Gem-Knights Deck #774214 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Gem-Armadillo x3, Gem-Knight Alexandrite x3, Gem-Turtle x3. Created Oct 25, 2026 by YGO Mod.

Deck Gem-Knights Master Duel

Created by: YGO Mod (20517634)

Created On: 10/25/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Oct 27, 2026
44± 8/ 100
Power Score
Structural 52
Reliability 45
Going First 55
Going Second 45

Deck — Deck Power Evaluation

Final Contextual Deck Power: 44/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 52
Going First 55
Going Second 45
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 (2500 ATK) or Gem-Knight Topaz (double attack) off Garnet/Alexandrite/Tourmaline fodder, then convert through repeated attacks and Gem-Knight Fusion recursion.; Overexaggeration and Santa Claws as one-card interaction, with Number 52 / Kachi Kochi as off-archetype Xyz pressure.
  • Turn 1 (going first): Normal Summon Gem-Armadillo or Gem-Turtle to search a Gem-Knight, bring out Alexandrite or Garnet, then fuse via Gem-Knight Fusion for Ruby or Topaz.
  • Turn 2 (going second): Use MST, Swords of Revealing Light, Call of the Haunted or Jelly Cannon on the opponent's first board, then rebuild through a Gem-Knight starter.
  • Recovery: Gem-Knight Fusion returns from the GY by banishing a Gem-Knight, and Gem-Turtle or Gem-Armadillo search a new starter when the first line is answered.
  • After siding: No side deck exists, so no post-side plan can be evaluated; this is a scored gap, not a neutral result.

Why it scores here

The deck is scored as a system: five 3-copy starters (Gem-Armadillo, Gem-Turtle, Alexandrite, Garnet, Unexpected Dai) give a high chance of at least one live starter in the opening hand, computed at about 0.92 (Inferred), but the actual Ruby/Topaz conversion depends on a 2-copy Gem-Knight Fusion and a single Tourmaline or Aqua fodder piece. Interaction is respectable (MST, SoRL, Call, CED, Jelly Cannon, Overexaggeration) but there are no hand traps, which weakens going-second play. The Extra Deck carries about ten off-archetype one-of cards with no dedicated support, which dilutes the engine and lowers Extra-Deck efficiency. No combo boards, tournament link, or win-rate data exist, so the ceiling and floor are text-only Inferred reads, and popularity or archetype share earned no points. Final is 0.80 × Structural + 0.20 × Tournament Reliability, with Meta Power left provisional, then modifiers for the empty side deck, dead off-archetype Extra weight, and the absence of hand traps.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(≥1 of 15 starters in 5-card hand) ≈ 0.92 from 3-copy starters; Gem-Knight Fusion P(≥1 in 5) 0.24 is the real bottleneck (Inferred)
D2 Opening-Hand Quality & Brick Management 50 Copy histogram is healthy (nine 3-copy cards), but nine non-engine spells and traps plus ten off-archetype Extra cards make some hands redundant or dead (Inferred)
D3 Combo Conversion & Ceiling 55 Ruby 2500 ATK and Topaz double attack are real payoffs, but no recorded boards exist, so the ceiling is text-only (Inferred)
D4 Combo Floor & Median Output 45 No combo data; median output from text is lower because Ruby/Topaz need fodder and Fusion Spell access (Inferred)
D5 Interruption Resilience & Route Redundancy 55 Five starters and two searchers give redundant access, but no recorded interruption data (Inferred)
D6 Resource Economy, Recovery & Grind 60 Gem-Knight Fusion recursion and Gem-Turtle/Armadillo searches recover resources (Inferred)
D7 End-Board & Interaction Quality 60 Sixteen removal-text cards and seven interaction spells/traps; no hand traps or negates (Verified text, Inferred quality)
D8 Going-Second & Board-Breaking Power 45 No hand traps and only two going-second answers (Jelly Cannon, Overexaggeration) plus field-trap removal; going-second split not measured (Inferred)
D9 Offensive Pressure & Closing Power 60 Ruby 2500 ATK and Topaz attack-twice give closing power; Number 80 and Diamond Crab are off-archetype (Inferred)
D10 Main Deck Efficiency & Flexibility 55 40 main cards with 17 distinct; compact but built with several off-engine tech cards (Verified composition, Inferred coherence)
D11 Extra Deck Efficiency & Coverage 35 Only Ruby, Topaz and Amethyst are on-archetype; about ten Extra cards are one-of off-archetype with no support (Verified composition)
D12 Side Deck Adaptability 15 No side deck at all in a best-of-3 format; no post-side plan (Verified)
D13 Matchup Coverage & Format Fit 45 No dated meta or tournament link; archetype share absent (Provisional)
D14 Pilotability & Error Tolerance 40 Multi-step fusion chains plus off-archetype routes raise decision load (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 52, Going First ≈ 55, Going Second ≈ 45, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: No side deck (-3); Dead off-archetype Extra weight (-2); No hand traps going second (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) + ContextModifiers (-7)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.92 · 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

  • Five 3-copy starters give high starter access
  • Fusion payoffs Ruby and Topaz have strong stats
  • Interaction breadth across spells and traps
  • Searchers provide redundancy

Weaknesses

  • No side deck
  • No hand traps
  • Ten off-archetype Extra cards dilute the engine
  • Gem-Knight Fusion only 2 copies

Critical choke points

  • Gem-Knight Fusion (2 copies) for Ruby/Topaz access
  • Tourmaline/Aqua fodder for Topaz and Amethyst
Priority Remove Add Reason
1 One off-archetype Extra Deck card (e.g. Codebreaker Virus Swordsman) A third Gem-Knight Fusion or an on-archetype Fusion payoff Raises the reliability of the one fusion route that carries the deck
2 One non-engine main-deck spell A hand trap or a going-second interaction card The deck has zero hand traps and weak going-second answers
3 A 3-card side deck Enables post-side adaptation in best-of-3 play

Evidence & confidence

  • Verified: Legal 40/15/0 Master Duel composition; Zero hand-trap and zero floodgate cards; All 55 cards show banlist Unlimited
  • Inferred: Starter access ≈ 0.92 in 5-card hand (hypergeometric); Gem-Knight Fusion bottleneck ≈ 0.24 in hand; Interaction quality and going-second weakness from card text
  • Provisional: Meta Power and D13 matchup/format fit (no dated meta sample)
  • 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 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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