Gem-Knights Deck #774744 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Gem-Armadillo x3, Gem-Knight Hollowcore x3, Gem-Knight Nepyrim x3. Created Oct 28, 2026 by YGO Mod.

Deck Gem-Knights OCG

Created by: YGO Mod (20517634)

Created On: 10/28/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Oct 30, 2026
29± 8/ 100
Power Score
Structural 50
Reliability 45
Going First 48
Going Second 46

Deck — Deck Power Evaluation

Final Contextual Deck Power: 29/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 50
Going First 48
Going Second 46
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Toolbox
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Fusion and Link Summon Gem-Knight boss monsters (Gem-Knight Master Diamond Dispersion, Gem-Knight Zirconia, Gem-Knight Lady Rose Diamond) from the Extra Deck off Gem-Knight starters; Link and Fusion pressure from Perfectron Hydradrive Dragon and Worldsea Dragon Zealantis
  • Turn 1 (going first): Normal Summon Gem-Armadillo or Gem-Knight Nepyrim to search a Gem-Knight, then Gem-Knight Fusion or Phantom Quartz into a boss monster (Inferred from card text)
  • Turn 2 (going second): Hand traps (Ash Blossom, Ghost Ogre, Nibiru, Droll and Lock Bird) to slow the opponent, then engine through the board with Gem-Knight Fusion (Inferred)
  • Recovery: Gem-Knight Fusion and Gem-Knight Dispersion recur cards from the GY, and Gem-Knight Fusion can be banished back to hand from the GY (Inferred from card text)
  • After siding: No Side Deck is registered, so no post-side plan exists in this list

Why it scores here

The deck is scored as a system, not as an average of its cards. Its Gem-Knight core (19 copies, about 0.89 chance of at least one in a 5-card opening hand per the hypergeometric estimate) gives it a reasonable chance of a live engine, but the engine depends on a single Gem-Knight Fusion and a single Gem-Knight Phantom Quartz-style route rather than redundant starters. Interaction is broad (11 hand traps and 17 negation-text cards), which supports the end-board score. Combo ceiling and median are text-only estimates because no recorded boards exist. The deck does not earn points from archetype popularity, and the legality failure caps the score: two Forbidden cards (Archlord Kristya, Charmer Quartet in Bloom) make the list illegal, so this is a theoretical, structural-only evaluation.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 58 P(at least one archetype core card in 5) ≈ 0.89; single-copy Fusion route limits redundancy (Inferred)
D2 Opening-Hand Quality & Brick Management 50 17 singleton slots and 11 hand traps raise brick risk without an explicit Side Deck to correct it (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable boards; ceiling is text-only from Fusion and Link bosses plus Perfectron removal (Inferred)
D4 Combo Floor & Median Output 40 No recorded combos, so median output is unmeasured and low confidence (Inferred)
D5 Interruption Resilience & Route Redundancy 52 Recursion through Gem-Knight Fusion and Dispersion gives some redundancy, but few independent starters (Inferred)
D6 Resource Economy, Recovery & Grind 45 Recursion text exists but the GY-resource route is narrow and partly reliant on single-copy cards (Inferred)
D7 End-Board & Interaction Quality 60 Eleven hand traps plus Solemn and Ash Blossom negation text give layered interaction (Inferred semantic)
D8 Going-Second & Board-Breaking Power 50 Going-second relies on hand traps and a few removal cards; no going-second split data (Inferred)
D9 Offensive Pressure & Closing Power 55 Boss monsters with ATK 2700 to 3000 and Perfectron 5000 ATK provide closing power, but no damage-sequence data (Inferred)
D10 Main Deck Efficiency & Flexibility 50 55 main-deck cards across 31 distinct names with 9 Extra Deck Link monsters creates a sprawled main deck (Inferred)
D11 Extra Deck Efficiency & Coverage 62 Extra Deck mixes Fusion, Link and one Xyz with some access routes and one banned Extra Deck card (Verified/Inferred)
D12 Side Deck Adaptability 15 No Side Deck registered; sideboard value is absent (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated meta sample; format fit is Provisional
D14 Pilotability & Error Tolerance 40 Multi-step Fusion and Link sequencing with many decision points on a 55-card list (Inferred)

How the score was computed

Strategy profile: Combo primary, Midrange secondary (structural blend). Structural ≈ 50, Going First ≈ 48, Going Second ≈ 46, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Banlist exposure (-20). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (-20); Illegal legality, theoretical/structural-only

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.89 · 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

  • Large Gem-Knight core (19 copies) gives a high chance of at least one archetype card in the opening hand (Inferred)
  • Layered interaction from 11 hand traps and multiple negation effects (Inferred)
  • Strong Extra Deck boss options (Gem-Knight Master Diamond Dispersion, Gem-Knight Zirconia, Perfectron) (Verified card text)

Weaknesses

  • Illegal list: two Forbidden cards run, so no legal competitive score can be given (Verified)
  • No Side Deck, so no post-side adaptation (Verified)
  • Sprawled main deck across 31 distinct names and several sub-archetypes (Inferred)
  • No recorded boards, so consistency and combo output are text-only estimates (Verified)

Critical choke points

  • Single Gem-Knight Fusion is the main Fusion route; losing it to hand traps or removal weakens the Fusion engine (Inferred)
  • Two Forbidden cards must be removed before the list can be legal (Verified)
Priority Remove Add Reason
1 Archlord Kristya A legal Gem-Knight or Fairy searcher or Fusion starter Forbidden in OCG; a legal replacement is required before the deck can be scored normally
2 Charmer Quartet in Bloom A legal Link monster or Gem-Knight boss Forbidden in OCG; removing it also fixes the Extra Deck link count
3 One sub-archetype splash card A Side Deck of 4 to 6 cards No Side Deck is present; a sideboard would improve post-side adaptability (D12)

Evidence & confidence

  • Verified: Illegal status: Archlord Kristya and Charmer Quartet in Bloom are Forbidden in OCG; Main 55 and Extra 15 are within OCG size rules; Side is 0 (no Side Deck); Limited and Semi-Limited copy counts are within limits
  • Inferred: Opening-hand starter probability ≈ 0.89 from hypergeometric estimate; Interaction density from card text (negation, hand traps); Going-first and going-second plans from card text
  • Provisional: Meta Power is null: no dated metagame sample; Tournament reliability is estimated, not measured
  • 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 this deck Meta Power is Provisional unless a dated metagame sample is supplied Illegal list: no normal Final Contextual score; score is structural-only and capped

More OCG Info

Gem-Knights

Gem-Knights Breakdown

 
 

 

 

 

 

 

 
 

 

 
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