Created by: YGO Mod (20517634)
Created On: 11/09/2025
Main: 40 Extra: 15






DARK
7Gem-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.






LIGHT
4Gem-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.






EARTH
4Gem-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.






WIND
4Mulcharmy 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.






WATER
4Mulcharmy Purulia
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 Normal or Special Summons a monster(s) from the hand, 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.






LIGHT
11Nibiru, 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.






LIGHT
2PSY-Framegear Delta
ATK:
1200
DEF:
0
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. During either player's turn, when your opponent activates a Spell Card while you control no monsters: You can Special Summon both this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or Graveyard, and if you do, negate that activation, and if you do that, destroy that Spell Card. During the End Phase, banish the face-up monsters Special Summoned by this effect.






LIGHT
2PSY-Framegear Gamma
ATK:
1000
DEF:
0
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. When your opponent activates a monster effect while you control no monsters (Quick Effect): You can Special Summon both this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or GY, and if you do, negate that activation, and if you do that, destroy that monster. During the End Phase, banish the face-up monsters Special Summoned by this effect.






Spell
ContinuousBrilliant 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.






Spell
NormalGem-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.






Spell
ContinuousScatter 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.






Trap
NormalInfinite 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.






Trap
CounterRed 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.






EARTH
6Gem-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.






EARTH
10Gem-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.






EARTH
8Gem-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.






EARTH
9Gem-Knight Master Diamond
ATK:
2900
DEF:
2500
3 "Gem-Knight" monsters Must first be Fusion Summoned. This card gains 100 ATK for each "Gem-" monster in your Graveyard. Once per turn: You can banish 1 Level 7 or lower "Gem-Knight" Fusion Monster from your Graveyard; until the End Phase, this card's name becomes that monster's, and replace this effect with that monster's original effects.






EARTH
9Gem-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.






EARTH
6Gem-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.






EARTH
6Gem-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.






EARTHGem-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.






WIND
8Accel Synchro Stardust Dragon
ATK:
2500
DEF:
2000
1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can Special Summon 1 Level 2 or lower Tuner from your GY. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Stardust Dragon" from your Extra Deck (this is treated as a Synchro Summon), then, immediately after this effect resolves, Synchro Summon 1 Synchro Monster using monsters you control as material. This turn, the monsters Synchro Summoned by this effect are unaffected by your opponent's activated effects. You can only use each effect of "Accel Synchro Stardust Dragon" once per turn.






WIND
10Baronne 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.






DARK
10Chaos Angel
ATK:
3500
DEF:
2800
1 Tuner + 1+ non-Tuner LIGHT or DARK monsters For this card's Synchro Summon, you can treat 1 LIGHT or DARK monster you control as a Tuner. If this card is Special Summoned: You can target 1 card on the field; banish it. This card gains these effects based on the original Attributes of materials used for its Synchro Summon. ● LIGHT: Synchro Monsters you control are unaffected by monster effects activated by your opponent. ● DARK: Monsters you control cannot be destroyed by battle.


























