Gem-Knights Deck #687072 — Yu-Gi-Oh! TCG

Created by: YGO Mod (20517634)

Created On: 04/15/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: Medium
58± 7/ 100
Power Score
Structural 61
Reliability 53
Going First 68
Going Second 63

Deck — Deck Power Evaluation

Final Contextual Deck Power: 58/100 (±7 · Confidence: Medium)

Overall score Value
Structural Deck Power 61
Going First 68
Going Second 63
Meta Power provisional
Tournament Reliability 53
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Interaction
  • Format: tcg

Legality

Main 55 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Fusion Summon into powerful end-boards with multiple Gem-Knight Fusion monsters and interactive Link support; Herald engine negation + hand traps to disrupt opponent while setting up Fusion lines
  • Turn 1 (going first): Open with Gem-Knight Nepyrim or Fiendsmith Engraver starter, search Gem-Knight Dispersion or Fusion cards, build a Fusion board with negation and protection
  • Turn 2 (going second): Use hand traps (Ash, Herald, Nibiru, Droll) to disrupt; deploy board-breakers and removal via Forbidden Droplet; recover with graveyard recursion
  • Recovery: Recursion via Lacrima, Bystial monsters, and Fiendsmith effects to recycle materials; Mulcharmy draw effects to refuel after disruption
  • After siding: No side deck provided; post-side resilience unknown

Why it scores here

This Gem-Knight Fusion deck opens a functional core with ~89% consistency for at least one starter and leans on three 3-ofs (Nepyrim, Dispersion, Mulcharmy Fuwalos) plus a solid hand-trap suite to establish control or disrupt opponents. The ceiling features multi-Fusion boards with layered negation and grind potential via recursion, but the median output is more modest—Nepyrim into a single Fusion with Herald support is typical, not the full layered setup. Resilience is hampered by limited independent lines and heavy reliance on one-card starters; a single key piece disrupted often derails the turn. The deck runs only 40% of the archetype-core (missing key Fusion payoffs like Master Diamond Dispersion, Seraphinite, and Phantom Quartz), diluting its consistency and ceiling. Hand traps and Mulcharmy effects provide going-second game and resource recovery, but the missing Extra-Deck staples and zero side deck limit adaptation. Archetype popularity does not move the score; the power comes from internal coherence.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 P(≥1 Gem-Knight/Fiendsmith starter in 5) ≈ 0.89; Nepyrim + Engraver 3-ofs enable ~72% reliable opening. (Inferred)
D2 Opening-Hand Quality & Brick Management 62 Main deck is 55 cards with 9 three-ofs; hand quality frequently includes redundant Mulcharmy/Herald copies and limited filtering, yielding ~25–30% brick/garnet risk. (Inferred)
D3 Combo Conversion & Ceiling 71 Best recorded boards assume Nepyrim search + Fusion Summon (e.g., Seraphinite or Master Diamond combo lines); inferred PowerIndex ceiling ~71 with layered interaction and recursion setup. (Inferred)
D4 Combo Floor & Median Output 58 Median output is Nepyrim into one Fusion + Herald negation; no combo metrics available; estimated median PowerIndex ~58 from typical starter-to-board conversion. (Inferred)
D5 Interruption Resilience & Route Redundancy 54 Nepyrim is the primary starter; only Engraver and Mulcharmy offer backup lines; one disruption often locks the turn; estimated resilience ~54. (Inferred)
D6 Resource Economy, Recovery & Grind 61 Mulcharmy draw effects (Fuwalos, Purulia) and Fiendsmith recursion (Lacrima, Engraver) provide incremental grind; net card economy modest, estimated ~61. (Inferred)
D7 End-Board & Interaction Quality 68 End-boards feature two Fusion monsters + Herald negation + Fiendsmith Link support; interaction_density estimated at 2–3 negations/removals per board. (Inferred)
D8 Going-Second & Board-Breaking Power 64 Forbidden Droplet (3x), Bystial removal, and hand traps (Ash, Nibiru, Droll, Herald) enable going-second disruption; estimated board-breaking power ~64. (Observed from composition)
D9 Offensive Pressure & Closing Power 60 Boss monsters (Seraphinite, Master Diamond) typically 2300–3000 ATK; actual end-board often runs 1–2 Fusions due to missing core cards; closing power moderate, ~60. (Inferred)
D10 Main Deck Efficiency & Flexibility 58 Main deck efficiency hampered by 55-card size and multiple one-ofs; dead weight includes Fabled Lurrie, single Gem-Armadillo; 40% core presence dilutes compactness. (Verified from composition)
D11 Extra Deck Efficiency & Coverage 62 Extra Deck has 15 slots; deck runs only 8 Link monsters and 4 Fusion monsters, leaving 3 flex slots; missing key Fusion payoffs (Seraphinite, Master Diamond Dispersion, Aquamarine). (Verified from composition)
D12 Side Deck Adaptability 0 No side deck provided; post-side adaptability cannot be evaluated; set to 0 by schema. (Unable to verify)
D13 Matchup Coverage & Format Fit 50 Archetype meta-share unavailable; no tournament context supplied; Gem-Knights remain niche; format fit is neutral absent dated metagame data; set to 50 (Provisional).
D14 Pilotability & Error Tolerance 55 Nepyrim search + Fusion Summon + Herald negation are linear combo steps; decision complexity moderate; error tolerance ~55 (Inferred).

How the score was computed

Strategy profile: Combo. Structural ≈ 61, Going First ≈ 68, Going Second ≈ 63, Meta = provisional, Tournament Reliability ≈ 53. Modifiers: Missing core Fusion payoffs (-3); 55-card main deck (-2); No side deck (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.89 · key two-card combo ≈ 0.71 · full-brick estimate ≈ 0.11 (all Inferred)
  • Combo output: best PowerIndex 71, median 58, board-per-starter 1.4
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • High starter consistency (89%); Nepyrim and Engraver reliably enable Fusion lines.
  • Solid hand-trap suite (10 copies) with Herald negation module for going-second play.
  • Mulcharmy draw effects (Fuwalos, Purulia) provide resource recovery and grind potential.
  • Flexible Fiendsmith engine (Engraver 3x, Lacrima) adds recursion and board extension.
  • Fusion payoffs (Seraphinite, Master Diamond when summoned) offer layered interaction and protection.
  • Forbidden Droplet (3x) + Bystial removal enable disruption and board-breaking.

Weaknesses

  • Missing 15 core archetype cards (60% absence); no Seraphinite, Master Diamond Dispersion, Phantom Quartz in deck.
  • Median output is modest (single Fusion + Herald negation) compared to ceiling; limited independent combo lines (D5: 54).
  • Single-starter heavy reliance; Nepyrim disruption often derails the turn.
  • 55-card main deck increases brick rate and dilutes consistency vs. 40-card baseline.
  • Limited Extra-Deck diversity; 3 flex slots unused; missing Phantom Quartz (100% inclusion stat).
  • No side deck; post-side resilience is zero; best-of-3 tournament reliability severely hampered.
  • Pilotability complexity moderate but decision trees narrow; error tolerance is ~55.
  • Graveyard-dependent recursion can be disrupted by banish effects and Called by the Grave counter-play.

Critical choke points

  • Nepyrim is the primary starter—a single disruption (hand trap, negation) often ends the turn.
  • Missing key Fusion targets (Seraphinite, Master Diamond) significantly reduces best-line power and end-board durability.
  • 55-card size increases the probability of dead draws in tight opening hands.
  • No side deck means zero adaptation in game 2 and 3; every matchup plays out with the same 55-card list.
  • Reliance on Mulcharmy effects for draw; board established without them is fragile.
Priority Remove Add Reason
1 Fabled Lurrie (1x), Darklord Gulgolet (1x), Keldo the Sacred Protector (1x), Mudora the Sword Oracle (1x) Gem-Knight Seraphinite (1x), Gem-Knight Master Diamond Dispersion (1x), Gem-Knight Phantom Quartz (2–3x), Gem-Knight Aquamarine (1x) These 4 one-ofs are tech/niche; core Fusion payoffs are 100% inclusion stats and dramatically improve combo ceiling, resilience, and end-board quality.
2 Reduce main deck to 40–42 cards by cutting redundant Mulcharmy copies and flex one-ofs Build a dedicated 15-card side deck with anti-meta cards and post-side Fusion strategies Tighter main improves opening-hand consistency; side deck enables best-of-3 adaptation and tournament reliability.
3 Herald of Purple Light (1x), Crystal Rose (1x) Gem-Knight Lady Rose Diamond (1x), I:P Masquerena (1x) Rose Diamond offers protection synergy with Gem-Knight Fusions; I:P Masquerena enables mid-turn Link pivot and Extra-Deck utility.

Evidence & confidence

  • Verified: Legality: Legal (55M/15E/0S, all copy limits met).; Composition: 9 three-ofs, 4 two-ofs, 20 one-ofs; archetype purity 40% of core.; Card text: All 48 distinct cards resolved and checked.; Usage stats: Gem-Knights core presence 10/25 (40%); 15 core cards absent.; Banlist status: Limited cards (Brilliant Fusion, Druiswurm, Magnamhut, Called by the Grave, Fiendsmith's Lacrima, Foolish Burial, Keldo, Mudora, Triple Tactics Talent) all at legal copies.; Semi-Limited: Droll & Lock Bird at 2 copies (legal).
  • Observed: Extra-Deck composition: 8 Link, 4 Fusion, 3 Xyz; no Synchro or Ritual.; Archetype_spread from composition data: Gem- (17 copies), generic (15), Fiendsmith (8), Herald (7), Mulcharmy (6).
  • Inferred: D1 Consistency: P(≥1 starter in 5) ≈ 0.89 from hypergeometric probabilities and three-of Nepyrim/Engraver.; D2 Brick estimate: ~11% full brick rate from 55-card size and limited filtering.; D3 Combo ceiling: ~71 inferred from Nepyrim + Fusion + Herald + protection (Seraphinite, Master Diamond when present).; D4 Median output: ~58 from typical single Fusion + Herald negation per starter.; D5 Resilience: ~54 from limited independent lines and single-starter choke point.; D6 Resource economy: ~61 from Mulcharmy draw + Fiendsmith recursion incremental value.; D7 Interaction: ~68 from interaction_density estimate (2–3 negations/removals per board) and text-based negation/removal read.; D8 Going-second: ~64 from Forbidden Droplet, Bystial removal, hand traps, and Herald negation suite.; D9 Closing: ~60 from moderate Fusion ATK (2300–3000) and single-Fusion typical boards.; D10 Main efficiency: ~58 from 55-card size penalty and 40% core purity.; D11 Extra efficiency: ~62 from 15 slots with 3 unused; missing key Fusion targets.; D14 Pilotability: ~55 from moderate combo step count and narrow decision trees.
  • Provisional: D13 Matchup fit: Set to 50 (neutral) absent dated metagame sample; Gem-Knights niche archetype; no tournament context available.
  • Data gaps: No combo boards supplied—combo floor/median/ceiling is text-only inference. No tournament link—archetype meta-share and per-pilot match record absent. No win-rate telemetry exists in YGOVN—going-first/second, matchup, game-level, brick/starter/OTK rates are Inferred or Unknown. Meta Power is Provisional without a dated metagame sample. Post-side performance unknown; no side deck provided; best-of-3 adaptation cannot be measured.

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