Deck: Gem-Knights
Preference: post here
Reason: I've tried building the deck and couldn't ever get it to work.
Okay so Gem-Knights are a fusion based deck that are similar to Elemental Hero but don't have the speed of heros but have better synergy than the hero decks used now also they don't have as much support
so lets strip down the arch type and make an engine
Gem-Turtle Gives you Gem-Knight Fusion if you choose to run it
Gem-Armadillo is the searcher of the deck he can't be used as a fusion but he is good so suggestions is 2-3 maybe 3 since they don't have a better search card
Gem-Knight Obsidian is an amazing card since he special summons Normal Monsters which adds speed to the deck but you are based on fusion
Gem-Knight Alexandrite is also an amazing card since he cuts your deck from normal monsters which you don't want to draw anyway
so you have your basic monsters for this engine now lets move on to spell/traps
Gem-Knight Fusion is for your basic fusion it comes back to your hand if you use it which if you make your boss monster Prism Aura you can destroy 1 card per turn
Doublet Fusion is the Gem-Knight version of Miracle Fusion and Dark Calling that can be used on your opponents turn
So you need to choose 2 out of the 3 Level 4 normal monsters Gem-Knights give you and choose your boss monsters accordingly
cards that will help the deck will be Gemini Cards if you plan on using the Gemini monsters they have and Gemini have great support and since in the graveyard they are normal monsters you can still use Obsidian but if you choose to go that direction and not use normal monsters instead you loose Alexandrite and access to Rescue Rabbit but you gain access to Gemini Spark, Super Alloy Beast and Black Brutdrago if you want to run a Tuner monster so your engine is
2 of the Gem-Knight (Lvl4 normal or Gemini) monsters
Turtle
Obsidian
Armadillo
Fusion
Doublet
so that's the engine
now lets look at support cards
as i said before Rescue Rabbit can help out if you choose to use normal monsters you can also choose to use Creature Seizure, Silent Doom, Dark Factory, Symbols of Duty, Birthright and Common Charity
if you use Gemini you have access to most of the same card but not Rabbit, Common Charity but you get access to
Supervise, Gemini Spark, Blazewing Butterfly, Woodland Archer, Black Brutdrago and Superalloy Beast
Since the Engine are all Earth Monsters you can use Spritiual Art - Earth and Clear World (since clear world has the least drawback on earth monsters) and since they are also rock Attack the Moon, Catapult Zone, and since you remove from play Release from Stone is a good choice
so after you combined your cards with cards you think will work with the deck you can move on to staples or add a new engine that is below 6 cards (Tour Guide Engine) staples being cards that are used in competitive play and are abused i think you can find a list of staples if you search for it if not then i will post a list of staple cards
and your deck should be done by that time i hope this helped and i hope this will help you understand Gem-Knights better
EDIT:i am so sorry i forgot the most important part
Gem-Knight have the play-style of old Elemental Heros but they have more options in what they summon
some combos are;
Obsidian Gem-Knight Fusion with a Normal/Gemini, Get the monster you used to fusion with
Rabbit get 2 normal monsters XYZ detach 1 Doublet Fusion and get a new monster then you can Return from a Different Dimension
Sanyx equip with supervise kill a monster get a monster to your hand gemini spark pop a card and summon a new monster with supervise and attack again
Summon Lolite activate Catapult Area protect him, Next turn summon him again and get a monster you used for Catapult to your hand if you have Return from A different Dimension you can lead this to an OTK if you have the right cards
then there are some more i just cant think of them because i am not making the deck i am just helping you understand them better
Edited by user
2013-01-11T21:50:13Z
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Reason: Not specified
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