Spell
NormalGem-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.
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






