Gem-Knights Deck #766499 — 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
58± 6/ 100
Power Score
Structural 63
Reliability 55
Going First 60
Going Second 56

Deck — Deck Power Evaluation

Final Contextual Deck Power: 58/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 63
Going First 60
Going Second 56
Meta Power provisional
Tournament Reliability 55
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Toolbox
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Extra Deck Gem-Knight Fusion boss (Lady Brilliant Diamond 3400 ATK, Master Diamond Dispersion 3000 ATK, Ruby, Topaz, Prismaura) reached through Brilliant Fusion, Gem-Knight Dispersion and Nepyrim/Quartz starts; Gem-Knight Fusion recursion from the GY and repeated Fusion Summons from the Extra Deck, with Droll, Maxx C and Forbidden Droplet keeping the opponent off the board
  • Turn 1 (going first): Normal Summon Gem-Knight Quartz or Nepyrim to search a Gem-Knight, then Brilliant Fusion or Dispersion into a Gem-Knight Fusion Monster
  • Turn 2 (going second): Hand trap (Droll and Lock Bird, Maxx C) or Forbidden Droplet to slow the board, then Gem-Knight Hollowcore or a Fusion from the Extra Deck on the next turn
  • Recovery: Banish Gem-Knight monsters from the GY to re-add Gem-Knight Fusion, Hollowcore re-summons from hand and Fusion Monsters reused via GY effects
  • After siding: None. Side deck is 0 cards and Master Duel is a single game, so no post-side plan exists

Why it scores here

The score comes from the deck as a system: a 12-copy starter group (Quartz, Nepyrim, Dispersion, Brilliant Fusion) gives about an 85% chance of at least one starter in a 5-card opening hand, which is an Inferred hypergeometric estimate, and the Extra Deck supplies several high-ATK bosses that convert a live engine into pressure. Interaction is broad (13 removal-text and 5 negation-text cards, Droplet, Droll, Maxx C, Heavy Storm, Lightning Storm, Illusion Gate), which lifts the end-board and resilience dimensions, and the Gem-Knight recursion keeps resources recoverable. Penalties come from six single-copy situational spells diluting the main deck, the absence of any side plan in a single-game format, and no recorded boards or tournament data, so median output and matchup fit stay Provisional. Archetype popularity did not add points, and no card scores were averaged into the deck result.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 70 P(at least one of 12 starter copies in hand 5) = 0.85 (Inferred, hypergeometric); 9 Gem- Main Deck monsters for fusion material (Inferred)
D2 Opening-Hand Quality & Brick Management 58 23 Spells vs 17 monsters and 11 single-copy slots mean some hands are spell-heavy or need specific fusion material (Inferred)
D3 Combo Conversion & Ceiling 68 No recorded boards; ceiling read from Extra Deck boss text (Lady Brilliant Diamond, Master Diamond Dispersion, Ruby, Topaz) (Inferred)
D4 Combo Floor & Median Output 52 No combos supplied, so median output cannot be measured and the score stays near neutral (Provisional)
D5 Interruption Resilience & Route Redundancy 62 Multiple starters and hand traps (Droll, Maxx C) give independent lines after one disruption; Ash Blossom absent (Inferred)
D6 Resource Economy, Recovery & Grind 66 GY recursion from Gem-Knight Fusion and Hollowcore plus Pot of Sloth and Mulcharmy draw effects (Inferred from card text)
D7 End-Board & Interaction Quality 74 Removal and negation text across 13 and 5 cards, with Droplet, Heavy Storm and Lightning Storm as board-clearing options (Verified text, Inferred quality)
D8 Going-Second & Board-Breaking Power 64 Going-second relies on Droll, Maxx C and Droplet plus Hollowcore negation; no going-second split data (Inferred)
D9 Offensive Pressure & Closing Power 72 Extra Deck ATK 2400 to 3400 with Topaz double attack and Lady Brilliant Diamond recursion (Verified stats, Inferred closing)
D10 Main Deck Efficiency & Flexibility 56 40 Main Deck cards with a legal 3/2/1 copy histogram, but six single-copy tech/situational spells add dilution (Verified composition)
D11 Extra Deck Efficiency & Coverage 62 15 Extra cards with 10 Fusion monsters and several non-engine Link/Synchro/Xyz options (Verified composition)
D12 Side Deck Adaptability 40 No Side Deck; Master Duel is single-game, so post-side adaptability is structurally absent (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament or meta-share data attached; matchup fit cannot be verified (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step Fusion lines with several interacting Quick Effects demand careful sequencing (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 63, Going First ≈ 60, Going Second ≈ 56, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: Tech dilution (-2); No post-side plan (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional); 0.80*63.2 + 0.20*55 = 61.5, then modifiers -4 = 57.5, rounded to 58

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.85 · 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 group (12 copies) gives high P(live engine) in hand 5
  • Broad interaction: hand traps, Droplet, board-clearing spells, Illusion Gate, Book of Eclipse
  • High-ATK Extra Deck bosses with recursion options
  • Legal in full: no copy-limit or size violations

Weaknesses

  • Spell-heavy main (23 of 40) with 6 situational single-copy spells
  • Single-game format with no side plan
  • No recorded combos, no tournament data, so median output and matchup fit are unknown
  • Ash Blossom and Gem-Knight Amethyst absent despite high archetype usage

Critical choke points

  • Gem-Knight Fusion-dependent lines need a Gem- monster on field or GY; a hand of spells alone can stall
  • Heavy Storm and Lightning Storm are Limited or conditional and cannot be relied on as recovery
Priority Remove Add Reason
1 Illusion Gate Ash Blossom & Joyous Spring Usage stats show Ash Blossom in 66% of archetype lists at typical 3 copies; the deck has no such hand trap and the Gate is a situational one-of
2 Triple Tactics Thrust Gem-Knight Amethyst Amethyst is in 78% of archetype lists per usage stats; the deck runs no copy. Text not in evidence, so confirm before shipping

Evidence & confidence

  • Verified: Legal: 40 Main, 15 Extra, 0 Side within Master Duel size rules; Copy limits respected for Limited and Semi-Limited cards (Heavy Storm, Maxx C, Droll x2, Fallen x2); Extra Deck composition 10 Fusion, 3 Link, 1 Synchro, 1 Xyz
  • Observed: Usage statistics: 9 archetype rows; Ash Blossom and Amethyst absent from the list
  • Inferred: 12-copy starter group gives about 85% P(at least one in hand 5); Interaction density and resilience read from card text; Going-second and closing estimates from text and stats
  • Provisional: Meta Power (no dated metagame sample); Matchup and format fit (no tournament link)
  • Data gaps: no combos 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 (going-first/second, matchup, brick/starter rates) usage_statistics in_this_deck flags mark 9 Extra Deck cards as missing (Master Diamond, Prismaura, Topaz, Ruby, Aquamarine, Seraphinite, Lady Brilliant Diamond, Phantom Quartz, Master Diamond Dispersion) although cards[] lists them in the extra zone; treated as present; core_present_pct 52 is an exporter artifact and was not used deck title is null no side deck (single-game format)

More Master Duel Info

Gem-Knights

Gem-Knights Breakdown

 
 

 

 

 

 

 

 
 

 

 
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