Gem-Knights

Master V from yogimota on April 19th, 2026
cp-ur 990 + cp-sr 330
40 cards

Notes & Combos

Thank you Bona for the original decklist.

Didn't really change much of anything at all. I did experiment going first gambling with 3x Heat Wave but found it to be pure gambling gameplay.

Fiendsmith Gemknight on the other hand going first is a very strong endboard with a few flexible pieces for different effects.

The general idea of this deck is to go second, nuke your opponents board, and then nib-proof OTK your way to victory.

This deck has very efficient/quick lines to OTK, as well as longer lines to fill your board with over 15,000 attacking power easily.

Even without boardbreakers in hand, this deck has a lot of gas to play through many negates/hand traps & certain lines play extremely well into droll as well.

Ruby & Topaz are my definitive favorite cards in this deck.

You can definitely swap out imperm for 2 other board breakers / thrust / talent / dark hole / or handtraps. Never ended up making I:P, S:P or Underworld Goddess in any of my duels but had the opportunity to for sure.

A big boon this deck has and likely the #1 reason I'd recommend it, is the intention to go second has a lot of benefits to you as a player in the long term.

Every duel you are observing & learning the combo routes of your opponents' decks, what interactions you need to get through before you break their board, etc,. You also have the tools on average to play through most endboards if not totally destroy them. In this way, you don't get frustrated going 2nd. You aren't praying you have to win the coinflip, or else you better have the right handtraps (which most decks can play through easily), & when you do end up going 2nd, your deck sucks.

You learn a lot of other decks this way, losing coinflips is not detrimental to your gameplan or praying for the pipedream of the perfect handtraps or your opponent to brick, and there is nothing more satisfying than breaking boards into your own OTK.

GemKnights FTW!

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