Friday, 16 September 2011

Gem-Knights and Rescue Rabbit

Made something new, and thought I'd share it. I'm pretty sure that at this moment the deck only exists on DN, because some of the cards in it aren't out in either the OCG or the TCG. This makes it more of a fun build, but that doesn't diminish from it too much if you're casual.


3 Gem-Knight Gardnet
3 Gem-Knight Tourmaline
3 Gene-Warped Warwolf
3 Gem-Knight Obsidian
3 Rescue Rabbit
3 Tour Guide of the Underworld
1 Sangan

3 Gem-Knight Fusion
2 Mystical Space Typhoon
2 Pot of Duality
2 Gold Sarcophagus
1 Dark Hole
1 Heavy Storm
1 Monster Reborn
1 Mind Control

2 Mind Crush
2 Gem Enhancement
2 Solemn Warning
1 Solemn Judgment
1 Trap Dustshoot

2 Gem-Knight Topaz
2 Gem-Knight Ruby
1 Gem-Knight Citrine
1 Gem-Knight Prism Aura
2 Number 39: Utopia
1 Gem-Knight Pearl
1 Kachi Kochi Dragon
1 Steelsworn Roach
2 Leviair the Sea Dragon
1 Number 30: Acid Golem of Destruction
1 Number 17: Leviathan Dragon


So, here we have a Gem-Knight deck based around the Rescue Rabbit and Tour Guide of the Underworld. Principle is fairly easy to understand and pretty effective, play Rescue Rabbit, banish to search 2 Gem-Knights or 2 Warwolves and recycle the Rabbit later on with Tour Guide into Leviail the Sea Dragon.

The deck is built to play very fast. Games with it rarely last longer than 5-10 minutes if you're playing it fast enough. Every card is good to draw early game with the exception of possibly Gem Enhancement (which is likely to be replaced with Call of the Haunted. It survives for now because it can recycle big attacking Gem-knights for OTKs).

This deck doesn't necessarily have a lot of good options when it comes to top-decking. It has some decent beaters, but it cant top-deck easily into a boss unless you got a poor start because the Rabbit will have sent all your targets to the graveyard early on.

What this deck does do though is put damage on the table and do it /fast/. The minimum a Rescue Rabbit on its own puts on the table as long as it has targets is 3200, with the max being 4000. When recycling with Leviail, putting 8000 out in one turn is actually pretty easy.

Gem-Knight Obsidian is used at 3 primarily for use with Gem-Knight Fusion. The combo can lead to easy big monsters (usually Rubys or Topaz) almost for free, and Gem-Knights removed with GK Fusion can be recycled with Leviail if you want.

2 Pot of Duality is used here because it is useful on the first turn and can ensure a good set-up. Issue with it is though, you never want to draw more than 1, so running 3 is overkill.

Gold Sarcophagus is used for a very fast combination with Tour Guide on turn 1. Tour Guide into Leviail, banish Rescue Rabbit with Gold Sarcophagus, and special summon Rabbit with Leviail. This can lead to a defensive set-up with either Utopia or Roach (I personally prefer Utopia), while preparing to recycle Rabbit the next turn for a total of over 8000 damage (less if you used Roach).

The Trap Dustshoot and Mind Crush engine is used here to give early control and advantage. Both can be absolutely fantastic, as they let you read the opponent's hand and check for threats. Plus there's not too much of a downside if you make a blind call with Mind Crush and discard either GK Fusion or GKObsidian.

This deck might not have the /best/ win ratio around, but its not inconsistent at all and since I started using it my rating on DN has shot up because of the speed that it wins. Give it a try, make some adjustments to it yourself if you want. It's well worth it.

No comments:

Post a Comment