Gem-Knights Deck #767009 — Yu-Gi-Oh! OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
43± 8/ 100
Power Score
Structural 56
Reliability 50
Going First 55
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 43/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 56.4
Going First 55
Going Second 62
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Midrange
  • Secondary strategies: Combo
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Fusion-Summoned Gem-Knight boards: Lady Brilliant Diamond (3400 ATK), Gem-Knight Master Diamond and Gem-Knight Prismaura, with Gem-Knight Fusion and Brilliant Fusion / Gem-Knight Dispersion as the enablers.; Hand-trap attrition: Ash Blossom, Infinite Impermanence, Effect Veiler, Ghost Ogre and Ghost Belle stall the opponent's engine while the Gem-Knight Fusion line builds a board.
  • Turn 1 (going first): Normal Summon Gem-Armadillo or Gem-Knight Nepyrim to search a Gem-Knight, then use Gem-Knight Dispersion or Fusion to reach a Fusion Monster (unverified line; no combos recorded).
  • Turn 2 (going second): Hold 6-card hand with 19 hand-trap/tech cards (P(at least one hand trap in 6) = 0.93 per probability table) and interrupt the opponent's starter, then Fusion Summon from there.
  • Recovery: Gem-Knight Fusion recovers from the GY by banishing a Gem-Knight monster; Gem-Knight Quartz and Phantom Quartz add searches; Ghost Belle and Ghost Ogre rebuild from the GY.
  • After siding: None: the deck has 0 side cards, so there is no post-side plan.

Why it scores here

The deck reliably opens a searcher line: P(at least one searcher-text card in a 5-card opening hand) is about 0.76, and the archetype core has about a 0.72 chance of at least one copy (Inferred). Its strongest function is interaction, with 19 hand-trap or tech cards and about a 0.93 chance of at least one hand trap in a 6-card going-second hand (Inferred), which earns the interaction and going-second scores. Conversion and median output cannot be measured because the deck has no recorded combos, so those scores rest on text reads and are low-confidence. The deck is also illegal as built (3 copies of Ash Blossom against a limit of 2), so it is capped and scored structurally only. Popularity and archetype share earned no points, and card scores were not averaged.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 70 P(>=1 searcher-text card in 5) ~0.76; archetype core P(>=1 in 5) ~0.72 (Inferred)
D2 Opening-Hand Quality & Brick Management 55 13 searchers plus 19 hand traps, but 4 Mulcharmy/Greed cards are dead outside their own plan; copy histogram 15 triple-copies (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable combos; ceiling read from text only (Lady Brilliant Diamond 3400 ATK, Master Diamond Dispersion) (Inferred)
D4 Combo Floor & Median Output 40 No recorded boards, so no median or power distribution; floor is text-only inference (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Several independent starters (Armadillo, Nepyrim, Quartz, Dispersion) plus hand traps for a second route (Inferred)
D6 Resource Economy, Recovery & Grind 60 Gem-Knight Fusion and Quartz recover from the GY; Ghost Belle and Ghost Ogre rebuild from the GY (Inferred)
D7 End-Board & Interaction Quality 72 19 hand-trap/tech cards plus Harpie's Feather Duster and Cosmic Cyclone; 14 negation-text cards (Inferred)
D8 Going-Second & Board-Breaking Power 68 Hand-trap density is strong when going second; P(>=1 hand trap in 6) ~0.93 (Inferred)
D9 Offensive Pressure & Closing Power 62 Lady Brilliant Diamond 3400 ATK and Master Diamond 2900 ATK, but most boss monsters are single copies (Inferred)
D10 Main Deck Efficiency & Flexibility 45 Only 0% exact-name archetype purity; 70 off-archetype copies (Mulcharmy, Greed, Cyclone, Fusion) dilute the engine (Verified)
D11 Extra Deck Efficiency & Coverage 60 15 Extra Deck cards: 11 Fusion, 3 Link, 1 XYZ, all in the legal 15 limit; single-copy bosses (Verified)
D12 Side Deck Adaptability 15 0 side-deck cards; no post-side plan exists (Verified)
D13 Matchup Coverage & Format Fit 45 No tournament link or dated meta sample; archetype share unavailable (Provisional)
D14 Pilotability & Error Tolerance 55 Multi-step Fusion lines and hand-trap timing require decisions each turn (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 56.4, Going First ≈ 55, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: Legality (illegal as built) (-12). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional); 0.80*56.4 + 0.20*50 = 55.1, minus 12 legality modifier = 43

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.76 · 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 hand-trap suite (19 cards) gives strong going-second interaction
  • Searcher density (13 cards) makes the engine reliably reachable on turn 1
  • Fusion recursion through Gem-Knight Fusion and the Quartz monsters gives multiple recovery routes
  • Extra Deck coverage across Fusion, Link and XYZ with single-copy bosses

Weaknesses

  • Illegal as built: 3 copies of Ash Blossom against a limit of 2
  • No side deck: 0 of 15 side slots used, so no post-side adaptation
  • 70 off-archetype copies (Mulcharmy, Greed, Cyclone) dilute the Gem-Knight engine
  • No recorded combos, so conversion and median output are unmeasured

Critical choke points

  • Gem-Knight Fusion and Brilliant Fusion are each single copies; losing them to hand traps or removal removes the main Fusion route
  • Boss monsters are mostly single copies, so a single removal or negation can end the board
Priority Remove Add Reason
1 1x Ash Blossom & Joyous Spring none Makes the deck legal under OCG Semi-Limited (2 copies); without this the score is theoretical only.
2 off-archetype filler (Pot of Sloth / Mulcharmy copies) a side deck of up to 15 cards A side deck is absent entirely, so post-side adaptation (D12) is unscored.
3 1x Hey, Space Trunade! a second Gem-Knight searcher or Fusion enabler Improves the Gem-Knight engine density; the current Cyclone line is off-archetype.

Evidence & confidence

  • Verified: Legality: 3 copies of Ash Blossom & Joyous Spring vs OCG limit of 2 (Illegal); Main Deck 55 and Extra Deck 15 are within the OCG size rules; Side Deck 0; Extra Deck breakdown: 11 Fusion, 3 Link, 1 XYZ; Exact-name archetype purity 0%; 70 off-archetype copies
  • Inferred: Searcher-text P(>=1 in opening 5) ~0.76; Hand-trap P(>=1 in going-second 6) ~0.93; Structural dimension scores (D1-D14) from card text and probability tables; Going-first and going-second plans from card text
  • Provisional: Meta Power (null: no dated metagame sample); Matchup and format fit (D13)
  • Data gaps: No combos supplied; combo floor, median and ceiling are text-only inference No tournament link; archetype meta-share and per-pilot match record absent No win-rate telemetry for going-first/second, matchup, or brick rates Meta Power is Provisional unless a dated metagame sample is supplied Side deck is empty (0 cards); post-side performance is unassessable Deck title is null

More OCG Info

Gem-Knights

Gem-Knights Breakdown

 
 

 

 

 

 

 

 
 

 

 
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