Low Key: King's Knight OTK

Doug Zeeff

6/6/2016 11:00:00 AM
 Comments

I'll be honest: I haven't had a ton of time to test non-competitive strategies over the past couple weeks. The North American World Championship Qualifier's quickly approaching, so most of my time playing Yu-Gi-Oh! has been spent diligently figuring out the best deck to play for that tournament.

But taking breaks is never a bad thing, and today's deck is definitely break-time territory.

Last week, somebody posted a funny combo with King's Knight on Facebook, and it got a lot of attention in a few different circles. I thought it would be helpful to post the combo in video format, so I recorded a step-by-step video that saw got a lot of views within hours of posting. A two-card OTK using King's Knight is hilarious, but it left one big question on everyone's minds: how the heck do you make an actual deck out of it?

The Wombo Combo
The original sequence only requires you to have King's Knight and Brilliant Fusion in your hand. With those two cards and an open board you can do 10,400 damage. The play? Use Brilliant Fusion to send Gem-Knight Lazuli and Queen's Knight to the graveyard, putting Gem- Knight Seraphinite on the field.

From there, you can Normal Summon both Queen's Knight and King's Knight, triggering the latter to Special Summon Jack's Knight from your deck. Overlay for Heroic Champion - Excalibur and Shark Fortress and use both their effects. You now can attack twice with a 4000 ATK monster, and then add on another 2400 ATK for good measure. Alternatively, you can make stuff like Number 61: Volcasaurus or Number S39: Utopia the Lightning if your opponent has monsters you need to push through.

 Number S39: Utopia the Lightning
$34.99
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Number S39: Utopia the Lightning115431
Set Yu-Gi-Oh! ZEXAL Manga Promotional Cards
Number YZ08-EN001
Level 5
Type Xyz/Effect Monster
Monster Warrior
Attribute LIGHT 
A / D 2500 / 2000
Rarity Ultra Rare
Card Text

3 Level 5 LIGHT monsters
You can also Xyz Summon this card by using a Rank 4 "Utopia" monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Cannot be used as an Xyz Material for an Xyz Summon. If this card battles, your opponent cannot activate cards or effects until the end of the Damage Step. Once per Chain, during damage calculation in either player's turn, if this card battles an opponent's monster while this card has a "Utopia" Xyz Monster as Xyz Material: You can detach 2 Xyz Materials from this card; this card's ATK becomes 5000 during that damage calculation only.


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It's a cute combo that only needs you to draw two cards you could plays in threes, but that's not enough to make a complete deck without major outside support. What I didn't realize at first, was that there's a bunch of other accidental three card combos that do the same amount of damage or more, and that's what really makes this deck playable. Any time you Normal Summon King's Knight with Queen's Knight on the field you can Special Summon Jack's Knight to do 5900 damage by making Heroic Champion - Excalibur, so as long as you can make up that last 2100 ATK you're getting an easy win against an empty field.

There are lots of ways to crank out that final bit of damage, too. Speedroid Terrortop's a one- card Number 30: Acid Golem of Destruction, and Super Quantum Red Layer brings you to an even 8000 exactly. Instant Fusion's another great option, throwing Elder Entity Norden onto the field to make a free Rank 4, or Panzer Dragon to Xyz Summon a Rank 5 with Jack's Knight.

Much of this strategy depends on the idea that you'll resolve your plays without interruption. But it has a surprisingly high ceiling provided your opponent doesn't have a trap card or piece of disruption to stop you. I bounced back and forth on the idea of using Kaiju monsters to out the Kozmo spaceships, but at the end of the day I think you'll just have to accept a Game 1 loss against that theme the majority of the time. Let's take a look at what I think is the most explosive way to play these cards.

    King's Knight OTK Doug Zeeff    
 
Main Deck
Side Deck
1 Gem-Knight Lazuli
1 Heroic Challenger - Assault Halberd
2 Honest
2 Jack's Knight
3 King's Knight
2 Maxx "C"
3 Queen's Knight
1 Speedroid Taketomborg
3 Speedroid Terrortop
1 Super Quantum Blue Layer
2 Super Quantum Red Layer
Monsters [21]
3 Brilliant Fusion
2 Emergency Teleport
3 Instant Fusion
2 Into The Void
1 Painful Decision
1 Raigeki
1 Reinforcement of the Army
3 Twin Twisters
2 Unexpected Dai
1 Upstart Goblin
Spells [19]
Deck Total [40]

EXTRA DECK

1 Castel, the Skyblaster Musketeer
1 Elder Entity Norden
1 Gaia Dragon, the Thunder Charger
1 Gem-Knight Seraphinite
1 Heroic Champion - Excalibur
1 Number 30: Acid Golem of Destruction
1 Number 39: Utopia
1 Number 61: Volcasaurus
1 Number S39: Utopia Prime
1 Number S39: Utopia the Lightning
1 Panzer Dragon
1 Shark Fortress
1 Super Quantal Mech Beast Grampulse
1 Super Quantal Mech Beast Magnaliger
1 The Phantom Knights of Break Sword
Extra Deck [15]
Notes:


Right off the bat, there's some obvious deck building challenges we have to overcome here. You absolutely need three King's Knight, but it's worthless without Queen's Knight on the field. I really wanted to cut back to two Queen's Knight, but Unexpected Dai and Painful Decision made me want to run her at three copies. Painful Decision has a cool interaction with Instant Fusion because you can revive Queen's Knight with Norden before summoning King's Knight, and Unexpected Dai accomplishes a similar end result with fewer cards.

As for Jack's Knight, I don't think there's a reason to play three copies, but it's probably too risky just using one. Sure, drawing it stinks, but if you're only playing the one copy then your King's Knight can't resolve, destroying your main combos.

If you wanted to try only one Jack's Knight I'd suggest swapping out the Into The Voids for Magical Mallets. I like Into The Void because it's a 1-for-1, but Magical Mallet has a lot of versatility even though it's a -1 of card economy. You can put back Jack's Knight, Speedroid Taketomborg, Super Quantum Blue Layer, Gem-Knight Lazuli, and extra Queen's Knights.

Twin Twisters is helpful for two reasons. First, this deck can't deal with backrow, so destroying those cards is crucial. Maybe more importantly, it puts Queen's Knight into the graveyard to revive her with Instant Fusion, an interaction that's come up more times than I can count while I was testing.

All Aggression, All The Time
The Extra Deck space is pretty tight, mostly because every card has to actively help you OTK. The Fusion Monsters are necessary blank spots, but otherwise all the Xyz Monsters are very linear; they're only goal is to push out damage. The few monsters that don't do that directly are Super Quantal Mech Beast Grampulse, The Phantom Knights of Break Sword, and Castel, the Skyblaster Musketeer.

The first two of those three are designed to take out a third backrow after you Twin Twisters, and you can make them for free off of Speedroid Terrortop. On the other hand, you unfortunately have to play Castel to get around cards that can't be destroyed by card effects or battle. I specifically remember one duel where I had to scoop against someone because they summoned Beelze of the Diabolic Dragons and I literally had no way around it.

 The Phantom Knights of Break Sword
$35.00
$6.18
$2.58
The Phantom Knights of Break Sword111857
Set Wing Raiders
Number WIRA-EN006
Level 3
Type Xyz/Effect Monster
Monster Warrior
Attribute DARK 
A / D 2000 / 1000
Rarity Secret Rare
Card Text

2 Level 3 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 card you control and 1 card your opponent controls; destroy them. If this Xyz Summoned card is destroyed: You can target 2 "The Phantom Knights" monsters with the same Level in your Graveyard; Special Summon them and increase their Levels by 1, also you cannot Special Summon monsters for the rest of this turn, except DARK monsters.


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Number S39: Utopia Prime is important because you need two Utopias under Number S39: Utopia the Lightning if you want to get the boost twice. This comes up a whole lot with Shark Fortress so I found it was worth playing, even if it takes the spot of a better standalone card like Abyss Dweller or Diamond Dire Wolf.

It's also worth pointing out that I really, really advise against playing any trap cards in this deck. Because of how the Extra Deck is built, there's virtually no strong defensive boards you could make, so there's no reason to protect yourself using trap cards. Maxx “C” is the only exception, and that's specifically because it digs you deeper into your combo pieces while conveniently thwarting huge plays from your opponent on their first turn. If they stop after giving you one draw then you don't have to worry about breaking their set-up, and if they let you draw a bunch of cards then you'll have enough ways to deal with the board they make anyways. It's a win-win scenario that works perfectly for this strategy.

At the end of the day this deck's obviously casual-oriented, but that's not a bad thing. It struggles against the top decks consistently, but at a local tournament you'll easily catch opponents off guard and turn a few heads. In a time where most players are grinding out serious competitive play testing it's fun to take a moment to play an off-the-wall strategy and rest your brain.

I had a blast testing this deck and I'm sure you will, too. Let me know in the comments if there's any cool additions you can think of to benefit King's Knight OTK!

-Doug Zeeff


Doug Zeeff hails from Michigan and is currently an English major in college. When he's not found emailing Konami about why there's not a single walrus card in all of Yu-Gi-Oh! you can find him regularly posting unorthodox, unfiltered semi-Yu-Gi-Oh! related content on his Youtube channel, Dzeeff. In his spare time he enjoys eating cheese, playing Overwatch, and, of course, playing Yu-Gi-Oh. Click here to follow him and his adventures on Facebook!


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