If you don't mind me asking, have you considered running Stained Greaves? I found it pretty useful for hands where I open Boots + any other PK and thus don't have access to it at later stages of my turn (since it's a hard one per turn). Stained Greaves serves as an additional extender and helps you get to Dark Rebellion + Rank-Up almost every turn (I barely make Nightmare, unless I mess up the combo). Plus, sometimes it's also a nice send off of Cherubini or Bardiche to get PKs out of your hand. If you want to take a completely different route, Stained Greaves (make it lvl 4 on special) + Shade Brig makes Infernal Flame Banshee and that gives you access to Nemeses Flag > Corridor and lets you make Collossus. Downside is that it's probably the worst PK to draw, since it doesn't prog on normal and it doesn't provide any plusses like the other PKs.
I have considered it. As you mentioned it is the worst one to draw and I wanted to minimize the bricks as much as possible. However, the combo extensions this inclusion provides is undeniably strong.
I think that this phantom knights deck has many of the same issues I find in other phantom knights decks, you draw into too many of your bricks like Dracoback and phantom knights rank up magic, this deck is uniquely situated where its main starter is cherubini which is accessed from anywhere and all of the hand traps are 3s so you can keep your hand trap ratios in a 60 card deck and run powerful starters like the speedroid engine (3 terrortop 1 taketomborg which is full combo on a special), psychic tracker and psychic wheeleder are 2 special summons at no cost along with other things like gilasaurus and running 3 of each danger tsuchi and jack, and not running cards like kagemucha knight means your normal is saved for followup plays after the hand traps have been baited, sorry if that was long or seemed judgy but I just want to put forward the idea of running this deck with 60 since it really opens up this deck to being so much better
You've made some valid points. What I love about Phantom Knights is that there are many different ways to play it. I am by no means saying my build is the most optimal or that you can consistently take on the top meta threats. It's a fun rouge strategy that with the right pilot (and a bit of luck) can steal games. I do want to note a few things. The other extenders you mentioned (that aren't in my profile), while helpful, are not darks so they don't help you get into Rusty bardiche. Additionally, Danger Tsuchinoko and Danger Jackalope are limited to 1 copy per deck currently in the TCG. If they were at 3 I would 100% play 3 copies of each. Happy building!
@@gamergage510 Sorry, I have been playing phantom knights primarily in master duel so I tried my best to keep the ban list changes in mind but they're so different
No worries! The legality of cards between the different formats can be drastically different. I have to constantly look things up to remind myself if a card is on the banned/restricted list or not.