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Poor

Alright

Decent

Outstanding!

Epic!!!

1/5

2/5

3/5

4/5

5/5

Text Card Ratings Rarity Changes Visual Spoiler Card Spoiler Improved Effects

Ignition Assault (Page 4)

*Also a Starlight Rare card.
For info on how these ratings are determined, click here.
IGAS-EN079
Fiendish Portrait
Normal Trap
Target 1 face-up monster your opponent controls; Special Summon 1 monster with that name from your Deck or Extra Deck, but shuffle it into the Deck during the End Phase of the next turn, also you cannot Special Summon monsters from the Deck or Extra Deck for the rest of this turn after this card resolves. You can only activate 1 "Fiendish Portrait" per turn.
RARE 
Rating: 2
Comments: It's only useful if you plan to Summon something else with that monster but you can't use it for an Extra Deck Summon.
IGAS-EN078
Mutually Afurred Destruction
Normal Trap
Both players must keep their hands revealed this turn. While their hands are revealed by this effect, if they both have a card with the same name in their hands, neither player can activate cards with that name, or their effects.
COMMON
Rating: 1
Comments: What destruction? In the artwork? Looks like minor destruction, if that. The effect isn't costly to either player and is thus pointless.
IGAS-EN077
Armory Call
Normal Trap
Add 1 Equip Spell from your Deck to your hand, then you can equip it to 1 appropriate monster you control. You can only activate 1 "Armory Call" per turn.
COMMON
Rating: 2
Comments: You might as well activate it if you're going to reveal to your opponent a card from your Deck and it may prove useful. Won't work well with Darkworld Shackles though.
IGAS-EN076
Sales Pitch
Normal Trap
If your opponent adds a card(s) from the Deck to their hand, except by drawing them, by their card effect: Reveal 1 card from your Deck, and add it to your hand, but you cannot activate cards, or the effects of cards, with that name for the rest of this turn. You can only activate 1 "Sales Pitch" per turn.
SECRET RARE
Rating: 3
Comments: A perfect counter to effects that add from the Deck to the hand because while your opponent is generally limited on what they get, you're not and the downside becomes irrelevent if activated during your opponent's turn.
IGAS-EN075
Time Thief Retrograde
Counter Trap
When a Spell/Trap Card is activated while you control a "Time Thief" Xyz Monster: Negate the activation, and if you do, attach that card to a "Time Thief" Xyz Monster you control as material. You can only activate 1 "Time Thief Retrograde" per turn.
COMMON
Rating: 3
Comments: Though they aren't all good, use the ones that are and this is worthwhile.
IGAS-EN074
Resurgam Xyz
Continuous Trap
All Xyz Monsters you control gain 800 ATK. Once per turn: You can discard 1 Spell, then target 1 Xyz Monster you control; Special Summon from your Extra Deck, 1 "Number C" monster or 1 "CXyz" monster, with the same Type as that monster you control but 1 Rank higher, by using it as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) If you discarded a card other than a "Rank-Up-Magic" Spell to activate this effect, return that Special Summoned monster to the Extra Deck during the End Phase (even if this card leaves the field).
COMMON
Rating: 1
Comments: What's the point when you're going to lose the monster you ditched a card to bring out in the first place? Plus, it's not like 800 ATK does much for Xyz Monsters anyway.
IGAS-EN073
Karakuri Cash Inn
Normal Trap
Target 1 "Karakuri" monster you control and 1 Effect Monster your opponent controls; change the battle position of your monster, and if you do, negate the effects of that opponent's monster until the end of this turn. If you control a "Karakuri" monster(s): You can banish this card from your GY, then target 1 face-up monster on the field; change that monster's battle position. You can only activate 1 "Karakuri Cash Inn" per turn.
COMMON
Rating: 2
Comments: It could put your Karakuri in a prime position to use Cash Cashe but the 2nd effect isn't all that useful since you can't use it unless you control a Karakuri monster and we have cards that can do that regardess of what you control.
IGAS-EN072
Megalith Emergence
Continuous Trap
You can target 1 "Megalith" monster in your GY; Special Summon it in Defense Position, but place it on the bottom of the Deck when it leaves the field (even if this card leaves the field). You can only use this effect of "Megalith Emergence" once per turn.
COMMON
Rating: 1
Comments: Along with a more restrained Megalith card, it's also another ripoff of something else.
IGAS-EN071
Megalith Promotion
Continuous Trap
You can target 1 Level 4 or lower monster you control; its Level becomes double its original Level until the end of this turn (even if this card leaves the field). You can only use this effect of "Megalith Promotion" once per turn.
RARE
Rating: 3
Comments: Perhaps the only card, or one of few Megalith cards that I consider good for use in Decks considering it doesn't matter what Level 4 monster you use.
IGAS-EN070
Ancient Warriors Saga - Defense of Changban
Continuous Trap
If your "Ancient Warriors" monster battles, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. You can only use 1 of the following effects of "Ancient Warriors Saga - Defense of Changban" per turn, and only once that turn.
● At the start of your opponent's Battle Phase: You can send this face-up card from your Spell & Trap Zone to the GY; monsters your opponent controls cannot target "Ancient Warriors" monsters for attacks this turn.
● When an opponent's monster declares an attack: You can banish this card from your GY; Special Summon 1 "Ancient Warriors" monster from your Deck.
RARE
Rating: 2
Comments: As mediocre as they are, this isn't that bad to use with them.
IGAS-EN069
A.I. Shadow
Continuous Trap
Activate this card by targeting 1 "@Ignister" monster you control. That monster gains 800 ATK, also all monsters your opponent controls must attack that monster you control, if able. If this face-up card in its owner's Spell & Trap Zone has left the field because of an opponent's effect, and is now in the GY or banished: Draw 1 card. You can only use this effect of "A.I. Shadow" once per turn.
COMMON
Rating: 1
Comments: Not only does A.I. look awful with eye shadow but the card gives little benefit to his comrades on the field.
IGAS-EN068
Double-Edged Sword
Equip Spell
You can only control 1 "Double-Edged Sword". The equipped monster gains 2000 ATK, also both players take any battle damage from attacks involving the equipped monster. If you take 2000 or more battle damage: Send this card to the GY.
COMMON
Rating: 1
Comments: It's pretty one-sided to me.You're losing more than your opponent for a card that isn't stable.
IGAS-EN067*
Lightning Storm
Normal Spell
If you control no face-up cards: Activate 1 of these effects;
● Destroy all Attack Position monsters your opponent controls.
● Destroy all Spells and Traps your opponent controls.
You can only activate 1 "Lightning Storm" per turn.
SECRET RARE
Rating: 2
Comments: Contolling no face-up cards makes it very difficult to make use of this card outside of a stall Deck.
IGAS-EN066
Kuji-Kiri Curse
Normal Spell
Send 1 Level 9 monster from your hand or face-up field to the GY; draw 2 cards. You can only activate 1 "Kuji-Kiri Curse" per turn.
SUPER RARE
Rating: 1
Comments: The true curse is using this card in the first place given how crappy Level 9 monsters are as a whole.
IGAS-EN065
Disposable Learner Device
Equip Spell
The equipped monster gains 200 ATK for each monster in your GY. During the End Phase, if this card is in the GY because it was sent there from the field this turn: You can Set this card, but banish it when it leaves the field. You can only use this effect of "Disposable Learner Device" once per turn.
COMMON
Rating: 1
Comments: Don't know why it can't be recycled from the Grave continuously. It's not like the ATK boost is very much.
IGAS-EN064
Dragonmaid Send-Off
Quick-Play Spell
Target 1 "Dragonmaid" monster you control; Special Summon 1 "Dragonmaid" monster with a different name from your hand, in Defense Position, and if you do, return that targeted monster to the hand. The Special Summoned monster cannot be destroyed by battle or card effects until the end of the next turn. You can only activate 1 "Dragonmaid Send-Off" per turn.
COMMON
Rating: 1
Comments: More like "Dragon Laid Off" because they're incompetent in doing anything useful.
IGAS-EN063
Ghost Meets Girl - A Mayakashi's Manuscript
Quick-Play Spell
During the Main Phase: Target 1 Zombie Synchro Monster you control; Special Summon 1 of your Zombie monsters with the same Attribute, that is banished or in your GY, but banish it during the End Phase, also you cannot Special Summon monsters for the rest of this turn after this card resolves, except Zombie monsters. You can only activate 1 "Ghost Meets Girl - A Mayakashi's Manuscript" per turn.
COMMON
Rating: 1
Comments: These girls must stop meeting each other because they're not making for good results.
IGAS-EN062
Sky Striker Maneuver - Scissors Cross
Normal Spell
If you control no monsters in your Main Monster Zone: Target 1 Level 4 "Sky Striker Ace" monster in your GY; add it to your hand, or if you have 3 or more Spells in your GY, you can Special Summon it instead.
RARE
Rating: 1
Comments: It was also the Sneak Preview card but it's worthless either way.
IGAS-EN061
Time Thief Startup
Quick-Play Spell
Special Summon 1 "Time Thief" monster from your hand. During your Main Phase: You can banish this card from your GY, then target 1 "Time Thief" Xyz Monster you control; attach 3 "Time Thief" cards of different types (1 Monster, 1 Spell, and 1 Trap) from your GY to that monster as material. You can only use 1 "Time Thief Startup" effect per turn, and only once that turn.
COMMON
Rating: 2
Comments: Though Time Thieves aren't much better than Heraldic Beasts, they do have more potential than Heraldic Beasts will ever have.
IGAS-EN060
Charged-Up Heraldry
Normal Spell
Tribute 1 monster; Special Summon 2 "Heraldic Beast" monsters from your Deck in Defense Position, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn after this card resolves, except Psychic or Machine monsters. You can only activate 1 "Charged-Up Heraldry" per turn.
COMMON
Rating: 1
Comments: Heraldic Beasts are dead and this won't bring them back since people have moved on to another overhyped Archetype.