Gem-Knights Deck #750726 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Gem-Knight Nepyrim x3, Gem-Knight Quartz x3, Nibiru, the Primal Being x3. Created Sep 11, 2026 by YGO Mod.

Deck Gem-Knights Master Duel

Created by: YGO Mod (20517634)

Created On: 09/11/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
61± 10/ 100
Power Score
Structural 63
Reliability 58
Going First 70
Going Second 66

Deck — Deck Power Evaluation

Final Contextual Deck Power: 61/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 63
Going First 70
Going Second 66
Meta Power provisional
Tournament Reliability 58
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Control
  • Format: master-duel

Legality

Main 40 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Fusion Summon Gem-Knight Fusion Monsters with high ATK (Lady Brilliant Diamond 3400, Master Diamond Dispersion 3000, Master Diamond 2900, Garura, Ruby) and attack through a board cleared by the deck's staple removal.; Link and Fusion follow-ups (Gem-Knight Phantom Quartz, Lady Rose Diamond, Lady Lapis Lazuli) that add board presence and recurring damage or protection.
  • Turn 1 (going first): Turn 1 Normal Summon a Gem-Knight searcher (Quartz, Nepyrim or Armadillo) to add a Fusion spell (Gem-Knight Fusion, Brilliant Fusion, Scatter Fusion, Dispersion or Absorb Fusion), then Fusion Summon a Gem-Knight Fusion Monster from the Extra Deck on turn 2.
  • Turn 2 (going second): Use hand traps (Nibiru, Red Reboot) or a board wipe (Dark Hole, Raigeki, Heavy Storm, Lightning Storm) to clear the opponent's first board, then rebuild through the Fusion enablers.
  • Recovery: Recurse Gem-Knight Fusion from the Graveyard (banish one Gem-Knight from the GY), rebuild the searcher chain from the Deck, and use Gem-Knight Phantom Quartz to add a Fusion spell.
  • After siding: No sideboard is run (side_count 0), so there is no post-side plan in this list.

Why it scores here

The deck reliably opens a Fusion starter: 15 copies of Gem-Knight searchers and a Fusion-enabler suite (Gem-Knight Fusion, Brilliant Fusion, Scatter Fusion, Dispersion, Absorb Fusion, Super Polymerization) give an estimated ~82% chance that the 11-copy archetype core is in a 5-card opening hand (Inferred). The end-board is strong on paper: Dark Hole, Raigeki, Heavy Storm, Harpie's Feather Duster, Lightning Storm, Red Reboot, Forbidden Droplet and Nibiru cover monsters, spells and traps, and Fusion Summons in the Extra Deck give the closing power. The main penalties are the lack of recorded boards (no combo floor, median or ceiling can be measured), a brick proxy near 18% for hands with no core card, and only 15 of 40 main-deck cards carrying the Gem- archetype name, so much of the deck is staples rather than engine. Popularity was not credited: archetype core stats confirm the list is real, not strong. The score is built from the system dimensions, not an average of the individual card scores. Meta Power is null (provisional) because no dated metagame sample exists.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 70 P(>=1 of the 11-copy archetype core in 5-card hand) ~0.82; P(>=1 searcher-text card, 12 copies) ~0.85; 8 Fusion-enabling spells; no recorded boards to confirm (Inferred)
D2 Opening-Hand Quality & Brick Management 58 Brick proxy ~0.18 for the core group; 12 non-engine staples (Raigeki, Dark Hole, Heavy Storm, Harpie's, Lightning Storm, Pot of Sloth, Triple Tactics Talent, Illusion Gate and others) can be dead in hand; 3-copy cards hit 5-card hand at 0.34 (Inferred)
D3 Combo Conversion & Ceiling 60 No parseable boards; ceiling read from text only: Fusion into 3400 ATK Lady Brilliant Diamond or 3000 ATK Master Diamond Dispersion with Gem-Knight recursion; guide notes the line is cumbersome (Inferred)
D4 Combo Floor & Median Output 50 No recorded boards, so no median or power distribution; floor assumed to be brick-prone for hands missing the Fusion enablers and searchers (Inferred)
D5 Interruption Resilience & Route Redundancy 68 Four independent Fusion routes (Gem-Knight Fusion, Brilliant Fusion, Scatter Fusion, Dispersion) and Quartz/Nepyrim searchers allow re-routing after a disruption; hand traps and the boss protection text support it (Inferred)
D6 Resource Economy, Recovery & Grind 66 Gem-Knight Fusion recurs from the GY by banishing one Gem-Knight; Lady Rose Diamond and Phantom Quartz add extra value; Forbidden Droplet and Quartz discards cost resources (Inferred)
D7 End-Board & Interaction Quality 76 Removal and negation breadth: Raigeki, Dark Hole, Heavy Storm, Harpie's, Lightning Storm, Red Reboot, Droplet, Illusion Gate, Nibiru, Hollowcore negation text (text flags; negation effects Inferred)
D8 Going-Second & Board-Breaking Power 74 Four-plus going-second board-clearers (Raigeki, Dark Hole, Lightning Storm, Heavy Storm) plus 5-copy hand-trap group with ~0.58 chance of one in a 6-card going-second hand (Inferred)
D9 Offensive Pressure & Closing Power 72 Closing bosses at 3400, 3000 and 2900 ATK; Garura doubles battle damage it takes (not dealt); direct damage text on Lapis and Topaz (verified text, Inferred conversion)
D10 Main Deck Efficiency & Flexibility 52 40 main cards with 22 distinct; 16 tech-tagged cards; only 15 of 40 main cards carry the Gem- archetype name, which dilutes the engine (verified composition, scored Inferred)
D11 Extra Deck Efficiency & Coverage 68 12 Fusion, 2 Link and 1 Xyz in 15 slots; 12 of 15 carry the Gem- name; Garura, Mudragon and Light Dragon @Ignister are off-engine flex slots (verified composition)
D12 Side Deck Adaptability 40 No sideboard in the list (side_count 0 within the 0-15 allowance), so post-side adaptability is not measurable; scored conservatively, Provisional
D13 Matchup Coverage & Format Fit 50 tournament_context unavailable; no archetype meta-share or match record; scored neutral, Provisional
D14 Pilotability & Error Tolerance 45 Multi-step Fusion lines with several Fusion spell choices and conditional effects; guide calls the combo cumbersome and brick-prone (Observed guide text, Inferred scoring)

How the score was computed

Strategy profile: Midrange. Structural ≈ 63, Going First ≈ 70, Going Second ≈ 66, Meta = provisional, Tournament Reliability ≈ 58. Modifiers: Banlist exposure (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional; no dated metagame sample)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.82 · key two-card combo ≈ — · full-brick estimate ≈ 0.18 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • High estimated chance that the archetype core is live in the opening hand, supported by 12 searcher-text cards
  • Fusion-enabler suite gives several independent routes to the same Extra Deck bosses
  • Broad removal and negation coverage across monsters, spells and traps, including going-second board clears
  • Extra Deck coverage is strong: 12 of 15 Extra cards carry the Gem- name and include several 2900 to 3400 ATK bosses

Weaknesses

  • Only 15 of 40 main-deck cards carry the Gem- archetype name; roughly 25 cards are staples or tech that do not advance the engine
  • No recorded boards, so the combo floor, median and ceiling cannot be measured
  • Several non-engine staples can be dead in hand, and the brick proxy sits near 18%
  • No sideboard, so post-side adaptation is unavailable

Critical choke points

  • The first Fusion Summon depends on a Fusion spell or a Gem-Knight searcher reaching hand; the core-group miss rate is about 18% in a 5-card hand
  • Gem-Knight Fusion and Absorb Fusion are the main recursion for the engine, so losing them to hand traps or an early removal board removes the rebuild path
Priority Remove Add Reason
1 One copy of Illusion Gate A second Gem-Knight searcher or Fusion spell Illusion Gate is a one-off tech with a Duel-long limit; a further engine card raises the core-group hit rate without adding a dead card to the opening hand (Inferred)
2 One copy of Triple Tactics Talent A Gem-Knight Fusion Monster or a Gem- Link Monster Triple Tactics Talent needs an opponent's monster effect in the Main Phase and is conditional; an engine card is live on its own (Inferred)

Evidence & confidence

  • Verified: Main 40, Extra 15, Side 0 within the master-duel size rules (main 40-60, extra 0-15, side 0-15); All four restricted cards are at or below legal copies (Harpie's Feather Duster 1, Heavy Storm 1, Red Reboot 2, Super Polymerization 2); Composition: 12 Fusion, 2 Link, 1 Xyz in the Extra Deck; 27 Gem- named cards across Main and Extra; usage_statistics: archetype core group (11 copies) and searcher group (12 copies) as reported by the evidence pack; Guide snippet (Vietnamese, 1187) describes the old FTK line as cumbersome and brick-prone with more hand traps now
  • Observed: Guide text reports the deck's current support splits opponent Main Phase damage and that the combo is cumbersome
  • Inferred: Core-group hit probability ~0.82 and brick proxy ~0.18 (hypergeometric); Going-second hand-trap group ~0.58 in a 6-card hand; Fusion route independence and recursion estimates (D5, D6); Interaction breadth scoring (D7) and going-second board breaking (D8) from card text
  • Provisional: Meta Power is null; no dated metagame sample supplied; D12 side adaptability and D13 matchup fit are scored conservatively because there is no sideboard and no tournament context
  • Data gaps: No parseable combos (total_combos 0): combo floor, median and ceiling are text-only inference, and confidence is Low for that reason usage_statistics in_this_deck flags are wrong for Extra Deck cards: nine core cards marked in_this_deck false (Mudragon of the Swamp, Gem-Knight Seraphinite, Gem-Knight Aquamarine, Gem-Knight Topaz, Gem-Knight Prismaura, Gem-Knight Master Diamond Dispersion, Gem-Knight Master Diamond, Gem-Knight Ruby, Gem-Knight Lady Brilliant Diamond) are present in the cards list at 1 copy each. The corrected core-present count is 15 of 25, not the reported 6 of 25 No tournament link: archetype meta-share and per-pilot match record absent No win-rate telemetry: going-first, going-second, matchup, brick and starter rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied Deck title is null; the deck is identified by archetype and card list only

More Master Duel Info

Gem-Knights

Gem-Knights Breakdown

 
 

 

 

 

 

 

 
 

 

 
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