Notes & Combos
Player ID: 833-759-582 ❤❤❤ Go check out the phantom knights guide made by Ray to learn combos, it doesn't show up on adventure PK so you need to look at it through pure PK breakdown have fun reading it! Also if you want to see more replays from someone that plays better than me have a look at Ray's profile as well! ❤❤❤ 439-125-078 and https://www.masterduelmeta.com/articles/guides/phantom-knights-guide-james
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Ive been playing this, easily my favorite deck right now and have been wondering about some deckbuilding variables:
Size: 40 vs. 45 - Is 45 better? Is that a magic number or could it go lower/higher?
Handtraps: Ive seen D.D. Crow and Effect Veiler in larger lists. What are each targeting? Is 1-3 Lancea worth considering alongside Dagda+PTE engine?
Extra Deck: Arc Rebellion Dragon vs. Downered + Zeus. Ive been wanting more outs to heavy backrow and was thinking Zeuss could help with that, though the OTK power of Rebel is no joke.
TBH i could go on and on because im not as familiar with the deckbuilding process in YGO, but if you have any thoughts on some of these topics id love to hear them

I'm glad that you've been enjoying playing the deck, hopefully I didn't answer your inquiries too late and you'll see the message. Size: When it comes to it most players I know agree that with PK it doesn't really matter and sometimes that bigger is actually more consistent, why is that? Because of the amount of bricks the higher your card count the lower the chance of drawing multiple, of course it also lowers possibility of seeing other cards you want which is why we run more extenders as our card slots above 40. Dangers in particular can help into drawing what you perhaps needed as well as being triggered off of torn discarding them which is pure advantage. I would say personally anything between 42-46 is fair game and you could go even higher if you want in fact, you shouldn't worry about your deck size too much in adventure PK. Handtraps: Veiler would usually target whatever you would with your fog blades, it's quite a simply hand trap but is very effective and due to us not being compatible with imperm since we can't have traps in grave for shade, it's best choice for targeted negation. As for crow it's extremely good in current meta, it can stop taia if they don't have more wyrms in grave, stop branded in red as well as superfactorial by targeting diameter. It'll also stay useful into tear meta and is overall a very versatile hand trap. Lancea is worth running but unfortunately we aren't in a meta that banishes a lot on their own turn, which is why I don't recommend it but you can run 1 as an alternative set target with dagda.

Extra deck: I believe that backrow isn't much of an issue for PK usually since if you're able to make Zeus you probably can play through it between bardiche pops as well as breaksword. Which leads me to the next point, breaksword leads nicely into a dark rebellion after popping the backrow and doesn't care about there being monsters on board to otk, making it an excellent option if you aren't able to clear all of your opponent's monsters. Adventure PK has a very explosive turn 3 but can run out of gas after it so I believe otking is the right choice over trying to outgrind the opponent with Zeus, especially since it conflicts with your backrow as well as adventure itself. That's why I prefer running it over Zeus but it's up to your preference in the end, but in my opinion arc rebellion package is more applicable in larger amount of scenarios.
I hope that my thoughts were helpful to you and I wish you good luck with your PK deck building, we need more players like you willing to give the deck a chance since many dismiss it without doing so.