak's effect to release it from the grave to search Silent Boots' hand.
- Special summon Silent Boots from hand via its effect. Use it and Ragged Gloves on the field to summon a second Leviair.
- 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.
- 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.
- Use Brigadine, Ancient Cloak and Cherubini to Link 4 to Apollosa.
- Use 2 Leviairs to summon Number F0: Utopic Future and then get Number F0: Utopic Draco Future.























































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