Gem-Knights Deck #770311 — Yu-Gi-Oh! Master Duel
40 Main, 15 Extra, incl. Gem-Knight Nepyrim x3, Gem-Knight Quartz x3, Mulcharmy Fuwalos x3. Created Oct 21, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/21/2026
Main Deck (40)
- Gem-Armadillo x1
- Gem-Knight Hollowcore x2
- Gem-Knight Nepyrim x3
- Gem-Knight Quartz x3
- Maxx "C" x1
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x3
- Ash Blossom & Joyous Spring x3
- Ghost Mourner & Moonlit Chill x2
- Ghost Ogre & Snow Rabbit x2
- Brilliant Fusion x3
- Forbidden Droplet x3
- Gem-Knight Dispersion x3
- Gem-Knight Fusion x1
- Pot of Sloth x3
- Scatter Fusion x1
- Infinite Impermanence x3
Extra Deck (15)
- Gem-Knight Amethyst x1
- Gem-Knight Aquamarine x1
- Gem-Knight Lady Brilliant Diamond x1
- Gem-Knight Lady Lapis Lazuli x1
- Gem-Knight Lady Rose Diamond x1
- Gem-Knight Master Diamond x1
- Gem-Knight Master Diamond Dispersion x2
- Gem-Knight Prismaura x1
- Gem-Knight Ruby x1
- Gem-Knight Seraphinite x1
- Gem-Knight Topaz x1
- Gem-Knight Phantom Quartz x2
- Sky Striker Ace - Azalea x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 60/100 (±7 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 62.7 |
| Going First | 64 |
| Going Second | 68 |
| Meta Power | provisional |
| Tournament Reliability | 58 |
- Primary strategy: Midrange
- Secondary strategies: Combo
- Format: master-duel
Legality
Main 40 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Fusion Summon Gem-Knight Fusion Monsters (Lady Brilliant Diamond, Master Diamond, Master Diamond Dispersion, Lady Rose Diamond, Amethyst, Prismaura, Seraphinite) and attack through a field built from Gem-Knight Nepyrim, Quartz and Brilliant Fusion/Gem-Knight Dispersion; Gem-Knight Dispersion and Master Diamond Dispersion special summoning from the Extra Deck and Graveyard, with Gem-Knight Hollowcore and Phantom Quartz as Graveyard and Link extenders
- Turn 1 (going first): Nepyrim or Quartz opens, searches a Gem-Knight, and Brilliant Fusion or Dispersion fuses into a Fusion Monster; Ash Blossom or Infinite Impermanence stays up as protection
- Turn 2 (going second): Hold Ash Blossom, Infinite Impermanence, Ghost Ogre, Ghost Mourner or Maxx C for the opponent's first summon or spell, then rebuild through Gem-Knight Fusion and Dispersion
- Recovery: Gem-Knight Fusion recovers from the Graveyard by banishing a Gem-Knight, Hollowcore recurs Normal monsters, and Mulcharmy draws when the field is empty; Forbidden Droplet is a reset tool when the field is full
- After siding: Not applicable: Master Duel has no side deck, so adaptation is limited to the Extra Deck and in-game choices
Why it scores here
The list reliably opens a Gem-Knight starter: 14 of 40 main cards (Brilliant Fusion, Dispersion, Scatter Fusion, Gem-Knight Fusion, Quartz, Nepyrim) give about 90 percent odds of at least one in a 5-card opening hand (Inferred, hypergeometric). Interaction is the strongest part of the system, with 9 to 11 hand-trap-like cards giving about 74 percent (going first) to about 88 percent (going second) odds of one in hand, plus Forbidden Droplet and Ghost Ogre for board control. The Extra Deck is the weak point: Lady Lapis Lazuli, Aquamarine, Topaz and Ruby each name a Gem-Knight material (Lapis, Sapphire, Tourmaline, Garnet) that is not in the list, and Prismaura needs a Thunder monster the main deck does not run, so about a quarter of the Extra slots are unlikely to be usable as built. There are no recorded boards, so the ceiling and median are text-based inference, and the score comes from consistency, interaction breadth and recovery across the system rather than from the popularity of Gem-Knights or from averaging card scores.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 70 | P(at least one of 14 Gem-Knight starters in a 5-card hand) ≈ 0.90; starters are conditional on Extra Deck access (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 55 | Hand-trap odds 0.74 first and 0.88 second, but Mulcharmy and Pot of Sloth bricks and four unusable Extra Deck cards push the brick rate up (Inferred) |
| D3 | Combo Conversion & Ceiling | 65 | Text-only ceiling: Lady Brilliant Diamond and Master Diamond Dispersion can chain multiple Fusion or Special Summons per turn; no recorded boards exist (Inferred) |
| D4 | Combo Floor & Median Output | 52 | No combo boards in the evidence, so the median is an estimate from starter fragility and two-card fusion requirements (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 66 | Four to eleven hand-trap-like responses plus GY recursion through Gem-Knight Fusion and Hollowcore give at least two independent lines (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 66 | Mulcharmy draws, Pot of Sloth and Quartz set-recovery offset the cost of Fusion Summons; no resource telemetry exists (Inferred) |
| D7 | End-Board & Interaction Quality | 72 | 13 negation-text cards, Droplet, Ghost Ogre and Ash/Impermanence: wide, layered, once-per-turn interaction (Verified text, Inferred quality) |
| D8 | Going-Second & Board-Breaking Power | 70 | Going-second hand traps and Forbidden Droplet answer an established board; Master Diamond and Lady Brilliant Diamond can out-size it (Inferred) |
| D9 | Offensive Pressure & Closing Power | 68 | Lady Brilliant Diamond 3400 ATK and Master Diamond Dispersion 3000 ATK are the closing threats, reached through Fusion (Verified stats, Inferred reach) |
| D10 | Main Deck Efficiency & Flexibility | 62 | 40 main cards across 17 distinct names, with 10 cards at 3 copies; six Mulcharmy and three Sloth are the low-impact slots (Verified composition) |
| D11 | Extra Deck Efficiency & Coverage | 45 | Four of 15 Extra cards are dead as built (name-specific materials absent), duplicate Master Diamond Dispersion and Phantom Quartz, one Sky Striker splash (Verified list, Inferred usability) |
| D12 | Side Deck Adaptability | 40 | No side deck exists in Master Duel, so post-side adaptation is not available; scored neutral-low on that basis (Provisional) |
| D13 | Matchup Coverage & Format Fit | 50 | No tournament link and no dated meta sample; archetype usage shows a real but unmeasured presence (Provisional) |
| D14 | Pilotability & Error Tolerance | 40 | Multi-step fusion chains with material and once-per-turn constraints; guide describes the combo as cumbersome (Inferred) |
How the score was computed
Strategy profile: Midrange. Structural ≈ 62.7, Going First ≈ 64, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 58. Modifiers: engine conflict: Mulcharmy empty-field condition vs Gem-Knight board (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (no dated meta: Meta provisional; D13 dropped and weights renormalised over 95)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.9 · key two-card combo ≈ — · full-brick estimate ≈ 0.1 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Compact main deck with 17 distinct names and redundant copies of starters and hand traps
- Broad layered interaction: about 13 negation-text cards plus Droplet and Ghost Ogre
- Multiple recovery routes through Gem-Knight Fusion, Hollowcore and Mulcharmy
- Large Fusion finishers (3400 and 3000 ATK) reachable from common starters
Weaknesses
- Four Extra Deck cards need name-specific materials that the list does not run (Lapis, Sapphire, Tourmaline, Garnet)
- Prismaura's Thunder material is not in the main deck
- Mulcharmy and Pot of Sloth are low-impact slots that can brick
- No recorded combo evidence; the line depends on fusion sequencing that the guide calls cumbersome
- No side deck: no post-side adaptation
Critical choke points
- Gem-Knight Fusion and Brilliant Fusion/Dispersion access: most Fusion lines need at least one of these
- Extra Deck fusion requirements that depend on Gem-Knight Nepyrim being in hand or GY
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Gem-Knight Ruby, Gem-Knight Topaz or Gem-Knight Aquamarine (one of the dead Extra cards) | A Gem-Knight Garnet, Tourmaline or Sapphire material monster, or a second Gem-Knight Phantom Quartz | Recovers Extra Deck slots that cannot currently be Fusion Summoned; Inferred from card text |
| 2 | One Pot of Sloth | A Gem-Knight monster that searches or is a Fusion material | Sloth draws nothing when the opponent controls few cards; Inferred |
Evidence & confidence
- Verified: Legal in master-duel: 40 Main, 15 Extra, 0 Side; Maxx C Limited at 1 copy; Card text for all listed cards, including Fusion material names; Archetype composition and role-hint counts
- Inferred: P(at least one starter in 5) ≈ 0.90 and hand-trap odds 0.74/0.88; Four Extra Deck cards are unusable as built because their named materials are absent; Midrange primary with Combo secondary from text and fusion structure
- Provisional: Meta Power (null) and matchup fit D13 (dropped from structural weights)
- Data gaps: no combos supplied: ceiling, median and floor are text-only inference no tournament link: archetype meta-share and per-pilot match record absent no win-rate telemetry for Master Duel brick, starter or matchup rates Meta Power is Provisional unless a dated metagame sample is supplied usage_statistics in_this_deck flags appear to check only the Main Deck: Extra Deck cards that are in the list (Phantom Quartz, Master Diamond Dispersion, Seraphinite, Aquamarine, Lady Brilliant Diamond, Amethyst) are flagged false, so the core_present_pct of 40 is understated Ghost Mourner (2 copies) is not flagged is_hand_trap despite negate-on-summon text; counted as a hand trap by text here
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