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yangaud

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PostSubject: gem-knights   Fri Mar 23, 2012 9:30 am

alright i havent posted a deck in such a while but i just felt like it i had time to kill so thats my take on gem-knight =)

so for the one who deosnt know how gem-knight works its basicly same has heroes they use a lot of fusion no syncro some xyz if u like em the important thing about this archetype is that most of the best monsters for syncro material are gemini wich mean it opens a lot of plays like gemini spark and all the other support on normal monsters in the grave bascly they are aliuses if u know how hereos works.

also they will relly on the version of polymerisation u will probably say poly sucks but there version is just 1000 times better in the fact thats when its in the grave you can remove from play 1 gem-knight to get this card back in your hand

Spoiler:
 
they have also they own version of stratos and woodsman(on crack) wich will make the deck get more pluses and have more speed

Spoiler:
 
Spoiler:
 

all the good fusion relly on a gem-knight and a type or an atribute wich gives u super poly plays if u like it i dont like in this deck tho but meh u can give it a shot Razz

the best fusion material are gem-knight lazuli and gem-knight obsidian they mill give u free pluses for fusioning boss monsters

Spoiler:
 
Spoiler:
 

so for the deck list


Monster:
2x effect veiler
3x gem-armadillo
3x gem-knight amber
1x gem-knight lolite¬ł
2x gem knight lazuli
3x gem-knight obsidian
3x gem-knight sanyx
2x gem-turtle
2x thunder king rai-oh

spells:
1x dark hole
3x gem-knight fusion
3x gemini spark
1x heavy storm
1x monster reborn
2x mystical space typhoon

traps:
2x fiendish chain
1x mirror force
1x solemn judgment
2x solemn warning
2x torrential tribute

extra:
1x gem-knight amethys
3x gem-knight citrine
2x gem-knight master dia
2x gem-knight prismaura
3x gem-kknight seraphi
3x gem-knight zirconia
1x utopia


Spoiler:
 

thx for reading and coments are always welcome =)
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Dukemon

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PostSubject: Re: gem-knights   Fri Mar 23, 2012 10:41 am

OCG deck is OCG. It's still cool. And it's like Heroes but not heroes and no bubblebitch i mean man.
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Princess Hyakka
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PostSubject: Re: gem-knights   Fri Mar 23, 2012 4:42 pm

love your deck relly good and nice OCG
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Scorpion67
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PostSubject: Re: gem-knights   Sat Mar 24, 2012 2:11 am

Nice job bro, Gem knights are pretty cool, It about time we get them in the tcg Smile

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gutsberserk
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PostSubject: Re: gem-knights   Sat Mar 24, 2012 4:55 am

Have you tried out Rescue Rabbit in this? Seems like he would make the deck more explosive and set up your Fusion plays much faster. Also makes instant Lavaval Chain to dump the Fusion to the grave or Daigusto Emeral to bring back non-effect monsters.

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yangaud

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PostSubject: Re: gem-knights   Sat Mar 24, 2012 5:15 pm

i could but i would have to play the normal monsters and i dont rly like them D: but its a nice idea i will prolly try it
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gutsberserk
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PostSubject: Re: gem-knights   Sun Mar 25, 2012 2:08 am

off the top of my head:

Spoiler:
 

maybe it sucks , was just an idea Razz
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yangaud

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PostSubject: Re: gem-knights   Sun Mar 25, 2012 2:43 am

well it looks cool expt for the gem turtle i know ive talked about it but me and scorp talked and we agreed thats it is rly slow for the format but eh expt that looks fine
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Dragonslayer9800

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PostSubject: Re: gem-knights   Tue Mar 27, 2012 5:37 pm

Here is what I came up with

http://imgur.com/QRGAp

Running Rabbit at 3 and only having two targets for it didn't make too much sense to me. 3 allows for more options and easier plays. I run turtle at 3 because slow or not your deck NEEDS gem-knight fusion. The more ways you have to draw it the better.
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yangaud

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PostSubject: Re: gem-knights   Tue Mar 27, 2012 7:08 pm

man that deosnt make sence why playing 2 gem knight fusion if the deck ''needs it'' at all cost and turttle is just slow for the format maybe hes gonna be better next format and the deck deosnt relly tottally on gem fusion u can play spark if u dont go normal monsters wich normaly gives u time and if u run 3 gem knight fusion u will always ending up drawing and all u need is 1 in your hand + running traps (good traps) will give u the time to get those fusion eazy return and d.d.r. just seems ranom at some point and if u dint knew d.d.r is mostly a minus and this deck cant afford minus

for the rest it seems legit but deos rabbit runs 3 different normal monsters no they dont need to same whit this thats why u should just run poa and it will giives u more place to add better stuff than gem-knight that sucks for a gems knight that has a nice effect

so anyway nice try but i just think your version is not consistent you should work on it hope u dont take any of this bad im jus trying to help Razz but nice try
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everything anti-meta

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PostSubject: Re: gem-knights   Fri Mar 30, 2012 5:28 am

I like this deck. It looks like it is pretty fast. The only thing that i would change is -1 judgement and add 1 fiendish chain. But mostly because of personal preference.
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