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Gem-Knight Benitoite
****
EARTH
Fiend
ATK/2100 DEF/0

[i]A new Gem-Knight monster forged from the remains of Steelswarm minerals. This warrior shows an erratically evil path for Justice[/i]

Gem-Knight Sardonyx
****
EARTH
Pyro/Gemini
ATK/1900 DEF/1000

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
● You can return 1 of your Banished "Gem-Knight" Cards to your Graveyard and draw 1 card.

Gem-Knight Quartz
**********
EARTH
Rock/Fusion/Effect
ATK/3000 DEF/3000

"Gem-Knight Crystal" + 2 "Gem" Monsters

This card can only be Special Summoned by Fusion Summon (From the Extra Deck). While you control a face-up "Gem-Knight" Monster other than "Gem-Knight Quartz": This card cannot be removed from the field by card effects. If this card destroys a monster by battle: You can remove from play 1 "Gem" card in your Graveyard and draw 1 card.

Gem-Knight Bloodstone
******
EARTH
Fiend/Fusion/Effect
ATK/2400 DEF/0

"Gem-Knight Benitoite" + 1 "Gem-Knight" Monster

This card can only be Special Summoned by Fusion Summon (From the Extra Deck). Once per turn; you can send 1 "Gem-Knight" card from your hand to the Graveyard and banish 1 card on the field. If you activate this effect: Banish this card.

Gem-Knight Tanzanite
*******
EARTH
Fiend/Fusion/Effect
ATK/2350 DEF/0

1 "Gem-Knight" Monster + 1 Fiend-Type Monster

This card can only be Special Summoned by Fusion Summon (From the Extra Deck). Once per turn; you can send 1 card in your hand to the Graveyard to Special Summon 1 "Gem-Knight" monster in your Graveyard. If the monster Special Summoned was not a Normal Monster, this card cannot declare an attack this turn.

Gem Tiger
****
EARTH
Beast/Effect
ATK/1900 DEF/800

When this card is Normal Summoned: Add 1 card from your Deck to your hand that includes an effect that Fusion Summons a "Gem-Knight" monster.

Gem Sage
****
EARTH
Spellcaster/Effect
ATK/500 DEF/2100

When this card is Normal Summoned: this card's Battle Position is switched to Defense Position. Each time a "Gem-Knight" monster is Fusion Summoned: Both players can draw 1 card. Then, they can send 1 card from their hand to the Graveyard.

The Gem-Knight Trinity
Normal Spell Card

Activate only while you control at least 2 "Gem" monsters. Add 1 "Gem-Knight" monster from your Deck to your hand.

Gem-Knight Hierarchy
Normal Spell Card

During the turn this card was activated: Each time you Fusion Summon a "Gem-Knight" monster, you can Normal Summon an additional "Gem-Knight" monster.

Gem Burst
Normal Trap Card

Tribute 1 "Gem-Knight" monster you control. Destroy up to 2 cards on the field.

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Benitoite kinda breaks the rule of 2000. I like that rule :( Flavor text is awesome.

Sardonyx helps with the draw power, which Gems could really use. Other effect seems like it's only useful for more Gem Fusion abuse.

Quartz is OP. Easy to summon, can attack with impuity and generates advantage by doing so, and very difficult to deal with. Even [s]when[/s] if you do you have the stuff it drew to face. Just because it's beatable doesn't mean it's not broken, the way to deal with this thing is pretty similar to Shi En.

Bloodstone... is the essence of all things Gem-Knight. It has its drawbacks, but they can be worked around. Just use Pyroxene Fusion or Gem-Enhancement to protect itself from its own effect. What it lacks in power it makes up for in potential abuseability. A wonderful addition to the archetype.

Tanzanite abuses the discard fodder generated by Gem-knight Fusion to operate like Zombie Master. Summon one of the geminis, use its effect to get a +1, that's +2 right there and you can now fuse something else. Given that it's a fusion monster, I say it's excellent!

Gem-Tiger... *drool* Turtle is a terrible searcher, Gems need this! The only thing stopping me from running Gem-Knights is Gem-Knight Fusion's poor searchability. I was thinking of a different effect to cover the searching needs, but this is great too! Small OCG fix,[i] When this card is Normal Summoned: Add 1 card from your Deck to your hand that [b]includes an effect that[/b] Fusion Summons a "Gem-Knight" monster[/i]

I wouldn't run Gem-Sage. His effect benefits your opponent as much as it does you, and since it triggers upon a fusion summon it's difficult to abuse Gem Fusion.

Trinity seems a bit hard to use, and gems have all the search power they need with Armadillo. It can be a dead draw.

I'm guessing Heirarchy supports Particle fusion and the geminis, but it seems a smidge costly. I'd just use Double Summon if I needed this effect.

Gem Burst is... WTF. Too many effects, man. Both of those cost/effect relationships could fit on one card each with a little tweaking. Icarus Attack and Dark World Dealings... powerful and very useful, but I don't like it.

Overall, most of these cards are very good, you have some very Gem-Knighty cards here. I'd run a lot of these.

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