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Alpha Knights Duel Academy is an online community with the sole purpose of allowing you to participate in countless events, and improve all areas of your gaming skills. Not to mentions we have a fun and welcoming community!

OG Phantom Beast guide

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OG Phantom Beast guide Empty OG Phantom Beast guide

Post by necruta Mon Jan 11, 2016 8:20 am

Hello everyone and welcome to my guide on phantom beasts

Phantom beasts are an under supported archetype with only 5 cards in their archetype, while they have a sub-archetype Mecha phantom beast, it doesn't support the original archetype at all so we'll disregard those in this guide.

The Phantom Beasts focus on a  heavy beatdown strategy by saving or boosting their own monsters by cards which are in the graveyard. This is further supported by their well known trap card Horn of the Phantom Beasts which boosts the attack of a beast or beast warrior by 800 points and allows you to draw a card if it destroys a monster by battle. Because all Phantom beasts are beast warriors they have good synergy with Fire Fists and fire formation spells/traps.

Members of the archetype

Gazelle King of the Mythical Beasts
Spoiler:
It's a vanilla nothing special about it, this card is the worst out of the archetype and should not be ran unless you plan to have a funky rescue rabbit xyz play with it.

Phantom Beast Cross-wing (shortened to C-W for the rest of this guide)
Spoiler:
While this card is in the Graveyard, "Gazelle the King of Mythical Beasts" and all "Phantom Beast" monsters on the field gain 300 ATK.

This is the card you want to have in your grave ASAP preferably multiple copies, because it's attack boost stacks and most of the Phantom Beasts don't have anything impressive to defend them except their attack. Run as many as the rules allow

Phantom Beast Thunder-Pegasus (shortened to T-P for the rest of this guide)
Spoiler:
When your opponent's monster declares an attack, you can remove from play this card from your Graveyard to make the Battle Damage taken by 1 "Gazelle the King of Mythical Beasts" or "Phantom Beast" monster 0. When this happens, that monster is not destroyed by battle.

While not a important as C-W T-P is a good card to have at least 1 of in your graveyard in case things go south really quickly recommend running 3

Phantom Beast Wild-Horn (shortened to W-H for the rest of this guide)
Spoiler:
During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent.

Generic piercer, not good not bad, run 3 in a pure build run 2 in any other build

Phantom Beast Rock-Lizard (shortened to R-L for the rest of this guide)
Spoiler:

If you're Tributing a "Phantom Beast" monster or "Gazelle the King of Mythical Beasts", this card can be Normal Summoned with 1 Tribute. When this card destroys a monster by battle, inflict 500 damage to your opponent. When this card is destroyed and sent to the Graveyard by an opponent's card effect, inflict 2000 damage to your opponent.

Your big boss monster, with 3 C-W in the graveyard this bad boy goes up to 3100 while the extra burn damage is fun and all when it destroys a monster, you really want it to get nuked by your opponent by a card effect so you can deal massive damage. I recomend running 2-3 depending the build.

Horn of the Phantom Beasts
Spoiler:
Target 1 Beast-Type or Beast-Warrior-Type monster you control; equip this card to that target. It gains 800 ATK. When that target destroys an opponent's monster by battle and sends it to the Graveyard: Draw 1 card.

We all know this card, we've seen it in many builds. Run 3.



Interesting techs.

Spiritual forest
Spoiler:
Each turn, the first face-up Beast, Beast-Warrior, or Plant-Type monster you control that would be destroyed by battle, is not destroyed.

This is a fun little card to run in this deck because it simply protects your monsters, something that your monsters sadly don't have and this way you don't have to rely on T-P all the time. recommend running 1-3 depending on the build.

Pitch-black warwolf
Spoiler:
Your opponent cannot activate Trap Cards during the Battle Phase.
This deck is beatsticking at it's finest, what do beatsticks hate? Trap cards during the battle phase. What does this card stop? Trap cards in the battle phase! Recommend running 2-3 depending on your preference.

Mathematician
Spoiler:
When this card is Normal Summoned: You can send 1 Level 4 or lower monster from your Deck to the Graveyard. When this card is destroyed by battle and sent to the Graveyard: You can draw 1 card.
With the recent banning of lavalval chain this is the second best card to run to mill your C-Ws into the graveyard as fast as possible and should always be ran in the deck as many times as possible.

For those who also play ocg cards there also is this card.
Kentaurus
Spoiler:
Once per turn, if this card battles an opponent's monster, during damage calculation (in either player's turn): You can send 1 Beast, Beast-Warrior, or Winged Beast-Type monster from your hand or Deck to the Graveyard, and if you do, this card gains ATK equal to the sent monster's Level x 100, until the end of the Battle Phase.
This will allow you to dump C-W from the deck to the graveyard with ease and make him a 1900 beater for that turn which makes him a good addition to the deck if you do not mind OCG cards.

I will not provide a decklist because this archetype is soo small that almost anything can be ran beside it and with good choices will still run somewhat fine and because it's one of the decks I use for testing people.

And that's it guys, I hope you enjoyed this guide and want to give Phantom beasts a try, they're a fun deck to run if you know what you're doing and want to beat your opponents face in with giant rock lizards or deer.
necruta
necruta
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Join date : 2015-08-04

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