In Yu-Gi-Oh! Master Duel, there are a number of different archetypes that rely on a combo-heavy setup. Phantom Knights fit that mold, and this archetype is very popular in the current meta. The Phantom Knights can make use of several very powerful Xyz and Link Monsters, but it’s also one of the more complex decks in the meta. So, what should a Phantom Knights deck look like? Let’s take a look at cards that are frequently used in these decks, plus recommendations for how the combos go.
MonstersSwordsoul Monsters are pivotal to setting up big plays. Here’s a look at recommended cards:
(x3) Maxx “C” – Handtrap that adds draw power, as one card can be added to your hand per Special Summon during the turn it was activated. Very helpful in also dissuading opposing players from swarming the field, especially since this deck prefers to go second in most cases.(x3) Ash Blossom and Joyous Spring – Can negate a multitude of different cards, including Maxx “C.”(x3) The Phantom Knights of Silent Boots – Key card that can be sent to GY, and used as a searcher by being banished. Can also be Special Summoned from hand if you have a Phantom Knights card on board.(x2) Tour Guide of the Underworld – Can Special Summon Level 3 Fiend Monster (Graff or Cir) from hand or deck when Normal Summoned.(x2) The Phantom Knights of Ancient Cloak – Acts as a searcher, and can add one Phantom Knights card from deck to hand, when banished from GY.(x2) The Phantom Knights of Torn Scales – Limited to two copies. Can be used as extender when Phantom Knights card is banished, and can send a Phantom Knights card to GY.(x2) Danger!? Jackalope? – Limited to two copies. Level 3 Monster that can be Special Summoned from hand.(x2) Danger!? Tsuchinoko? – Level 3 Read more on gamepur.com