Notes & Combos
Pretty average going 2nd Gem-Knight deck. A lot of extenders and breakers result in your opponent typically using everything before your most important cards get used. I usually save Brilliant Fusion ( or Quartz into Brilliant Fusion ) as the last play possible, as most of the interaction is used up by that point.
Save Hollowcore for the last moment possible as well, as he's crucial for dealing with Nibiru + any effects during the battle phase you weren't expecting. Plus, the +1000 attack to your final board is crazy.
You can also make plenty of bodies easily with Phantom Quartz, Nephyrim's extra normal summon + special summon from grave, Seraphinite extra summon, etc, which results in a rather easy time getting into Underworld Goddess. She's great at removing towers, but can also win the game on her own at times due to how unexpected she is.
PAY ATTENTION TO MOSNTERS THAT CAN'T BE DESTROYED BY BATTLE!!! I've thrown a handful of games against Hecahands and Dogmatika Ecclesia because I keep forgetting they can't be destroyed by battle. Use Prismaura, Aquamarine, or Lady Rose to deal with them (or any of your spells).
Going first is rough, but there's not much you can do. Use your bodies to try and end on I:P + any fusion (preferably Lady Rose for destruction protection) and another body, if possible. This gives you Hollowcore negate + I:P --> W:P --> either S:P or Underworld goddess.
Replays
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