
Gem-Knight Dispersion – #BLMM-EN023
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.
Date Reviewed: August 27th, 2025
Rating: 4.00
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Reviews Below:

King of
Lullaby
Hello Pojo Fans,
Gem-Knight Dispersion is the newest way to Fusion Summon in Gem-Knight.
We’ll review the second effect first because the first effect is the far-better one. Adding a Gem- monster from the Deck or banished back to the hand is an effect that won’t be used as much as the first effect, but it may come up and this is a good way to cycle back anything that Phantom Quartz doesn’t cycle back when it pays 1000LP to make a Gem-Knight Fusion Summon. Searching a Gem-Knight monster from the Deck works as well, getting you something like Nepyrim to Normal Summon and get another search. Standard-style search ability that ties in the banished area because Gem-Knights will be doing that. The half damage during the Main Phase comes into play again just in case someone’s wanting to try and effect damage their opponent to death with Gem-Knights. While that’s still an option it is far easier to attack them now, especially with that restriction popping up.
Now for the first effect, the better one. Gem-Knight Dispersion is another Fusion-style card for you to pack into the archetype. Monsters from the hand or on the field are available to you, however, you can use up to two monsters from your Deck or Extra Deck as Fusion Materials as long as they are non-Rock Gem-Knight monsters and you’ve got Gem-Knight Fusion in the grave. A lot of words to say “use this after Special Summoning Hollowcore”. Hollowcore sends Gem-Knight Fusion to the grave and then can be a Fusion Material for Dispersion alongside pretty much anything. If you want to thin your Deck or Extra Deck go for it. Anything lost to the grave can be cycled back with Phantom Quartz, who can also search this card.
On its own, Gem-Knight Dispersion is a great card for the archetype. Offering two options for the player expands what they are able to do with just a single card. It becomes better after the archetype Fusion card is played and in the grave, but can still be a viable Fusion Card regardless. The search is good and while that damage during the Main Phase thing is there, you can with Gem-Knights now just caveman Yu-Gi-Oh! them to death.
Advanced- 3.5/5 Art- 3.5/5
Until Next Time,
KingofLullaby

Crunch$G
Next up is a new Spell for Gem-Knights to boost consistency even more and give you even more ways to Fusion Summon: Gem-Knight Dispersion.
Dispersion is a Normal Spell with two effects you can choose from that you can each use once per turn (which I do like they are doing this with Spells with multiple effects now to not make them bricks). Your first option lets you Fusion Summon a Gem-Knight by using monsters from your hand or field, but you can use up to 2 non-Rock Gem-Knights from your Deck or Extra Deck if you have Gem-Knight Fusion in the graveyard. Simple Fusion effect with a bonus you should be able to use since you’ll likely have Gem-Knight Fusion in the graveyard often with all the consistent support to get it there. Nepyrim, Quartz, and Hollowcore are all solid Gem-Knights that aren’t Rock monsters that you can use in your Deck as well, all which have graveyard effects. The other effect lets you add any Gem- monster from the Deck or banishment to your hand, also all effect damage your opponent takes during the Main Phase is halved that turn. Yet more cards to push away from the FTK, in exchange giving the Deck a massive consistency boost. Between Armadillo, Nepyrim, Phantom Quartz, and now this, it’s crazy how much consistency Gem-Knights have now. Not to mention Absorb Fusion, which isn’t always ran in Gem-Knights unless you’re fine with being locked to the archetype and it’s HOPT likely making you only want to run a single copy if so. Dispersion is a strong support piece for Gem-Knights to either summon the Fusions you need or to get to any of your starters to help Gem-Knight combos. Another 3-of for max consistency.
Advanced Rating: 4.25/5
Art: 4/5 Shiny

Mighty
Vee
The real bombshell card of this wave! Today’s card is Gem-Knight Dispersion, a Normal Spell searchable with Gem-Knight Nepyrim and Gem-Knight Phantom Quartz (trust me, you’ll be using both. In one turn, ideally). Dispersion is one of those rare Spell cards that technically aren’t once per turn, but it’ll let you choose between 2 hard once per turn effects, so it can be activated twice per turn as long as you choose a different effect. The first effect will let you Fusion Summon a Gem-Knight monster using materials from your hand or field, but if Gem-Knight Fusion is in your Graveyard, you can use 2 non-Rock Gem-Knights from your deck or Extra Deck. Gem-Knight Hollowcore will conveniently get Fusion into the Graveyard, and if you’ve been routing your combo properly, you should at least be able to summon Gem-Knight Seraphinite. Otherwise, having just 1 body on the board should let you make most if not all of the Gem-Knight Fusion monsters, even the new boss monster, though in meta builds, your priority is often fielding as many level 5 Fusions as possible to make Number 67: Pair-A-Dice Smasher when going first. It’s not all doom and gloom though, especially when going second– we’ll talk more about that later this week! For now, it goes without saying you will always want to get the deck Fusion effect live, as otherwise Dispersion is just a regular Fusion Spell. This’ll also access Nepyrim if you use it as a Fusion material, which can search another copy of Dispersion so that you can potentially use its other effect; either searching a Gem- monster or recycling one from your banishment, albeit once again halving any effect damage your opponent takes during the Main Phase that turn. They really want to scrub Gem-Knight Lapis Lazuli FTK from the history books with this wave, and for good reason! If you’re just starting your combo, you’ll generally want to be searching Gem-Armadillo instead of Nepyrim, since it’ll get you to Hollowcore and Gem-Knight Phantom Quartz. You can always use Phantom Quartz to search a second copy of Dispersion to use its Fusion effect, after all. Dispersion is a little more involved than your average combo piece, but it rewards mastery of Gem-Knight combo lines; just make sure you have Gem-Knight Fusion in the Graveyard before using its Fusion effect, or it’s all for nothing! Since it’s both a starter and a combo piece, this is another card you’ll want to play at 3. It’ll only ever be bad in spectacularly poor hands, which you can say for a lot of cards.
+Combo starter and versatile combo piece that accesses Gem-Armadillo
+Powerful deck Fusion effect that can easily field Gem-Knight Fusion monsters
(?) Hurts burn FTK strategies
-Requires using Hollowcore to get Gem-Knight Fusion into the Graveyard for best usage
Advanced: 4.25/5
Art: 3.75/5 No, we’re not making a Steven Universe joke yet.
Visit the Card of the Day Archive! Click here to read over 5,000 more Yu-Gi-Oh! Cards of the Day!
We would love more volunteers to help us with our YuGiOh Card of the Day reviews. If you want to share your ideas on cards with other fans, feel free to drop us an email. We would be happy to link back to your blog / YouTube Channel / etc. 😉