Notes & Combos
PK is my favourite archetype. I've played a lot of Adventure PK and have started to play some PK Fire. Here's a list that brought me to Lv. Max as well as some thoughts on the deck:
- Very consistent going first. I've won almost all my duels going first. I've found these ratios helped not brick often and I always had a play and most times could play through an Ash or Imperm.
- End board going first is usually UDF + Rusty + 2-3 Fog Blades + perhaps some handtraps or quick play spells. Wing/Fog Blades in the GY for the Rusty pop when detaching Break Sword from UDF. I usually make UDF with it and one Leviair for that reason.
- Lots of handtraps + Droplets lets us slow down the opponent and either set up a good board on turn two or just straight up OTK with Accesscode or Arc Rebellion. Going second is not the best in this meta for this deck. Hard to play against Kashtira or Branded without the right outs. We have the needed cards in the deck but sometimes you just don't draw the out.
- Burning Abyss to extend most of the time (or to start if you have two of them in hand and no PKs). Make sure they are in the zones that Cherubini points to. But you can also summon them not in those zones with the effect of Graff if you want to proc their effect instantly (like banishing or effect negation). Most of the time Cherubini sends Graff to summon Cir, Cir gets detached as material to revive Graff for the second Rank 3 to make UDF. Dangers summoning themselves and activating BA effects is useful. You can also discard them with Torn Scales for cost which makes them revives themselves and allows you to mill a PK name.
- The best normal summon is Torn Scales. We play 3x Tour Guide because it's also a good way to start your combo. Usually Tour Guide summons Graff and you go from there.
- The Extra Deck is not very flexible in my opinion. You could replace Dante or Goddess with I:P and/or Zeus but I found the former more useful. Dante is debatable but he helped me win some grindy games by milling useful ressources. Dharc is a way to make an emergency Rusty when everything goes south and sometimes that's enough to bring us back into the game.