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[]The Dark Duelist's Toolbox[] Phantom Archetype


Delibirb

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Not going to into my usual opening routine. I hope the graveyard-is-a-toolbox thing isnt too overpowered. You are very welcome to suggest additional costs or effect nerfs to balance out that your can potentially have a 40 card hand. Meant to support the currently 1-card "Phantom" archetype used by The Dark Duelist in Arc-V, Phantom Knights Shadow Veil.

 

[spoiler='Xyz Monsters']

[spoiler='Dark Rebellion Xyz Overlord']

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2 "Dark Rebellion" Xyz monsters with different Ranks
Must be Xyz Summoned, and cannot be Special Summoned by other ways. Control of this card cannot switch. If you would banish a "Phantom" card(s) to activate an effect: You can shuffle those "Phantom" cards into the Deck instead. If this card would be destroyed: This card loses ATK equal to half its ATK, and if it does, increase its DEF by that same amount. This card with 500 or less ATK is unaffected by card effects.

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[spoiler='Dark Rebellion Xyz Hyades']

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3 Level 8 Normal Monsters
Must be Xyz Summoned, and cannot be Special Summoned by other ways. Control of this card cannot switch. When this card is Special Summoned: Shuffle 4 of your banished cards into your Deck. During your Battle Phase: You can detach 1 Xyz Material from this card; inflict damage to your opponent equal to this card's DEF.

[/spoiler]

 

[spoiler='Dark Rebellion Xyz Illusionist']

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2 Level 6 Normal Monsters
Must be Xyz Summoned, and cannot be Special Summoned by other ways. Control of this card cannot switch. At the start of your opponent's Battle Phase: Detach 1 Xyz Material from this card and target 1 monster your opponent controls; switch that monster to face-up attack position, also that monster must attack this card during each Battle Phase this turn, if able.

[/spoiler]

[/spoiler]

 

[spoiler='Spells']

[spoiler='Phantom Knight Sword']

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When your opponent's monster inflicts battle damage from a direct attack: the battle damage becomes 1000, and if it does, send this card to the Graveyard during the End Phase. You can banish this card from your Graveyard; this turn, any battle damage you would take is added to your Life Points instead.

[/spoiler]

 

[spoiler='Phantom Knights Shadow March']

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Banish 3 Trap Cards from your Deck to inflict 100 damage to your opponent for each of your banished Spell/Trap Cards. You can banish this card from your Graveyard; Special Summon as many of your banished Trap Cards as possible as Normal Monsters (DARK/Zombie-Type/Level 8/ATK 0/DEF 2500) in face-up attack position. These Special Summoned cards cannot be used as Fusion or Synchro Material, and cannot be Tributed. An Xyz Monster Summoned using these Special Summoned cards as Xyz Material cannot attack.

[/spoiler]

 

[spoiler='Phantom of the Depths of the Deck']

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If you have no cards in your Deck: Skip your Draw Phase. During each of your End Phases: Banish 4 cards from your Graveyard or destroy this card. You can banish this card from your Graveyard; add 3 "Phantom" cards from your Graveyard to your hand, and if you do, banish all cards in your hand during the End Phase.

[/spoiler]

 

[spoiler='Phantom Soul Snatch']

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Banish 3 cards from your Graveyard: target 1 monster in your opponent's Graveyard; Special Summon that target to your side of the field, and if you do, equip it with this card. You can banish this card from your Graveyard and target 1 monster your opponent controls; send it to the Graveyard.

[/spoiler]

 

[spoiler='Phantom Knights Cavalry']

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Banish 1 card from your hand; Special Summon 1 "Phantom Knights Shadow Veil" Trap Card from your Deck as a Normal Monster (DARK/Fiend-Type/Level 4/ATK 300/DEF 300) in face-up defense position. An Xyz Monster that was Summoned using that monster as an Xyz Material cannot attack. During your opponent's Battle Phase: You can banish this card from your graveyard; banish 1 Trap Card from your Deck, and if you do, end the Battle Phase. You can only activate this effect of  "Phantom Knights Cavalry" once per Duel.

[/spoiler]

[/spoiler]

 

[spoiler='Traps']

[spoiler='Phantom Dullahan']

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Target 1 monster your opponent controls; halve its ATK, until the End Phase. When a card(s) is banished from your Graveyard: you can Special Summon this card from your Graveyard as a Normal Monster (DARK/Fiend-Type/Level 6/ATK 2400/DEF 1200) in face-up attack position. (This card is not a Trap Card.) Banish it when it leaves the field.

[/spoiler]

 

[spoiler='Phantom Leech Call']

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Once per turn, during your Main Phase 1: You can look at the bottom card of your Deck, and if it is a "Phantom" card, add it to your hand. During each of your Standby Phases: Banish the top 3 cards of your Graveyard or destroy this card. You can banish this card from your Graveyard; Send the top 4 cards of your Deck to the Graveyard, then discard 1 card.

[/spoiler]

 

[spoiler='Phantom Emergeance']

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Once per turn, during your Main Phase 1: You can look at the bottom card of your Deck, and if it is a "Phantom" card, add it to your hand. During each of your Standby Phases: Banish the top 3 cards of your Graveyard or destroy this card.

[/spoiler]

[/spoiler]

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How exactly do you win using this deck...?

Well, there's a few ways.

 

Already with Phantom Knights Shadow Veil, the existing card, you have access to the R4 Xyz monsters. Phantom Dullahan grants you access to the R6s, though they are arguably not that spectacular. Phantom Knights Shadow March is arguably the win card, letting you access powerful R8s, but it would have to be during the mid-late game. During that time you can attempt to beat down your opponent with their own monsters via Phantom Soul Snatch.

 

However, Shadow March obviously prevents the Summoned monster from attacking. I'm in the process of making 2 new "Dark Rebellion Xyz" monsters, the R8 of which will have a way around that little nitpick.

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Bumped for update: added 2 new "Dark Rebellion Xyz" monsters to be used with Dullahan and Shadow March. Again, please let me know of any overpoweredness in these as well as the toolbox-design of the cards.

 

BTW, if anyone is willing, I'd like to test these with proxies on DN. I'll give you a pastebin with which cards are which and their effects, of course.

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Bumped for an additional card: Dark Rebellion Xyz Overlord. It's sort of a final goal for the deck, making use of their material-less Hyades, Illusionists, and Dragons. Rewards you for playing the deck, but becomes weaker if it comes under fire.

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Wow this is really nice!
I really love the art on the cards, it looks like it's actually real YuGiOh!
But I'm confuse on thing... Why aren't there any normal monsters?

Phantom Knights Shadow Veil (the card that is real), Phantom Dullahan, as well as the Traps that Phantom Knights Shadow March Summons, are treated as Normal Monsters on the field. :)

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  • 2 weeks later...

Bump with a new Spell Card, thus making every type of Spell and Trap Card accounted for: Phantom Knights Cavalry. This card attempts to make Phantom Knights Shadow Veil, and by extension Dark Rebellion Xyz Dragon, more accessible and relevant for the deck, as well as offer archetypal battle phase protection.

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