Gem-Knights Deck #773512 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Gem-Armadillo x3, Gem-Knight Alexandrite x3, Gem-Turtle x3. Created Oct 22, 2026 by YGO Mod.

Deck Gem-Knights Master Duel

Created by: YGO Mod (20517634)

Created On: 10/22/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Oct 22, 2026
48± 8/ 100
Power Score
Structural 51
Reliability 45
Going First 50
Going Second 40

Deck — Deck Power Evaluation

Final Contextual Deck Power: 48/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 51
Going First 50
Going Second 40
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Toolbox
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Fusion Summon Gem-Knight Ruby, Topaz or Amethyst from the Extra Deck, then attack through the board with the Fusion monsters and Gem-Knight burn/double-attack text.; Xyz and Link boards (Diamond Crab King, Cairngorgon, Ningirsu, Gaia Saber) as a fallback when no Fusion line is live.
  • Turn 1 (going first): Normal Summon Gem-Armadillo or Gem-Turtle to search a Gem-Knight, use Gem-Knight Fusion to Fusion Summon Ruby from Garnet plus a Gem-Knight, and extend through the Fusion effects.
  • Turn 2 (going second): Use Call of the Haunted, Swords of Revealing Light or Compulsory Evacuation Device to answer the opponent's board, then rebuild through Gem-Knight Fusion recursion from the Graveyard.
  • Recovery: Gem-Knight Fusion returns from the Graveyard by banishing a Gem-Knight, and the searchers (8 copies across Armadillo, Turtle and Fusion text) rebuild a Fusion starter.
  • After siding: Not applicable: Master Duel has no side deck and this list runs 0 side cards.

Why it scores here

The deck reliably opens a searcher line: 8 searchers across Gem-Armadillo, Gem-Turtle and Gem-Knight Fusion give a probable (about 0.69 at least one in a 5-card hand) route to a Fusion starter, but any single 3-copy starter is only about 0.34 likely in the opening hand, so the engine is consistent through search rather than through the hand. Conversion is strong on paper because the Extra Deck spreads across Fusion, Xyz and Link, and Ruby, Topaz and Ningirsu give real closing pressure. The weakness is the system, not the cards: the deck runs none of the archetype core cards that appear in most sampled Gem-Knight lists (Master Diamond, Prismaura, Seraphinite, Scatter Fusion are all absent), has zero hand traps for going second, and no recorded combo boards exist to measure floor or median output. Popularity and archetype share were not credited; no card scores were averaged into the deck score. The score comes from consistency, conversion and interaction on the whole system, with a modest penalty for the missing core.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one of 8 searchers in opening 5) ≈ 0.69, but each 3-copy starter ≈ 0.34 in hand; search-led bootstrap (Inferred)
D2 Opening-Hand Quality & Brick Management 50 Several Fusion-dependent and single-copy cards (Sapphire, Tourmaline, Topaz, Amethyst) create dead draws without a Fusion line; 5 Normal Monsters add brick risk (Inferred)
D3 Combo Conversion & Ceiling 60 Ruby and Topaz with Fusion Spell recursion and Ningirsu/Gaia Saber links give a high ceiling on paper; no recorded boards to confirm (Inferred semantic read)
D4 Combo Floor & Median Output 45 No combo boards in the evidence; median output cannot be measured and is set conservatively (Provisional)
D5 Interruption Resilience & Route Redundancy 50 Fusion recursion from the Graveyard and 8 searchers give some route redundancy after disruption, but there is only one Fusion spell line (Inferred)
D6 Resource Economy, Recovery & Grind 55 Gem-Knight Fusion recovers from the Graveyard and searchers replenish the hand; resource regeneration is moderate (Inferred)
D7 End-Board & Interaction Quality 45 16 removal-text cards with no hand traps or negates; interaction is breadth-heavy but single-layer (Inferred semantic + flags)
D8 Going-Second & Board-Breaking Power 40 Zero hand traps and no negate for going second; board-breaking relies on Call of the Haunted, Swords and Compulsory Evacuation (Inferred)
D9 Offensive Pressure & Closing Power 60 Ruby 2500, Gaia Saber 2600, Ningirsu 2500, Topaz double attack give real closing power on a established board (Verified stats + Inferred)
D10 Main Deck Efficiency & Flexibility 55 40 main with 17 distinct cards and 9 cards at 3 copies: compact, but 9 Normal-type and off-archetype staples dilute the engine (Inferred)
D11 Extra Deck Efficiency & Coverage 55 Extra Deck is full at 15 with 5 Fusion, 5 Xyz, 5 Link; broad coverage with few mandatory slots (Verified composition + Inferred)
D12 Side Deck Adaptability 25 No side deck in Master Duel and none run; no post-side data (Provisional)
D13 Matchup Coverage & Format Fit 45 No tournament link or archetype meta-share in the export; format fit cannot be verified (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step Fusion lines and several decision points per turn; the 2-card bootstrap is learnable but error-prone (Inferred)

How the score was computed

Strategy profile: Combo primary, Midrange secondary (approx 80/20 by dimension weight, disclosed as a judgment). Structural ≈ 51, Going First ≈ 50, Going Second ≈ 40, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: archetype core absent (-4); extra deck coverage across three summon types (2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) + ContextModifiers = 0.80*51.25 + 0.20*45 - 2 ≈ 48

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.34 · key two-card combo ≈ 0.24 · 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

  • Legal 40/15/0 build with full Extra Deck coverage across Fusion, Xyz and Link
  • Search density (8 searchers) makes the Fusion starter reachable more often than any single card suggests
  • Real closing pressure from Ruby, Topaz, Ningirsu and Gaia Saber

Weaknesses

  • Missing most archetype-core cards that the usage data shows in nearly every sampled Gem-Knight list
  • No hand traps or negates for going second
  • Only two Fusion spells as the enabler; key starter counts are low

Critical choke points

  • Gem-Knight Fusion (2 copies) is the sole Fusion enabler; losing it to a single removal or Ash-style disruption stalls the Fusion line
Priority Remove Add Reason
1 Santa Claws (2) Ash Blossom & Joyous Spring (3) The deck runs zero hand traps; Ash is in 67% of sampled archetype decks at 3 copies and protects the Fusion line on going second.
2 Compulsory Evacuation Device (3) Gem-Knight Master Diamond (1) Master Diamond is in 89% of sampled archetype decks; the deck currently runs none of the modern Gem-Knight core.

Evidence & confidence

  • Verified: Legal 40/15/0 size and no banlist violations; Usage stats: 1 of 24 core cards present (4.2%); Composition: 5 Fusion, 5 Xyz, 5 Link in Extra Deck
  • Inferred: Opening-hand starter probabilities from hypergeometric estimates; Dimension scores D1-D11, D14 from card text and composition
  • Provisional: Meta Power (no dated metagame sample); D12 side adaptability and D13 matchup fit (no tournament or post-side data)
  • 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 exists in YGOVN (going-first/second, matchup, game-level, brick/starter/OTK rates) — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied

More Master Duel Info

Gem-Knights

Gem-Knights Breakdown

 
 

 

 

 

 

 

 
 

 

 
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