Phantasm

29 cards in this archetype

Playing Style

The Phantasm archetype feeds on the graveyard and the hand simultaneously, spending cards aggressively to fuel its Sacred Beast monsters and then recovering those resources through a web of self-recycling spells and traps. Nearly every piece in the deck generates card advantage by discarding or sending cards to the graveyard, then replenishes itself from that same pool. Fallen Paradise of the Sacred Beasts is the engine's heart: it can send three cards of the same type to the graveyard up to three times per Main Phase, each time potentially Special Summoning a Sacred Beast from almost anywhere, and then rewards any board featuring a Level 10 Sacred Beast with a free draw of two cards.

Setting up that board begins with cards like Phantasmal Summoning Beast, which tributes itself to search Uria, Hamon, or Raviel directly and can immediately Special Summon the retrieved monster, then recycles from the graveyard to fetch Dimension Fusion Destruction. Martyr of the Sacred Beasts places Sacred Beast field and continuous spells directly from the deck on arrival, and recovers itself to hand during the opponent's End Phase if a Level 10 Sacred Beast is also in the graveyard. Sacred Beasts Thunderclap chains out additional copies of itself while installing Fallen Paradise, ensuring the field spell is live before any monsters are even committed. The deck clearly favours going first, constructing a board anchored by The Chaotic Phantasmal Sacred Beasts, which resists destruction twice per turn and can negate opposing monster effects three times in a single chain, alongside Uria's uncounterable spell and trap removal.

Archetype Relationships

Sub-families