Gemini Guide

Introduction & History

Gemini Spark and Dark Valkyria were introduced into Duel Links on the 27th August 2018, and shortly after was when the Gemini guide was published. I believe that Gemini were at their peak in the format of November 2018 when everyone and their mothers was playing Destiny Hero - which was considered the best matchup for Gemini. Unfortunately the deck hasn’t been as strong since then, but with the recent introduction of Elemental HERO the Shining in the new box people have gained interest once again in Gemini. Many of those interested are ones who remember the TCG Hero Beat deck from around the era of 2010-2012. There is also the Red-Eyes version of Gemini, which is another way of playing the deck thanks to the new structure deck – Return of the Red-Eyes.

I think Gemini is in a decent spot right now, but it is not a top tier deck. You can do somewhat decently in tournaments with it and you can also definitely get KoG with it, and have fun while doing so.

This guide will be divided into two sections to highlight the two best ways to play Gemini right now: Neos and Red-Eyes. With the Neos build there are three ways of approaching it – Miracle Fusion, Supervise (both recommended to use Sealed Tombs) and Light & Dark. Hopefully this guide offers you useful insight for constructing and piloting your Gemini deck.

About the Author

Hello! My name is Luke and I’m the designated Gemini expert in the discord. I’ve been a part of the competitive community since April last year; my DLM tournament finishes with Gemini include an MCS top 4 and 7 Meta Weekly top 8s. I play the TCG competitively on and off; in 2017 I came 3rd at UK Nationals. Overall, I love building and playing rogue decks – I recently finished 2nd in a Meta Weekly with a Deskbot Ancient Gear deck and got top 8 in an MCS with Laval. Since the debut of Gemini Spark and Dark Valkyria, Gemini has been my favourite deck in Duel Links.

Why Gemini Is Not the Optimal Deck to Use

Gemini is still very much so a good deck with the ability to hit King of Games easily. It can go toe to toe with many meta decks when pieces fall into place. However, including this section of the guide I feel is necessary to avoid potential misconception – if you are looking for a competitive deck and are missing some components for Gemini, then this deck should not be sought after. Despite this deck not being bad, it is hard to justify playing it over any of the tier 1 or 2 decks. Koa’ki Meiru Neos is a better Neos deck and standard Red-Eyes is a better way of playing Red-Eyes. This guide is mainly aimed at those who already have the cards necessary to build a Gemini deck. Gemini is a fun deck that can compete against ladder meta, but even if you are playing for fun do not invest in this deck. If you are missing Gemini Spark but have Evocator Chevalier then I recommend going for the Red-Eyes build, because it doesn’t use Spark.

The Neos Fusion Build

Deck Building

The Three Neos Fusion Builds

Sealed Tombs Miracle Fusion Neos Gemini

In addition to the normal benefits of the powerful skill, Sealed Tombs lets Gemini Spark bypass protection effects once it is used. Cards such as Neos Fusion and Diamond Core of Koa'ki Meiru normally render Gemini Spark useless.

Light and Dark Miracle Fusion Neos Gemini

This Gemini Neos deck is the only one to not use Sealed Tombs; this is because the versatility of the Light and Dark skill within this deck is good enough justification to not use Sealed Tombs. The way this deck works is if you draw Gemini Spark you sub out Elemental HERO Neos Alius for Destiny HERO - Decider and the other way around if you have Destiny Draw or you want to prevent the attacks of your opponents’ high-level monsters. Decider holds a lot of value against Red-Eyes, Blue-Eyes and Neos decks and with Light and Dark there are essentially 6 copies being played.

Sealed Tombs Supervise Neos Gemini

Similarly to the first of the three variants, this deck utilises Sealed Tombs. The difference is that this version of the deck chooses to take a Supervise approach instead of Miracle Fusion.


If choosing to pursue a Neos Fusion version instead of a Red-Eyes Fusion version, I highly advise choosing one of the above three versions of the deck. This means either using Sealed Tombs or Light and Dark.

Why Use Neos Fusion in Gemini?

As Gemini Spark digs through the deck, it is great to have a power card to draw into. Neos Fusion prompts the opponent into using resources to deal with it, making a push with the Gemini engine through Supervise and Gemini Spark plays more effective. 

A negative of using Neos Fusion would be that you don’t get to use much backrow. However, drawing into Neos Fusion is more powerful than drawing into most backrow that can be used. Another negative would be the bricks included with the Neos engine. This can result in unfortunate hands, but it is a necessary risk that is worth being able to use a power card such as Neos Fusion.

Supervise can also revive Elemental HERO Neos when it is sent from the field to the graveyard - it can bring back any normal monster, not just a Gemini. This leads to some unique aggressive plays that can hammer down on the opponents life points.

Why Use Sealed Tombs in Gemini?

If choosing to pursue a Neos Fusion version instead of a Red-Eyes Fusion version, I highly advise choosing one of the three versions of the deck listed after the introduction. This means either using Sealed Tombs or Light and Dark.

Without Sealed Tombs the destructions from Gemini Spark, Dark Valkyria and Evocator Chevalier get countered by Fuma’s graveyard effect, Neos Fusion’s graveyard effect and Diamond Core of Koa'ki Meiru’s graveyard effect in the instance of Gemini Spark. By using this skill these protection effects get bypassed, making Sealed Tombs a skill that is hard to play without. Some other benefits of using Sealed Tombs include stopping Enishi, Bacon Saver, Steelswarm Scout, Red-Eyes Slash Dragon from floating, Subterror Nemesis Warrior and Spellbook of Fate.

Why Miracle Fusion shouldn’t be in the Supervise Build

The Miracle Fusion build needs to use Elemental HERO Neos Alius, and Alius doesn’t do anything special when equipped with Supervise. Another reason is that when including Supervise in the Miracle Fusion build there won’t be any room for defensive cards.

How Many Miracle Fusion?

As mentioned and justified in the above reasoning, Miracle Fusion doesn’t work in the Supervise build. Therefore, this part will be devoted to the other builds that can be seen at the start of the deck building segment. Also, the dilemma discussion here will be whether to play 3 or 2 Miracle Fusion. 1 Miracle Fusion is not worth it because at that point too much of the deck’s playstyle and build orientation is being devoted to a single non searchable card in the deck. The following will provide justifications for both sides of the argument – whether 3 Miracle Fusion is correct or if 2 is the way to go.

Three Copies

Greater chance to have it ripped from the top of the deck in order to make a comeback. The card works a lot like Supervise in this sense in how it can swing an unfortunate game state in your favour. Without Evocator Chevalier it is more powerful than Supervise in many mid-to-late-game situations with how it becomes a 1-card play. Over the span of many games in a tournament or kog run the deck needs to get lucky to continuously defeat meta decks, and Miracle Fusion makes the good hands even stronger.

Two Copies

Drawing the card too early is what contributes a lot to clogged hands. Ideally, you don’t want to see the card in your hand until you have the necessary resources in grave to use it. Neos Fusion is the best way of filling the graveyard in preparation for Miracle Fusion plays, but if you opened Neos Fusion your hand is already somewhat good. What I mean by this is that Miracle Fusion compliments your already good hands when drawing it early, but with the not so great opening hands you’d rather draw into it past the first couple turns of play. Gemini Spark and Neos Fusion thin the deck well, which is useful for finding the Miracle Fusions.

Enemy Controller versus Treacherous Trap Hole

Both Enemy Controller and Treacherous Trap Hole are really good, but depending on which of the three Neos variants you go with one of them will stand out slightly more than the other. 

With the build using Supervise, I’d say that Enemy Controller is better. This is because it acts similarly to Gemini Spark when being used aggressively in combination with Supervise. This interaction is very useful and because of it I consider Enemy Controller to be better in the Supervise variant.

However, in the builds using Miracle Fusion I’d say that Treacherous is better. This is because with the Supervise interaction not existing here, Treacherous is overall stronger than Enemy Controller due to Sealed Tombs denying the opponent’s attempt at protecting their field with Neos Fusion. Enemy Controller is really good in the Miracle Fusion build at pushing for game, but most of the scenarios that Enemy Controller helps with are scenarios where you are already in an advantageous situation. Treacherous Trap Hole is better at fixing the bad hands because the Miracle Fusion build lacks explosiveness without a Neos or Miracle Fusion play – which is where Treacherous helps. Treacherous Trap Hole is also very impactful with Sealed Tombs.

Going with a 1:1 ratio is also an option, though I advise against it because one of them is typically better than the other. A common argument against double Treacherous is that if you draw into the second one with the first one in grave it’s a blank card. This scenario is quite niche - it doesn’t happen often and when it does it rarely impacts the outcome of a game. Therefore, it shouldn’t influence your deck building choices.

The Number of Gemini Monsters

As noticeable from the 3 deck lists provided, the ones with Miracle Fusion uses 6 Gemini monsters (Light and Dark lets Decider essentially become a Gemini) and the one with Supervise uses 7. 6 Gemini monsters is enough for just Gemini Spark, but when using Supervise as well 6 is not enough. This is because Gemini Spark and Supervise are blank cards without any Geminis in the hand. You can afford to brick with Spark, but risking it with Supervise as well is too much in my opinion.

The Supervise build has the 7th Gemini monster as the 21st card. Normally I wouldn’t recommend 21 cards for a deck. Making it 21 cards feels necessary to me because there is nothing to comfortably replace to keep it 20 cards. Regardless of which card you attempt to take out for the 7th Gemini it doesn’t feel right, which is why I ultimately went with playing 21 cards. Adding in the extra card isn’t a relevant hit to the consistency either.

Staple Cards

Duel Links Card: Gemini%20Spark

Gemini Neos needs this card to be played at 3 to be used at full potential. The card is great when being used with Sealed Tombs to bypass graveyard protection effects. The card can be used to deal with large monsters and backrow. Big value is extracted from this card when the removal of your Gemini monster is threatened and you chain Gemini Spark to take out one of their cards and draw one of your own in the process. Even without Sealed Tombs the card is still very strong, it just can’t be used defensively against Neos/Koa’ki decks.

Duel Links Card: Neos%20Fusion
Duel Links Card: Elemental%20HERO%20Neos
Duel Links Card: Bacon%20Saver

A power card that works very nicely with the Gemini engine to go for aggressive plays and build a steady defence. Refer to the segment referencing its necessity for further information as to why it is heavily recommended. Bacon Saver is the best thing to send with Neos Fusion in the deck and therefore it is worth the brick. Without it there isn’t anything too good to send.

With the variety that exists between both versions of the deck, only this is what I would say is staple. However there is a slight deck building pattern that I recommend following - when going from Miracle build to Supervise build, 3 Miracle Fusions (or 2 and a tech card depending on how many Miracle Fusions you play) are replaced by Supervises and the 7th Gemini monster as the 21st card. For justification on the 7th Gemini as the 21st card in the Supervise build, check the part of the guide that talks about “Number of Geminis”.

Tech Cards

Duel Links Card: Dark%20Valkyria
Duel Links Card: Evocator%20Chevalier
Duel Links Card: Supervise

Solid removal package that allows you to make pushes. With backrow not being very popular this format, Supervise becomes a lot stronger now that Paleozoic Canadia is not as popular. I’ve grouped these cards together because they do not apply to the Miracle Fusion build, as previously mentioned. Dark Valkyria is dark attribute and Elemental HERO Escuridao doesn’t have a great effect.

Duel Links Card: Miracle%20Fusion
A fantastic card that has good synergy with Gemini and the Neos package. (If not playing Supervise) I would advise using 2 or 3. In the example build that I showed I am using 2 copies; this is because I would rather have the extra defensive card due to how Miracle Fusion can often contribute towards bricking. Drawing it past the first couple of turns is better than opening it.
Duel Links Card: Heavy%20Knight%20of%20the%20Flame
I think it’s the best 7th Gemini monster in the Supervise build. It can remove Brave Neos, Blue-Eyes and other large monsters through dealing with them without letting them go to the graveyard. It’s also good in the Miracle Fusion build because Elemental HERO Nova Master has a decent effect.
Duel Links Card: Tuned%20Magician
Duel Links Card: Crusader%20of%20Endymion
Duel Links Card: Ancient%20Gear%20Knight
These three all fit into the Miracle Fusion build nicely. Tuned Magician helps summon Elemental HERO Great Tornado, Crusader of Endymion helps summon Elemental HERO the Shining and Ancient Gear Knight helps summon Elemental HERO Gaia.
Duel Links Card: Destiny%20HERO%20-%20Decider
Duel Links Card: Destiny%20Draw
These are cards used to make the Light and Dark variant work. Destiny HERO Celestial is an option to send with Neos Fusion, but I do not think it is worth dropping a Treacherous/Enemey Controller for.
Duel Links Card: Treacherous%20Trap%20Hole
Duel Links Card: Enemy%20Controller
I strongly advise playing a combination of these in your Gemini deck. They allow for strong plays and are the top 2 defensive cards to use in my opinion. If not seen already, check the segment that talks about both of them and which is best suited for which variant.
Duel Links Card: Sphere%20Kuriboh
Duel Links Card: Forbidden%20Chalice
Duel Links Card: Dimensional%20Prison
Duel Links Card: Wall%20of%20Disruption
Duel Links Card: Drowning%20Mirror%20Force

I consider these tech cards to be the next best options of defensive cards after Treacherous Trap Hole and Enemy Controller. Though the Supervise build that I recommended doesn’t have room for any of these (it’s not worth going to 22 cards just for an extra backrow that isn’t Treacherous or E-Con), the Sealed Tombs Miracle Fusion build that I recommended has room for one if not choosing to play a 7th Gemini monster.



Be aware that anything you set could potentially be gobbled up by Dragon Spirit of White. This means that you should try to avoid setting something like a Gemini Spark until you feel like you have to. One of Geminis’ prime weaknesses is their inability to keep up against decks that can flood the field with large monsters easily. A tool that the Miracle Fusion build has to assist with this weakness is making a large Elemental HERO The Shining (of at least 3200 attack), and Elemental HERO Great Tornado is also really useful against Blue-Eyes once they have committed to the field.


Gemini naturally has strong matchup against control decks, making this matchup favourable. Spot removal cards have high value against Subterror, and Gemini naturally has a lot of them. With Sealed Tombs, even the above average hands of Subterror can be beaten by Gemini.


Red-Eyes Slash Dragon negating targeting cards is a significant issue for Gemini. This means that the Slash Dragon ideally needs to be dealt with before it gets a card equipped to it. This can be achieved through early pops in Gemini Spark, Treacherous Trap Hole and cards of the sort. Heavy Knight of the Flame holds a lot of value in this matchup and Destiny HERO - Decider does too in the Light and Dark variant. But I would consider this matchup to be unfavourable due to how the Gemini player needs to get lucky to win most of the time.

Koa’ki Meiru

Be mindful that Gemini Spark can only really be used defensively in this matchup when Sealed Tombs is played. It is far more effective to use Gemini Spark aggressively to clear Treacherous Trap Holes and other defensive mechanisms. Cosmic Cyclone is also a very common card in Koa’ki Meiru, meaning that a face-down Gemini Spark is very prone to instant removal.

Ancient Gear

I would consider this matchup to be favourable. Gemini Spark holds a lot of value to make Geartown miss timing and to clear established threats. With Ancient Gears using a lot of backrow removal, it is advised to only set Gemini Spark if you feel as though you need to in order to avoid being OTK’d. Miracle Fusion is good here for summoning a large Elemental HERO the Shining or Elemental HERO Great Tornado and Supervise is another effective method of dealing with a set-up board. Supervise can also be used defensively because it’s recursive effect is not denied when Ancient Gear Reactor Dragon swings in.


By being careful of Lava Golem the matchup should go relatively well by picking off their Brave Neos with the decks removal combined with Sealed Tombs. If you suspect they Destiny Drew for Lava Golem while you control 2 monsters, in the standby phase you can Treacherous (on your own monster) or Spark to throw them off. After Sealed Tombs has been used Heavy Knight of the Flame will be useful to clear their fusion monsters, bypassing the protection of Neos Fusion.


When going first I advise against using Neos Fusion on turn 1 unless you feel like you would get OTK’d otherwise. This is because they can just use Sealed Tombs and clear the Brave Neos with ease. Disruptive backrow such as Treacherous Trap Hole and Gemini Spark holds a lot of value here due to how it disrupts them in generating advantage and making pushes.

Red-Eyes Build

The introduction of the Return of the Red-Eyes Structure Deck brought light upon another new variant of Gemini. The Red-Eyes variant of Gemini pilots differently to the two Neos Fusion variants in how it does not utilise Gemini Spark. There is also a large focus on the Evocator Chevalier and Supervise portion of the deck. In addition, the inclusion of the Red-Eyes engine adds Red-Eyes Archfiend of Lightning – a Gemini monster that synergises well with the deck through Supervise and Return of the Red-Eyes.

Deck Building

Why no Gemini Spark?

The reason to not include Gemini Spark in a Red-Eyes Gemini deck is because there is a shortage of level 4 Geminis in the deck. There aren’t much more targets to use with Supervise, so why is Supervise played but Gemini Spark isn’t? Supervise is more impactful when used, whereas Gemini Spark doesn’t warrant it being a brick. Overall, although Gemini Spark has high impact when used (especially with Sealed Tombs) it isn’t worth the brick – whereas Supervise is.


  • Beatdown / The Tie that Binds Relevant thresholds are met with Beatdown and The Tie that Binds. Using Beatdown/ The Tie That Binds also makes it so that Red-Eyes Archfiend of Lightning has a wider array of cards to destroy due to the attack boost it receives. A reason for using The Tie That Binds over Beatdown would be that it can increase the attack of the under level 5 monsters such as Chevalier and Assailant. Personally I prefer Beatdown over The Tie That Binds because Beatdown meets more relevant thresholds than The Tie That Binds does.

  • Sealed Tombs Sealed Tombs has a lot of strong uses in this format. However, I believe that using Beatdown/ The Tie That Binds is better because of dealing with large monsters through massive stats and Red-Eyes Archfiend of Lightning is more important. Furthermore, Sealed Tombs isn’t as good as it is the Neos Fusion builds because Gemini Spark isn’t being weighed into the comparison.

Staple Cards

Duel Links Card: Red-Eyes%20B.%20Dragon
Duel Links Card: Red-Eyes%20Fusion
Duel Links Card: Red-Eyes%20Insight
Duel Links Card: Red-Eyes%20Archfiend%20of%20Lightning
Duel Links Card: Return%20of%20the%20Red-Eyes

These are the cards that tie the Red-Eyes Gemini concept together. Red-Eyes Archfiend of Lightning has synergy with Supervise and Return, because Return of the Red-Eyes can revive Gemini monsters.

Duel Links Card: Evocator%20Chevalier
Duel Links Card: Supervise

These cards are what make the deck function as a Gemini Red-Eyes deck instead of an ordinary Red-Eyes deck. I believe that Evocator Chevalier should only be played at 2 copies because a different warrior monster as the third warrior is better.

Tech Cards

Duel Links Card: D.D.%20Assailant
Duel Links Card: D.D.%20Warrior
Duel Links Card: Buster%20Blader
Duel Links Card: Amazoness%20Queen
Duel Links Card: A/D%20Changer

As mentioned above, a different warrior monster instead of the third Evocator Chevalier as the third warrior is better. Here are what I consider to be the best options. I like Assailant because it compliments Power of the Guradians well.

Duel Links Card: Phoenix%20Gearfried
Another option to use as the additional warrior monster. A card that’s purpose is to be sent with Red-Eyes Fusion to then be summoned with Return of the Red-Eyes. From playing with it my opinion is that the margin of strength it offers to the deck isn’t relevant enough to make it worth adding a brick to the deck.
Duel Links Card: Power%20of%20the%20Guardians
Duel Links Card: Black%20Metal%20Dragon
Power of the Guardians has a lot of useful synergy with the deck because it works with protecting Red-Eyes Slash Dragon and it is an equip card that can be sent with Evocator Chevalier. Black Metal Dragon isn’t nearly as good here as it is in the non-Gemini Red-Eyes variant because it doesn’t synergise with the Gemini portion of the deck.
Duel Links Card: Red-Eyes%20Wyvern
There isn’t much room for Red-Eyes Wyvern, the tech slot is more useful. Red-Eyes Archfiend isn’t as good to send with Insight as Wyvern is, but in the Gemini build it is more important than Wyvern. The importance of playing 2 targets for Red-Eyes Insight (that aren’t REBD) would be so you can use Insight twice without having having to dump one of the REBD, but with one of the two Insights you simply grab Red-Eyes Return, thus accepting that you do not need the Wyvern to pull Fusion twice with Insight. Such a scenario is niche and doesn’t warrant the use of Wyvern in Gemini Red-Eyes, despite it being a staple in ordinary Red-Eyes.



The spot removal in the deck significantly helps in this matchup. You typically want to be reserving the monster removal for the Behemoths, which is more easily achieved when using Sealed Tombs.


Red-Eyes Slash Dragon negating targeting cards is a significant issue for Gemini. This means that the Slash Dragon ideally needs to be dealt with before it gets a card equipped to it. This can be achieved through early pops in Gemini Spark, Treacherous Trap Hole and cards of the sort. Heavy Knight of the Flame holds a lot of value in this matchup and Destiny HERO Decider does too in the Light and Dark variant. But I would consider this matchup to be unfavourable due to how the Gemini player needs to get lucky to win most of the time.

Koa’ki Meiru

If using Beatdown / The Tie That Binds, I would say that this matchup is slightly in the favour of the Koa’ki player. This is because of Diamond Core grabbing Ice to enable a board clear. However, if using Sealed Tombs I would say that this matchup is slightly in the favour of the Red-Eyes Gemini player. This is because Sealed Tombs turns off the protection effect of Diamond Core (allowing Ice to be dealt with easier) alongside dealing with the Neos Fusion engine.

Ancient Gear

I would consider this matchup to be favourable, especially if using Beatdown. Large thresholds are easily met with Beatdown and tech cards such as Power of the Guardians pose a threat for the Ancient Gear player in the mid to late stages of the game. Supervise can also be used defensively because it’s recursive effect is not denied when Ancient Gear Reactor Dragon swings in.


Don’t over-commit without Return of the Red-Eyes. Return of the Red-Eyes takes away from the impact of Lava Golem. My advice would be to play this matchup slowly until you draw a way into the Return of the Red-Eyes. By being careful of Lava Golem the matchup should go relatively well.


Gemini are a fun deck to mess around with on the ladder right now. I can see them returning at some point in the future when the pace of the game slows down. Also, with Alien Ammonite coming to the game at some point new light is shed upon the Alien variant of Gemini. Hopefully this guide was insightful and assisted you in constructing/playing your Gemini deck.

Special Thanks

  • Jadehex for uploading this new guide

  • JustDesserts for the idea on Light and Dark Neos Gemini

  • Dkayed, Gia & Mods for a great competitive community

If you have any thoughts or questions, leave a comment below!

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