Gem-Knight Dispersion
Spell Normal

Gem-Knight Dispersion

  • Archetype:
  • Gem-

  • View:
  • 2904




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.




 
 
AI Power Analysis
Starter / Combo enablerConfidence: MediumEvaluated Oct 9, 2026
69± 6/ 100
Power Score
Intrinsic 66
Deck 71

Gem-Knight Dispersion — Power Evaluation

Final Score: 69 ± 6 · Confidence: Medium

  • Intrinsic: 66 · Deck: 71 · Meta: provisional
  • Primary role: Starter / Combo enabler · Secondary: Searcher/Tutor

Why it scores here

Gem-Knight Dispersion converts a hand or field of Gem-Knight material into a Gem-Knight Fusion from the Extra Deck and also searches a Gem- monster, so it both starts a board and refuels the next turn's access. It is run in all 400 sampled decks at about 2.6 copies each and sits in the Gem-Knights core with Nepyrim in every deck, which confirms it is reliably live. The effect-halving clause is situational and the card is not a negation or hand trap, so that axis earns little. The score comes from access and conversion, not from the card's ATK or popularity.

Axis scores

Axis Score Evidence
Accessibility 85 Searches a Gem- monster and is run in 400 of 400 decks at 2.57 average copies, so it is almost always live (observed).
Combo & Conversion 78 The one recorded board it appears in has power index 100 from a single starter, which supports a one-card path into a Fusion board, though the sample is only one board (observed, inferred).
Resource Economy 65 The search is a +1 card, and the Fusion is card-neutral on its own, so net advantage depends on the rest of the line (inferred).
Effect & Interaction 30 Halving effect damage in the Main Phase is situational and it has no negation, removal or hand-trap reach (verified).
Material Utility 35 It is a Spell, so it is not a material body; the Fusion it summons uses material rather than providing it (verified).
Resilience & Flexibility 50 Two once-per-turn effects give some multi-turn redundancy, but a single Spell is easy to answer and the evidence has no counter-interaction data (inferred).
Deck-Building Efficiency 78 Three copies in an archetype deck with no garnet or lock cost, and the 3-copy typical count shows it fits the core without strain (observed).

Calculation

Weight profile: 0.7 Starter / Combo enabler + 0.3 Searcher / Tutor. Intrinsic ≈ 66, Deck ≈ 71, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Live in opening hand through the search and Fusion routes
  • Starts a Fusion board in one card and refuels the next turn's access
  • Three-copy staple across the Gem-Knight archetype homes with near-universal partner overlap

Weaknesses

  • Effect-halving clause does little against combo or board pressure
  • Only one recorded board in the combo sample, so conversion strength is thin evidence
  • Dependent on the Gem- archetype and its Fusion core

Counters / choke points

  • Spell-answering cards and the common in-hand interrupts that stop a single Spell from resolving (inferred, not evidenced in this pack)

Best use

Starter and searcher in Gem-Knight Fusion lines. Decks: Gem-Knights (archetype 607, gameplay 7), Gem-Knights (archetype 240, gameplay 4), Gem-Knights (archetype 436, gameplay 6). Suggested copies: 3.

Evidence & gaps

  • Verified: Card text: Fusion Summon a Gem-Knight Fusion from the Extra Deck using hand or field monsters, with a GY-based clause for extra non-Rock Gem-Knight materials; Card text: add a Gem- monster from Deck or banishment to hand, and halve effect damage in the Main Phase; Each effect is once per turn; Spell card with no negation or removal clause
  • Observed: Present in 400 of 400 decks at 2.57 average copies (3 copies in 300 decks); Co-run with Gem-Knight Nepyrim in 100% of decks; Inclusion 100% in two Gem-Knights usage-statistics homes and 85.7% in a third; One combo board at power index 100 with one starter
  • Inferred: Starter role, since the Fusion Summon is the card's opening action; Resource value of the search is roughly a +1 card, net of the Fusion's materials; Vulnerable to common Spell and in-hand interruptions
  • Data gaps: No banlist token; assumed 3 copies (unlimited) Only one combo board, and combo role is empty, so starter role rests on card text and deck evidence rather than combo role counts No counter or interaction-rate data in the evidence pack











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