
Gem-Knight Nepyrim – #BLMM-EN021
If this card is Normal or Special Summoned: You can add 1 “Gem-Knight” card from your Deck to your hand, except “Gem-Knight Nepyrim”, also any effect damage your opponent takes during the Main Phase this turn is halved. During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 “Gem-” monster. If this card is sent from the hand or Deck to the GY: You can send 1 card from your hand to the GY, and if you do, Special Summon this card. You can only use each effect of “Gem-Knight Nepyrim” once per turn.
Date Reviewed: August 25th, 2025
Rating: 4.08
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-Knights have risen back into the Tier 1 talks for the meta with their new support and it’s time we review them, starting with Gem-Knight Nepyrim.
With any new support, seeing the words “is Normal or Special Summoned” is likely to end well for you. Nepyrim is a new searcher for the Gem-Knight archetype, searching any Gem-Knight card from the Deck except itself. The added restriction of any Main Phase effect damage your opponent takes becomes halved. This is a new stipulation that has been added into a few of the Gem-Knight cards because of an OTK/FTK they can do if they fill their field with Special Summoned monsters and Lapis Lazuli alongside a couple Master Diamonds…not as hard as it sounds even with Master Diamond limited.
Nepyrim grants you another Normal Summon, and it having to be a Gem- monsters keeps it solely to the archetype. This aids in the fact that Gem-Knight have a couple of Gemini monsters that need that double summon to get their effect(s). If you were to send Gem-Knight Obsidian to the grave for Brilliant Fusion, Obsidian would Special Summon a Level 4 or lower Normal monster in the grave (which Gemini monsters are considered), then you can use the extra summon off of Nepyrim to gain that Gemini monster’s effect.
If Nepyrim is sent from the hand or Deck to the grave you get can Special Summon her simply by discarding any card in your hand. That combo I just mentioned involving Obsidian was just one paragraph early. Of course you can use Nepyrim with something like Lapis Lazuli (not sure why you’d do that), Foolish Burial, or the classic Brilliant Fusion. The last is the most logical option, as it can be searched with Gem-Knight Quartz off its discard and you gain advantage rather than lose it through Brilliant Fusion. In fact, with those two you’d add Nepyrim back after discarding, and then add a Gem-Knight Normal Monster back with Obsidian (could be the one you discard with Nepyrim).
Gem-Knight Nepyrim is all about getting you advantage and make sure you don’t run out of resources. A search off her summon, an additional Normal Summon for Gem- monsters immediately after the search, and a way to pop itself back to the hand without losing too much advantage off of a discard cost. Gem-Knight Fusion can be activated multiple times in a turn and can return to the hand by banishing a Gem-Knight monster, so your discard could end up being setup. You want to see this in the opening hand to get to whatever you may need, plain and simple.
Advanced- 4/5 Art- 4/5
Until Next Time,
KingofLullaby

Crunch$G
Gem-Knights have to be one of Konami’s favorites from the Duel Terminal lore since they get the most legacy support. Anyways, new Gem-Knight cards to hopefully not FTK the opponent with, starting with Gem-Knight Nepyrim.
Nepyrim is a Level 4 LIGHT Fairy with 1550 ATK and 1600 DEF. Stats are whatever, though a LIGHT Fairy in Gem-Knights is solid since you can send it off Brilliant Fusion again to summon either Lady Rose Diamond or Seraphinite. Anyways, Normal or Special Summon this, you get to search for any Gem-Knight card from your Deck, besides Nepyrim, and then any effect damage your opponent would take in the Main Phase this turn is halved. That last part makes it so obvious Konami doesn’t want Gem-Knight to be an FTK Deck anymore, in return you get a pretty good searcher for the entire archetype to go alongside Gem-Armadillo. This can also search for Gem-Knight Spells and Traps, as few and far between those are. During the Main Phase, you can Normal Summon a Gem- monster in addition to your Normal Summon/Set, giving you a way to use another Normal Summon for Gem-Armadillo and putting fuel on the field to Link Summon Phantom Quartz. If this card is sent from the hand or Deck to the graveyard, you can discard a card to revive it. Perfect in a Fusion archetype where using it in your hand, or sending it from the Deck off Brilliant Fusion or Scatter Fusion, lets you get it back to search for that Gem-Knight card, all while putting a Gem-Knight card in the grave to recover your Gem-Knight Fusion or trigger some other graveyard effects of your Gem-Knights. HOPT on each effect as we can expect. A card like this does a good job at leaning Gem-Knights away from the FTK side of the Deck. In the OCG, it was solid at building a board with cards like Silhouhatte Rabbit with Angel Statue – Azurune, Thunder Dragon Colossus, and Apollousa (before they banned it). In the TCG, however, it’s more what the Deck was designed to be, which is a going second OTK strategy with your big Fusions doing a lot of battle damage. It’s a big consistency boost and good to use as Fusion Material, making it a good 3-of to add to Gem-Knights.
Advanced Rating: 4.25/5
Art: 4.5/5 Construct is now a Gem-Knight, I wonder what’s next?

Mighty
Vee
Gem-Knight is back and continues our Monster Mayhem coverage, with Gem-Knight Lapis fittingly returning as Gem-Knight Nepyrim. Nepyrim is a level 4 LIGHT Fairy monster; Gem-Knight Armadillo, Gem-Knight Phantom Quartz, and Gem-Knight Dispersion are all ways to access it, plus Foolish Burial and Brilliant Fusion for a reason that will become very clear. Keeping in line with Duel Terminal lore, Nepyim has a strange but ultimately mediocre stat spread of 1550 attack and 1600 defense. It’s a Constellar Sombre shout-out!
As expected of the modern cornerstone combo piece, we’ve got 3 hard once per turn effects on Nepyrim. The first triggers on Normal or Special Summon, simply letting you search any Gem-Knight card except another Nepyrim, at the cost of halving any effect damage your opponent takes during the Main Phase that turn. If you haven’t used it yet, you’ll want to be searching Gem-Knight Dispersion to get to Gem-Armadillo, which combos excellently with Nepyrim’s second effect. Otherwise, some combo lines will want to search Gem-Knight Quartz or Gem-Knight Hollowcore– more on the latter later! The Lapis Lazuli-shaped elephant in the room is, of course, the restriction meant specifically to stop Gem-Knight Lapis Lazuli FTK, though fortunately that is no longer relevant with Gem-Knight’s new win conditions (granted, some would argue turn skipping is not that much better). Back to the second effect– it can be activated during your Main Phase to let you immediately Normal Summon a Gem- monster from your hand. This effect is practically made for Gem-Armadillo, which you likely searched with Dispersion. This’ll get you to Hollowcore and conveniently provide enough bodies to go into Phantom Quartz and continue extending. Nepyri’s final effect, as if it did not need any more, triggers if it’s sent from the hand or deck to the Graveyard, letting you discard a card to Special Summon it. This is meant to combo with Brilliant Fusion and Shaddoll Fusion sending Nepyrim to the Graveyard as a Fusion material, letting you revive it and go off to the races. It also lets Nepyrim function as a combo piece rather than a starter if you decide to use Dispersion’s Fusion effect. The versatility is very welcome since you won’t always hard open Nepyrim, and you’ll be able to take advantage of its other effects even when not using it as a combo starter. Overall, another excellent combo piece and starter that patches up a deck that appreciates the help. Run 3! Unless you’re playing a lame FTK build, but I feel like at that point you deserve to lose.
+Great combo starter and combo piece
+Versatile accessibility through various deck Fusion Spells
-Not super accessible as a combo starter
-Burn restriction makes it useless for FTK builds
Advanced: 4/5
Art: 3.75/5 EL Shaddoll Construct is back! Well, kind of, I guess.
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