Spell
ContinuousScatter Fusion
Archetype:
Fusion
View:
4210
During your Main Phase, if your opponent controls a monster: You can Fusion Summon 1 non-Rock "Gem-Knight" monster from your Extra Deck, using monsters from your Deck as material, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Gem-Knight" monsters. You can only use this effect of "Scatter Fusion" once per turn. When this card leaves the field, destroy all monsters Summoned by this card's effect.
Scatter Fusion — Power Evaluation
Final Score: 52 ± 8 · Confidence: Medium
- Intrinsic: 50 · Deck: 54 · Meta: provisional
- Primary role: Starter / Combo enabler · Secondary: Extender
Why it scores here
Scatter Fusion converts a single live Continuous Spell into a Fusion Summon of a non-Rock Gem-Knight from the Extra Deck, using Deck materials, once per turn when the opponent controls a monster. The one recorded board that uses it reaches 6 end monsters with net card advantage 7, which is why conversion and resource scores are high. The score is held back because it is a Gem-Knight-only engine with a self-restriction on Extra Deck Special Summons, a condition on the opponent controlling a monster, and a clause that destroys its summoned monsters if the card leaves the field; its 100% deck inclusion is consistency within one archetype, not intrinsic strength. The evidence rests on a single combo sample, so the band is wide.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 60 | Needs the opponent to control a monster and a Gem-Knight Extra Deck target; deck inclusion is 100% of the 400 sampled decks, but no searcher or hand-access route is in the evidence (inferred and observed). |
| Combo & Conversion | 75 | The one recorded board turns this card into 6 end monsters with power index 100, from a single sample (observed, n=1), with the Fusion effect itself verified from text. |
| Resource Economy | 70 | Fusion Summons from the Deck as material and a recorded netCardAdvantage of 7 indicate strong advantage (verified text, observed in one board). |
| Effect & Interaction | 10 | The card has no negation, removal, or hand-trap reach; it is purely a summon engine (verified from text). |
| Material Utility | 5 | As a Continuous Spell it cannot be used as material, so the score reflects only the card itself (verified from text). |
| Resilience & Flexibility | 35 | It sits on the field as a Continuous Spell where backrow removal ends it, and that removal also destroys the monsters it summoned (verified text, inferred impact). |
| Deck-Building Efficiency | 50 | One to three copies per deck (average 1.53) with a self-restriction on Extra Deck Special Summons that limits it to Gem-Knight builds (verified from copies data and text, inferred restriction cost). |
Calculation
Weight profile: 0.7 Starter / Combo enabler + 0.3 Extender. Intrinsic ≈ 50, Deck ≈ 54, Meta = provisional. Modifiers: Self-locking restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Converts one live Continuous Spell into a Fusion Summon of a Gem-Knight from the Extra Deck with Deck materials
- Recorded board reaches 6 end monsters with net card advantage 7 (single sample)
- Included in 100% of sampled Gem-Knight decks, so its role is confirmed in practice
Weaknesses
- Requires the opponent to control a monster before it can be used
- Once per turn, and the Extra Deck lock stops non-Gem-Knight Extra Deck summons that turn
- Leaving the field destroys every monster it summoned
- No interaction, negation or removal
Counters / choke points
- Backrow or spell removal that leaves the field, which also destroys the monsters it summoned
- Opponent keeping no monster on the field, which stops the condition from being met
Best use
Fusion engine and extra body for Gem-Knight one-card and turn-two lines. Decks: Gem-Knights (archetype 240), Gem-Knights (archetype 607), Gem-Knights (archetype 436).
Evidence & gaps
- Verified: Fusion Summon of one non-Rock Gem-Knight from the Extra Deck, using Deck monsters as material, once per turn during Main Phase when the opponent controls a monster; Extra Deck Special Summon restriction except Gem-Knight for the rest of the turn; Destroys the monsters it summoned when it leaves the field; Included in 400 of 400 sampled decks, averaging 1.53 copies
- Observed: Single recorded combo (Gem-Knight One Card Combo) reaching 6 end monsters with power index 100 and net card advantage 7; Top partners are almost all Gem-Knight cards (95% to 100% co-deck rate); Guide describes it as the enabler of Gem-Knight turn-two OTK lines
- Inferred: Accessibility is limited because no searcher or hand-access route appears in the evidence; Resilience is low because backrow removal ends the engine and destroys its summons; Deck synergy is high within Gem-Knights but does not show strength outside them
- Data gaps: no banlist token; assumed 3 copies (unlimited) combo evidence is a single board, so conversion and resource scores carry wide uncertainty no searcher or hand-access data in evidence no dated metagame sample, so meta power is null






