The Phantom Knights
Phantom Knights will never fall! No matter how many times you destroy them, they will always revive!
— Yuto on the "Phantom Knights"
"The Phantom Knights", known as "Phantom Knights" (
Design
Appearance
The monsters visually appear to be ghostly beings, while the Trap Monsters appear to be animated armor/weapons surrounded by ghostly flames. They use the naming scheme "The Phantom Knights of {adjective} {clothing item/weapon}" in the TCG, or "Phantom Knights {adjective} {clothing item/weapon}" in the OCG, with the namesake item being featured in the artwork of each respective card.
Etymology
The adjectives for the monsters appear to be words related to disrepair, disuse, and emptiness; while the adjectives for the Trap Monsters seem to relate to darkness, death, emptiness, and mistake.
In Japanese, their Kanji reads "
Playing style
"The Phantom Knights" monsters involve manipulating their cards while they are in the Graveyard. Though they have other effects, the Main Deck monsters share a common effect of banishing themselves from the Graveyard in order to search each other/their Spell/Trap Cards out or place each other/their Spell/Trap Cards in the Graveyard. Their Spell and Trap Cards also activate from the Graveyard in order to Special Summon more "The Phantom Knights", including multiple Trap Monsters. These plays are meant to set up the Xyz Summon of Rank 2-4 DARK Xyz Monsters, supporting them with stat-increasing and protection effects.
Recommended cards
Recommended cards
| ||
---|---|---|
|
Weaknesses
- As with most DARK Decks, this Deck is extremely reliant on the Graveyard, so banishing them right away shuts them down, including the infamous "Macro Cosmos" and "Dimensional Fissure". On the other hand, "Imperial Iron Wall", will stop all banishing and prevent them from activating their Graveyard effects, which also prevents the player from using it to counter "Macro Cosmos". "Necrovalley" is another counter that prevents them from being banished.
- As the Main Deck monsters have low ATK and rely on Special Summoning, cards that punish or restrict Special Summoning, such as "Fossil Dyna Pachycephalo" or "Maxx "C"" can slow them down.
- All of "The Phantom Knights" monsters are DARK which activate their effects in the Graveyard, so "Shadow-Imprisoning Mirror", "Abyss Dweller", "Consecrated Light" and "Soul Drain" will all effectively stop this Deck.