Gem-Knights Deck #766425 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Gem-Knight Nepyrim x3, Gem-Knight Quartz x3, Mulcharmy Fuwalos x3. Created Oct 18, 2026 by YGO Mod.

Deck Gem-Knights Master Duel

Created by: YGO Mod (20517634)

Created On: 10/18/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Oct 20, 2026
62± 8/ 100
Power Score
Structural 64
Reliability 55
Going First 64
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 62/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 64
Going First 64
Going Second 62
Meta Power provisional
Tournament Reliability 55
  • Primary strategy: Combo
  • Secondary strategies: Midrange
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Fusion Summon a high-ATK Gem-Knight Fusion Monster (Lady Brilliant Diamond, Master Diamond, Topaz, Ruby) and attack through a board that Gem-Knight Phantom Quartz and Master Diamond Dispersion can extend.; Gem-Knight Master Diamond Dispersion and Phantom Quartz extension lines that recur Gem-Knight monsters from the GY, supported by Brilliant Fusion and Gem-Knight Dispersion.
  • Turn 1 (going first): Opening starter from Gem-Knight Quartz, Nepyrim, Brilliant Fusion or Dispersion, search a Gem-Knight with Nepyrim or Armadillo, then Fusion Summon into a 3000-class Fusion monster while holding Ash Blossom or Impermanence for the first interaction.
  • Turn 2 (going second): Use a hand trap from the 6-card hand (Ash Blossom, Impermanence, Ghost Ogre, Ghost Mourner, Maxx C) to break the opponent's first combo line, then rebuild through Quartz and Dispersion.
  • Recovery: Banish Gem-Knight cards from the GY to re-Fusion, use Master Diamond Dispersion from the Extra Deck, and Phantom Quartz to add a Gem-Knight from the Deck to the hand.
  • After siding: No Side Deck is run, so there is no post-side plan; adding side cards is the main open lever (see recommendations).

Why it scores here

The deck is scored as a Fusion-engine system: ten 3-copy main-deck cards and 23 archetype-core copies give a high chance of at least one starter in hand, so the engine is usually live on turn 1 or 2 (Inferred). Its hand-trap package of 9 cards (Ash Blossom, Infinite Impermanence, Ghost Ogre, Maxx C) gives it a real way to continue through the opponent's first play, with an estimated 81% chance of one hand trap in a 6-card going-second hand (Inferred). Closing power is strong because the Extra Deck contains several 2400-3400 ATK Fusion monsters and Lady Brilliant Diamond can attack multiple times. The score is not from Gem-Knights being a popular archetype, and no per-card scores were averaged; the deck has no recorded boards and no side deck, which caps consistency and post-side adaptability.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 P(at least one 3-copy starter in 5-card hand) = 0.34 per card; archetype-core group P(open) = 0.99 (Inferred)
D2 Opening-Hand Quality & Brick Management 58 Ten 2- and 3-copy engine/hand-trap cards plus Maxx C and Ghost Ogre compete for hand space, giving some dead or conflicting draws (Inferred)
D3 Combo Conversion & Ceiling 70 Ceiling reads from Fusion chains into 3000-class boards via Brilliant Fusion, Dispersion and Master Diamond Dispersion; no recorded boards (Inferred semantic read)
D4 Combo Floor & Median Output 58 No combos evidence available, so median output is a text-only estimate with a single-card starter bias (Inferred)
D5 Interruption Resilience & Route Redundancy 66 Nine hand traps and Phantom Quartz/Master Diamond Dispersion recursion provide at least two independent continuation routes after one interruption (Inferred)
D6 Resource Economy, Recovery & Grind 62 Gem-Knight Fusion and Dispersion recover from the GY and Pot of Sloth gives card flow; resource costs are modest but still uncounted (Inferred)
D7 End-Board & Interaction Quality 62 Forbidden Droplet, Infinite Impermanence and Gem-Knight Hollowcore cover the end-board with negation and removal text (Inferred semantic)
D8 Going-Second & Board-Breaking Power 64 Ghost Mourner, Ghost Ogre, Ash Blossom and Maxx C are hand-trap style going-second tools; 81% chance of one in a 6-card hand (Inferred)
D9 Offensive Pressure & Closing Power 74 Master Diamond 2900, Lady Brilliant Diamond 3400 with double attack, Topaz double attack, Ruby 2500 (Verified card text and ATK)
D10 Main Deck Efficiency & Flexibility 66 Exactly 40 main cards with 10 three-copy and 3 two-copy staples; 17 zero-level cards are Spells/Traps, a lean but not extreme spread (Verified composition)
D11 Extra Deck Efficiency & Coverage 68 15/15 Extra Deck with 3 Link and 12 Fusion; two-copy Phantom Quartz and Master Diamond Dispersion anchor 11 single-copy Fusions (Verified composition, Inferred access)
D12 Side Deck Adaptability 20 No Side Deck (side count 0); no post-side plan can be evaluated, so this scores low (Verified legality, Provisional)
D13 Matchup Coverage & Format Fit 50 tournament_context unavailable and no dated metagame sample supplied; neutral placeholder (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step Fusion chains with banish/GY costs and several 'once per turn' choices are demanding to pilot (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 64, Going First ≈ 64, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: No context modifier (0). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.99 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Dense starter density (Quartz, Nepyrim, Brilliant Fusion, Dispersion at 3 copies)
  • Nine hand traps give going-second interaction
  • Strong Fusion closing power with multiple 2400-3400 ATK monsters
  • Exactly 40/15 legal sizes with Maxx C at its Limited cap

Weaknesses

  • No Side Deck (0 cards), so no post-side adaptability
  • Fusion chains are multi-step and punish misplays (D14)
  • Reliance on Extra Deck single copies to convert
  • No combos or tournament data to validate the ceiling

Critical choke points

  • Gem-Knight Fusion (1 copy) as the only fusion-material spell in hand
  • Brilliant Fusion/Quartz as the sole T1 starters if hand traps are held
Priority Remove Add Reason
1 None Up to 15 Side Deck cards A zero-card Side Deck leaves D12 at 20; adding side cards is the largest single gain and is within the Master Duel 0-15 side rule.
2 Scatter Fusion (1 copy) Second Gem-Knight Fusion (if legal in the list) Gem-Knight Fusion is the only single-copy fusion-material spell; a second copy would reduce the choke point (Inferred).

Evidence & confidence

  • Verified: Legal 40/15/0 size under master-duel rules; Maxx C Limited at 1 copy run; Card counts and types from deck evidence; Core-card inclusion percentages from usage_statistics
  • Inferred: Starter hypergeometric estimates (0.34 per 3-copy card, 0.99 archetype-core proxy); Hand-trap coverage 0.81 going second; Fusion-chain conversion ceiling and median; Brick and pilotability estimates
  • Provisional: Meta Power (no dated metagame sample); D13 matchup/format fit placeholder
  • Data gaps: no combos supplied; combo floor/median/ceiling is text-only inference no tournament link; archetype meta-share and per-pilot record absent no win-rate telemetry for going-first/second, matchup, or brick/starter rates Meta Power provisional unless a dated metagame sample is supplied

More Master Duel Info

Gem-Knights

Gem-Knights Breakdown

 
 

 

 

 

 

 

 
 

 

 
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