Hello my name is Enguin Posted December 7, 2016 Report Share Posted December 7, 2016 Target 1 of your banished "The Phantom Knights" monsters; add it to your hand. When an opponent's monster declares a direct attack while this card is in your Graveyard: You can target 1 Level 4 or lower "The Phantom Knights" monster in your Graveyard; Special Summon it, and if you do, Special Summon this card as a Normal Monster with the same original Level as that monster (Warrior-Type/DARK/ATK 0/DEF 0). (This card is NOT treated as a Trap Card). If Summoned this way, banish this card when it leaves the field. Apparently this never had a thread but it's on YGOpro and the wiki so niceu it exists. Link to comment Share on other sites More sharing options...
~Faytl~ Posted December 7, 2016 Report Share Posted December 7, 2016 Seems dece. Sweet art, though. Nice to have variance in level if you play the level 4 knights. Link to comment Share on other sites More sharing options...
Darj Posted December 7, 2016 Report Share Posted December 7, 2016 It's bad because it's too slow as a Trap :vReally now, I have little experience playing Phantom Knights, but just for reading the card it looks really good: retrieves a banished PK and doubles as an insurance from direct attacks that can potentially lead to a Rank3~4. I guess the main questions are if there is space for this in the better PK builds, and which is the ideal number to run. I would test 2 at first, but actual PK players should know better than me on this card's ratios. Link to comment Share on other sites More sharing options...
~~~~ Posted December 8, 2016 Report Share Posted December 8, 2016 Looking forward to the Level 2 PKs!! Reinforce Truth makes an instant Opab! My opponent attacks me directly, activate this effect in Grave, targeting a level 2 PK. Summon both, activate Wonder Xyz as long as I have a generic rank 2 in eDeck. chain Zoic effect in Grave. Wonder Xyz resolves, making Anomal. Effect Anomal to excavate off the Wonder Xyz resolving. Effect Anomal to pop whatever was attacking, if I need to. Now I just have to hope they release some Level 2 PK monsters to go along with the Rank 2 and the Level 2 Pseudo-Trap Monster Link to comment Share on other sites More sharing options...
BlackBeartic Posted December 8, 2016 Report Share Posted December 8, 2016 This card (and many others revealed today) weren't on YgoOrg. I'm just curious as to if there was a reason behind this or are/were they just late. (They might have it up now, idk). Link to comment Share on other sites More sharing options...
Hallohallo Posted December 8, 2016 Report Share Posted December 8, 2016 This card (and many others revealed today) weren't on YgoOrg. I'm just curious as to if there was a reason behind this or are/were they just late. (They might have it up now, idk).Because this card was revealed almost a month ago, not today. I've seen this card posted in YCM before (not sure if it was posted from ygoorg), together with other cards, but I can't find anymore. Link to comment Share on other sites More sharing options...
BlackBeartic Posted December 8, 2016 Report Share Posted December 8, 2016 Because this card was revealed almost a month ago, not today. I've seen this card posted in YCM before (not sure if it was posted from ygoorg), together with other cards, but I can't find anymore. An entire month? Whoa Whoa... how did i miss this? Link to comment Share on other sites More sharing options...
Ryusei the Morning Star Posted December 8, 2016 Report Share Posted December 8, 2016 Seems dece. Sweet art, though. Nice to have variance in level if you play the level 4 knights.Or lowerIt's bad because it's too slow as a Trap :vReally now, I have little experience playing Phantom Knights, but just for reading the card it looks really good: retrieves a banished PK and doubles as an insurance from direct attacks that can potentially lead to a Rank3~4. I guess the main questions are if there is space for this in the better PK builds, and which is the ideal number to run. I would test 2 at first, but actual PK players should know better than me on this card's ratios. Link to comment Share on other sites More sharing options...
Darj Posted December 8, 2016 Report Share Posted December 8, 2016 Yes, I am aware Dante is a key card in PKs, but I still have little idea on the ideal or best number. It is still a card I don't think one will want to see often in an opening hand, after all. Link to comment Share on other sites More sharing options...
Kaiji Posted December 8, 2016 Report Share Posted December 8, 2016 Fantastic post reviving the TCG/OCG section smh 2 words 1 pix barely even thoughtful s m h all our theoretical existential ygo questions solved Link to comment Share on other sites More sharing options...
Darj Posted December 8, 2016 Report Share Posted December 8, 2016 So, considering the above, how many copies would you run? I'm not a PK player but this question on its ratios got me curious now. For example, I assume going as far as 3 is feasible, but is it desirable? Is there even space for this in PKs and its variants? Link to comment Share on other sites More sharing options...
vla1ne Posted December 13, 2016 Report Share Posted December 13, 2016 So, considering the above, how many copies would you run? I'm not a PK player but this question on its ratios got me curious now. For example, I assume going as far as 3 is feasible, but is it desirable? Is there even space for this in PKs and its variants?you'd run 1-2 depending on your build. 3 is just bad, it's not hard to get into grave, but at the same time, why would you run the risk of drawing too many of this on your first turn? as easy to use as it is, it still has enough dead draw potential to make 3 undesirable. as for 2, that's a fair ratio, it's searchable, and has the emergency brake that pretty much prevents 2 attacks in a row, while potentially opening up new r4 plays if your opponent stops their attack(s) for whatever reason. at 1, its a neat card to draw, with a low chance of screwing up your hand earl game, you ony really get one use, since your opponent likely wont be foolish enough to let the trap live, but one turn is often more than enough to turn the tide of a game around. as for what ratio, i'd sa you could add 1 into any PK deck with no subtractions, it pays for itself late game, and if you did literally anything with your PK's in grave, it's already going to be live early game, and will remain an unseen shield throughout the rest of the game. as for 2, maybe you could remove a dark gauntlet (if anybody actually runs it still) since dark gaunltlet basically does the same thing, but will often not be as meatshieldy powerful while doing so (since you get 2 for the price of one with this baby). Link to comment Share on other sites More sharing options...
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