Gem-Knights

Master I from on September 19th, 2025
cp-ur 1080 + cp-sr 360
40 cards

Notes & Combos

Felt like every game was a blowout win or lose when playing maliss, and somewhat ryzeal and I've always had a soft spot for blind second decks that create interaction; so gem knights felt like a great fit.

That said, I am not a fan of this meta. Maliss is too strong and it's absurd how much they can do even after self drolling turn 1. They need to ban decoder and splash mage + limit some maliss names to damper this deck down.

Anyways, on to Gem Knights! I ran a mulcharmy/boardbreakers version. Mulcharmies are honestly necessary having any chance going second vs maliss, 6 cards is not enough to break their boards unless it's the perfect 6 cards and they lack key handtraps.

I initially played shadoll fusion but felt it conflicted too much with the draw handtraps as often my opponents decided to not give me draws by summoning from extra deck. Plus regenesis is popular enough right now where it's fully dead vs them. Add on top of that 2 cards you never want to open + if you send nep you'll need to discard a precious card to start your engine, I took it out for more mulcharmies and sales ban.

I never felt I needed the 3rd nep as it's so easy to search it out already. I played 2nd scatter fusion over it to try to bait plays. Scatter can also be activated to try to bait cause everybody thinks it summons immediately like brilliant fusion. Boardbreakers I have felt right, backrow hate is very necessary and this deck otks through almost all monster boards. ED is standard, goddess only there for the rare bagooska outs.

Overall, I enjoyed this deck in an unenjoyable season. Feel free to ask questions here

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