Gem-Knights Guide

Gem-Knights Guide

Gem-knights used to be a very dirty FTK heretical deck, but over time, handtraps became more common and that style of play became less common because the combos were too cumbersome and easy to brick (1 combo card).


Partly because the new support splits the damage opp must receive in Main Phase, so even though there is a new support, it is not support for FTK.

With the new support Gem-Knights, turn 1 is quite good, turn 2 can OTK strongly





dirty way of playing

 

Gem-Knight Lady Lapis Lazuli (Sv)

R Rarity
Gem-Knight Lady Lapis Lazuli
R Rarity
Gem-Knight Lady Lapis Lazuli
Gem-Knight Lady Lapis Lazuli
EARTH 5
Gem-Knight Lady Lapis Lazuli
  • ATK:

  • 2400

  • DEF:

  • 1000


"Gem-Knight Lapis" + 1 "Gem-Knight" monster Must first be Fusion Summoned with the above Fusion Materials. You can only Special Summon "Gem-Knight Lady Lapis Lazuli(s)" once per turn. Once per turn: You can send 1 "Gem-Knight" monster from your Main Deck or Extra Deck to the Graveyard, and if you do, inflict 500 damage to your opponent for each Special Summoned monster on the field.


This one burns 500 for each special summoned monster on the field + with only 1 special summon. Sounds friendly until there is a card that copies this card's effect. Meaning this card only needs to burn 4000. Another card that copies the effect burns another 4000 to win.



Fusion from deck

 

Gem-Knight Fusion (X1)

SR Rarity
Gem-Knight Fusion
SR Rarity
Gem-Knight Fusion
Gem-Knight Fusion
Spell Normal
Gem-Knight Fusion

    Fusion Summon 1 "Gem-Knight" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If this card is in your Graveyard: You can banish 1 "Gem-Knight" monster from your Graveyard; add this card to your hand.


    Okay, this card can't be merged from the deck. But there are cards that require this card to be merged from the deck.


    Simply use hand and field materials to fuse together. At most, banish 1 Gem-Knight monster from the grave to return this card from the grave to the hand.

    This effect is so simple that it doesn't even say once per turn, use it as many times per turn as you want (if you have the resources)

    Brilliant Fusion (X3)

    UR Rarity
    Brilliant Fusion
    UR Rarity
    Brilliant Fusion
    Brilliant Fusion
    Spell Continuous
    Brilliant Fusion

      When this card is activated: Fusion Summon 1 "Gem-Knight" Fusion Monster from your Extra Deck, using monsters from your Deck as Fusion Material, but change its ATK/DEF to 0. If this card leaves the field, destroy that monster. Once per turn: You can discard 1 Spell; the monster Special Summoned by this card's effect gains ATK/DEF equal to its original ATK/DEF, until the end of your opponent's turn. You can only activate 1 "Brilliant Fusion" per turn.


      Fusion of a Gem-Knight monster from the Extra Deck using materials from the Deck. The monster's ATK/DEF is 0, but the effect can still be activated.


      Of course you will send the fusion material as a monster with an effect when touching the grave, free 2 resources

      Can discard 1 spell from hand to return the fused monster's body from 0 to the original body, this effect is rarely used, can be used well for OTK

      Gem-Knight Dispersion (X3)

       Rarity
      Gem-Knight Dispersion
       Rarity
      Gem-Knight Dispersion
      Gem-Knight Dispersion
      Spell Normal
      Gem-Knight Dispersion

        Activate 1 of these effects (but you can only use each effect of "Gem-Knight Dispersion" once per turn); ● Fusion Summon 1 "Gem-Knight" Fusion Monster from your Extra Deck, using monsters from your hand or field. Up to 2 monsters from your Deck/Extra Deck can be used, if they are non-Rock "Gem-Knight" monsters and you have "Gem-Knight Fusion" in your GY. ● Add 1 "Gem-" monster from your Deck or banishment to your hand, also any effect damage your opponent takes during the Main Phase this turn is halved.


        Fusion of resources from deck and extra deck


        This card has 2 effects

        Add 1 "Gem-" monster from deck or banish to hand, but enemy damage taken in Main Phase is halved (no more FTK), still good for punching in battle phase

        Fusion from hand and field, but if you have Gem -Knight Fusion in the graveyard, you can use deck or Extra Deck materials for up to 2 non-Rock Gem-Knight monsters


        Scatter Fusion (X1)

        SR Rarity
        Scatter Fusion
        SR Rarity
        Scatter Fusion
        Scatter Fusion
        Spell Continuous
        Scatter Fusion

          During your Main Phase, if your opponent controls a monster: You can Fusion Summon 1 non-Rock "Gem-Knight" monster from your Extra Deck, using monsters from your Deck as material, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Gem-Knight" monsters. You can only use this effect of "Scatter Fusion" once per turn. When this card leaves the field, destroy all monsters Summoned by this card's effect.


          If the enemy has a monster, Fusion a non-Rock Gem-Knight monster from the extra deck with an item from the deck, then lock summons from the Extra Deck.



          Thanks to this powerful effect, Gem-Knight can pull the boss and add tons of resources on turn 2 if this card is successfully activated.



          Gem-Knights

           

          Gem-Knight Nepyrim (X3)

           Rarity
          Gem-Knight Nepyrim
           Rarity
          Gem-Knight Nepyrim
          Gem-Knight Nepyrim
          LIGHT 4
          Gem-Knight Nepyrim
          • ATK:

          • 1550

          • DEF:

          • 1600


          If this card is Normal or Special Summoned: You can add 1 "Gem-Knight" card from your Deck to your hand, except "Gem-Knight Nepyrim", also any effect damage your opponent takes during the Main Phase this turn is halved. During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 "Gem-" monster. If this card is sent from the hand or Deck to the GY: You can send 1 card from your hand to the GY, and if you do, Special Summon this card. You can only use each effect of "Gem-Knight Nepyrim" once per turn.


          Searcher of the deck, can search for monsters/spells/traps, and also splits the damage the enemy takes in the main phase (limits FTK playstyle)


          Allows normal summoning of another "Gem-" monster, which helps to add a body to the combo, or the summoned monster will trigger the resource-adding effect.

          When sent to the grave, you can send any 1 card from your hand to the grave, jump this card from the grave (after fusing from the deck, this card will jump to the field and search for cards)


          Too good for a support. Also the art of Shaddoll Construct which I love (these are from the same universe in the plot), x3 no need to say much

          Gem-Knight Quartz (X3)

          SR Rarity
          Gem-Knight Quartz
          SR Rarity
          Gem-Knight Quartz
          Gem-Knight Quartz
          EARTH 4
          Gem-Knight Quartz
          • ATK:

          • 1500

          • DEF:

          • 1500


          If your opponent controls a monster: You can discard this card; Set 1 "Fusion" Continuous Spell directly from your Deck, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Gem-Knight" monsters. If this card is used as material for a Fusion Summon, and sent to the GY or banished: You can add 1 "Gem-Knight" monster from your GY to your hand, except "Gem-Knight Quartz". You can only use each effect of "Gem-Knight Quartz" once per turn.


          Quartz but no phantom and has 7 colors to summon servants


          Good turn 2 support, when the enemy has a monster, discard yourself and set a permanent spell "Fusion" directly from the deck. And that card will fuse from the deck and add a ton of resources

          Has the ability to pick up Gem-Knight monsters again when used as fusion materials (sent to grave or banish), adding resources to combos or as discard items ( Nepyrim for example)

          Gem-Knight Hollowcore (X2)

           Rarity
          Gem-Knight Hollowcore
           Rarity
          Gem-Knight Hollowcore
          Gem-Knight Hollowcore
          DARK 7
          Gem-Knight Hollowcore
          • ATK:

          • 1950

          • DEF:

          • 2450


          You can send 1 "Gem-Knight" Normal Monster or 1 "Gem-Knight Fusion" from your Deck to the GY; Special Summon this card from your hand in Defense Position. When your opponent activates a card or effect, while you control a "Gem-Knight" Fusion Monster (Quick Effect): You can banish 3 "Gem-Knight" cards from your GY, including this card; negate that effect, then all "Gem-Knight" monsters you currently control gain 1000 ATK. You can only use each effect of "Gem-Knight Hollowcore" once per turn.


          Before Circular, no one was Circular. After Circular, everyone is Circular.


          Mill the jumping row (Gem-Knight monster without effect or Gem-Knight Fusion)

          Negate and buff 1000 ATK for ALL GEM-KNIGHT MONSTERS to make OTK easier, negate helps to get past the opponent's disrupt or handtrap that is too strong (or right at choke point)

          Gem-Armadillo (x2)

          N Rarity
          Gem-Armadillo
          N Rarity
          Gem-Armadillo
          Gem-Armadillo
          EARTH 4
          Gem-Armadillo
          • ATK:

          • 1700

          • DEF:

          • 500


          When this card is Normal Summoned: You can add 1 "Gem-Knight" monster from your Deck to your hand.


          search Gem-Knight monster when normal summoning, okay I know it's lame but at least it's not once per turn and Nepyrim gives you 1 extra normal summon so... why not. +69 consistency

          Gem-Knight Phantom Quartz (x2)

          SR Rarity
          Gem-Knight Phantom Quartz
          SR Rarity
          Gem-Knight Phantom Quartz
          Gem-Knight Phantom Quartz
          EARTH
          Gem-Knight Phantom Quartz
          • ATK:

          • 1450

          • LINK-2

          Link Arrow:

          Bottom-Left

          Bottom-Right


          2 "Gem-" monsters If this card is Link Summoned: You can add 1 "Gem-Knight" card from your Deck to your hand. You can pay 1000 LP; Fusion Summon 1 "Gem-Knight" Fusion Monster from your Extra Deck, by shuffling Fusion Materials in your possession listed on it into your Deck, that are banished or in the GY, but it cannot attack directly this turn. You can only use each effect of "Gem-Knight Phantom Quartz" once per turn.


          Quartz but with the word Phantom and not enough 7 colors to summon servants


          easy to level up, searcher, can search for monsters/spells/traps, Fusion by returning materials from graves or banished to deck, even though that monster cannot attack directly, can still use effects or punch enemy monsters (some monsters can punch through defenses, burn after punching, etc.)

          Gem-Knight Master Diamond Dispersion (x1)

           Rarity
          Gem-Knight Master Diamond Dispersion
           Rarity
          Gem-Knight Master Diamond Dispersion
          Gem-Knight Master Diamond Dispersion
          EARTH 9
          Gem-Knight Master Diamond Dispersion
          • ATK:

          • 3000

          • DEF:

          • 2600


          3 "Gem-" monsters During the Main Phase (Quick Effect): You can send this card from the field to the GY; Special Summon up to 3 non-Rock "Gem-" monsters with different names from your Extra Deck and/or GY, ignoring their Summoning conditions, also for the rest of this turn, you cannot Special Summon from the Extra Deck, except Fusion Monsters. When your "Gem-Knight" Fusion Monster is destroyed by battle, while this card is in your GY: You can Special Summon this card. You can only use each effect of "Gem-Knight Master Diamond Dispersion" once per turn.


          easy to raise, has the ability to send from the field to the grave and pull 3 Gem-different-named monsters from the Extra Deck or grave to the field that are not Rock-type , ignores summoning conditions, that monster can punch, can trigger effects, very suitable for OTK


          then locked, can only summon Fusion monsters from Extra Deck

          Has the effect of automatically jumping from the grave when Fusion Gem-Knight monster is destroyed by combat, you can rush into enemy monster to pull this monster up (body 3000 ATK, can pull 3 monsters to increase enemy OTK ability)

          Gem-Knight Lady Rose Diamond (x1)

          UR Rarity
          Gem-Knight Lady Rose Diamond
          UR Rarity
          Gem-Knight Lady Rose Diamond
          Gem-Knight Lady Rose Diamond
          EARTH 8
          Gem-Knight Lady Rose Diamond
          • ATK:

          • 2700

          • DEF:

          • 2400


          1 "Gem-Knight" monster + 1 Fairy monster Once per opponent's turn, the first time a "Gem-Knight" monster(s) you control would be destroyed by card effect, it is not destroyed. During your turn, when your opponent activates a monster effect (Quick Effect): You can banish 1 "Gem-Knight" card from your GY, then target 1 face-up card your opponent controls; destroy it.


          Not Rock


          Protects Gem-Knight monsters from being destroyed (once per enemy's turn), and has a quick effect that shoots a card when the opponent activates a monster effect. In general, this is a good turn 1 card for defense.

          Gem-Knight Seraphinite (x1)

          SR Rarity
          Gem-Knight Seraphinite
          SR Rarity
          Gem-Knight Seraphinite
          Gem-Knight Seraphinite
          EARTH 5
          Gem-Knight Seraphinite
          • ATK:

          • 2300

          • DEF:

          • 1400


          1 "Gem-Knight" monster + 1 LIGHT monster Must first be Fusion Summoned with the above Fusion Materials. During your Main Phase, you can Normal Summon/Set 1 monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)


          Allows you to normal summon/set one more time, allowing normal summon monsters like Gem-Armadillo to add resources to the combo

          Gem-Knight Aquamarine (x1)

          SR Rarity
          Gem-Knight Aquamarine
          SR Rarity
          Gem-Knight Aquamarine
          Gem-Knight Aquamarine
          EARTH 6
          Gem-Knight Aquamarine
          • ATK:

          • 1400

          • DEF:

          • 2600


          "Gem-Knight Sapphire" + 1 "Gem-Knight" monster Must first be Fusion Summoned with the above Fusion Material Monsters. If this card attacks, it is changed to Defense Position at the end of the Battle Phase. When this card is sent from the field to the Graveyard: Target 1 card your opponent controls; return that target to the hand.


          not a Rock monster

          first and second effects just ignore it

          The important thing is that the effect of being sent from the field to the grave will push 1 enemy card back to your hand, helping you remove 1 enemy resource, making it easier to OTK.

          Gem-Knight Ruby (x1)

          SR Rarity
          Gem-Knight Ruby
          SR Rarity
          Gem-Knight Ruby
          Gem-Knight Ruby
          EARTH 6
          Gem-Knight Ruby
          • ATK:

          • 2500

          • DEF:

          • 1300


          "Gem-Knight Garnet" + 1 "Gem-Knight" monster Must first be Fusion Summoned with the above Fusion Material Monsters. Once per turn: You can Tribute 1 face-up "Gem-" monster; this card gains ATK equal to the Tributed monster's ATK on the field, until the End Phase. If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent.


          Not Rock

          Sacrifice 1 Gem- monster and receive ATK of that monster, and have the ability to punch through defense, you can combine with Aquamarine to push 1 more card of opp to hand to make OTK easier

          Gem-Knight Topaz (x1)

          SR Rarity
          Gem-Knight Topaz
          SR Rarity
          Gem-Knight Topaz
          Gem-Knight Topaz
          EARTH 6
          Gem-Knight Topaz
          • ATK:

          • 1800

          • DEF:

          • 1800


          "Gem-Knight Tourmaline" + 1 "Gem-Knight" monster Must first be Fusion Summoned with the above Fusion Material Monsters. This card can attack twice during each Battle Phase. When this card destroys a monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to the ATK of the destroyed monster in the Graveyard.


          Not Rock, this Topaz is not debt collection


          Punch twice, destroy a monster and send it to the grave, causing damage equal to the ATK of that monster. This monster only has 1800 attack, so this effect is useless, but if a monster with a large body can copy this monster's effect, it will help you OTK extremely well, dealing at least 4000+ LP

          Gem-Knight Prismaura (x1)

          SR Rarity
          Gem-Knight Prismaura
          SR Rarity
          Gem-Knight Prismaura
          Gem-Knight Prismaura
          EARTH 7
          Gem-Knight Prismaura
          • ATK:

          • 2450

          • DEF:

          • 1400


          1 "Gem-Knight" monster + 1 Thunder-Type monster Must first be Fusion Summoned. Once per turn: You can send 1 "Gem-Knight" card from your hand to the Graveyard to target 1 face-up card on the field; destroy that target.


          not a Rock monster


          Send 1 Gem-Knight monster/spell/trap from hand to graveyard and shoot 1 card, support OTK

          Gem-Knight Lady Brilliant Diamond (x1)

          UR Rarity
          Gem-Knight Lady Brilliant Diamond
          UR Rarity
          Gem-Knight Lady Brilliant Diamond
          Gem-Knight Lady Brilliant Diamond
          EARTH 10
          Gem-Knight Lady Brilliant Diamond
          • ATK:

          • 3400

          • DEF:

          • 2000


          3 "Gem-Knight" monsters Must first be Fusion Summoned with the above Fusion Materials. You can only Special Summon "Gem-Knight Lady Brilliant Diamond(s)" once per turn. Once per turn: You can send 1 face-up "Gem-Knight" monster you control to the Graveyard, and if you do, Special Summon 1 "Gem-Knight" Fusion Monster from your Extra Deck, ignoring its Summoning conditions.


          Can send 1 Gem-Knight monster from the field to the graveyard, pull 1 Fusion Gem-Knight monster from the Extra Deck onto the field, ignoring the summoning conditions. Since this is a special summon and not a proper summon, it cannot jump back onto the field if it leaves the field!


          Because you pull monsters directly from the Extra Deck, one monster can be exchanged for one boss, giving you a body to punch, disuppress, negate enemies, and even support OTK.

          Crystal Rose (x0-1)

          N Rarity
          Crystal Rose
          N Rarity
          Crystal Rose
          Crystal Rose
          LIGHT 2
          Crystal Rose
          • ATK:

          • 500

          • DEF:

          • 500


          Once per turn: You can send 1 "Gem-Knight" or "Melodious" monster from your hand or Deck to the Graveyard, and if you do, this card's name becomes the sent monster's name, until the End Phase. If this card is in your Graveyard: You can banish 1 Fusion Monster from your Graveyard; Special Summon this card in Defense Position. You can only use this effect of "Crystal Rose" once per turn.


          easy to get by jumping from the grave yourself with the price of banishing 1 Fusion monster (as for why this one is in the grave, just fuse using materials directly from the grave)


          Can throw a Gem-Knight monster from your hand or deck to the graveyard (free body, free go brrrrr effect), then this card will have the name of the monster thrown to the graveyard, until the end of your turn



          Staple

           

          handtrap & staple

          UR Rarity
          Raigeki
          UR Rarity
          Raigeki
          Raigeki
          Spell Normal
          Raigeki

            Destroy all monsters your opponent controls.




            Tag(s):

            UR Rarity
            Lightning Storm
            UR Rarity
            Lightning Storm
            Lightning Storm
            Spell Normal
            Lightning Storm

              If you control no face-up cards: Activate 1 of these effects; ● Destroy all Attack Position monsters your opponent controls. ● Destroy all Spells and Traps your opponent controls. You can only activate 1 "Lightning Storm" per turn.




              Tag(s):

              UR Rarity
              Called by the Grave
              UR Rarity
              Called by the Grave
              Called by the Grave
              Spell Quick
              Called by the Grave

                Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.




                Tag(s):

                UR Rarity
                Ash Blossom & Joyous Spring
                UR Rarity
                Ash Blossom & Joyous Spring
                Ash Blossom & Joyous Spring
                FIRE 3
                Ash Blossom & Joyous Spring
                • ATK:

                • 0

                • DEF:

                • 1800


                When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.


                UR Rarity
                Forbidden Droplet
                UR Rarity
                Forbidden Droplet
                Forbidden Droplet
                Spell Quick
                Forbidden Droplet

                  Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.




                  Tag(s):

                  UR Rarity
                  Heavy Storm
                  UR Rarity
                  Heavy Storm
                  Heavy Storm
                  Spell Normal
                  Heavy Storm

                    Destroy all Spell and Trap Cards on the field.


                    UR Rarity
                    Mulcharmy Fuwalos
                    UR Rarity
                    Mulcharmy Fuwalos
                    Mulcharmy Fuwalos
                    WIND 4
                    Mulcharmy Fuwalos
                    • ATK:

                    • 100

                    • DEF:

                    • 600


                    If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Special Summons a monster(s) from the Deck and/or Extra Deck, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.


                    UR Rarity
                    Harpie's Feather Duster
                    UR Rarity
                    Harpie's Feather Duster
                    Harpie's Feather Duster
                    Spell Normal
                    Harpie's Feather Duster

                      Destroy all Spell and Trap Cards your opponent controls.




                      Tag(s):

                      UR Rarity
                      Maxx "C"
                      UR Rarity
                      Maxx "C"
                      Maxx "C"
                      EARTH 2
                      Maxx "C"
                      • ATK:

                      • 500

                      • DEF:

                      • 200


                      During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.


                      SR Rarity
                      Droll & Lock Bird
                      SR Rarity
                      Droll & Lock Bird
                      Droll & Lock Bird
                      WIND 1
                      Droll & Lock Bird
                      • ATK:

                      • 0

                      • DEF:

                      • 0


                      If a card(s) is added from the Main Deck to your opponent's hand, except during the Draw Phase (Quick Effect): You can send this card from your hand to the GY; for the rest of this turn, cards cannot be added from either player's Main Deck to the hand.


                      UR Rarity
                      Nibiru, the Primal Being
                      UR Rarity
                      Nibiru, the Primal Being
                      Nibiru, the Primal Being
                      LIGHT 11
                      Nibiru, the Primal Being
                      • ATK:

                      • 3000

                      • DEF:

                      • 600


                      During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.


                      UR Rarity
                      Red Reboot
                      UR Rarity
                      Red Reboot
                      Red Reboot
                      Trap Counter
                      Red Reboot

                        When your opponent activates a Trap Card: Negate the activation, and if you do, Set that card face-down, then they can Set 1 other Trap directly from their Deck. For the rest of this turn after this card resolves, your opponent cannot activate Trap Cards. You can activate this card from your hand by paying half your LP.


                        UR Rarity
                        Infinite Impermanence
                        UR Rarity
                        Infinite Impermanence
                        Infinite Impermanence
                        Trap Normal
                        Infinite Impermanence

                          Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.


                          If it were me, I would bring common handtraps and absolute hadntraps ( Nibiru, Droll, Maxx "C", Fuwalos ) to block opp from playing turn 1 and bring board breakers to easily overcome the enemy's board and OTK them (in which Imperm is both a handtrap and acts as a negate to the enemy's important monsters).

                          is it you guys again ???

                           Rarity
                          Fiendsmith's Tract
                           Rarity
                          Fiendsmith's Tract
                          Fiendsmith's Tract
                          Spell Normal
                          Fiendsmith's Tract

                            Add 1 LIGHT Fiend monster from your Deck to your hand, then discard 1 card. You can banish this card from your GY; Fusion Summon 1 "Fiendsmith" Fusion Monster from your Extra Deck, using monsters from your hand or field. You can only use each effect of "Fiendsmith's Tract" once per turn.


                             Rarity
                            Fiendsmith's Requiem
                             Rarity
                            Fiendsmith's Requiem
                            Fiendsmith's Requiem
                            LIGHT
                            Fiendsmith's Requiem
                            • ATK:

                            • 600

                            • LINK-1

                            Link Arrow:

                            Bottom


                            1 LIGHT Fiend monster You can only Special Summon "Fiendsmith's Requiem(s)" once per turn. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Fiendsmith" monster from your hand or Deck. You can target 1 LIGHT non-Link Fiend monster you control; equip this card from your field or GY to that monster you control as an Equip Spell that gives it 600 ATK. You can only use this effect of "Fiendsmith's Requiem" once per turn.


                             Rarity
                            Fiendsmith's Desirae
                             Rarity
                            Fiendsmith's Desirae
                            Fiendsmith's Desirae
                            LIGHT 9
                            Fiendsmith's Desirae
                            • ATK:

                            • 2800

                            • DEF:

                            • 2400


                            "Fiendsmith Engraver" + 2 LIGHT Fiend monsters (Quick Effect): You can negate the effects of a number of face-up cards on the field, up to the total Link Rating of Link Monsters equipped to this card, until the end of this turn. If this card is sent to the GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck, then target 1 card on the field; send it to the GY. You can only use each effect of "Fiendsmith's Desirae" once per turn.


                             Rarity
                            Fiendsmith's Lacrima
                             Rarity
                            Fiendsmith's Lacrima
                            Fiendsmith's Lacrima
                            LIGHT 6
                            Fiendsmith's Lacrima
                            • ATK:

                            • 2400

                            • DEF:

                            • 2400


                            2 LIGHT Fiend monsters Monsters your opponent controls lose 600 ATK. You can only use each of the following effects of "Fiendsmith's Lacrima" once per turn. If this card is Fusion Summoned: You can target 1 of your LIGHT Fiend monsters that is banished or in your GY; add it to your hand or Special Summon it. If this card is sent to the GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck; inflict 1200 damage to your opponent.


                            UR Rarity
                            Lacrima the Crimson Tears
                            UR Rarity
                            Lacrima the Crimson Tears
                            Lacrima the Crimson Tears
                            LIGHT 4
                            Lacrima the Crimson Tears
                            • ATK:

                            • 1200

                            • DEF:

                            • 1200


                            (This card is always treated as a "Fiendsmith" card.) If this card is Normal or Special Summoned: You can send 1 "Fiendsmith" card from your Deck to the GY, except "Lacrima the Crimson Tears". During your opponent's turn, if this card is in your GY (Quick Effect): You can target 1 "Fiendsmith" Link Monster in your GY; shuffle this card into the Deck, and if you do, Special Summon that monster. You can only use each effect of "Lacrima the Crimson Tears" once per turn.


                             Rarity
                            Fiendsmith's Sequence
                             Rarity
                            Fiendsmith's Sequence
                            Fiendsmith's Sequence
                            LIGHT
                            Fiendsmith's Sequence
                            • ATK:

                            • 1200

                            • LINK-2

                            Link Arrow:

                            Bottom-Left

                            Bottom-Right


                            2 monsters, including a LIGHT Fiend monster During your Main Phase: You can Fusion Summon 1 Fiend Fusion Monster from your Extra Deck, by shuffling its materials from your GY into the Deck. You can target 1 LIGHT non-Link Fiend monster you control; equip this card from your field or GY to that monster you control as an Equip Spell with the following effect. ● Your opponent cannot target the equipped monster with card effects. You can only use each effect of "Fiendsmith's Sequence" once per turn.


                             Rarity
                            Fiendsmith Engraver
                             Rarity
                            Fiendsmith Engraver
                            Fiendsmith Engraver
                            LIGHT 6
                            Fiendsmith Engraver
                            • ATK:

                            • 1800

                            • DEF:

                            • 2400


                            You can discard this card; add 1 "Fiendsmith" Spell/Trap from your Deck to your hand. You can target 1 "Fiendsmith" Equip Card you control and 1 monster on the field; send them to the GY. If this card is in your GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck; Special Summon this card. You can only use each effect of "Fiendsmith Engraver" once per turn.


                            UR Rarity
                            Moon of the Closed Heaven
                            UR Rarity
                            Moon of the Closed Heaven
                            Moon of the Closed Heaven
                            LIGHT
                            Moon of the Closed Heaven
                            • ATK:

                            • 1200

                            • LINK-2

                            Link Arrow:

                            Top

                            Top-Right


                            2 Effect Monsters You can target 1 face-up monster your opponent controls this card points to; this turn, if you Link Summon a Link-5 monster using this card you control, you can also use that monster your opponent controls as material. You can only use this effect of "Moon of the Closed Heaven" once per turn.


                            N Rarity
                            Fabled Lurrie
                            N Rarity
                            Fabled Lurrie
                            Fabled Lurrie
                            LIGHT 1
                            Fabled Lurrie
                            • ATK:

                            • 200

                            • DEF:

                            • 400


                            When this card is discarded to the Graveyard, Special Summon it.


                            well then...


                            This engine has 2 bodies = full combo Fiendsmith

                            but not to Caesar , but to Desirae instead

                            Number 41: Bagooska the Terribly Tired Tapir and Gallant Granite (Xyz)

                            SR Rarity
                            Number 41: Bagooska the Terribly Tired Tapir
                            SR Rarity
                            Number 41: Bagooska the Terribly Tired Tapir
                            Number 41: Bagooska the Terribly Tired Tapir
                            EARTH
                            Number 41: Bagooska the Terribly Tired Tapir
                            • ATK:

                            • 2100

                            • DEF:

                            • 2000


                            2 Level 4 monsters Once per turn, during your Standby Phase, detach 1 material from this card. If you cannot, destroy it. This Attack Position card cannot be destroyed by your opponent's card effects. Your opponent cannot target this Attack Position card with card effects. While this card is in face-up Defense Position, change all face-up monsters on the field to Defense Position, also negate the activated effects of monsters that were in Defense Position when that effect was activated.


                            SR Rarity
                            Gallant Granite
                            SR Rarity
                            Gallant Granite
                            Gallant Granite
                            EARTH
                            Gallant Granite
                            • ATK:

                            • 2300

                            • DEF:

                            • 1800


                            2 Level 4 monsters You can detach 1 material from this card, then activate 1 of these effects; ● Add 1 Rock monster from your Deck to your hand. ● Special Summon 1 Rock monster from your hand in face-down Defense Position. You can only use this effect of "Gallant Granite" once per turn.


                            Gallant Granite : Search any rock monster from deck to hand


                            Number 41 : go to sleep

                            I:P Masquerena and S:P Little Knight (couple progress together)

                            UR Rarity
                            I:P Masquerena
                            UR Rarity
                            I:P Masquerena
                            I:P Masquerena
                            DARK
                            I:P Masquerena
                            • ATK:

                            • 800

                            • LINK-2

                            Link Arrow:

                            Bottom-Left

                            Bottom-Right


                            2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.


                            UR Rarity
                            S:P Little Knight
                            UR Rarity
                            S:P Little Knight
                            S:P Little Knight
                            DARK
                            S:P Little Knight
                            • ATK:

                            • 1600

                            • LINK-2

                            Link Arrow:

                            Left

                            Right


                            2 Effect Monsters If this card is Link Summoned using a Fusion, Synchro, Xyz, or Link Monster as material: You can target 1 card on the field or in either GY; banish it, also your monsters cannot attack directly this turn. When your opponent activates a card or effect (Quick Effect): You can target 2 face-up monsters on the field, including a monster you control; banish both until the End Phase. You can only use each effect of "S:P Little Knight" once per turn.


                            Use I:P on S:P on enemy's turn, has 2 extremely annoying banishes, the only weakness of this combo is that somehow the enemy pulls out a ATK 1600 or higher and punches the S:P , you will lose 1 banish

                            Spright Sprind (x1)

                            UR Rarity
                            Spright Sprind
                            UR Rarity
                            Spright Sprind
                            Spright Sprind
                            FIRE
                            Spright Sprind
                            • ATK:

                            • 1400

                            • LINK-2

                            Link Arrow:

                            Top-Right

                            Bottom-Left


                            2 monsters, including a Level/Rank/Link 2 monster Cannot be used as Link Material the turn it is Link Summoned. You can only use 1 of the following effects of "Spright Sprind" per turn, and only once that turn. If this card is Link Summoned: You can send 1 Level 2 monster from your Deck to the GY. If another monster is Special Summoned while this card is on the field (except during the Damage Step): You can detach 1 material from an Xyz Monster you control, then target 1 monster on the field; return it to the hand.


                            Can throw Crystal Rose for combo, this card can also disrupt if paired with Xyz monsters

                            Apollousa Bow of the Goddess (x1)

                            UR Rarity
                            Apollousa, Bow of the Goddess
                            UR Rarity
                            Apollousa, Bow of the Goddess
                            Apollousa, Bow of the Goddess
                            WIND
                            Apollousa, Bow of the Goddess
                            • ATK:

                            • -1

                            • LINK-4

                            Link Arrow:

                            Top

                            Bottom-Left

                            Bottom

                            Bottom-Right


                            2+ monsters with different names, except Tokens You can only control 1 "Apollousa, Bow of the Goddess". The original ATK of this card becomes 800 x the number of Link Materials used for its Link Summon. Once per Chain, when your opponent activates a monster effect (Quick Effect): You can make this card lose exactly 800 ATK, and if you do, negate the activation.


                            banned in both OCG and TCG, easy to level up, negate monsters once per turn

                            Mudora the Sword Oracle (x1 (due to limit))

                            SR Rarity
                            Mudora the Sword Oracle
                            SR Rarity
                            Mudora the Sword Oracle
                            Mudora the Sword Oracle
                            EARTH 4
                            Mudora the Sword Oracle
                            • ATK:

                            • 1500

                            • DEF:

                            • 1800


                            You can discard 1 other EARTH Fairy monster; Special Summon this card from your hand, then you can place 1 "Gravekeeper's Trap" from your Deck face-up in your Spell & Trap Zone. (Quick Effect): You can banish this card from your field or GY, then target up to 3 cards in any GY(s), or up to 5 if "Exchange of the Spirit" is on your field or in your GY; shuffle them into the Deck. You can only use each effect of "Mudora the Sword Oracle" once per turn.


                            is EARTH Fairy Level 4, fusion or xyz are all good. This card also has the ability to prevent the enemy from using the grave by pushing cards from the grave to the deck, or restore goods for yourself by pushing cards from your grave to the deck.


                            and of course the easiest way to send this card to the grave is to fuse it

                            Baronne de Fleur, Elder Entity N'tss and Diviner of the Herald (x0-3)

                            UR Rarity
                            Baronne de Fleur
                            UR Rarity
                            Baronne de Fleur
                            Baronne de Fleur
                            WIND 10
                            Baronne de Fleur
                            • ATK:

                            • 3000

                            • DEF:

                            • 2400


                            1 Tuner + 1+ non-Tuner monsters Once per turn: You can target 1 card on the field; destroy it. Once while face-up on the field, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that card. You can only use the previous effect of "Baronne de Fleur" once per turn. Once per turn, during the Standby Phase: You can target 1 Level 9 or lower monster in your GY; return this card to the Extra Deck, and if you do, Special Summon that monster.


                            UR Rarity
                            Elder Entity N'tss
                            UR Rarity
                            Elder Entity N'tss
                            Elder Entity N'tss
                            LIGHT 4
                            Elder Entity N'tss
                            • ATK:

                            • 2500

                            • DEF:

                            • 1200


                            1 Synchro Monster + 1 Xyz Monster Must be Special Summoned (from your Extra Deck) by sending the above cards you control to the GY. (You do not use "Polymerization".) Once per turn: You can Special Summon 1 Level 4 monster from your hand. If this card is sent to the GY: You can target 1 card on the field; destroy it. You can only Special Summon "Elder Entity N'tss(s)" once per turn.


                            UR Rarity
                            Diviner of the Herald
                            UR Rarity
                            Diviner of the Herald
                            Diviner of the Herald
                            LIGHT 2
                            Diviner of the Herald
                            • ATK:

                            • 500

                            • DEF:

                            • 300


                            If this card is Normal or Special Summoned: You can send 1 Fairy monster from your Deck or Extra Deck to the GY, and if you do, increase this card's Level by that monster's Level, until the end of this turn. If this card is Tributed: You can Special Summon 1 Level 2 or lower Fairy monster from your hand or Deck, except "Diviner of the Herald". You can only use each effect of "Diviner of the Herald" once per turn.


                            Throw Fairy monsters from deck or Extra Deck to graveyard, can throw Nepyrim , Quartz plus resources or N'tss shoot card (whichever one you throw, this card's Level will increase to 6, add 1 more Level 4 body to get Baronne , free negate, shoot card, restore goods)

                            Herald of Orange Light (x0-3)

                            R Rarity
                            Herald of Orange Light
                            R Rarity
                            Herald of Orange Light
                            Herald of Orange Light
                            LIGHT 2
                            Herald of Orange Light
                            • ATK:

                            • 300

                            • DEF:

                            • 500


                            When your opponent activates a monster effect (Quick Effect): You can send this card and 1 other Fairy monster from your hand to the GY; negate the activation, and if you do, destroy it.




                            Tag(s):

                            Only good if you bring too many Fairies, this card is a handtrap with negate and destroy

                            LORE

                            N Rarity
                            Nehshaddoll Genius
                            N Rarity
                            Nehshaddoll Genius
                            Nehshaddoll Genius
                            EARTH 4
                            Nehshaddoll Genius
                            • ATK:

                            • 1800

                            • DEF:

                            • 1000


                            FLIP: You can target 1 "Shaddoll" monster you control; that face-up monster is unaffected by monster effects this turn, except its own. If this card is sent to the GY by card effect: You can target 1 Effect Monster on the field; neither player can activate that target's effects on the field this turn. You can only use 1 "Nehshaddoll Genius" effect per turn, and only once that turn.


                            R Rarity
                            Shaddoll Dragon
                            R Rarity
                            Shaddoll Dragon
                            Shaddoll Dragon
                            DARK 4
                            Shaddoll Dragon
                            • ATK:

                            • 1900

                            • DEF:

                            • 0


                            FLIP: You can target 1 card your opponent controls; return it to the hand. If this card is sent to the GY by a card effect: You can target 1 Spell/Trap on the field; destroy it. You can only use 1 "Shaddoll Dragon" effect per turn, and only once that turn.


                            SR Rarity
                            Shaddoll Fusion
                            SR Rarity
                            Shaddoll Fusion
                            Shaddoll Fusion
                            Spell Normal
                            Shaddoll Fusion

                              Fusion Summon 1 "Shaddoll" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If your opponent controls a monster that was Special Summoned from the Extra Deck, you can also use monsters in your Deck as Fusion Material. You can only activate 1 "Shaddoll Fusion" per turn.


                              UR Rarity
                              El Shaddoll Construct
                              UR Rarity
                              El Shaddoll Construct
                              El Shaddoll Construct
                              LIGHT 8
                              El Shaddoll Construct
                              • ATK:

                              • 2800

                              • DEF:

                              • 2500


                              1 "Shaddoll" monster + 1 LIGHT monster Must first be Fusion Summoned. If this card is Special Summoned: You can send 1 "Shaddoll" card from your Deck to the GY. At the start of the Damage Step, if this card battles a Special Summoned monster: Destroy that monster. If this card is sent to the GY: You can target 1 "Shaddoll" Spell/Trap in your GY; add it to your hand.


                              good turn 2, just play for fun




                              Companion unit:

                              - Yu-Gi-Oh! Guidance Vietnam

                              master-duel
                              5




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