Deck Gem-Knights #709003 — Yu-Gi-Oh! Master Duel

40 lá Main, 15 Extra, gồm Gem-Knight Nepyrim x3, Mulcharmy Fuwalos x3, Ash Blossom & Joyous Spring x3. Tạo 27/05/2026 bởi YGO Mod.

Deck Gem-Knights Master Duel

Được tạo bởi: YGO Mod (20517634)

Được tạo ngày: Thứ Tư, 27 tháng 5 2026

 
 


Phân tích sức mạnh Deck chính thức
ControlĐộ tin cậy: Trung bìnhĐánh giá ngày 30/07/2026
63± 5/ 100
Điểm sức mạnh
Cấu trúc 64
Độ tin cậy giải 60
Đi trước 0
Đi sau 0

Deck — Deck Power Evaluation

Final Contextual Deck Power: 63/100 (±5 · Confidence: Medium)

Overall score Value
Structural Deck Power 64.15
Going First 0
Going Second 0
Meta Power provisional
Tournament Reliability 60
  • Primary strategy: Control
  • Secondary strategies: Toolbox
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Fusion‑monster damage với protection; Hand‑trap denial and board control
  • Turn 1 (going first): Set multiple hand traps, then Fusion‑summon 1 Gem‑Knight boss với Brilliant Fusion or Dispersion; protect với Lady Rose Diamond or similar.
  • Turn 2 (going second): Use hand‑trap suite to disrupt opponent, then Fusion‑summon via Dispersion or Hollowcore and apply board‑breakers.
  • Recovery: Draw engines (Mulcharmy Fuwalos, Maxx C) and searchers retrieve missing Fusion pieces; Ghost Belle provides recursion.
  • After siding: None (no side deck).

Why it scores here

The deck reliably opens với 1 dense hand‑trap suite and 1 high chance to draw 1 core Fusion starter, giving consistent engine access. It can convert that starter into 1 3000‑ATK Gem‑Knight boss and layer protection, while abundant negations let it survive disruption. Resource engines and draw cards offset the cost of many tech pieces, but the lack of 1 side deck and reliance on specific Fusion cards lower adaptability and increase decision complexity. Scores reflect the system's consistency, median output, interaction depth, and the penalties for side‑deck absence and off‑archetype density, not mere popularity of Gem‑Knights.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 80 Core group (18 copies) appears in opening hand với 96% chance, giving reliable starter access (Inferred)
D2 Opening-Hand Quality & Brick Management 70 Hand‑trap density (14) and searchers give functional opening hands, but many off‑archetype cards raise dead‑draw risk (~30% brick estimate) (Inferred)
D3 Combo Conversion & Ceiling 75 Theoretical max line uses Brilliant Fusion to summon 1 3000‑ATK Fusion then protect với Lady Rose Diamond, yielding high ceiling (Inferred)
D4 Combo Floor & Median Output 55 Typical games start với hand traps and 1 modest Fusion like Gem‑Knight Nepyrim, delivering average board power around 55 (Inferred)
D5 Interruption Resilience & Route Redundancy 75 Multiple independent Fusion routes (Brilliant Fusion, Dispersion, Hollowcore) and abundant negations let the deck recover from disruption (Inferred)
D6 Resource Economy, Recovery & Grind 70 Draw engines (Mulcharmy Fuwalos, Maxx C) and searchers offset resource loss, though Fossil Dyna's floodgate can stall both sides (Inferred)
D7 End-Board & Interaction Quality 75 Fourteen hand traps plus protective Fusion monsters give strong interaction layering on the end board (Inferred)
D8 Going-Second & Board-Breaking Power 70 Going‑second hand‑trap suite (94% chance) and board‑breakers like Infinite Impermanence allow effective pressure after opponent's turn (Inferred)
D9 Offensive Pressure & Closing Power 65 Boss Fusion monsters reach up to 3000 ATK and can attack directly, providing decent closing power (Inferred)
D10 Main Deck Efficiency & Flexibility 60 40‑card main deck với 22 distinct cards mixes core and off‑core, leading to moderate efficiency (Inferred)
D11 Extra Deck Efficiency & Coverage 70 15‑card Extra Deck packs 8 Links, 5 Fusions and 2 XYZ, covering many situations but some slots are situational (Inferred)
D12 Side Deck Adaptability 0 No side deck limits adaptability to post‑side play (Inferred)
D13 Matchup Coverage & Format Fit 40 No tournament data; meta fit is unknown and treated as provisional (Provisional)
D14 Pilotability & Error Tolerance 50 High hand‑trap count creates decision complexity, lowering error tolerance (Inferred)

How the score was computed

Strategy profile: Control. Structural ≈ 64.15, Going First ≈ 0, Going Second ≈ 0, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: No side deck (-2); High off‑archetype density (-1). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening 1 starter: P(≥1) ≈ 0.96 · key two-card combo ≈ — · full-brick estimate ≈ 0.04 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Very high hand‑trap count for disruption
  • Multiple Fusion engines (Brilliant Fusion, Dispersion, Hollowcore)
  • Strong draw and search engines (Mulcharmy Fuwalos, Maxx C, Droll & Lock Bird)

Weaknesses

  • No side deck reduces adaptability
  • Reliance on specific Fusion starters can cause dead draws
  • Large off‑archetype portion increases variance

Critical choke points

  • Missing Brilliant Fusion or Gem‑Knight Dispersion leaves the deck vớiout 1 boss
  • If hand‑trap suite is disrupted early, board‑breakers are limited
Priority Remove Add Reason
1 Fossil Dyna Pachycephalo Cosmic Cyclone Replace 1 restrictive floodgate với 1 versatile backrow removal
2 One off‑archetype Spell Additional copy of Brilliant Fusion Increase consistency of the main Fusion engine

Evidence & confidence

  • Verified: Legality status Legal; Card text excerpts for all listed cards; Hypergeometric probabilities for core and hand‑trap groups
  • Inferred: Engine accessibility from core probability 0.96; Brick estimate from off‑archetype density; Combo ceiling and floor from theoretical lines; Resilience from multiple Fusion routes and hand traps; Resource economy from draw engines and searchers; Interaction quality from hand‑trap count and protective fusions; Going‑second power from hand‑trap suite probability 0.94; Closing power from 3000‑ATK boss monsters; Main deck efficiency from distinct count; Extra deck coverage from 15‑card breakdown; Pilotability from decision complexity
  • Provisional: Matchup coverage due to lack of tournament 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 1 dated metagame sample is supplied

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