
You’ll want to play all 3 of these Trap Cards because each of them can be banished from your Graveyard any time during either player’s turn (except the Damage Step of course) to revive one of your Phantom Knights! You can only use the revival effect of each card once per turn, so having access to all 3 is very important, especially when you’re trying to execute the second part of your strategy: the super-powered Rank 4 monster!Īs you know from yesterday, your ideal scenario is to Summon The Phantom Knights of Break Sword, destroy something with it and attack, and then protect it during your opponent’s turn with the Phantom Knights’ Trap Cards. The latter ability may seem like a weakness, but you’re more often than not going to destroy the targeted enemy monster with The Phantom Knights of Break Sword anyways meaning that what the latter ability is actually useful for is defending yourself by using Fog Blade on a monster like Card Trooper or Dante, Traveler of the Burning Abyss that has an effect with a cost to send cards from the Deck to the Graveyard. Phantom Knights’ Fog Blade acts like a turbocharged Fiendish Chain, negating the effects of any Effect Monster on the field and preventing it from being chosen as an attack target. Phantom Knights’ Wing and Phantom Knights’ Sword have effects that buff up the ATK and DEF of a monster on the field and prevent them from being destroyed once either that turn (Wing) or whenever (Sword). The Trap Cards, in particular, are vital to a Phantom Knights Deck.


That includes all the Spell/Trap Cards, which is important because each of them also has an effect that can be played from the Graveyard! The Phantom Knights of Ragged Gloves has the all-important “+1000 ATK to a DARK Xyz Monster” discussed yesterday, but it can also be banished to send any “Phantom Knights” card from your Deck to the Graveyard. That means that Ancient Cloak isn’t going to be searching out your Trap Cards, you need Silent Boots for that. This is why the distinction between “The Phantom Knights” and “Phantom Knights” is important: “The Phantom Knights” are all monsters, except for The Phantom Knights of Shadow Veil from The New Challengers. If The Phantom Knights of Ancient Cloak is in your Graveyard, you can banish it to add 1 “The Phantom Knights” card from your Deck to your hand. This can even be used on itself in a bind, giving you an 1800 DEF wall during your opponent’s turn, but the best uses for this ability all involve making one of your Extra Deck monsters even bigger for a turn. The Phantom Knights of Ancient Cloak can shift itself to Defense Position to pump up any of your DARK monsters by 800 ATK and DEF until the end of your opponent’s turn. The distinction between “The Phantom Knights” and “Phantom Knights” may seem minor at first, but it is an important distinction to keep in mind as you take a look at The Phantom Knights of Ancient Cloak. Rank 3 Xyz Summons are the backbone of the strategy, and the Level 3 Phantom Knights provide both Summoning speed and card searching power to make sure you start the Duel off on the right foot.Īs discussed yesterday, The Phantom Knights of Silent Boots can be Special Summoned from your hand if you control any “The Phantom Knights” monster – even another copy of Silent Boots! It can also be banished from your Graveyard to add any “Phantom Knights” Spell/Trap Card from your Deck to your hand. The Phantom Knights are a new theme where every card has two abilities: one that you play while the card is in your hand or on the field, and one that you can use while the card is in your Graveyard!Īny discussion of the Phantom Knights needs to start with their Level 3 monsters. The Phantom Knights of Break Sword is a fantastic monster for any Deck that can field a Rank 3 Xyz Monster, but it’s also the lynchpin Xyz Monster for the Phantom Knights Deck.
