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).

Gem-Knights Guide
Sections covered in this guide:
dirty way of playing
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
Okay, this card can't be merged from the deck. But there are cards that require this card to be merged from the deck.
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.
Fusion of resources from deck and extra deck
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.
Gem-Knights
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)
Quartz but no phantom and has 7 colors to summon servants
Before Circular, no one was Circular. After Circular, everyone is Circular.
Quartz but with the word Phantom and not enough 7 colors to summon servants
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
Not Rock, this Topaz is not debt collection
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!
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)
Staple
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 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.
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)









































































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