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Ignition Assault (IGAS-EN) Card Ratings

1. For info on how these ratings are determined, click here.
2.
Card gallery: https://yugipedia.com/wiki/Set_Card_Galleries:Ignition_Assault_(TCG-EN-1E)
                               Rating: 1 | IGAS-EN099 | Trap Card
Matching Outfits
Normal Trap
Both players reveal the top card of their Deck, and if they are the same type of card (Monster, Spell, or Trap), both players add them to their hands. Otherwise, banish them.
(Common)


Last I checked, fashion was never a factor in Duels and now there's a card based on it that relies on a very unlikely coincidence to take place.
 
                               Rating: 2 | IGAS-EN098 | Spell Card
Link Party
Normal Spell
Apply this effect depending on the number of different original Attributes of the Link Monsters on the field.
● 1: All Link Monsters you control gain 500 ATK.
● 2: All Link Monsters your opponent controls lose 1000 ATK.
● 3: Gain 1500 LP.
● 4: Inflict 2000 damage to your opponent.
● 5: Special Summon 1 monster with 2500 or more ATK from your Deck.
● 6: Destroy all monsters your opponent controls with 3000 or less ATK.
You can only activate 1 "Link Party" per turn.
(Common)


You don't need to control any Link Monsters but the effects are still dependent on their Attributes.
 
                               Rating: 1 | IGAS-EN097 | Link Monster
Linguriboh
DARK | Cyberse-Type Link | ATK 300 | Link-1
Active Link Arrow(s): Bottom-Left
1 Level 4 or lower Cyberse monster
When your opponent activates a Trap Card (Quick Effect): You can Tribute this card; negate that card's effect, and if you do, banish it. If this card is in your GY (Quick Effect): You can Tribute 1 "@Ignister" monster that was Summoned from the Extra Deck; Special Summon this card. You can only use each effect of "Linguriboh" once per turn.
(Ultra Rare)


The original Linkuriboh was bad enough and now he's got a more specific counterpart that only works with @Ignisters and against Traps.
 
                               Rating: 1 | IGAS-EN096 | Link Monster
Code Talker Inverted
LIGHT | Cyberse-Type Link | ATK 1300 | Link-2
Active Link Arrow(s: Left and Right
2 Cyberse monsters
If this card is Link Summoned: You can Special Summon 1 Cyberse monster from your hand to your zone this card points to. You can only use this effect of "Code Talker Inverted" once per turn.
(Common)


Inverted from what? He's worse than the other Code Talkers in every sense.
 
                               Rating: 1 | IGAS-EN095 | Link Monster
Bellcat Fighter
WIND | Machine-Type Link | ATK 2000 | Link-3
Active Link Arrow(s): Top, Left and Right
3 monsters, including a Token
When this card destroys an opponent's monster by battle: You can Special Summon 1 "Bellcat Token" (Machine/WIND |/Level 4/ATK 2000/DEF 2000) in Defense Position.
(Common)


Looks like another plane from a bygone era that isn't going to be useful now as the effect is already better done with Fiend's Sanctuary and others.
 
                               Rating: 2 | IGAS-EN094 | Xyz Monster
Time Thief Perpetua
DARK | Psychic-Type Xyz |
Rank 4 | ATK 1900 | DEF 2500
2 Level 4 monsters
During the Standby Phase: You can detach 1 material from this card, then target 1 "Time Thief" monster in your GY, except "Time Thief Perpetua"; Special Summon that monster. (Quick Effect): You can target 1 other Xyz Monster you control; attach 1 "Time Thief" card from your Deck to it as material. You can only use each effect of "Time Thief Perpetua" once per turn.
(Super Rare) & (Starlight Rare)


It can only get or revive Time Thieves but it's not the worst Xyz Monster I've seen.
 
                               Rating: 2 | IGAS-EN093 | Effect Monster
Marincess Pascalus
WATER | Cyberse |
Level 4 | ATK 1200 | DEF 2000
If this card is Normal or Special Summoned: You can Special Summon 1 "Marincess" monster from your hand in Defense Position, except "Marincess Pascalus". During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Marincess" Spell/Trap in your GY; add it you your hand. You can only use each effect of "Marincess Pascalus" once per turn.
(Super Rare)


She'll have to hope her 2000 DEF is enough because her effects are going to make survival very difficult.
 
                               Rating: 4 | IGAS-EN092 | Normal Monster
Shiny Black "C" Squadder
EARTH | Insect | Level 4 | ATK 2000 | DEF 0
Wherever there are shadows, you'll find the "C" Squad! Their hidden flying abilities let them confront the giants on equal terms!
(Common)


"C" has gotten quite the upgrade compared to his past incarnations and that's a very good thing because he can now be in the same league as the other monsters with his rating.
 
                               Rating: 1 | IGAS-EN091 | Trap Card
Plunder Patroll Booty
Continuous Trap
You can declare 1 Attribute, then target 1 face-up monster your opponent controls; it becomes that Attribute until the end of this turn (even if this card leaves the field), then you can take 1 "Plunder Patroll" monster from your GY, and either shuffle it into the Deck or Special Summon it. You can only use this effect of "Plunder Patroll Booty" once per turn. Once per turn, during the End Phase, if you control no "Plunder Patroll" monsters: Send this card to the GY.
(Rare)


This treasure should stay buried for anyone wasting hours of time to find it is going to be in for serious disappointment.
 
                               Rating: 1 | IGAS-EN090 | Spell Card
Plunder Patroll Shipyarrrd
Field Spell
"Plunder Patroll" monsters you control gain 500 ATK for each "Plunder Patroll" card in your Spell & Trap Zone. You can only use each of the following effects of "Plunder Patroll Shipyarrrd" once per turn.
● You can discard 1 card; add 1 "Plunder Patroll" card from your Deck to your hand, except "Plunder Patroll Shipyarrrd".
● If this card is in your GY: You can target 1 "Plunder Patroll" card in your Spell & Trap Zone; Set this card, and if you do, return that target to the hand.
(Rare)


Since they're all amateur members of Captain Nobrain's crew, they will have no need for an equally substandard shipyard.
 
                               Rating: 1 | IGAS-EN089 | Link Monster
Blackbeard, the Plunder Patroll Captain
WATER | Fiend-Type Link | ATK 1600 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
2 monsters including a "Plunder Patroll" monster
(Quick Effect): You can target 1 Effect Monster you control; Special Summon 1 "Plunder Patroll" monster from your Extra Deck with the same Attribute as a monster your opponent controls or is in their GY, and if you do, equip that target to it, then draw 1 card. You can only use this effect of "Blackbeard, the Plunder Patroll Captain" once per turn.
(Ultra Rare)  


Apparently even the captain of the ship is no different than his loyal crew, which means they're doomed the minute they disembark.   
 
                               Rating: 1 | IGAS-EN088 | Xyz Monster
Plunder Patrollship Moerk
DARK | Fiend-Type Xyz | Rank 4 | ATK 1000 | DEF 2500
2 Level 4 monsters
You can discard 1 "Plunder Patroll" card, then target 1 Effect Monster your opponent controls; banish it, then you can add 1 "Plunder Patroll" Spell/Trap from your Deck to your hand. This is a Quick Effect if this card is equipped with a "Plunder Patroll" card. You can only use this effect of "Plunder Patrollship Moerk" once per turn. If a "Plunder Patroll" card(s) you control would be destroyed by battle or card effect, you can detach 1 material from this card instead.
(Secret Rare)  


Looks like their fleet is as poorly designed as they are and that's no good for being out in open waters.  
 
                               Rating: 1 | IGAS-EN087 | Synchro Monster
Plunder Patrollship Brann
FIRE | Fiend-Type Synchro | Level 8 | ATK 2500 | DEF 1000
1 Tuner + 1+ non-Tuner monsters
All other Fiend monsters you control gain 500 ATK. You can discard 1 "Plunder Patroll" card, then target 1 Spell/Trap your opponent controls; banish it, then you can add 1 "Plunder Patroll" monster from your Deck to your hand. This is a Quick Effect if this card is equipped with a "Plunder Patroll" card. You can only use this effect of "Plunder Patrollship Brann" once per turn.
(Secret Rare)  


If this is their best ship, it's easly sunk by even juvenile sailors.   
 
                               Rating: 1 | IGAS-EN086 | Effect Monster
Redbeard, the Plunder Patroll Matey
WATER | Fiend | Level 4 | ATK 1000 | DEF 1000
During your opponent's turn (Quick Effect): You can Special Summon 1 "Plunder Patroll" monster from your Extra Deck with the same Attribute as a monster your opponent controls or is in their GY, and if you do, equip this card you control to it. If this card is sent from the hand or Monster Zone to the GY: You can target 1 "Plunder Patroll" monster you control, except "Redbeard, the Plunder Patroll Matey"; equip this card to it. You can only use each effect of "Redbeard, the Plunder Patroll Matey" once per turn.
(Ultra Rare)  


Ahoy there matey! Have ye any abilities that are new and useful? No? Then ye shall walk the plank and enter Davy Jones' Locker!
 
                               Rating: 2 | IGAS-EN085 | Effect Monster
Whitebeard, the Plunder Patroll Helm
WATER | Fiend-Type Tuner | Level 4 | ATK 1500 | DEF 1000
During your opponent's turn (Quick Effect): You can Special Summon 1 "Plunder Patroll" monster from your Extra Deck with the same Attribute as a monster your opponent controls or is in their GY, and if you do, equip this card you control to it. If this card is sent from the hand or Monster Zone to the GY: You can activate this effect; Special Summon 1 "Plunder Patroll" monster from your Deck, except "Whitebeard, the Plunder Patroll Helm", also you cannot Special Summon monsters for the rest of this turn, except "Plunder Patroll" monsters. You can only use each effect of "Whitebeard, the Plunder Patroll Helm" once per turn.
(Ultra Rare)  


It's not good for anything except being Synchro Material because bypassing Extra Deck Summoning restraints is never a good idea. 
 
                               Rating: 1 | IGAS-EN084 | Spell Card
Execution of the Contract
Equip Spell
You can reveal 1 Ritual Monster in your hand; the equipped monster becomes the revealed monster's Level, until the end of this turn (even if this card leaves the field). If this card is sent to the GY because the equipped monster is Tributed: You can target 1 monster your opponent controls; destroy it. You can only use each effect of "Execution of the Contract" once per turn.
(Common)  


We already have cards that can modify a monster's Level without revealing any part of your strategy.   
 
                               Rating: 1 | IGAS-EN083 | Xyz Monster
Nine-Lives Cat
EARTH | Zombie-Type Xyz | Rank 9 | ATK 900 | DEF 3300
2 Level 9 monsters
Your opponent cannot target other monsters you control, that were Special Summoned from the GY, with card effects. You can detach 1 material from this card, then target 1 Level 9 monster in your GY or 1 monster in your opponent's GY; Special Summon it. You can only use this effect of "Nine-Lives Cat" once per turn.
(Common)


Don't even give this cat a single chance to survive on the field. It's highly feeble and pointless.
 
                               Rating: 1 | IGAS-EN082 | Effect Monster
Feedran, the Winds of Mischief
WIND | Dragon | Level 3 | ATK 1700 | DEF 0
If this card is Normal or Special Summoned: You can target 1 face-up monster you control; if it attacks a Defense Position monster this turn, inflict piercing battle damage to your opponent. During your opponent's turn (Quick Effect): You can target 1 other face-up monster on the field; change its battle position, then, return this card to the hand. You can only use each effect of "Feedran, the Winds of Mischief" once per turn.
(Common)


Fairy Meteor Crush gives any monster the ability to deal piercing battle damage and doesn't have any side-effects at all.
 
                               Rating: 3 | IGAS-EN081 | Effect Monster
Guard Ghost
DARK | Zombie | Level 4 | ATK 1800 | DEF 100
If this card is Special Summoned from the GY: You can target 1 monster you control; it cannot be destroyed by battle or card effects this turn. During the End Phase, if this card is currently banished, and was banished this turn: You can add this card to your hand. You can only use each effect of "Guard Ghost" once per turn.
(Common)


It benefits from being banshed, is Level 4 and has 1800 ATK, not to mention benefits from being revived from the Grave. The 1st effect applies only the turn it's revived though.
 
                               Rating: 1 | IGAS-EN080 | Trap Card
Head Judging
Continuous Trap
When a monster on the field activates its effect: You can make the activating player toss a coin and call it. If they call it right, send this card to the GY. If they call it wrong, negate that effect's activation, and if you do, change control of that monster to their opponent. You can only use this effect of "Head Judging" once per turn.
(Common)


Coin toss effects are generally not a good idea because they will more-often-than-not result in failure for you. If you want the monster so badly, use Crackdown to take it outright.
 
                               Rating: 2 | IGAS-EN079 | Trap Card
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)  


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 that turn.
 
                               Rating: 1 | IGAS-EN078 | Trap Card
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)


What destruction? In the artwork? Looks like minor destruction, if that. The effect isn't costly to either player and is thus pointless.
 
                               Rating: 2 | IGAS-EN077 | Trap Card
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)


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.
 
                               Rating: 3 | IGAS-EN076 | Trap Card
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)


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.
 
                               Rating: 3 | IGAS-EN075 | Trap Card
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)


Though they aren't all good, use the ones that are and this is worthwhile.
 
                               Rating: 1 | IGAS-EN074 | Trap Card
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)


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.
 
                               Rating: 2 | IGAS-EN073 | Trap Card
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)


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.
 
                               Rating: 1 | IGAS-EN072 | Trap Card
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)


Along with a more restrained Megalith card, it's also another ripoff of something else.
 
                               Rating: 3 | IGAS-EN071 | Trap Card
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)


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.
 
                               Rating: 2 | IGAS-EN070 | Trap Card
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)


As mediocre as they are, this isn't that bad to use with them.
 
                               Rating: 1 | IGAS-EN069 | Trap Card
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)


Not only does A.I. look awful with eye shadow but the card gives little benefit to his comrades on the field.
 
                               Rating: 1 | IGAS-EN068 | Spell Card
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)


It's pretty one-sided to me.You're losing more than your opponent for a card that isn't stable.
 
                               Rating: 2 | IGAS-EN067 | Spell Card
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) & (Starlight Rare)


Contolling no face-up cards makes it very difficult to make use of this card outside of a stall Deck.
 
                               Rating: 1 | IGAS-EN066 | Spell Card
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)


The true curse is using this card in the first place given how crappy Level 9 monsters are as a whole.
 
                               Rating: 1 | IGAS-EN065 | Spell Card
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)


Don't know why it can't be recycled from the Grave continuously. It's not like the ATK boost is very much and the card will be known after it is played the first time around.
 
                               Rating: 1 | IGAS-EN064 | Spell Card
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)


More like "Dragon Laid Off" because they're incompetent in doing anything useful.
 
                               Rating: 1 | IGAS-EN063 | Spell Card
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)


These girls must stop meeting each other because they're not making for good results.
 
                               Rating: 1 | IGAS-EN062 | Spell Card
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)


It was also the Sneak Preview card but it's worthless either way.
 
                               Rating: 2 | IGAS-EN061 | Spell Card
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)


Though Time Thieves aren't much better than Heraldic Beasts, they do have more potential than Heraldic Beasts will ever have.
 
                               Rating: 1 | IGAS-EN060 | Spell Card
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)


Heraldic Beasts are dead and this won't bring them back since people have moved on to another overhyped Archetype.
 
                               Rating: 1 | IGAS-EN059 | Spell Card
Condolence Puppet
Normal Spell
Send "Gimmick Puppet" monsters with different names from your Deck to the GY, up to the number of monsters your opponent controls that were Special Summoned from the Extra Deck +1. You can banish this card from your GY, then target 1 Machine Xyz Monster you control; it cannot be destroyed by your opponent's card effects while face-up on the field. You can only use each effect of "Condolence Puppet" once per turn.
(Common)


Gimmick Puppets are still mediocre and since they're not getting regular support anymore, they won't likely ever get out of that status.
 
                               Rating: 1 | IGAS-EN058 | Spell Card
Karakuri Gama Oil
Equip Spell
Activate this card by targeting 1 "Karakuri" monster in your GY; Special Summon it and equip it with this card. Once per turn, if the battle position of a face-up "Karakuri" monster(s) you control is changed: The equipped monster gains 500 ATK/DEF (even if this card is no longer equipped). You can only activate 1 "Karakuri Gama Oil" per turn.
(Common)


It'll continue to gain ATK even after the equip card is removed and since they do that on their own when attacked, it's bound to go up quite a bit in a single turn. Still, it's limited to Karakuris.
 
                               Rating: 1 | IGAS-EN057 | Spell Card
Megalith Portal
Field Spell
The first time each Ritual Summoned monster would be destroyed by battle each turn, it is not destroyed. If a "Megalith" monster is Special Summoned (except during the Damage Step): You can target 1 Ritual Monster in your GY; add it to your hand. You can only use this effect of "Megalith Portal" once per turn.
(Common)


It's not limited to Megalosers, I mean Megaliths so Demise and Ruin can benefit from the effects but they aren't very good benefits.
 
                               Rating: 1 | IGAS-EN056 | Spell Card
Ancient Warriors Saga - Sun Liu Alliance
Continuous Spell
If you control "Ancient Warriors" monsters with 2 or more different Attributes: You can declare 1 Attribute; your opponent cannot activate the effects of monsters they currently control with that Attribute, until the end of this turn (even if this card leaves the field). If your opponent Special Summons a monster(s), or you activate an "Ancient Warriors" monster's effect (except during the Damage Step): You can make all "Ancient Warriors" monsters you control gain 300 ATK for each "Ancient Warriors" monster you control until the end of this turn (even if this card leaves the field). You can only use each effect of "Ancient Warriors Saga - Sun-Liu Alliance" once per turn.
(Rare)


The ATK boost is minimal and the other effect only stops Effect Monsters' effects with a specific Attribute.
 
                               Rating: 1 | IGAS-EN055 | Spell Card
Ancient Warriors Saga - Three Visits
Continuous Spell
During your Main Phase, if you Normal or Special Summon an "Ancient Warriors" monster(s): You can target 1 of those monsters; add 1 "Ancient Warriors" monster with a different name from your Deck to your hand. If this card is sent from the Spell & Trap Zone to the GY: You can Special Summon 1 "Ancient Warriors" monster from your hand. You can only use each effect of "Ancient Warriors Saga - Three Visits" once per turn. Send this card to the GY during your 2nd Standby Phase after activation.
(Ultra Rare)


Given that most Ancient Warriors are pretty bad, there's no point in visiting them even once.
 
                               Rating: 1 | IGAS-EN054 | Spell Card
A.I.'s Ritual
Ritual Spell
This card can be used to Ritual Summon any Cyberse Ritual Monster. You must also Tribute "@Ignister" monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If you control an "@Ignister" monster when this effect is activated, you can also use "@Ignister" monster(s) in your GY, by banishing them.
(Common)


The A.I.'s don't have it this time around because unlike in the anime, they're only useless Deck filler.
 
                               Rating: 1 | IGAS-EN053 | Spell Card
A.I. Love Fusion
Normal Spell
Fusion Summon 1 Cyberse Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If you use your "@Ignister" monster as Fusion Material, you can also use 1 Link Monster your opponent controls as material. You can only activate 1 "A.I. Love Fusion" per turn.
(Rare)


Just what your Deck needs for Valentine's Day, a crappy ripoff of regular Poly.
 
                               Rating: 1 | IGAS-EN052 | Spell Card
A.I.dle Reborn
Quick-Play Spell
Target 1 "@Ignister" monster in your GY; Special Summon it, also you cannot Special Summon monsters for the rest of this turn after this card resolves, except Cyberse monsters. When an attack is declared involving 2 monsters: You can banish this card from your GY and 1 card from your hand, then target 1 of your "A.I." Spells/Traps that is banished or in your GY, except "A.I.dle Reborn"; add that card to your hand. You can only use each effect of "A.I.dle Reborn" once per turn.
(Rare)


How appropriate, they named it "Idle" Reborn, which means it's not doing anything and thus useless in this case.
 
                               Rating: 1 | IGAS-EN051 | Spell Card
TA.I. Strike
Quick-Play Spell
During damage calculation, if your monster battles an opponent's monster: Your battling monster's ATK becomes that opponent's monster's ATK, during that damage calculation only, also, the controller of any monster destroyed by that battle takes damage equal to its original ATK, at the end of the Damage Step. If your "@Ignister" monster would be destroyed by battle, you can banish this card from your GY instead. You can only activate 1 "TA.I. Strike" per turn.
(Common)


Since they're going to have equal ATK, you're setting yourself up for needless damage and loss of defense just to do the same to your opponent. Plus, using it to save an @Ignister is just pointless when they're not worth saving at all.
 
                               Rating: 1 | IGAS-EN050 | Spell Card
Ignister A.I.Land
Field Spell
If you control no monsters in your Main Monster Zone: You can Special Summon 1 Level 4 or lower "@Ignister" monster from your hand, but for the rest of this turn, you cannot Special Summon monsters with the same original Attribute by the effect of "Ignister A.I.Land", also you cannot Special Summon monsters, except Cyberse monsters (even if this card leaves the field). If this card is in your GY: You can banish 1 "@Ignister" monster from your GY; Set this card. You can only use this effect of "Ignister A.I.Land" once per turn.
(Secret Rare)


There's already an island for individuals like them, the Island of Misfit Toys and they are pretty much misfits with how poorly their cards function.
 
                               Rating: 1 | IGAS-EN049 | Link Monster
Gravity Controller
DARK | Psychic-Type Link | ATK 1000 | Link-1
Active Link Arrow(s): Bottom-Left
1 non-Link Monster in an Extra Monster Zone
Cannot be used as Link Material the turn it is Link Summoned. This card in the Extra Monster Zone cannot be destroyed by battle with a monster in the Main Monster Zone. At the start of the Damage Step, if this card battles an opponent's monster in the Extra Monster Zone: You can return both that opponent's monster and this card to the Deck.
(Common)


He can't even control the Battle Phase of the turn he hits the field. With so many restraints and no benefits, it's no wonder it's a Common.
 
                               Rating: 1 | IGAS-EN048 | Link Monster
Aussa the Earth Charmer, Immovable
EARTH | Spellcaster-Type Link | ATK 1850 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
2 monsters, including an EARTH monster
(This card is always treated as a "Familiar-Possessed" card.)
You can target 1 EARTH monster in your opponent's GY; Special Summon it to your zone this card points to. If this Link Summoned card is destroyed by battle, or is destroyed by an opponent's card effect while in its owner's Monster Zone: You can add 1 EARTH monster with 1500 or less DEF from your Deck to your hand. You can only use each effect of "Aussa the Earth Charmer, Immovable" once per turn.
(Rare) & (Starlight Rare)


Just go with Giant Rat or Witch of the Black Forest, which don't need any real effort to achieve pretty much the same thing.
 
                               Rating: 1 | IGAS-EN047 | Link Monster
Cross-Sheep
EARTH | Beast-Type Link | ATK 700 | Link-2
Active Link Arrow(s): Bottom-Left and Bottom-Right
2 monsters with different names
If a monster is Special Summoned to a zone this card points to: You can apply the following effects, in sequence, based on the card types of the monster(s) this card points to.
● Ritual: Draw 2 cards, then discard 2 cards.
● Fusion: Special Summon 1 Level 4 or lower monster from your GY.
● Synchro: All monsters you control gain 700 ATK.
● Xyz: All monsters your opponent controls lose 700 ATK.
You can only use this effect of "Cross-Sheep" once per turn.
(Rare)


It's probably a sheep Little Bo Peep lost in her story and for good reason because it's not worth finding or attending to.
 
                               Rating: 2 | IGAS-EN046 | Link Monster
Fire Phoenix @Ignister
FIRE | Cyberse-Type Link | ATK 2300 | Link-3
Active Link Arrow(s): Left, Right and Bottom
2+ Cyberse monsters
During damage calculation, if this card attacks: You can inflict damage to your opponent equal to this card's ATK, and if you do, your opponent takes no battle damage from that battle. If this card is destroyed by card effect: You can destroy 1 monster your opponent controls. During the next Standby Phase after this Link Summoned card was destroyed and sent to the GY: You can Special Summon this card from your GY. You can only use each effect of "Fire Phoenix @Ignister" once per turn.
(Rare)


It was almost worthy of a 3/5 but not quite. It needs Cyberse Link Materials and those are all pretty bad with the exception of a few.
 
                               Rating: 1 | IGAS-EN045 | Link Monster
Dark Templar @Ignister
DARK | Cyberse-Type Link | ATK 2300 | Link-3
Active Link Arrow(s): Bottom, Bottom-Left and Bottom-Right
3 monsters with different names
If a monster(s) is Special Summoned to a zone(s) this card points to, even during the Damage Step: You can Special Summon as many Level 4 or lower "@Ignister" monsters from your GY as possible to your zone(s) this card points to, but their effects are negated. When this card destroys an opponent's monster by battle: You can Special Summon 1 Cyberse monster from your GY. You can only use each effect of "Dark Templar @Ignister" once per turn.
(Ultra Rare)


Your choices are mediocre at best and for a Link-3 monster, you can't really afford to have mediocre options or mediocre effects but this one has both.
 
                               Rating: 2 | IGAS-EN044 | Xyz Monster
Light Dragon @Ignister
LIGHT | Cyberse-Type Xyz | Rank 4 | ATK 2300 | DEF 1500
2 Level 4 monsters
If a monster(s) you control would be destroyed by card effect, you can detach 1 material from this card instead. You can only use each of the following effects of "Light Dragon @Ignister" once per turn.
● You can detach 1 material from this card; destroy face-up monsters your opponent controls, up to the number of "@Ignister" monsters you control.
● When another Cyberse monster you control inflicts battle damage to your opponent: You can Special Summon 1 Link Monster from your GY.
(Super Rare)


Even Xyz Summoning proves to be too advanced for them to master. It's an improvement over their Effect Monster counterparts from earlier but that's not saying much.
 
                               Rating: 3 | IGAS-EN043 | Synchro Monster
Karakuri Super Shogun mdl 00N "Bureibu"
EARTH | Machine-Type Synchro | Level 9 | ATK 3000 | DEF 1500
1 Tuner + 1+ non-Tuner Machine monsters
If this card is Synchro Summoned: You can Special Summon 1 "Karakuri" monster from your Deck. Monsters you control in Defense Position cannot be destroyed by battle. Once per turn, if the battle position of a face-up "Karakuri" monster(s) you control is changed (except during the Damage Step): You can target 1 card your opponent controls; banish it.
(Super Rare)


The last effect doesn't work during either player's turn but the other two effects make up for it and its Synchro Materials are pretty much generic.
 
                               Rating: 2 | IGAS-EN042 | Synchro Monster
Wind Pegasus @Ignister
WIND | Cyberse-Type Synchro | Level 7 | ATK 2300 | DEF 1500
1 Tuner + 1+ non-Tuner monsters
During your Main Phase: You can destroy Spells/Traps your opponent controls, up to the number of "@Ignister" monsters you control. If another card(s) you control is destroyed by battle or an opponent's card effect, while this card is on the field or in the GY: You can banish this card, then target 1 card your opponent controls; shuffle it into the Deck. You can only use each effect of "Wind Pegasus @Ignister" once per turn.
(Super Rare)


Seems the @Ignisters can't attempt any Summoning methods without coming up short as their first Synchro proves to be mediocre at best.
 
                               Rating: 2 | IGAS-EN041 | Fusion Monster
Earth Golem @Ignister
EARTH | Cyberse-Type Fusion | Level 7 | ATK 2300 | DEF 2000
1 Cyberse monster + 1 Link Monster
After this card is Fusion Summoned, you take no damage for the rest of this turn. If this card attacks a monster that was Special Summoned from the Extra Deck, this card gains ATK equal to its original ATK during the Damage Step only. When this card is destroyed by battle: You can target 1 Cyberse monster in your GY, except "Earth Golem @Ignister"; Special Summon it. You can only use this effect of "Earth Golem @Ignister" once per turn.
(Rare)


It has some decent perks but those are offset by the requirement for a Link Monster and a Cyberse monster as Fusion Materials. Plus, it can only gain ATK if battling a monster Special Summoned from the Extra Deck.
 
                               Rating: 2 | IGAS-EN040 | Ritual Monster
Megalith Aratron
EARTH | Rock-Type Ritual | Level 8 | ATK 2000 | DEF 3000
You can Ritual Summon this card with a "Megalith" card. During the Main Phase (Quick Effect): You can discard this card; Ritual Summon 1 "Megalith" Ritual Monster from your hand, by Tributing monsters from your hand or field whose total Levels equal or exceed its Level. When your opponent activates a card or effect that targets a card you control (Quick Effect): You can place 1 Ritual Monster from your GY on the bottom of the Deck, and if you do, negate that activation, and if you do that, destroy it. You can only use each effect of "Megalith Aratron" once per turn.
(Super Rare)


The 2nd effect is just enough to warrant giving it 2/5 but it's just not much better than the ones we've seen already.
 
                               Rating: 1 | IGAS-EN039 | Ritual Monster
Megalith Bethor
EARTH | Rock-Type Ritual | Level 8 | ATK 1500 | DEF 2600
You can Ritual Summon this card with a "Megalith" card. You can discard this card; Ritual Summon 1 "Megalith" Ritual Monster from your hand, by Tributing monsters from your hand or field whose total Levels equal or exceed its Level. If this card is Ritual Summoned: You can target cards your opponent controls, up to the number of Ritual Monsters with different names in your GY; destroy them. You can only use each effect of "Megalith Bethor" once per turn.
(Common)


Even my Booster Sets don't have a string of uniformly bad monsters with the same effects.
 
                               Rating: 1 | IGAS-EN038 | Ritual Monster
Megalith Phaleg
EARTH | Rock-Type Ritual | Level 8 | ATK 2500 | DEF 1200
You can Ritual Summon this card with a "Megalith" card. You can discard this card; Ritual Summon 1 "Megalith" Ritual Monster from your hand, by Tributing monsters from your hand or field whose total Levels equal or exceed its Level. You can only use this effect of "Megalith Phaleg" once per turn. Monsters you control gain 300 ATK/DEF for each Ritual Monster in your GY.
(Common)


I'm not pulling your phaleg to say it's a bad idea to use this.
 
                               Rating: 1 | IGAS-EN037 | Ritual Monster
Megalith Och
EARTH | Rock-Type Ritual | Level 4 | ATK 1000 | DEF 2700
You can Ritual Summon this card with a "Megalith" card. If this card is Ritual Summoned: You can draw 1 card, then discard 1 card. During the Main Phase (Quick Effect): You can activate this effect; Ritual Summon 1 Ritual Monster from your hand, by Tributing monsters from your hand or field, including this card on your field, whose total Levels equal or exceed the Level of the Ritual Monster. You can only use this effect of "Megalith Och" once per turn.
(Common)


So I guess these guys are just meant to be good-looking rock formations because they don't do a darn thing useful as as whole.
 
                               Rating: 1 | IGAS-EN036 | Ritual Monster
Megalith Hagith
EARTH | Rock-Type Ritual | Level 4 | ATK 1300 | DEF 2600
You can Ritual Summon this card with a "Megalith" card. If this card is Ritual Summoned: You can add 1 "Megalith" Spell/Trap from your Deck to your hand. During your Main Phase: You can activate this effect; Ritual Summon 1 Ritual Monster from your hand, by Tributing monsters from your hand or field, including this card on your field, whose total Levels equal or exceed the Level of the Ritual Monster. You can only use this effect of "Megalith Hagith" once per turn.
(Common)


Apparently a loss of 300 ATK makes this guy a Common over the other one considering it gets support for the Archetype from your Deck. Regardless, it's crappy too.
 
                               Rating: 1 | IGAS-EN035 | Ritual Monster
Megalith Ophiel
EARTH | Rock-Type Ritual | Level 4 | ATK 1600 | DEF 2500
You can Ritual Summon this card with a "Megalith" card. If this card is Ritual Summoned: You can add 1 "Megalith" monster from your Deck to your hand, except "Megalith Ophiel". During your Main Phase: You can activate this effect; Ritual Summon 1 Ritual Monster from your hand, by Tributing monsters from your hand or field, including this card on your field, whose total Levels equal or exceed the Level of the Ritual Monster. You can only use this effect of "Megalith Ophiel" once per turn.
(Super Rare)


You're not bypassing traditional Ritual Monster requirements so there's no point in using the effect as it's exactly the same apart from a requiring to use itself as a Ritual Material.
 
                               Rating: 1 | IGAS-EN034 | Ritual Monster
Water Leviathan @Ignister
WATER | Cyberse-Type Ritual | Level 7 | ATK 2300 | DEF 2000
You can Ritual Summon this card with "A.I.'s Ritual". If this card is Ritual Summoned: You can return all monsters your opponent control with 2300 or less ATK to the hand. You can target 1 face-up monster your opponent controls; return all Link Monsters from your GY to the Extra Deck, and if you do, change that targeted monster's ATK to 0. You can only use this effect of "Water Leviathan @Ignister" once per turn. Once per battle, during damage calculation, if this card battles an opponent's monster (Quick Effect): You can halve the ATK of that opponent's monster, during that damage calculation only.
(Common)


Reptilianne Medusa has way more uses than this and can reduce the ATK of every monster your opponent controls for the bargain price of 1 card from your hand per monster. It's also not much weaker than this card.
 
                               Rating: 1 | IGAS-EN033 | Effect Monster
Cupid Serve
LIGHT | Fairy | Level 2 | ATK 1000 | DEF 600
Unaffected by the activated effects of monsters, except monsters whose Level is equal or lower than this card. You can banish up to 3 cards from your GY; increase this card's Level by that number, until the end of this turn. You can only use this effect of "Cupid Serve" once per turn.
(Common)


Even if the effect permanently altered its Level, it wouldn't make a difference because only 1/3 of cards actually get blocked by its effect.
 
                               Rating: 1 | IGAS-EN032 | Effect Monster
Battle Survivor
EARTH | Warrior | Level 4 | ATK 1600 | DEF 800
At the end of the Battle Phase: You can add 1 card from your GY to your hand, except "Battle Survivor", that was sent there during this Battle Phase while you controlled this face-up card. You can only use this effect of "Battle Survivor" once per turn.
(Common)


Much too slow and he won't be a battle survivor either with those stats.
 
                               Rating: 1 | IGAS-EN031 | Effect Monster
Squeaknight
FIREE| Warrior-Type Union || Level 11| ATK 500 | DEF 5000
If this card is Special Summoned: You can activate this effect; treat this card as a Tuner this turn, also you can only Special Summon once from the Extra Deck for the rest of this turn. Once per turn, you can either: Target 1 face-up monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead..
(Common))


It won't be squeaking by to get a higher rating because I can see it's not fit to be a fighter by any means.
 
                               Rating: 2 | IGAS-EN030 | Effect Monster
Transcicada
EARTH | Insect-Type Tuner | Level 3 | ATK 800 | DEF 1000
If this card is Special Summoned: You can Special Summon 1 "Moult Token" (Insect/EARTH/Level 3/
ATK 0/DEF 0). While the Token Special Summoned by this effect is on the field, you cannot Special Summon monsters from the Extra Deck, except Insect monsters. You can only use this effect of "Transcicada" once per turn.
(Common)


You can get free Tokens by using Fiend's Sanctuary, Scapeghost or Scapegoat. All this is good for is being a Tuner.
 
                               Rating: 1 | IGAS-EN029 | Effect Monster
Daruma Dropper
EARTH | Warrior | Level 4 | ATK 700 | DEF 1800
(Quick Effect): You can detach 1 material from an Xyz Monster you control, then target 1 face-up monster your opponent controls; change its ATK to 0 until the end of this turn. If an Xyz Monster you control would activate an effect by detaching material(s), except the turn this card was sent to the GY, you can banish this card from your GY instead of 1 of those materials. You can only use each effect of "Daruma Dropper" once per turn.
(Common)


This guy costs you an Xyz Material just to reduce the ATK of an opponent's monster to 0 when Reptilianne Medusa can do that just by discarding a card or Darkworld Shackles can do nearly that much for free. 
 
                               Rating: 2 | IGAS-EN028 | Effect Monster
Obsessive Uvualoop
EARTH | Fiend-Type Tuner | Level 4 | ATK 1200 | DEF 1800
If this card is in your hand: You can target 1 Synchro Monster you control or in your GY; banish it, and if you do, Special Summon this card. If this card is in your GY: You can target 1 Synchro Monster you control or in your GY; banish it, and if you do, add this card to your hand. You can only use each effect of "Obsessive Uvualoop" once per turn.
(Common)


A Level 4 Tuner that can also somewhat survive on the field but the effects are pretty bad.   
 
                               Rating: 3 | IGAS-EN027 | Effect Monster
Ibicella Lutea
EARTH | Plant | Level 4 | ATK 1800 | DEF 100
Cannot be destroyed by battle while you control another monster. Neither player can target face-up Spells/Traps you control with card effects.
(Rare)  


A Beatstick that also protects your vulerable face-up Spells and Traps and can't be destroyed in battle if you have another monster.   
 
                               Rating: 1 | IGAS-EN026 | Effect Monster
Jack-o-Bolan
FIRE | Zombie | Level 7 | ATK 1500 | DEF 2200
You can discard 1 Zombie monster; Special Summon this card from your hand. During your opponent's Main Phase (Quick Effect): You can target 1 Zombie monster in either GY; Special Summon that monster (but banish it when it leaves the field), then banish this face-up card until the End Phase. You can only use each effect of "Jack-o-Bolan" once per turn.
(Super Rare)  


It's weaker than Zombie Master and pointlessly takes itself off the field when it revives a Zombie in your Graveyard.
 
                               Rating: 2 | IGAS-EN025 | Effect Monster
Cataclysmic Crusted Calcifida
EARTH | Fairy | Level 8 | ATK 2600 | DEF 200
If a face-up EARTH monster(s) you control is destroyed by battle or an opponent's card effect: You can Special Summon this card from your hand, then, you can send 1 monster from your Deck to the GY. You can only use this effect of "Cataclysmic Crusted Calcifida" once per turn.
(Common)  


It's easy to bring out by its effect but doesn't do much once it's on the field.
 
                               Rating: 3 | IGAS-EN024 | Effect Monster
Gizmek Kaku, the Supreme Shining Sky Stag
FIRE | Machine | Level 9 | ATK 2750 | DEF 2750
If a monster is in the Extra Monster Zone: You can Special Summon this card from your hand. You can target 1 face-up monster in the Extra Monster Zone; equip that face-up monster to this card (max. 1). When this card destroys an opponent's monster by battle: You can Special Summon 1 of your Monster Cards equipped to this card. You can only use each effect of "Gizmek Kaku, the Supreme Shining Sky Stag" once per turn.
(Secret Rare)  

                                                       Rating: 3
It's quite easy to bring out a monster to the Extra Monster Zone and then once you get this guy out, it'll steal monsters and then put them under your control.   
 
                               Rating: 1 | IGAS-EN023 | Effect Monster
Ghostrick Fairy
DARK | Spellcaster | Level 2 | ATK 900 | DEF 1000
Cannot be Normal Summoned, unless you control a "Ghostrick" monster. Once per turn: You can change this card to face-down Defense Position. When this card is flipped face-up: You can target 1 "Ghostrick" card in your GY; Set that card (but banish it when it leaves the field), then, you can change face-up monsters your opponent controls to face-down Defense Position, up to the number of Set cards you control.
(Common)  


They still require you to already control a Ghostrick monster, which means you're entirely reliant on Special Summoning them somehow. Good luck with that. Plus, Ghostricks were hardly used back when they were more commonly released in Booster Sets.
 
                               Rating: 1 | IGAS-EN022 | Effect Monster
Utgarda, Generaider Boss of Delusion
LIGHT | Rock | Level 9 | ATK 2200 | DEF 2700
You can only control 1 "Utgarda, Generaider Boss of Delusion". (Quick Effect): You can Tribute 2 "Generaider" monsters and/or Rock monsters, then target 1 card on the field; banish it. You can only use this effect of "Utgarda, Generaider Boss of Delusion" once per turn.
(Super Rare)


Being a Quick Effect is meaningless if it costs you monsters to do what most cards can do for next to nothing.  
 
                               Rating: 1 | IGAS-EN021 | Effect Monster
Witchcrafter Genni
WIND | Spellcaster | Level 1 | ATK 300 | DEF 500
During the Main Phase (Quick Effect): You can Tribute this card and discard 1 Spell; Special Summon 1 "Witchcrafter" monster from your Deck, except "Witchcrafter Genni". You can banish this card and 1 "Witchcrafter" Spell from your GY; this effect becomes that Spell's effect when that card is activated. You can only use each effect of "Witchcrafter Genni" once per turn.
(Super Rare)


Doesn't matter what she's crafting. It'll never be capable of causing any real joy or harm.
 
                               Rating: 1 | IGAS-EN020 | Effect Monster
Sky Striker Ace - Roze
LIGHT | Warrior | Level 4 | ATK 1500 | DEF 1500
If a "Sky Striker Ace" monster(s) is Normal or Special Summoned, except "Sky Striker Ace - Roze" (except during the Damage Step): You can Special Summon this card from your hand. If an opponent's monster in the Extra Monster Zone is destroyed by battle, or leaves the field because of your card effect, while this card is in your GY: You can Special Summon this card, then you can negate the effects of 1 face-up monster your opponent controls, until the end of this turn. You can only use each effect of "Sky Striker Ace - Roze" once per turn.
(Ultra Rare) & (Starlight Rare)


Rozes are red, violets are blue. I won't use this card, and neither should you.
 
                               Rating: 2 | IGAS-EN019 | Effect Monster
Abominable Unchained Soul
DARK | Fiend | Level 8 | ATK 3000 | DEF 1500
You can only Special Summon "Abominable Unchained Soul(s)" once per turn. If a card(s) you control is destroyed by battle or card effect: You can Special Summon this card from your hand. If this card is Special Summoned: You can discard 1 card; destroy 1 card on the field. Once per turn, during the End Phase, if this card is in the GY because it was destroyed on the field and sent there this turn: You can Special Summon this card, but place it on the bottom of the Deck when it leaves the field.
(Super Rare)  


The 1st line in its effect screws it out of any hopes of getting a 3/5 or more because it's not just for its effect, it's for Special Summoning it as a whole. The other effects aren't bad but aren't enough to make it any better.
 
                               Rating: 1 | IGAS-EN018 | Effect Monster
Time Thief Chronocorder
DARK | Machine | Level 4 | ATK 1000 | DEF 1000
During your opponent's Battle Phase (Quick Effect): You can Tribute this card; the next battle damage you take from an opponent's monster's attack this turn is inflicted to your opponent instead. If a face-up Xyz Monster you control leaves the field by card effect, while this card is in your GY (except during the Damage Step): You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Time Thief Chronocorder" once per turn.
(Common)  


He's a time waster that's for sure because Zero Gardna makes it so you can't take any damage the turn it's Tributed, including your opponent's and can be searched/Summoned in a variety of ways more than this card.
 
                               Rating: 2 | IGAS-EN017 | Effect Monster
Arcjet Lightcraft
LIGHT | Machine | Level 9 | ATK 0 | DEF 2100
If you control no monsters, you can Normal Summon this card without Tributing. If this card is Normal or Special Summoned: You can target 1 Level 8 or lower Machine monster in your GY; Special Summon it in Defense Position, and if you do, its Level becomes 9, also negate its effects. You can only use this effect of "Arcjet Lightcraft" once per turn. You cannot Special Summon monsters from the Extra Deck, except Machine Xyz Monsters.
(Rare)


Unlike Deep Space Cruiser IX, this card can revive any monster in the Grave and treat it as Level 9 so at least Rank 9 becomes viable, though with very little to pick from.  
 
                               Rating: 1 | IGAS-EN016 | Effect Monster
Chronomaly Tuspa Rocket
EARTH | Rock | Level 4 | ATK 1000 | DEF 1000
If this card is Normal or Special Summoned: You can send 1 "Chronomaly" monster from your Deck or Extra Deck to the GY, then target 1 face-up monster on the field; it loses ATK equal to the Level/Rank of the monster sent to the GY x 200. A "Number" Xyz Monster that was Summoned using this card on the field as material gains this effect.
● This card can make up to 2 attacks on monsters during each Battle Phase.
You can only use each effect of "Chronomaly Tuspa Rocket" once per turn.
(Common)


I guess it hasn't occured to Konami that Chronomaly Decks aren't being used and were barely used to begin with, if at all. This guy won't make what few that did get used come back.
 
                               Rating: 2 | IGAS-EN015 | Effect Monster
Karakuri Gama mdl 4624 "Shirokunishi"
EARTH | Machine-Type Tuner | Level 1 | ATK 200 | DEF 1000
This card must attack, if able. If this card is targeted for an attack: Change the battle position of this card. (Quick Effect): You can banish this card from your GY, then target 1 "Karakuri" monster you control; change its battle position. You can only use this effect of "Karakuri Gama mdl 4624 "Shirokunishi"" once per turn.
(Common)


Not much to make use of aside from being a Tuner.
 
                               Rating: 3 | IGAS-EN014 | Effect Monster
Karakuri Bonze mdl 9763 "Kunamzan"
EARTH | Machine | Level 5 | ATK 2000 | DEF 1500
This card must attack, if able. If this card is targeted for an attack: Change the battle position of this card. If this card is in your hand: You can target 1 "Karakuri" monster you control; change its battle position, and if you do, Special Summon this card as a Tuner, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except EARTH Machine monsters. You can only use this effect of "Karakuri Bonze mdl 9763 "Kunamzan"" once per turn.
(Common)


The ability to bring it out by its effect is pretty good, especially with generic cards like Guard Penalty to give you an extra card when their position is changed. This can also be useful if your monster benefits from the other battle position. Plus since it becomes a Tuner, mdl 339 and the like will allow you to bring out Steel Shogun Bureido.
 
                               Rating: 1 | IGAS-EN013 | Effect Monster
Ancient Warriors - Valiant Zhang De
WIND | Beast-Warrior | Level 7 | ATK 2700 | DEF 900
Gains 300 ATK for each monster your opponent controls, during your turn only. You can only use each of the following effects of "Ancient Warriors - Valiant Zhang De" once per turn.
● If you control 2 or more "Ancient Warriors" monsters: You can Special Summon this card from your hand.
● If your opponent controls more monsters than you do: You can activate this effect; this card can make up to 2 attacks on monsters during each Battle Phase this turn.
(Rare)


Once you make use of the 2nd bulleted effect, you probably won't have less monsters than your opponent and without that, it's just a slightly stronger version of The Fiend Megacyber, which is even worse.
 
                               Rating: 2 | IGAS-EN012 | Effect Monster
Ancient Warriors - Loyal Guan Yun
WIND | Beast-Warrior | Level 7 | ATK 2500 | DEF 1800
If only your opponent controls a monster: You can Special Summon this card from your hand. Your opponent cannot target other "Ancient Warriors" monsters you control with card effects. If your opponent controls more monsters than you do: You can target 1 monster your opponent controls; destroy it. You can only use this effect of "Ancient Warriors - Loyal Guan Yun" once per turn.
(Super Rare)


We seem to have plateaued after their first member was revealed and that's unfortunate because we've also had 2 high rarity cards in the mix and this guy isn't helping things much either.
 
                               Rating: 2 | IGAS-EN011 | Effect Monster
Ancient Warriors - Virtuous Liu Xuan
WIND | Beast-Warrior | Level 4 | ATK 1400 | DEF 1200
While you control another "Ancient Warriors" monster, your opponent's monsters cannot target this card for attacks. You can only use each of the following effects of "Ancient Warriors - Virtuous Liu Xuan" once per turn.
● If your opponent controls more monsters than you do: You can send 1 card from your hand or field to the GY; Special Summon 1 "Ancient Warriors" monster from your Deck, except "Ancient Warriors - Virtuous Liu Xuan".
● When an attack is declared involving another "Ancient Warriors" monster you control: You can draw 1 card.
(Ultra Rare)


It's quite weak but it's also searchable and can bring out any member of the team from the Deck or let you draw 1 card when a member is attacked.
 
                               Rating: 2 | IGAS-EN010 | Effect Monster
Ancient Warriors - Eccentric Lu Jing
WATER | Beast-Warrior | Level 4 | ATK 700 | DEF 2000
You can target 1 Continuous Spell/Trap you control; send it to the GY, and if you do, add 1 "Ancient Warriors" Spell/Trap with a different name from your GY to your hand. If your other "Ancient Warriors" monster's effect is activated (except during the Damage Step): You can target 1 Spell/Trap your opponent controls; destroy it. You can only use each effect of "Ancient Warriors - Eccentric Lu Jing" once per turn.
(Rare)


The effects are pretty useless but its 2000 DEF will suffice for a turn or two.
 
                               Rating: 1 | IGAS-EN009 | Effect Monster
Ancient Warriors - Graceful Zhou Gong
WATER | Beast-Warrior | Level 4 | ATK 1600 | DEF 1600
You can target 1 Continuous Spell/Trap you control; send it to the GY, and if you do, add 1 "Ancient Warriors" Spell/Trap from your Deck to your hand. If your other "Ancient Warriors" monster's effect is activated (except during the Damage Step): You can target 1 Effect Monster your opponent controls; negate its effects until the end of this turn. You can only use each effect of "Ancient Warriors - Graceful Zhou Gong" once per turn.
(Rare)  


If you want to negate monster effects or get rid of Continuous Spell/Traps, then use MST for those Spells/Traps and Effect Veiler/Fiendish Chain for monster effects. This guy just doesn't have what it takes to succeed, unless it's to suckseed.  
 
                               Rating: 3 | IGAS-EN008 | Effect Monster
Ancient Warriors - Masterful Sun Mou
WATER | Beast-Warrior | Level 4 | ATK 1800 | DEF 1500
While you control another "Ancient Warriors" monster, your opponent's monsters cannot target this card for attacks. You can only use each of the following effects of "Ancient Warriors - Masterful Sun Mou" once per turn.
● You can send 1 card from your hand or field to the GY; add 1 "Ancient Warriors" monster from your Deck to your hand, except "Ancient Warriors - Masterful Sun Mou".
● If your other "Ancient Warriors" monster's effect is activated (except during the Damage Step): You can target 1 monster your opponent controls; return it to the hand.  
(Ultra Rare)


A MUCH better start than the rejects that started this set.   
 
                               Rating: 1 | IGAS-EN007 | Effect Monster
Donyoribo @Ignister
DARK | Cyberse | Level 1 | ATK 300 | DEF 0
During damage calculation, if your "@Ignister" monster is attacked (Quick Effect): You can discard this card; you take no battle damage from that battle. When an "@Ignister" monster effect, or "A.I." Spell/Trap Card or effect, is activated that inflicts damage to your opponent, even during the Damage Step (Quick Effect): You can banish this card from your GY; double that damage inflicted to your opponent. You can only use each effect of "Donyoribo @Ignister" once per turn.
(Common)  


Since the support and members are all bad, you'll never make anything worthwhile with this. Besides, Barrel Behind the Door can do this against any card that inflicts damage, including opponent's cards.   
 
                               Rating: 1 | IGAS-EN006 | Effect Monster
Doshin @Ignister
EARTH | Cyberse | Level 1 | ATK 100 | DEF 800
If you control an "@Ignister" monster: You can Special Summon this card from your hand. You can target 1 Cyberse Link Monster in your GY; return it to the Extra Deck, and if you do, add 1 "A.I. Love Fusion" from your Deck to your hand. You can only use each effect of "Doshin @Ignister" once per turn.
(Common)  


If you do "Love Fusion", get the most reliable one to date, Polymerization.  
 
                               Rating: 1 | IGAS-EN005 | Effect Monster
Hiyari @Ignister
WATER | Cyberse | Level 1 | ATK 300 | DEF 400
If you control an "@Ignister" monster: You can Special Summon this card from your hand. You can Tribute 1 other Cyberse monster; add 1 Level 5 or higher "@Ignister" monster from your Deck to your hand, and if you do, this card becomes Level 4 until the end of this turn. Then, if you Tributed a Link Monster to activate this effect, you can add 1 "A.I.'s Ritual" from your Deck to your hand. You can only use each effect of "Hiyari @Ignister" once per turn.
(Common)  


A waste of effort for nothing useful in return and that includes bringing this guy out in the first place.   
 
                               Rating: 1 | IGAS-EN004 | Effect Monster
Achichi @Ignister
FIRE | Cyberse | Level 2 | ATK 800 | DEF 800
If this card is Normal or Special Summoned: You can add 1 Level 4 or lower "@Ignister" monster from your Deck to your hand, except "Achichi @Ignister". At the start of the Damage Step, when your Cyberse monster battles: You can banish this card from your GY; destroy that monster you control. You can only use each effect of "Achichi @Ignister" once per turn.
(Secret Rare)  


Looks like they took a page from Achacha Archer in naming this one and that explains the lack of a decent effect as well.   
 
                               Rating: 1 | IGAS-EN003 | Effect Monster
Doyan @Ignister
DARK | Cyberse | Level 4 | ATK 400 | DEF 1600
If this card is Normal or Special Summoned: You can target 1 "@Ignister" monster in your GY; add it to your hand. If this card is sent to the GY as material for the Link Summon of a Cyberse monster: You can target 1 "A.I." Spell/Trap in your GY; add it to your hand. You can only use each effect of "Doyon @Ignister" once per turn.
(Ultra Rare)  


It doesn't matter which card you get for either of the effects. It's garbage and shouldn't see play.   
 
                               Rating: 2 | IGAS-EN002 | Effect Monster
Bururu @Ignister
WIND | Cyberse-Type Tuner | Level 3 | ATK 600 | DEF 1000
If this card is Normal or Special Summoned: You can send 1 "@Ignister" monster from your Deck to the GY. If this card is sent to the GY as material for the Synchro Summon of a Cyberse monster: You can target 1 monster in your GY that was used for that Synchro Summon, except "Bururu @Ignister"; Special Summon that monster. You can only use each effect of "Bururu @Ignister" once per turn.
(Rare)  


The members and support all suck but it's still a Tuner and can revive any monster used as Synchro Material for the Synchro Summon it's used for.
 
                               Rating: 1 | IGAS-EN001 | Effect Monster
Pikari @Ignister
LIGHT | Cyberse | Level 4 | ATK 1200 | DEF 600
If this card is Normal or Special Summoned: You can add 1 "A.I." Spell/Trap from your Deck to your hand. You can target 1 "@Ignister" monster you control; its Level becomes 4 until the end of this turn. You can only use each effect of "Pikari @Ignister" once per turn.
(Secret Rare)


I've already had a look through the members and support for this Archetype and it's looking to be equally bad with the exception of 1 member. Just another Trash Rare for the pile.   
 
                               Rating: 1 | IGAS-EN000 | Effect Monster
Annihilator Archfiend
DARK | Fiend | Level 9 | ATK 2000 | DEF 3000
You can target 1 card you control and 1 card your opponent controls; destroy them, and if you destroyed a face-up Fiend monster(s) by this effect, this card gains ATK equal to half the Fiend monster(s)'s original ATK, until the end of this turn. You can only use this effect of "Annihilator Archfiend" once per turn.
(Rare)


You end up losing a monster just to give this card extra ATK for 1 turn and it's pretty weak to start with.