Gem-Knights Deck #773768 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Gem-Armadillo x3, Gem-Knight Alexandrite x3, Gem-Turtle x3. Created Oct 24, 2026 by YGO Mod.

Deck Gem-Knights Master Duel

Created by: YGO Mod (20517634)

Created On: 10/24/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Oct 27, 2026
52± 7/ 100
Power Score
Structural 56
Reliability 52
Going First 58
Going Second 57

Deck — Deck Power Evaluation

Final Contextual Deck Power: 52/100 (±7 · Confidence: Medium)

Overall score Value
Structural Deck Power 56.4
Going First 58
Going Second 57
Meta Power provisional
Tournament Reliability 52
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Toolbox
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Fusion, Xyz and Link pressure from Ruby, Topaz, Amethyst, Diamond Crab, Cairngorgon, Kachi Kochi, Ningirsu and Gaia Saber, converted through the Gem-Knight Fusion engine; Topaz double attack and Kachi Kochi second attack for closing damage; Call of the Haunted and Overexaggeration as board-clearing support
  • Turn 1 (going first): Normal Summon Gem-Armadillo or Gem-Turtle to search a Gem-Knight or Gem-Knight Fusion, then Tribute Alexandrite or Fusion into Garnet/Tourmaline material and build a Fusion, Xyz or Link board
  • Turn 2 (going second): Hold Jelly Cannon, Compulsory Evacuation Device, Overexaggeration or Mystical Space Typhoon for the opponent's turn, then rebuild from Gem-Knight Fusion recursion from the Graveyard
  • Recovery: Gem-Knight Fusion banishes a Gem-Knight from the Graveyard to return itself to hand; Gem-Turtle and Gem-Armadillo re-search from the Deck; Dai summons a Level 4 or lower Normal Monster when no monsters are controlled
  • After siding: No side deck in Master Duel; adaptation is limited to the choice of which Extra Deck Fusion, Xyz or Link to open with

Why it scores here

The deck reliably opens a Gem-Knight starter about three times in four: P(at least one of the nine Armadillo, Turtle or Alexandrite copies in the opening five) is roughly 0.74, and the searcher group (eight copies) gives P(at least one) = 0.694. Gem-Knight Fusion (two copies) is present in only about a quarter of openings, so Fusion access depends on the searchers and Gem-Turtle's flip search, which keeps the Fusion line from being a guaranteed turn-one plan. The deck's conversion comes from the Extra Deck: three Ruby, one Topaz and one Amethyst with Fusion, five Xyz and five Link monsters give a wide set of boards, and Topaz and Kachi Kochi add second attacks. The score comes from consistency, median output and interaction on the whole system, not from Gem-Knights being a popular archetype and not from averaging card scores: there are no combo boards in the evidence, so ceiling and median are text-based inferences. Interaction is six spell and trap cards with no hand traps, which is adequate on the player's own turn and weaker going second. Archetype purity is low (16 of 40 main-deck cards are Gem-, with 22 off-archetype spells, traps and monsters), so the deck is a hybrid rather than a pure engine.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one of 9 Armadillo/Turtle/Alexandrite copies in opening 5) ≈ 0.74; searcher group P ≈ 0.69; Fusion spell P ≈ 0.24 (Inferred)
D2 Opening-Hand Quality & Brick Management 55 About 6% of 5-card openings lack any Gem-Knight monster or Fusion spell; 22 of 40 main cards are spells/traps and Normal Summon conflicts exist (Inferred)
D3 Combo Conversion & Ceiling 62 Ruby, Topaz, Amethyst, Kachi Kochi and Ningirsu give a broad Fusion/Xyz/Link ceiling, but combo data is empty so the ceiling is text-only (Inferred)
D4 Combo Floor & Median Output 52 No recorded boards, so median and power distribution are unmeasured; the typical line is one Normal Summon plus one Fusion or Xyz with starter diversity of about five cards (Inferred)
D5 Interruption Resilience & Route Redundancy 58 Five distinct starters (Armadillo, Turtle, Alexandrite, Dai, Garnet) and Fusion recursion from the Graveyard give two or more independent lines (Inferred)
D6 Resource Economy, Recovery & Grind 55 Gem-Knight Fusion recursion and two searchers give some regeneration; the only draw effects are Santa Claws and Ningirsu's once-per-turn draw (Inferred)
D7 End-Board & Interaction Quality 60 Six interaction cards (MST x3, SoRL x3, CED x3, CotH x3, Jelly Cannon x2, Overexaggeration x2) with 16 removal-text hints; no hand traps (Verified flags + Inferred)
D8 Going-Second & Board-Breaking Power 50 No hand traps and no floodgates; going-second answers are face-up traps and quick-play spells only (Inferred)
D9 Offensive Pressure & Closing Power 66 Ruby 2500, Ningirsu 2500, Gaia Saber 2600, Cairngorgon 2450, Topaz double attack and Kachi second attack give a strong closing board (Verified stats)
D10 Main Deck Efficiency & Flexibility 58 40 cards, 17 distinct, nine 3-copy cards; only 18 of 40 are Gem- archetype cards, with 22 off-archetype cards diluting the engine (Verified composition + Inferred)
D11 Extra Deck Efficiency & Coverage 55 15 Extra cards across 13 distinct names, with Link and Xyz needs (Lv4 Normal/effect material) and Fusion needs; several single-copy Extra cards are situational (Verified breakdown + Inferred)
D12 Side Deck Adaptability 40 No side deck is possible in Master Duel, so there is no post-side plan; score reflects the format, not a construction error (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or archetype meta-share in the export; matchup fit is provisional and not scored from data (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step lines (Armadillo search, Alexandrite Tribute, Fusion material choice, Dai timing) require several decision points per turn (Inferred)

How the score was computed

Strategy profile: Midrange (meta-neutral: D13 dropped, weights renormalised over remaining 95). Structural ≈ 56.4, Going First ≈ 58, Going Second ≈ 57, Meta = provisional, Tournament Reliability ≈ 52. Modifiers: Fusion-spell choke point (-2); Normal Summon and material conflicts (-1); Off-archetype dilution (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional; Structural 56.4 = Midrange weights with D13 dropped and renormalised; 0.80*56.4 + 0.20*52 - 4 = 51.5, rounded 52)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.74 · 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

  • Starter access about 0.74 for the nine Normal Summon starters, with search from Armadillo, Turtle and Fusion
  • Three-copy engine cards give consistent openings
  • Wide Extra Deck with Fusion, Xyz and Link payoffs and strong ATK (Ruby, Ningirsu, Gaia Saber, Cairngorgon)
  • Six spell/trap interaction cards, plus Graveyard recursion through Gem-Knight Fusion

Weaknesses

  • No hand traps or floodgates, so going-second interaction is limited
  • Low archetype purity: 22 off-archetype main cards dilute the engine
  • Fusion spells (two copies) are a single choke point for Ruby, Topaz and Amethyst
  • Amethyst's Aqua material is effectively Sapphire-only in the Main Deck
  • No side deck, so there is no post-side plan in Master Duel

Critical choke points

  • Gem-Knight Fusion (2 copies): P(at least one in opening 5) ≈ 0.24
  • Gem-Knight Garnet as the Ruby material and Dai target: three copies, one Normal Summon per turn
  • Sapphire as the only Aqua Main Deck material for Amethyst
Priority Remove Add Reason
1 1 Santa Claws 1 Gem-Knight Phantom Quartz or a Gem- Level 4 monster Raises archetype density and the number of Gem- starters without changing the engine (Inferred; no usage evidence for this exact swap)
2 1 Call of the Haunted 1 Gem-Knight Fusion Adds a Fusion enabler to a choke point; Call of the Haunted is off-archetype (Inferred)
3 1 Prufinesse, the Tactical Trapper 1 Gem-Knight Tourmaline or Sapphire Trades a Fiend monster for a Gem-Knight Normal monster that is a Dai target and a Fusion material (Inferred)

Evidence & confidence

  • Verified: Legal in Master Duel: 40 Main, 15 Extra, 0 Side; all cards Unlimited, no violations; Copy histogram 3/2/1 = 9/5/3 distinct Main cards; 22 spells/traps and 18 monsters in Main; Extra Deck: 5 Fusion, 5 Xyz, 5 Link (13 distinct); Gem- archetype count 21 of 55 cards; off-archetype 22 Main cards; Draw probabilities from the supplied hypergeometric table
  • Observed: Usage stats: 22 archetype rows; the deck runs 1 of 19 core Main cards (Gem-Knight Fusion), with Topaz, Ruby and Amethyst Extra cards not counted in that match
  • Inferred: Starter access, brick rate and Fusion choke point from hypergeometric estimates; Going-first and going-second plans from card text; Ceiling and median from card text only (no boards); Interaction quality from card text (MST, SoRL, CED, CotH, Jelly Cannon, Overexaggeration)
  • Provisional: Matchup and format fit (D13), Meta Power (null); Tournament reliability inputs, since no tournament link exists
  • 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 and brick rates are Inferred usage statistics 'in this deck' appears to ignore Extra Deck cards (Ruby, Topaz, Amethyst are in the deck but flagged as missing), so core-card presence is likely understated; treat core coverage as a lower bound Meta Power is Provisional: no dated metagame sample deck title is null; name is taken from archetype

More Master Duel Info

Gem-Knights

Gem-Knights Breakdown

 
 

 

 

 

 

 

 
 

 

 
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