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Gem-Knight Fusion – Yu-Gi-Oh! Throwback Thursday (2011)

Gem-Knight Fusion
Gem-Knight Fusion

Gem-Knight Fusion – #BLMM-EN160

Fusion Summon 1 “Gem-Knight” Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If this card is in your Graveyard: You can banish 1 “Gem-Knight” monster from your Graveyard; add this card to your hand.

Date Reviewed:  August 28th, 2025

Rating: 3.43

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 Fusion is the archetype-dedicated Fusion Spell and our Throwback Thursday choice. Alongside Brilliant Fusion, Gem-Knight Fusion is the card you want to get to and get working.

Not a once per turn, Gem-Knight Fusion does what its name implies: Fusion Summon a Gem-Knight Fusion Monster. Standard Fusion card rules: hand or on the field, but with the added benefit of being able to banish a Gem-Knight monster in the grave to pop it back to the hand. This effect makes it so you can Fusion climb, using the summoned Gem-Knight Fusion Monster as fodder for another Fusion Summon after you’ve spent their effect(s). Gem-Knight Amethyst can be used as Fusion Material and then pop all Spell/Trap Cards back to the owners hands and Gem-Knight Aquamarine can bounce a card when it leaves the field. With tomorrow’s CoTD able to being out three non-Rock Gem-Knight Fusion Monsters in place of itself (sounds like some Magna Warrior stuff), you will have ample supplies for Fusion Summon(s) as well as getting this card back to the hand.

Gem-Knight Fusion has gotten better because of the archetype’s ability to use monsters from pretty much anywhere. Those monsters are typically going to the grave and will be fodder to bring this back. Gem-Knight Phantom Quartz cycles those back for Fusion Summons, so you could keep looping Fusion Monsters back to the Extra Deck to never run out of targets. Tomorrow’s card though takes that kind of spamming strategy up to 11.

Advanced- 3.5/5      Art- 4/5

Until Next Time,
KingofLullaby



Crunch$G

Throwback Thursday brings us to the basic heart and soul to the Gem-Knight Deck that helped give it an identity initially: Gem-Knight Fusion.

Gem-Knight Fusion is a Normal Spell that lets you Fusion Summon any Gem-Knight Fusion Monster by using materials from your hand or field. Basically the standard Fusion effect you see on all Fusion Spells, and it’s always better when it isn’t a HOPT. The second effect, which also isn’t a HOPT, lets you banish a Gem-Knight monster from your graveyard to let you add this from your graveyard to the hand, basically letting you use Gem-Knight Fusion over and over to get all your Fusion Monsters out, as long as you can provide the materials. You probably won’t Fusion Summon as much as you used to with this, but still likely to Fusion Summon multiple times a turn and get more value out of it than previously before. It’s as standard as you can get, it was the best Fusion card that Gem-Knights had for a long time until they got cards like Brilliant Fusion and Gem-Knight Dispersion. You have an easier time than before to get to this card now, and it constantly cycles itself back to your hand when you need it, so now-a-days you only need a single copy, but it’s still a card you can’t go without.

Advanced Rating: 3.5/5

Art: 3.5/5 for the old swirl and 5/5 for the alternate artwork, I don’t want the swirls to go away on Fusion Spells (as basic as they are), but the alternate artwork makes for a great piece of the Gem-Knight lore.



Mighty
Vee

The card we’re forced to run to make Gem-Knight Dispersion work, Throwback Thursday brings us the original Gem-Knight Fusion, a Normal Spell with 2 non-once per turn effects (oh Duel Terminal and your wacky card design). There are a couple of ways to search it, but 99% of the time you’ll be sending it straight to the Graveyard with Gem-Knight Hollowcore. The first effect is about what you’d expect, simply letting you Fusion Summon a Gem-Knight Fusion monster using materials from your hand or field– basically just Polymerization. Generally you’ll use this to make more level 5 Gem-Knight Fusions as material for Number 67: Pair-a-Dice Smasher, since Dispersion and Gem-Knight Phantom Quartz are much more efficient for Fusing the more complicated Gem-Knight Fusions. This wouldn’t be too notable if it weren’t for Gem-Knight Fusion’s other effect (reiterating, not once per turn), which lets you add it from your Graveyard to your hand by banishing a Gem-Knight monster from your Graveyard. It’s not hard to see how this could’ve been bonkers in older builds; by recycling this card multiple times, it wasn’t too difficult to summon multiple Gem-Knight Lapis Lazuli and FTK your opponent. These days, while you probably still can pull off some crazy loop, it’s not worth it compared to just playing Gem-Knight normally (well, about as normal as it gets, anyway). You’ll usually be sending Gem-Knight Fusion to the Graveyard with Gem-Knight Hollowcore just to get Dispersion’s bonus effect live; if you’re trying to OTK, this is more than enough. That said, sometimes you’ll want to get Gem-Knight Fusion back if you need another body for your Xyz plays, or simply just want to field another Fusion. Either way, this is definitely a card you’ll want to run at 1, even if just for Dispersion. Rather poetic that Gem-Knight Fusion is the garnet this time, eh?

+Easily accessible and can field bodies in a pinch
+Can potentially be looped and summon multiple Gem-Knight Fusions
-Potential garnet since Hollowcore wants to send it from the deck
-Has to be weaved into combo lines to avoid losing too much advantage

Advanced: 3.25/5
Art: 3/5 (Original) Fun spin on Polymerization, I guess
4.25/5 (Alternate) Okay, now we can make a Steven Universe joke. Master Diamond is really tall!


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