Table of Contents
In this article
- Table of Contents
- Introduction & History
- Deck Analysis
- Deck Making Choices
- Technical Plays
Introduction & History
Until the recent debuts of Gemini Spark and Dark Valkyria, Gemini cards and decks alike were simply categorized under the YouTube section (haters will say they still are). With the introduction of the 14th main box Gaia Genesis, Gemini has received brand new tools that offer both consistency and superb spot removal. In this guide I hope to offer useful insight on how to optimally play and construct an up-to-date Gemini deck.
This guide will not be covering the “combo” version of the deck because it will not be relevant in the meta. The combo deck featuring the “Chemicritter” cards is simply far too flimsy and only achieves what many other decks achieve better. The Chemicritters may see the occasional love on the ladder, but the addition of Gemini Spark will not make them viable like the control build that I will be delving into. The addition of Gemini Spark with the control build, however, not only strongly improves its consistency (especially with Balance), but unlike the Chemicritter/combo build it has multiple win conditions. Should the combo variant miraculously become relevant, I will create a section on that.
There is also potential for a hero variant featuring Elemental HERO Wildheart, Elemental HERO Neos Alius and Where the Heroes Dwell. I am not convinced that this deck will be enough to deal with the current meta. It also seems like this deck should be more so categorized as Elemental HERO, not Gemini. However if this concept becomes relevant and people consider it a Gemini deck I will make a section on it.
About the Author
Hello, I’m Luke from the UK. I play both Duel Links and the TCG competitively and enjoy them both (mainly Duel Links); I am doing decently in the current Duel Links Meta season (3). I am very fond of the Gemini cards and it brings me great joy to see the new support that we are getting. Hopefully this guide helps!
The typical opposite of a “combo” deck is a “control” deck. Gemini is a control deck and that means that it has a lower ceiling than decks such as Fur Hire and Masked Hero – it has limited plays that it can make during the early phases of the game; it needs to buy some time against combo decks to establish its position of advantage. Due to its low ceiling, Gemini functions by crippling the opponent’s resources through removal and forcing the activation of backrow due to maintaining pressure thanks to its relatively heavy swingers. The deck operates much like Fish Control, but in a more consistent and oppressive manor. Gemini now has many useful tools at its disposal that allow it to strike through opposing defenses despite its lack of high ceiling. The two main viable skills for this deck are Balance and Switcheroo – this guide will explore both of those in depth to give you an understanding of why they are optimal how you can construct a deck with them.
In addition to what I have mentioned already, Gemini has multiple appealing features. Not only does it have fantastic backrow, but the monsters themselves have respectable effects despite not having one on the first turn without Supervise. In terms of the current meta, their attack stats are very solid in regards to Normal Summon-able monsters (sitting at around 1800 and 1900). Monster removal is ideal against other control or simplified/slow decks, and this deck has monster removal in multiple forms. Because of this, Gemini is one of the few viable control decks that can confidently take down Amazoness (other than itself).
Decks that are not easily prone to destruction can potentially decimate Gemini depending on their opening hands. A resilient deck opening with multiple ways to keep on pushing through backrow will prove problematic if the Gemini player does not have access to enough disruption or to a card such as Widespread Ruin or Drowning Mirror Force that they can use as a safety net.
In regards to individual cards, Hey, Trunade! is obviously devastating if followed up by an OTK. However Hey, Trunade! may not prove as effective if the Gemini player goes second. This is because they may have access to a card such as Gemini Spark to chain to Hey, Trunade!, or they may have Supervise to make themselves far less vulnerable to an OTK. Next, a considerable threat is Treacherous Trap Hole and if the Gemini player makes too aggressive plays they can straight up lose to it. Later in the guide, I explain how you can play around Treacherous Trap Hole.
The final main notable weakness would be a matchup of the current format - Spellbooks. Dealing with Spellbooks can be a disaster when going second, but when going first disruptions to the Spellbook Magician of Prophecy play can be incredibly impactful, or a tech card such as Drowning Mirror Force could help too. Other monster removal such as Dark Valkyria and Heavy Knight of the Flame is useful to deal with Silent Magician and Silent Magician LV8. If playing Birthright the Gemini player can set this up against Spellbooks via Gemini Spark.
The above are the primary weaknesses to the Gemini control deck. There are smaller burdens that the deck must carry, such as an early game Wiz, Sage Fur Hire getting to stick. Dealing with Wiz is not a severe problem, however Wiz, Sage Fur Hire can negate your attempt to make a push with a card like Supervise and deny the revival effect (because the Equip Spell card never hit the field). Another notable weakness would be cards with roles such as Paleozoic Canadia and Floodgate Trap Hole, because they can also stop the Gemini Summon in the same way that they halt a regular Normal Summon. To conclude the notable weaknesses, the deck can struggle when attempting to recover from a severe downhill position. If playing it, Supervise can definitely turn a game around, but Supervise will not always be enough. For example, Gemini does not have an individual card like Amazoness Princess that it can use to redeem its loss of advantage. Without a setup involving Supervise or Birthright, a Gemini player in a resource-drained position may struggle to get a win from behind.
Deck Making Choices
Gemini Spark [Optimal Count 3]
The hype of the deck and for good reason - it has great flexibility. The only reason to not max-out on this card would be inaccessibility. For those unfamiliar, the monster does not need to be Gemini Summoned in order to be tributed for Gemini Spark; this is what makes it so fantastic.
Dark Valkyria [Optimal Count 3]
The new addition to the Gemini cards alongside Gemini Spark. It is the best normal summon of the deck with the ability to start picking apart your opponent’s field so that you may start taking away chunks of their life points and wither down their advantage.
Heavy Knight of the Flame [Optimal Count 2 minimum]
When playing proactively, this card allows you to force out backrow. Against Amazoness it will also banish their monster before Amazoness Onslaught can banish Heavy Knight of the Flame. Against Sea Stealth Attack both monsters will be banished, but that is still a valuable trade-off against Fur Hire.
The Supervise Dilema
Supervise is not a core card. Being able to use the Gemini effects of your monsters immediately is fantastic. The card being able to float allows you to make more risky plays, too. But if it’s so great, why do I not have it listed under Core cards? This is because a very valid argument against using this card involves the current format we are in – there is a lot banishing and interruption to demolish an early Supervise play, making it not so great until you have a Gemini monster in your graveyard. Leaving it there would just create more questions than answers, so here are the reasons for and against using Supervise. I have put more reasons in favor of using Supervise because it is the side of the argument that needs more proof.
Advantages of playing Supervise
Playing Supervise lets you use Evocator Chevalier. In the later stages of the game where you have a Gemini monster in your Graveyard, you are able to gain value by destroying one of your opponent’s cards and reviving a Gemini monster when you use Evocator Chevalier. Another play with Evocator Chevalier would be to use it in combination with Supervise and Gemini Spark, because chaining Gemini Spark to Evocator Chevalier’s effect lets you revive the Evocator Chevalier even if you had no Gemini Monsters in your Graveyard prior. This is a three card combo that will not happen too often, however.
Not playing Supervise means that Evocator Chevalier loses its effect. Any replacement for Evocator Chevalier has a suboptimal effect considering that you have to wait a turn to use it.
Supervise has good synergy with Gemini Spark. When the two are paired together it can become brutal. More than often Supervise will force the activation of an opponent’s backrow card, creating an ideal opportunity to activate Gemini Spark to net a lot of advantage. With Balance variants of the deck in particular, drawing into both Gemini Spark and Supervise is common.
Although Supervise may seem terrible against Amazoness on paper, it is granted usefulness thanks to Gemini Spark and Evocator Chevalier. In addition to what’s already been mentioned about the interactions, there is a valuable utility that Supervise has against Amazoness. When you make a play using Supervise in the Amazoness matchup it will likely prompt the activation of a face-down Paleozoic Canadia. At the very least you will now have a 50/50 chance at getting rid of the Amazoness Onslaught using Gemini Spark and you will be able to revive the monster that was just tributed. If you are yet to normal summon, you can also Gemini Summon that monster.
In addition to the above paragraph, Evocator Chevalier works against Amazoness with Supervise too. However you do need a Gemini monster in the Graveyard but this can be achieved through Gemini Spark or an opponent’s Treacherous Trap Hole. You can eliminate an opponent’s Amazoness Onslaught or a face-down card with Evocator Chevalier and then get the revival effect of Supervise.
By playing Supervise you are unlikely to be OTK’d by a Fur Hire player. Without playing it Hey, Trunade! becomes a bigger threat.
A lot of your recovery plays are enabled by Supervise. In the late game, Supervise lets you pick apart at a field whilst getting a beatstick to recur from the Graveyard when it falls off. Without Supervise, a Gemini player fighting an uphill battle relies on mass removal to get themselves back into the game. However Birthright is a good tech choice, you just have to wait an extra turn.
Disadvantages of playing Supervise
Supervise is not ideal against Spellbooks without Sealed Tombs due to Spellbook of Fate. This is because you need to setup a Gemini monster in the Graveyard (through Gemini Spark) and be able to not have one of your monsters immediately removed by Spellbook of Fate. This is quite an unlikely setup to establish and by the time you gather the pieces to execute it they will probably have access to a Silent Magician. Playing Supervise without Sealed Tombs makes an already unfavorable matchup worse.
You may want more slots in the deck for interruption. Supervise is used as a safety net to push through disruption and to withstand the opponent applying pressure. However, you may value having more interruption more valuable than having Supervise. In the Fur Hire matchup having as much disruption as possible is crucial, and Supervise doesn’t offer help in that department.
Not playing Supervise means that the value of Birthright increases. With the inclusion of Birthright and Supervise in the same decklist, the Gemini player may often find themselves in a situation where they have not enough or no defensive cards. This is because both Supervise and Birthright replace disruption. Birthright is great to flip up in your opponent’s end phase, and not using Supervise makes Birthright a more viable tech choice because of the reasons mentioned.
Conclusion on playing Supervise
There is valid points for both sides of the argument, and I am inclined to believe that one way of playing it is not definitively better than the other. In terms of choosing to play Supervise, I am fond of 2 copies of Supervise because a lot of the points that support playing Supervise mention the late game. A progressed game state is when Supervise is at its best, and playing 2 copies of it enables you to capitalize on that.
As random as it may sound, playing a singular copy of Supervise is also a viable route to take when constructing your Gemini deck. This is because it maximises the odds of seeing it later in the game and lowers the odds of seeing it too early, when you do not have enough setup to get the full value out of it. However, playing 1 copy means that when you need it in the late game it will be harder to fish out of your deck.
Evocator Chevalier Its effect proves relevant in the mid to late-game when paired with Supervise. You can set up the graveyard with Gemini monsters and bring them back whilst simultaneously picking your opponent’s board apart. It also has a respectable attack status of 1900, allowing it to attack over cards such as Amazoness Paladin. This card is fantastic, but it is not listed under core cards because Supervise is not a core card. Without Supervise in your deck this card has no purpose.
A potential replacement for Heavy Knight of the Flame and/or Evocator Chevalier, making it a potential card to play for decks without Supervise (because decks without Supervise will not play Evocator Chevalier). It can be very useful for reviving Dark Valkyria. With this format in particular, be considerate that its attack is below the 1600 threshold. This means that it cannot attack over Seal, Strategist Fur Hire, an attack position Wiz, Sage Fur Hire, Amazoness Swords Woman or any of the Destiny HEROes.
It has a useful effect, but much like Blazewing Butterfly its attack is below the 1600 threshold. I would not advise playing a Gemini monster that has an attack below this threshold because you will not always be able to rely on their effects.
Ancient Gear Knight
It has an attack status above the 1600 threshold, which means that this card could see play in decks that do not run Supervise as it can replace Evocator Chevalier. If cards such as Drowning Mirror Force and Wall of Disruption grow in popularity this card could definitely see play.
Another potential replacement for Evocator Chevalier in decks without Supervise. This is because it has an attack status above 1600 and it has a relatively useful effect, too. Until cards like Wall of Disruption and Drowning Mirror Force become more popular, this will be a better Evocator Chevalier replacement than Ancient Gear Knight.
Knight of the Red Lotus
It is an option that decks not using Balance can play, but it is rather gimmicky and requires too much setup. The card is win-more and doesn’t advance your game state enough to warrant having to tribute summon it most of the time.
This card is even more so tied to the combo/Chemicritter variant of the deck than Knight of the Red Lotus, because tribute summoning it is unrealistic. Therefore, it has no place in the deck we are delving into and there isn’t too much to talk about in regards to this card until the Chemicritter version of Gemini proves its worth.
This card is too situational and requires a lot of setup in order to get any utility. It is also not a Gemini Monster, which means that it has no synergy with Gemini Spark.
It has a better effect than Energy Bravery, but much like Energy Bravery it has no synergy with Gemini Spark. It also does very little if you draw it in the mid to late-game. This is because summoning from your hand then will be quite ineffective due to the pressure from your opponent you’ll have to withstand.
Super Rush Headlong
A superb card because It protects your monsters for long enough so that you are able to Gemini Summon them and it can often deal with multiple threats. It is very useful in the Amazoness and Masked Hero matchups and has moderate usefulness against most other decks in the format, too.
This card is great for halting a normal summon play and for negating Wiz, Sage Fur Hire. Despite how useful it is, be mindful that you will rarely use it for battle-related purposes. This is because when your monsters are above the 1600 attack threshold they are bigger than most normal summon-able monsters in the format.
Can be used in the builds without Balance. It is great against Amazoness and has utility across the board. Sometimes, you can banish it from the Graveyard to destroy your own Supervise and go off from there.
It has a similar purpose to Galaxy Cyclone. The difference is that it can hit face up Spell and Trap cards instantly and it doesn’t let Amazoness Onslaught float. It can be used with Switcheroo and you will see this guide further exploring Cosmic Cyclone in Switcheroo Gemini decks.
Order to Charge
An interesting tech choice that may sound like a second Gemini Spark, however it is a -1. Perhaps in a format when the -1 is worth it this card will see play, but this card is simply too weak at the moment.
A highly recommended backrow card, especially if choosing to use Balance. Acting both as disruption and future recursion is incredibly strong. There is no unique interaction that it has with Gemini, unless you play Order to Charge.
Floodgate Trap Hole
Essentially a less flexible version of Paleozoic Canadia.
Drowning Mirror Force
An excellent removal card that improves the Spellbook and Masked Hero matchups by playing it. However, if they acknowledge that you might have it, them playing around it could cost you a game. The interaction lies with Gemini Spark to clear your monster zones. Birthright is also good alongside it because you can allow them to over-commit.
A fantastic card against Masked Heroes, Amazoness and Spellbooks (to deal with Silent Magician and Silent Magician LV8). Be considerate that the card cannot help deal with multiple threats. But with all the removal the deck has, this may not be an issue.
Reviving a Gemini in your opponent’s end phase can allow for you to apply a lot of pressure on the following turn. Birthright is better than Powerful Rebirth in this deck because a monster revived with Powerful Rebirth is unable to be tributed for Gemini Spark.
Wall of Disruption
A very strong tech choice. It has a similar function to Drowning Mirror Force in terms of severely punishing over-extending, the difference being that it can protect your monsters that are out on the field whereas Drowning Mirror Force cannot.
Gemini Trap Hole
This card is too win-more, because its activation requirements demand that you need a monster that has been Gemini Summoned. It is situational, especially since it is not trigger-able off monster removal. This means that cards such as Donpa, Marksman Fur Hire, Amazoness Onslaught and Sea Stealth Attack are able to get around it.
Treacherous Trap Hole
Definitely a considerable tech choice. If you are using Balance, an effective way of utilizing it would be to play both Paleozoic Canadia and Birthright to clean your graveyard of Trap cards.
Curse of Anubis
Protecting your monster(s) for a full turn can be very efficient as it buys you time to Gemini Summon. However, I do not think it is optimal in this current format because of cards such as Donpa, Marksman Fur Hire, Spellbook of Fate and Treacherous Trap Hole that remove monsters through means other than battling.
Being able to negate Hey, Trunade! and Mayhem Fur Hire is great, but none of the viable Gemini Monster cards have good Defense points and will likely get run down by many monsters in the format. You also cannot tribute face-down Gemini monsters for Gemini Spark.
This is the skill that you seek if you value consistency over being able to play more Spell cards. This is because it gives you incredible consistency as you are guaranteed to open up with at least 1 of either Gemini Spark or another Spell card alongside a Monster Card and a Trap Card. When built with enough disruption (at least 7) the Balance variant becomes incredibly reliable. When playing Supervise drawing a combination of Supervise and Gemini Spark is also very good. If using Balance I highly advise playing a ratio of 8 Monsters, 6 Spells and 6 Traps. This is because you want enough monsters such that you can easily replenish your advantage. Playing less monsters also means that you may often be against a wall in a simplified game state and a top-decking situation.
This skill can be used in synergy with multiple copies of Cosmic Cyclone. If you wish to exceed the 6 Spell card lineup using Cosmic Cyclone, this could be a great skill for you. If you wish to play Switcheroo I advise playing it for the purpose of capitalizing on the usage of Cosmic Cyclone. Playing Switcheroo with the sole intention of increasing consistency is suboptimal because Balance is the key skill for consistency purposes.
This a skill that is typically reserved for combo decks, and this isn’t one. In terms of consistency, there is no severe flaw with the Balance variant, meaning that there is no need to use a consistency skill other than Balance when consistency is what you desire most.
A good option to use against Spellbooks, making it considerable if you expect to play againt many. Going second against Spellbooks can often be incredibly difficult. However, Spellbooks are not dominant enough in the meta at the moment to play a Skill that only influences one particular matchup. It does have some minor interactions against Amazoness and Fur Hire such as stopping Amazoness Onslaught from floating and preventing the activation of Mayhem Fur Hire. A better way that you might choose to address the Spellbook situation could be to play Trap cards such as Drowning Mirror Force. Sealed Tombs also stops you from getting the Graveyard recursions from Supervise and/or Birthright if you play them.
The Tie that Binds
This skill may become considerable if we progress into a format where monsters with attack stats of around 1900 are prevalent. However, in the current format this skill has no utility because the relevant attack threshold is 1600 due to cards such as Seal, Strategist Fur Hire and Amazoness Swords Woman.
In the current state of the game, the two most viable skills are Balance and Switcheroo. Balance is fantastic for giving your consistency a massive boost, and Switcheroo allows you to get a lot of value from Cosmic Cyclone whilst not throwing away the consistency that you get from Balance. Other skills such as Sealed Tombs have potential but I do not recommend them because they trade in consistency for perks that won’t be worth the loss of many good hands. I highly value both Balance and Switcheroo; I believe that they are the 2 most viable skills.
The Balance version will be the best way to play the deck if you seek consistency. Therefore, I have chosen to present 3 sample decks using the Balance Skill. The first noticeable thing would be that all 3 of these decks are using the ratio of 8 Monsters, 6 Spells and 6 Traps. 6 Spells and Traps I believe is required because 8 Monsters is what I see as ideal because it is the maximum you can play with Balance without breaking the consistency formula. You want as many Monsters as possible so that you can keep top-decking them, and then the cards that are not Gemini Spark fill out the rest the deck.
In regards to the Monsters, the next noticeable thing would be that all 3 of the decklists are playing a lineup of 3 Dark Valkyria, 3 Evocator Chevalier and 2 Heavy Knight of the Flame. Playing 3 Dark Valkyria is relatively unquestionable, but the reasoning behind slightly favoring Evocator Chevalier over Heavy Knight of the Flame may not be as obvious. It isn’t a massive difference and many players may choose to play more Heavy Knight of the Flame than Evocator Chevalier, but Evocator Chevalier paired with Supervise in the mid to late-game can be devastating as mentioned previously and by playing the maximum number of copies you increase your chances of that happening. Not using Supervise strips Evocator Chevalier of its usefulness, and there are sample decks and explanations for decks without Supervise in the later part of this deck building sediment.
With the exception of the 3 copies of Gemini Spark, all 3 of these sample decks are playing different Spell card lineups. Most noticeably, I have made them play different quantities of Supervise. This is because any number of Supervise is viable in this current format. For example, 1 or 2 copies is justifiable because a lot of its purposes come from the late stages of the game. If you choose to play less than 3 copies of Supervise then you must fill the missing slots in the Spell Card lineup. The three cards that I feel are most suited to fill these slots are Forbidden Chalice, Super Rush Headlong and Cosmic Cyclone. They all have very useful functions in this format.
The final noticeable thing amongst these 3 decks to cover is the Trap lineup. To begin with, all 3 of these decklists are using Paleozoic Canadia. Paleozoic Canadia is a fantastic card in this format due to the effectiveness it has against every meta deck across the board. Until a noticeable meta shift, I strongly recommend playing Paleozoic Canadia in your Balance Gemini deck. Similar to the Spell lineup, the remaining slots in your Trap card lineup are completely open to player preference.
When further exploring the Trap lineup, the above decklists give you an example of how you can fill those 3 slots. Although I believe they are all good, my personal favourite from amongst these 3 is the first one that has 2 Drowning Mirror Force and 1 Floodgate Trap Hole. Drowning Mirror Force is fantastic for improving the Spellbook matchup and can be devastating when carefully timed against other decks too. Wall of Disruption would also be fantastic, but I have chosen Drowning Mirror Force instead here because it is better in the Spellbook and Amazoness matchups. Drowning Mirror Force is a card that is very explosive and has a specific activation requirement. Because of this, the sample deck only plays 2. This means that there is still a 3rd slot to fill, and I chose Floodgate Trap Hole to fill that role. I wanted another card that can disrupt a normal summon play like Paleozoic Canadia and Floodgate Trap Hole does that, it just isn’t as good as Paleozoic Canadia because it isn’t as flexible.
The Sealed Tombs way of playing the deck is not what I advise. As I have previously mentioned, the optimal way to construct your Gemini deck is to use either the Balance or Switcheroo skill. However, Sealed Tombs improves your Spellbook matchup and showing you this decklist might help you to understand what a Gemini deck without Balance or Switcheroo might look like.
For example, not playing Balance means that you can exceed 6 Spell cards. This means that you get to play less Trap cards, allowing you to capitalize on the usefulness of Treacherous Trap Hole. Because of this, the Sealed Tombs decklist here chooses to play 2 Treacherous Trap Hole. If you are playing a list without Balance that does not play Sealed Tombs, you might also choose to use Birthright. Super Rush Headlong is great at protecting your monsters so that you may Gemini Summon them and Forbidden Chalice can interrupt many different plays. However, without Balance or Switcheroo the deck loses a lot of consistency.
Here is another example of what a deck without Balance can look like. This one in particular uses Switcheroo to compliment the 2 copies of Cosmic Cyclone it plays. If you expect to be paired up against many Amazoness decks, this skill is a fantastic choice. Even without drawing Cosmic Cyclone, Switcheroo will still often be trigger-able. This is because you will sometimes find yourself with an empty field due to Gemini Spark. The card Cosmic Cyclone is also great at improving your matchup with Mythic Depths Fur Hires. You may occasionally be able to snipe off an opposing Spellbook of Fate too. If you value being able to play a smaller trap lineup whilst getting advantage from Cosmic Cyclone, a Switcheroo variant could be the deck for you.
I do not advise using multiple copies of Supervise in a Switcheroo Gemini deck. You need the slots for interruption; this is because Cosmic Cyclone takes up at least 2 slots and it does not deal with Monster card related threats.
Decks Not Using Supervise
These 3 sample decks here are demonstrations of what a decklist not using Supervise may look like. As previously discussed, Supervise is not a core card for the deck. In this format, players may choose not to play Supervise because of early removal such as Spellbook of Fate. Although the card has utility as the game progresses, you still have a high chance of drawing it too early when it is not as useful. Therefore, not playing Supervise all together is definitely a viable decision.
The first sample decklist here not using Supervise is a Balance variant featuring 2 copies of Forbidden Chalice and 1 Super Rush Headlong. Using Forbidden Chalice and Super Rush Headlong to fill the Spell Cards for Balance I feel is great. Forbidden Chalice is great for dealing with Fur Hire and Spellbooks. However, it is not that great against Amazoness (if you don’t start with it) and Masked Heroes. Because of this I have chosen not to play 3 copies of Forbidden Chalice and instead am using a Super Rush Headlong as a card with usefulness in most matchups. Despite not having Supervise, Birthright is still a source of monster revival. You can afford to play multiple Birthright here because you have 10 responses to their Monster cards.
As I previously touched upon in the Tech Card section, there is no point in playing Evocator Chevalier if you are not playing Supervise. This means that you need a replacement for it is that is a level 4 Gemini monster. Until Drowning Mirror Force and Wall of Disruption become common tech choices, Skelesaurus is better than Ancient Gear Knight. Heavy Knight of the Flame is obviously better than Skelesaurus, hence as to why I bumped Heavy Knight of the Flame to 3. I am using this same Monster lineup for all 3 of these sample decks because I believe that for now it is the correct Monster card lineup to play when you are not using Supervise.
When taking a look at the second sample deck without Supervise, it is a Switcheroo deck using Cosmic Cyclone. This deck uses three copies of Forbidden Chalice. Earlier I mentioned in a Balance decklist also not featuring Supervise that I did not want 3 Forbidden Chalice because there are meta matchups that it does not affect very well. However, with this decklist it is different because the matchups where Forbidden Chalice isn’t as affective are typically matchups that have hard times dealing with me playing 2 Treacherous Trap Hole, Birthright or Cosmic Cyclone in the instance of Amazoness.
The third and final sample deck not using Supervise is another variant using Balance, and it may appear as an abomination of ridiculousness at an initial glance. The point of this deck here is to greatly improve the Fur Hire matchup. It functions by profiting off Balance because you are guaranteed to open at least one of your Spell cards and one of your Trap cards. The Spell cards function as a way to force the negation of Wiz, Sage Fur Hire, or to negate its effect in reference to the 3 copies of Forbidden Chalice. This then creates an opportunity for you to activate one of your mass removal cards that exist in your Trap card lineup. They do not necessarily have to be Drowning Mirror Force and/or Wall of Disruption – they just have to be Trap cards with massive impact when used in combination with dealing with the Wiz, Sage Fur Hire.
To be updated as they come in.
Playing Around Treacherous Trap Hole
Until you are confident that either your opponent does not have Treacherous Trap Hole or your resources will not be diminished by its activation, consider not committing to the second monster without Supervise or a live Birthright. This is effective because you can afford to also wait for a play with Evocator Chavalier (if you play it) as either an attempt to remove the Treacherous Trap Hole (or destroy another Trap card so they cannot activate it) or recover from it. You may also sometimes want to consider if reviving your Paleozoic Canadia is optimal if you suspect a face-down Treacherous Trap Hole. Playing like so means that your opponent will not get their full value out of Treacherous Trap Hole, and chaining Gemini Spark to a relatively ineffective Treacherous Trap Hole can be devastating for your opponent.
Playing Spark Against Amazoness
Using Gemini Spark to remove your Amazoness opponent’s monsters is rarely necessary because the role of monster removal in this matchup is reserved for your Monster cards and Traps like Paleozoic Canadia. You will struggle to remove both copies of Amazoness Onslaught if you only use Evocator Chevalier to do so. Therefore, I strongly advise conserving your copies of Gemini Spark for Amazoness Onslaught unless completely necessary. By “completely necessary” I mean when your opponent overwhelms you with board control and it becomes evident to you that you must take the route of eliminating all of their monsters to win, which you might be faced with if your opponent is using Endless Trap Hell.
Equipping Supervise Going First
Unless you suspect your opponent to commit into an OTK, equipping Supervise onto your monster when you go first is not necessary. However it is very unlikely that your opponent will be able to OTK you if you equip Supervise onto your monster, especially when very limited viable decks are able to play Enemy Controller. If your opponent is not playing Hey, Trunade! they will likely not be able to OTK you. It can be quite difficult to make a read on if your opponent plays Hey, Trunade! because there are so many usable characters, so knowing what your opponent is playing for certain is very useful. At the very least, you can assume that a player using The Tie that Binds is using Fur Hire, meaning that equipping Supervise is the safer move. Equipping Supervise going first against Masked Heroes is unoptimal because of Destiny HERO – Celestial. On the other hand, if you suspect your opponent to be playing Amazoness or Fur Hire using Sea Stealth Attack then you do not need to equip the Supervise. The reason to why you want to consider holding Supervise is so that later in the game you can use it to make either a simple aggressive push or combo it with Evocator Chevalier.
- Common Skills: The Tie that Binds, Mythic Depths
- Matchup Odds: 45/55
If the Fur Hire player goes second Hey, Trunade! can be devastating if you do not have a Supervise equipped onto your monster. It isn’t too often that Hey, Trunade! will simply shatter your hopes though, especially if you go second. When you go second you can establish a board of cards that you can chain to Hey, Trunade!. With the exclusion of Hey, Trunade! the matchup is relatively dependent on you being able to deal with them being able to attempt to push through your defenses every turn. But the more they try and fail the more momentum they lose and eventually they may not have enough gas to carry on. Wiz, Sage Fur Hire in the early game negating a Supervise (if you play it) can be troublesome, but if the duel stretches beyond the early stages negating Supervise becomes less effective because you will likely be able to Gemini Summon or you might have a second Supervise. It typically isn’t too often that the Fur Hire player can maintain their momentum for long enough if you keep on disrupting them whilst applying pressure, hence as to why I consider the matchup 45/55.
Playing around Treacherous Trap Hole or Mayhem Fur Hire isn’t too difficult, and I outlined how to play around Treacherous Trap Hole in the Technical Plays section. However, playing around both Treacherous Trap Hole and Mayhem Fur Hire can be tricky. This is because to optimally play around Treacherous Trap Hole you need to not over-commit, but if you don’t start playing aggressively enough Mayhem Fur Hire may catch you off-guard. If you have access to multiple disruption you shouldn’t have to worry about Mayhem Fur Hire, however. But if you suspect that your opponent has both Mayhem Fur Hire and Treacherous Trap Hole I advise playing aggressively with Supervise or Birthright to force out the Mayhem Fur Hire or play it slow with disruption and be ready to counter it.
The variant of the deck that plays Sea Stealth Attack is a better matchup because that deck does not often play Hey, Trunade!. Therefore, that matchup I feel is 60/40 but there is no point in it having a separate section here because the matchup plays out mostly the same as it does with the normal Fur Hire deck. The only notable difference would be the increase in value of cards that remove Sea Stealth Attack. Not being able to force the self-banish effect can be troublesome, but you could say the same for any deck going against Sea Stealth Attack. If you able to force the self-banish effect you can chain Gemini Spark, which is not a hard task if you play the Switcheroo variant featuring Cosmic Cyclone. When a Gemini Summoned Heavy Knight of the Flame attacks a Wiz, Sage Fur Hire whilst Sea Stealth Attack is present, both monsters will be banished which is a trade favoring the Gemini player.
- Common Skills: Parasite Infestation, Endless Trap Hell, Holy Guard
- Matchup Odds: 55/45
The coin flip will play a large role in this matchup. The Gemini player can try to establish dominance by removing the Onslaughts and not over-committing into backrow. The Amazoness player will attempt to pick apart at the Gemini player’s monsters before the Gemini player has enough advantage to start breaking their field using removal of their own. Endless Trap Hell makes the matchup less favorable for Gemini due to the ability to recycle fallen copies of Amazoness Onslaught. The Endless Trap Hell Amazoness matchup is one that I view as 45/55. The Gemini player can still confidently win by picking apart the Amazoness player’s monsters, which is an efficient win condition now that they will not be playing Amazoness Baby Tiger. If you expect to be paired against many Amazoness decks, using the Switcheroo version with Cosmic Cyclone will likely be better for you.
When playing against the Endless Trap Hell variant removing their monsters is a more viable win condition. The exception to this is if they do not end their turn with more than 2 backrow, because that is typically an indication that removing their Amazoness Onslaught leaves them with limited options. If you are playing Switcheroo with Cosmic Cyclone then you can afford to go after their Amazoness Onslaught in a more risky manor.
Floodgate Trap Hole is sometimes played with Endless Trap Hell and it can be especially devastating when you attempt to Gemini Summon. You can potentially try to gauge if they have a Floodgate Trap Hole by carefully monitoring delays, but that is quite unreliable because Floodgate Trap Hole is not a common tech choice. You cannot tribute a face-down monster for Gemini Spark, therefore it is still important to know that if they activate Floodgate Trap Hole and you have current access to a live Gemini Spark, chaining it to destroy their Monster is not always the correct move. However, if they have noticeably limited Monster cards then going after their Monster is effective because then you are limiting ways in which your opponent can apply pressure. But if your opponent has only 1 other face-down card with a fair few Monster Cards and you suspect an Amazoness Onslaught face-down then it is worth the risk because going for their Monster Cards will not be effective due to how many Monsters they have. Even if you do not have monster removal currently, you may get lucky and draw a defensive card with the Gemini Spark.
- Common Skills: Switcheroo, Restart
- Matchup Odds: 35/65
Going second against Spellbooks can be a nightmare for the Gemini player. When you go second against them your win conditions become removing their copies of Spellbook Magician of Prophecy, or hoping they eventually end their turn without Spellbook of Fate. This can be achieved with a card such as Drowning Mirror Force. Going first the matchup isn’t too bad thanks to removal such as Gemini Spark. If the Gemini player runs Birthright, they can set that up by chaining Gemini Spark to Spellbook of Fate whilst getting rid of a Spellbook Magician of Prophecy in the process.
You need to monitor the number of Spellbook cards in their graveyard to be alerted of Spellbook of Fate and count how many copies of Spellbook Magician of Prophecy they go through. Your trap cards and Gemini Monster effects will be very useful at dealing with Silent Magician and Silent Magician LV8.
Do not overset your backrow cards. This is because if you find yourself in a scenario where you need to chain a Gemini Spark, you will not be losing a backrow for free.
- Common Skills: Switcheroo, The Tie that Binds
- Matchup Odds: 60/40
This matchup isn’t too difficult unless the Masked Hero player opens with multiple copies of Mask Change. None of their non-extra deck monsters can attack over your Gemini monsters, so they need to commit to force out backrow. Generally, equipping Supervise onto your monster makes you less vulnerable to being OTK’d, even through a Hey, Trunade!, but do not do it in this matchup because of Destiny HERO – Celestial being able to destroy Supervise. Tech cards like Widespread Ruin and Drowning Mirror Force are great in this matchup. In short, the average Gemini hand should beat the average Masked Hero hand, but the above average Masked Hero hand beats the above average Gemini hand. Obviously the “average” hands are going to be more common, hence as to why I see this matchup as being in the favor of Gemini.
- Ideally hold your removal for their bigger monsters. This means that they will run out of steam faster and it allows you to keep up the momentum. Cosmic Cyclone is quite popular in Masked Hero, so you may want to consider setting bluff cards if you get the opportunity. You can use your Gemini monsters to force out their backrow due to how they are larger than cards like Destiny HERO – Celestial and Destiny HERO – Drilldark.
- Common Skills: Bandit, The Tie that Binds, Switcheroo
- Matchup Odds: 50/50
The Vampire matchup could go either way because it heavily depends on how the Vampire player opens. If they get their combos going with Samurai Skull it becomes quite difficult because you have to wait for a certain point in which you can interrupt them. Mass removal/interruption like Drowning Mirror Force or Wall of Disruption are very useful in this matchup, because Vampires swarm the field.
- If they begin with Gozuki, I advise dealing with it immediately. This is because you want to prevent them from swarming and you can do so by using a card such as Paleozoic Canadia or even just Gemini Spark. Vampire Kingdom is a threat because it makes all of their monsters bigger than yours. If they start with Gozuki I advise using Gemini Spark on that, and if they start with Samurai Skull I advise using your Gemini Spark on Vampire Kingdom if they do not summon a large monster such as Vampire Grace (in which case use it on Grace). If you have a mass removal/interruption card set such as Wall of Disruption or Drowning Mirror Force then you can go after their Vampire Kingdom regardless of if they summon a big Vampire monster. Similarly, if you have a Cosmic Cyclone then you can reserve your Gemini Spark for a big Vampire monster.
- Common Skills: Last Gamble
- Matchup Odds: 70/30
Gemini can deal with Batteryman pretty easily because it has inherit solutions in regards to dealing with a face-down Batteryman Micro-Cell. Monster removal is key in this matchup and using Supervise and Birthright to often evade losing to a massive push is helpful too.
- Playing aggressively against Batteryman is advised if you think you can kill them before turn 5. If not, take the defensive route and rally up a solidified defense. You want to be ready for them to roll a big number.
- Common Skills: Balance
- Matchup Odds: 50/50
Considering that the deck is consistent it all comes down to card advantage. Going first is great in the Mirror Match if you open up with Gemini Spark. Going first isn’t what defines the Mirror Match though – it will quite often be decided by what tech cards each player chooses to use. There are so many options that it’s quite hard to play around all possible tech choices. But you can typically make assumptions on what tech choices you might expect from your opponent. For example, if you see your opponent using Birthright then there is a high change that they are also using Treacherous Trap Hole and vice versa.
- In the Mirror Match holding your card advantage is important, but you need to be aware that the longer you hold back from playing aggressively the more damage you will take and 3 direct attacks is game over. I advise playing aggressively but not to the extent where you are blindly swinging into backrow. Make sure you prioritize having a follow-up play and if you play it, be aware of how valuable Supervise will be in the late stages of the game.
- Common Skills: ?
- Matchup Odds: ?/?
To be updated when the data necessary to create a matchup guide on this deck is available.
Koa ki Meiru
- Common Skills: ?
- Matchup Odds: ?/?
To be updated when the data necessary to create a matchup guide on this deck is available.
To be updated when the cards become accessible.
In a nutshell, I am inclined to believe that Gemini can definitely become a relevant deck. If not now, then in the near future when banishing removal such as Spellbook of Fate becomes less prevalent. The slower a format is, the better this deck will become, meaning that even if it does not prove its worth instantly it will likely be relevant in the future. For now, I think this deck definitely has potential to reach Tier 3. There is no Tier 1 matchup that it has a 70/30 winrate against, but with the exception of Spellbooks the matchups across the board are relatively even. I hope this guide has enlightened people about Gemini as I intended. If you have any questions, please do not hesitate to ask!
- Jonesy9027 for feedback and general assistance
- Jason for feedback
- Mr. Cellophane for feedback
- Dkayed, Gia Joestar and the mods for a superb competitive environment
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