Notes & Combos
Small changes to the Extra Deck this season. I replaced Apollousa with Knightmare Gryphon, as the former has never come up before, while the latter hoses Tenpai if they do not have Droplet, or try to Droplet for 3.
For my other Rank 8, I replaced Galaxy-Eyes Photon Lord with Hope Harbinger, again, because it wins against Tenpai if they can't read, and because a spell negate is more important than a monster negate against them.
Horus Adventure PK is pretty fun. I added some Bystials again, there are a lot of decks running rampant that get hit by it somewhat, while almost no deck cares about Nibiru. While it barely came up, Branded Regained also pairs nicely with S:P, by banishing a DARK or LIGHT, and then shuffling it away with Regained.
If you are looking for a breakdown of the Horus engine, please read the Introduction to Phantom Knights article. Otherwise, to quickly summarize:
Imsety allows you to send 2 from hand (including itself) to get Sarc and a draw. You play Sarc and get 2 lvl 8s on board (Sarc allows you to send a card from hand to send a Horus card to your GY from the deck). If you have no extenders, you make Zombie Vampire to mill and recur a body to get your engine going, otherwise you can make another level 8 such as Galaxy-Eyes Photon Lord for a monster negate.
The field spell also works as a way to find Imsety. In general, if you open the field spell, it is the same as opening Sarc in terms of card advantage, but if you happen to open a garnet you want to search over the course of a combo (for example, Dracoback), you can shuffle it back to replace it with Imsety, thus you can make up a bit for the loss in card advantage later.
I blame Yurica for PK Sword.
Replays
MD ID: 439-125-078
The latest replays are for this deck, otherwise you can find my replays on this playlist: https://www.youtube.com/playlist?list=PL9u31nX2dO-uUidy7KohGiNMc26Ba9K4i
Top Secret Packs used

Unfortunately, a "pure" PK deck is something I do not see myself ever getting to Master 1 with. PK is good at winning on the spot if you can put 2 lvl 3s on board once your opponent's interactions are exhausted, and can make a good turn 1 board, but the lack of S/T negates and general fragility of the pure PK engine make it very hard to play through your opponent's stuff without supplemental engines to help the deck.
Stuff like Horus doesn't really improve the turn 1 board usually, but it is an engine that is better at pushing through an established board going 2nd, while still working to facilitate the normal turn 1 combo. Adventure meanwhile offers an omni-negate, which PK desperately needs, because they otherwise get blown out by Spells or Traps, and it also is a great way to play through an opponent's board, because Dracoback is also removal, so the opponent is forced to answer the Adventure engine.
Pure PK instantly loses to your normal summoned Torn Scales getting removed before you can activate it, most of the time, which isn't a great place to be in.