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Gem-Knights, and not gonna lie...


VictorSempra

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This deck is BAD. It's the second deck I ever made on DN, right when Gem-Knights were released. Help me fix it up, please? I love their theme and wish to keep using them. Even my Pure-set CB deck stomps this >_<

3x Gem-Knight Garnet
2x Saphire
3x Tourmaline
3x Armadillo
3x Merchant
2x Turtle
2x Alexandrite

3x Gem-Knight Fusion
1x Monster Reborn
2x Particle Fusion
2x My Body As A Shield
1x MST
2x Smashing Ground

2x Black Horn Of Heaven
2x Bottomless Trap Hole
2x Common Charity
2x Dimensional Prison
2x Dust Tornado
1x Mirror Force

Extra:
3x Aquamarine
3x Topaz
3x Ruby
3x Prismaura
3x Citrine

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Ok, well there are two competetive routes for Gem-Knights, the Gemini ones, and the Rabbit ones.

You need to pick which you want, but general fixes:
-3 merchant
-2 Saphirre
-2 Turtle
-2 Alexandrite
-2 Particle fusion
-2 My body as Shield
-2 Black Horn of Heavan
-2 common Charity
-2 Dust tornado
...
+ 3 Gem-Knight Obsidain
+ 3 Gem-Knight Lazuli (These two make you fusion summons cost you virtually nothing. Using just one of them makes the summon +0 thanks to the spell recycling.)
+ 1 Mystical
+ 1 Dark Hole
+ 1 Heavy Storm
+ 2 Solemn Warning
+ 2 Torrential Tribute
+ 1 Return for the different dimension. (As a tech, and so Macro decks don't kill you completely.)
+2 Duality

Now, another thing you can do is add 3 Volcanic shells, becuase it can act as fodder for Citrine.

I can help with the rest if you pick a competetive route to take it down, becuase pure Gem-Knights are kinda terrible in comparason. That's only a rough guide to fix the glaring errors.

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Thanks man. Yeah as I said, it was back when they were FIRST announced, and I'm kind of a sucker for keeping things "in sets", so to speak. I'll tweak it with your suggestions, see where to go from there :) Also, I'm thinking about removing a couple from my Extra deck, having 3 of each Fusion seems excessive and I'd like to include some Xyz. Also, Rabbit had never occurred to me for this O.o

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Rabbit lets you go into Lavlaval Chain. Chain detaches to dump Fusion, then you can banish whatever you detached to put Fusion in your hand immdidately.

Extra deck line I use is along these lines:

1 Topaz
1 Ruby
2 Citrene
2 Zircona
2 Prismaura
1 Master Dai
1 Diagusto Emeral
1 Lavlaval Chain
1 Utopia
1 Big Eye
1 Sun Dragon Overlord.

It's not perfect, but Gem-Knights are tight on extra pace, and thats what has worked best for me.

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Personally, I run a Rescue Rabbit deck that makes use of things like Photon Thrasher and Lavalval Chain. If you have Gem-Knight fusion in the hand/grave, a few Gem-Knights in the graveyard, and a Lazuli or Obsidian you can use, you'll be good to go.

Gem-Knights are a VERY aggressive deck, and can counter other aggressive decks very well, as long as they aren't defeated first. I personally run 3 Garnets and Tourmalines as the only normal monsters, and I think 2 Amber. Getting Amber's gemini effect off is a little hard, but can add pluses, specially for Fusion combos. Generally, I use it as another thunder, and a normal monster target in the grave.

Run 3 Armadillo, of course. It's a Rock, so you can do Zirconia shenanigans.
My version uses nearly no traps, so I run Gorz and two Tragoedias. Both of them help majorly, actually. I've also got Summoner Monk, due to the extremely high amount of ammo Gem-Knight Fusion can give you.

You'll want Citrines and Prismauras, for both combos and of course both are level 7 for Big-Eye. Lavalval Chain is an xyz that I really recommend running at 1. It can put Armadillo on the top of the deck or send Fusion to the grave.

I haven't played these guys in a while, but I seem to remember how they tick.

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