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Learn to play the TCG. More on these ratings INCH and MYFI Spoilers
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All Foil Partial Card Ratings (Page 5)

1. Only new cards and those with updated text that changes how they work are included below. 2. INCH-EN info: https://yugipedia.com/wiki/The_Infinity_Chasers      
3. MYFI-EN info: https://yugipedia.com/wiki/Mystic_Fighters     
 
Mystic Fighters (MYFI-EN057)
Cynet Backdoor
SPELL / Quick-Play Spell
Target 1 Cyberse monster you control; banish it, and if you do, add 1 Cyberse monster from your Deck to your hand, whose ATK is lower than that monster's original ATK. During your next Standby Phase, return that monster banished by this effect to the field, and it can attack directly that turn. You can only activate 1 "Cynet Backdoor" per turn.
(Super Rare)
Rating: 1 out of 5
By the time you've executed this strategy, you'll likely have already lost.
Mystic Fighters (MYFI-EN047)
Balancer Lord
LIGHT / Effect Monster / Level 4 / ATK 1700 / DEF 1200
(Cyberse / Effect)

Once per turn: You can pay 1000 LP; during your Main Phase this turn, you can Normal Summon 1 Cyberse monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this card is banished: You can Special Summon 1 Level 4 or lower monster from your hand. You can only use this effect of "Balancer Lord" once per turn.
(Super Rare)
Rating: 2 out of 5
The last effect is the best one. Otherwise, it's a more costly and restrained Double Summon. (#56)
Mystic Fighters (MYFI-EN040)
Primeathmech Alembertian
EARTH / Xyz Monster / Rank 4 / ATK 2000 / DEF 0
(Cyberse / Xyz / Effect)

2+ Level 4 monsters
You can Tribute 1 monster; Special Summon 1 Level 4 "Mathmech" monster from your hand or GY. If this card is Xyz Summoned: You can detach 2 to 4 materials from this card, then activate the appropriate effect;
● 2: Add 1 "Mathmech" card from your Deck to your hand.
● 3: Add 1 Level 4 monster from your Deck to your hand.
● 4: Add 1 Spell/Trap from your Deck to your hand.
You can only use each effect of "Primathmech Alembertian" once per turn.
(Secret Rare)
Rating: 1 out of 5
You'll be subtracting a lot before this gets any uses. Might as well do some substitution for this too.
Mystic Fighters (MYFI-EN039)
Generaider Boss Bite
TRAP / Normal Trap
Tribute any number of "Generaider" monsters, then target 1 face-up Xyz Monster you control; attach exactly that many "Generaider" monsters from your hand, field, and/or GY to it, except the monsters Tributed to activate this effect. You can only activate 1 "Generaider Boss Bite" per turn.
(Super Rare)
Rating: 1 out of 5
At worst, they nibble.
Mystic Fighters (MYFI-EN038)
Generaider Boss Room
TRAP / Normal Trap
When your opponent activates a card or effect in response to the activation of your "Generaider" card or effect: You can discard 1 card; your opponent's activated effect becomes "each player draws 1 card". You can only use this effect of "Generaider Boss Room" once per turn.
(Super Rare)
Rating: 1 out of 5
Guess that proves these so-called "bosses" cannot make any proper counters to effects.
Mystic Fighters (MYFI-EN037)
Generaider Boss Fight
TRAP / Normal Trap
Activate 1 "Generaider" Field Spell directly from your Deck or GY, then your opponent draws 1 card. You can only activate 1 "Generaider Boss Fight" per turn.
(Super Rare)
Rating: 1 out of 5
A one-hit KO leaves them down in a matter of seconds.
Mystic Fighters (MYFI-EN036)
Generaider Boss Loot
SPELL / Continuous Spell
While you control a Token, your opponent's monsters cannot target "Generaider" Effect Monsters for attacks. If a "Generaider" Effect Monster is destroyed by battle: Your opponent draws 1 card. You can only use this effect of "Generaider Boss Loot" once per turn.
(Super Rare)
Rating: 1 out of 5
Only managed to take from the Dollar Store.
Mystic Fighters (MYFI-EN035)
Generaider Boss Quest
SPELL / Normal Spell
Reveal 1 "Generaider" monster in your hand, and if you do, add up to 2 "Generaider" Spells/Traps with different names from each other from your Deck to your hand, except "Generaider Boss Quest". Then place the revealed card on the bottom of your Deck. You can only activate 1 "Generaider Boss Quest" per turn.
(Secret Rare)
Rating: 1 out of 5
No holy grail for them to find, just a big hole for them to fall into.
Mystic Fighters (MYFI-EN034)
Generaider Boss Stage
SPELL / Field Spell
Once per turn, if a card(s) is added from the Main Deck to your opponent's hand (except during the Damage Step): You can Special Summon 1 "Generaider" monster from your Deck in Defense Position. If you Special Summon a "Generaider" monster(s) during your opponent's turn (except during the Damage Step): You can Special Summon as many "Generaider Tokens" (Fairy/LIGHT/Level 4/ATK 1500/DEF 1500) as possible in Attack Position, but destroy them during the End Phase (even if this card leaves the field). You can only use this effect of "Generaider Boss Stage" once per turn.
(Secret Rare)
Rating: 1 out of 5
In Defense Mode mostly means they can't attack, further questioning their alledged status as a "boss".
Mystic Fighters (MYFI-EN033)
Jormungandr, Generaider Boss of Eternity
EARTH / Xyz Monster / Rank 9 / ATK ? / DEF ?
(Reptile / Xyz / Effect)

2+ Level 9 monsters
You can only control 1 "Jormungandr, Generaider Boss of Eternity". This card's original ATK/DEF become 1000 x its number of materials. (Quick Effect): You can detach 1 material from this card; each player draws 1 card, then each player that drew attaches 1 card from their hand or field to this card. You can only use this effect of "Jormungandr, Generaider Boss of Eternity" once per turn.
(Secret Rare)
Rating: 1 out of 5
Could be the true final boss if they had a video game, but realistically, it's quite underwhelming.
Mystic Fighters (MYFI-EN032)
Hela, Generaider Boss of Doom
DARK / Effect Monster / Level 9 / ATK 800 / DEF 2800
(Zombie / Effect)

You can only control 1 "Hela, Generaider Boss of Doom". (Quick Effect): You can Tribute 1 "Generaider" monster or 1 Zombie monster, then target 1 "Generaider" monster or 1 Zombie monster in your GY, with a different name than the Tributed monster had on the field; Special Summon that monster in Defense Position. You can only use this effect of "Hela, Generaider Boss of Doom" once per turn.
(Super Rare)
Rating: 2 out of 5
Mediocre Zombie support I guess.
Mystic Fighters (MYFI-EN031)
Nidhogg, Generaider Boss of Ice
WATER / Effect Monster / Level 9 / ATK 2100 / DEF 2600
(Wyrm / Effect)

You can only control 1 "Nidhogg, Generaider Boss of Ice". When your opponent would Special Summon a monster(s) (Quick Effect): You can Tribute 1 "Generaider" monster or 1 Wyrm monster; negate the Summon, and if you do, destroy that monster(s). You can only use this effect of "Nidhogg, Generaider Boss of Ice" once per turn.
(Secret Rare)
Rating: 1 out of 5
Horn of Heaven and Black Horn of Heaven cost the same or less, and don't care what you Tribute.
Mystic Fighters (MYFI-EN030)
Nahglfar, Generaider Boss of Fire
FIRE / Effect Monster / Level 9 / ATK 3100 / DEF 200
(Wyrm / Effect)

You can only control 1 "Naglfar, Generaider Boss of Fire". If a card(s) you control would be destroyed by battle or card effect, you can destroy 1 "Generaider" monster or 1 Beast-Warrior monster you control instead. You can only use this effect of "Naglfar, Generaider Boss of Fire" once per turn.
(Secret Rare)
Rating: 2 out of 5
As strong as The World (#16), but I can only control 1, and that's a real downer.
Mystic Fighters (MYFI-EN029)
Dovelgus, Generaider Boss of Iron
FIRE / Effect Monster / Level 9 / ATK 1500 / DEF 2500
(Wyrm / Effect)

You can only control 1 "Dovelgus, Generaider Boss of Iron". (Quick Effect): You can Tribute any number of "Generaider" monsters and/or Machine monsters; Special Summon, from your hand, in Defense Position, exactly that many "Generaider" monsters and/or Machine monsters, all with different names from each other and from the Tributed monsters. You can only use this effect of "Dovelgus, Generaider Boss of Iron" once per turn.
(Secret Rare)
Rating: 2 out of 5
They're a family of Level 9s, but the effects just aren't making the cut above a 2.
Mystic Fighters (MYFI-EN028)
Frodi, Generaider Boss of Swords
WIND / Effect Monster / Level 9 / ATK 2500 / DEF 2000
(Warrior / Effect)

You can only control 1 "Frodi, Generaider Boss of Swords". (Quick Effect): You can Tribute any number of "Generaider" monsters and/or Warrior monsters, then target that many monsters on the field; destroy them, then your opponent can draw cards equal to the number of monsters destroyed on their field. You can only use this effect of "Frodi, Generaider Boss of Swords" once per turn.
(Super Rare)
Rating: 1 out of 5
Your losses lead to your opponent's gain, and that's a poor strategy.
Mystic Fighters (MYFI-EN027)
Frodi, Generaider Boss of Light
LIGHT / Effect Monster / Level 9 / ATK 2400 / DEF 2400
(Warrior / Effect)

You can only control 1 "Mardel, Generaider Boss of Light". If this card is Normal or Special Summoned: You can add 1 "Generaider" card or 1 Plant monster from your Deck to your hand, except "Mardel, Generaider Boss of Light". You can only use this effect of "Mardel, Generaider Boss of Light" once per turn.
(Secret Rare)
Rating: 2 out of 5
A high-Level ROTA (#32) for Plant Decks, but quite weak for its Level.
Mystic Fighters (MYFI-EN026)
Dragonmaid Downtime
TRAP / Continuous Trap
You can target 1 "Dragonmaid" monster you control, then activate 1 of these effects;
● Return it to the hand, and if you do, add 1 "Dragonmaid" card from your Deck to your hand, except "Dragonmaid Downtime".
● Return it to the hand, and if you do, return 1 Spell/Trap your opponent controls to the hand.
You can only use this effect of "Dragonmaid Downtime" once per turn.
(Super Rare)
Rating: 1 out of 5
They'll have plenty of it once they're kicked out on day 1.
Mystic Fighters (MYFI-EN025)
Dragonmaid Changeover
SPELL / Normal Spell
Fusion Summon 1 Dragon Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. While this card is in your GY: You can target 1 "Dragonmaid" monster you control; add this card to your hand, and if you do, return that monster to the hand. You can only use this effect of "Dragonmaid Changeover" once per turn.
(Super Rare)
Rating: 1 out of 5
Returning monsters to the hand is mostly a very weak counter, and they're going to make a bigger mess.
Mystic Fighters (MYFI-EN024)
Dragonmaid Welcome
SPELL / Continuous Spell
All monsters you control gain 100 ATK/DEF for each "Dragonmaid" monster you control. If you control 2 or more "Dragonmaid" monsters: You can target 1 "Dragonmaid" card in your GY, except "Dragonmaid Welcome"; add it to your hand. You can only use this effect of "Dragonmaid Welcome" once per turn. If this card is sent to the GY: Your opponent cannot target "Dragonmaid" monsters you control with card effects this turn.
(Secret Rare)
Rating: 1 out of 5
Unwelcome anywhere a real strategy (#135) is born.
Mystic Fighters (MYFI-EN023)
Dragonmaid Hospitality
SPELL / Normal Spell
Special Summon 1 "Dragonmaid" monster from your hand or GY in Defense Position, then, you can send 1 "Dragonmaid" monster with the same Attribute, but a different Level, from your Deck to the GY. You can only activate 1 "Dragonmaid Hospitality" per turn.
(Super Rare)
Rating: 1 out of 5
Burnt food, dirty clothing and an untold amount of dust all over the house.
Mystic Fighters (MYFI-EN022)
House Dragonmaid
LIGHT / Fusion Monster / Level 9 / ATK 3000 / DEF 2000
(Dragon / Fusion / Effect)

1 "Dragonmaid" monster + 1 Dragon monster
Once per turn, during the Standby Phase: You can target 1 other "Dragonmaid" monster you control; Special Summon 1 "Dragonmaid" monster from your hand or GY in Defense Position, whose Level is 1 higher or 1 lower than it. When another face-up Dragon monster(s) you control returns to your hand (except during the Damage Step): You can target 1 monster your opponent controls; destroy it.
(Secret Rare)
Rating: 1 out of 5
Barely puts in any effort to dust off shelves.
Mystic Fighters (MYFI-EN021)
Dragomnaid Lorpar
WIND / Effect Monster / Level 8 / ATK 2700 / DEF 1700
(Dragon / Effect)

Cannot be destroyed by card effects while you control a Fusion Monster. You can only use each of the following effects of "Dragonmaid Lorpar" once per turn.
● You can discard this card, then target 1 face-up monster on the field; players cannot activate that target's effects on the field this turn.
● At the end of the Battle Phase: You can return this card to the hand, and if you do, Special Summon 1 Level 3 "Dragonmaid" monster from your hand.
(Secret Rare)
Rating: 1 out of 5
Main Deck members end their season with a score of 0 for ideal candidates.
Mystic Fighters (MYFI-EN020)
Parlor Dragomnaid
WIND / Effect Monster / Level 3 / ATK 500 / DEF 1700
(Dragon / Effect)

If this card is Normal or Special Summoned: You can send 1 "Dragonmaid" card from your Deck to the GY, except "Parlor Dragonmaid". At the start of the Battle Phase: You can return this card to the hand, and if you do, Special Summon 1 Level 8 "Dragonmaid" monster from your hand or GY. You can only use each effect of "Parlor Dragonmaid" once per turn.
(Super Rare)
Rating: 1 out of 5
Choosing which maid to hire is easy, just pick none of them at all.
Mystic Fighters (MYFI-EN019)
Dragomnaid Tinkhec
FIRE / Effect Monster / Level 8 / ATK 2700 / DEF 1700
(Dragon / Effect)

Cannot be destroyed by card effects while you control a Fusion Monster. You can only use each of the following effects of "Dragonmaid Tinkhec" once per turn.
● (Quick Effect): You can discard this card, then target 1 "Dragonmaid" monster you control; it gains 2000 ATK until the end of this turn.
● At the end of the Battle Phase: You can return this card to the hand, and if you do, Special Summon 1 Level 3 "Dragonmaid" monster from your hand.
(Super Rare)
Rating: 1 out of 5
Virtually no changes anywhere to be found, leaving me to give the same rating for each one.
Mystic Fighters (MYFI-EN018)
Kitchen Dragomnaid
FIRE / Effect Monster / Level 3 / ATK 500 / DEF 1700
(Dragon / Effect)

If this card is Normal or Special Summoned: You can add 1 "Dragonmaid" monster from your Deck to your hand, except "Kitchen Dragonmaid", then send 1 "Dragonmaid" monster from your hand to the GY. At the start of the Battle Phase: You can return this card to the hand, and if you do, Special Summon 1 Level 8 "Dragonmaid" monster from your hand or GY. You can only use each effect of "Kitchen Dragonmaid" once per turn.
(Secret Rare)
Rating: 1 out of 5
The food is probably burnt and you'll smell it long before they realize they overcooked it.
Mystic Fighters (MYFI-EN017)
Dragomnaid Nudyari
WATER / Effect Monster / Level 7 / ATK 2600 / DEF 1600
(Dragon / Effect)

Cannot be destroyed by card effects while you control a Fusion Monster. You can only use each of the following effects of "Dragonmaid Nudyarl" once per turn.
● You can discard this card, then target 1 monster in either GY; shuffle it into the Deck.
● At the end of the Battle Phase: You can return this card to the hand, and if you do, Special Summon 1 Level 2 "Dragonmaid" monster from your hand.
(Secret Rare)
Rating: 1 out of 5
Just Ernus as a WATER monster.
Mystic Fighters (MYFI-EN016)
Laundry Dragomnaid
WATER / Effect Monster / Level 2 / ATK 500 / DEF 1600
(Dragon / Effect)

If this card is Normal or Special Summoned: You can send the top 3 cards of your Deck to the GY. At the start of the Battle Phase: You can return this card to the hand, and if you do, Special Summon 1 Level 7 "Dragonmaid" monster from your hand or GY. You can only use each effect of "Laundry Dragonmaid" once per turn.
(Super Rare)
Rating: 1 out of 5
Literally a rinse and repeat with these maids.
Mystic Fighters (MYFI-EN015)
Dragomnaid Ernus
EARTH / Effect Monster / Level 7 / ATK 2600 / DEF 1600
(Dragon / Effect)

Cannot be destroyed by card effects while you control a Fusion Monster. You can only use each of the following effects of "Dragonmaid Ernus" once per turn.
● (Quick Effect): You can discard this card; Special Summon 1 Level 4 or lower "Dragonmaid" monster from your hand.
● At the end of the Battle Phase: You can return this card to the hand, and if you do, Special Summon 1 Level 2 "Dragonmaid" monster from your hand.
(Super Rare)
Rating: 1 out of 5
The strongest so far, but the tactic is lousy.
Mystic Fighters (MYFI-EN014)
Nurse Dragomnaid
EARTH / Effect Monster / Level 2 / ATK 500 / DEF 1600
(Dragon / Effect)

If this card is Normal or Special Summoned: You can target 1 Level 4 or lower "Dragonmaid" monster in your GY, except "Nurse Dragonmaid"; Special Summon it. At the start of the Battle Phase: You can return this card to the hand, and if you do, Special Summon 1 Level 7 "Dragonmaid" monster from your hand or GY. You can only use each effect of "Nurse Dragonmaid" once per turn.
(Secret Rare)
Rating: 1 out of 5
With "skills" like these, I doubt they even got certified.
Mystic Fighters (MYFI-EN013)
Mathmech Induction
TRAP / Continuous Trap
All Cyberse monsters you control gain 500 ATK. If you control a "Mathmech" monster: You can send this face-up card from the field to the GY, then target 1 card your opponent controls; destroy it. You can only use this effect of "Mathmech Induction" once per turn.
(Secret Rare)
Rating: 1 out of 5
More like a deduction because you'll be smart to remove this from your Deck.
Mystic Fighters (MYFI-EN012)
Mathmech Superfactorial
TRAP / Normal Trap
Target up to 3 "Mathmech" monsters in your GY with different names, then activate 1 of these effects;
● Special Summon them, but their effects are negated, then, immediately after this effect resolves, Synchro Summon 1 "Mathmech" Synchro Monster using only those monsters, and shuffle the materials into the Deck instead of sending them to the GY.
● Special Summon them, but their effects are negated, then, immediately after this effect resolves, Xyz Summon 1 "Mathmech" Xyz Monster using only those monsters.
You can only activate 1 "Mathmech Superfactorial" per turn.
(Secret Rare)
Rating: 1 out of 5
All it does is spell out how to Synchro and Xyz Summon, which can be done without Mathmechs.
Mystic Fighters (MYFI-EN011)
Mathmech Billionblade Nayuta
SPELL / Equip Spell
Equip only to a Cyberse monster. If the equipped monster battles an opponent's monster, during damage calculation: You can send 1 "Mathmech" monster from your Deck to the GY; the equipped monster gains ATK equal to the sent monster's ATK, until the end of this turn (even if this card leaves the field). If this card is sent from the Spell & Trap Zone to the GY: You can target 1 "Mathmech" card in your GY, except "Mathmech Billionblade Nayuta"; add it to your hand. You can only use each effect of "Mathmech Billionblade Nayuta" once per turn.
(Super Rare)
Rating: 1 out of 5
Wield about 1/8 the strength of Honest. (#1)
Mystic Fighters (MYFI-EN010)
Mathmech Equation
SPELL / Normal Spell
Target 1 "Mathmech" monster in your GY; Special Summon it, and if you do, it gains 1000 ATK until the end of this turn. You can only activate 1 "Mathmech Equation" per turn.
(Secret Rare)
Rating: 1 out of 5
The math will never add up to success.
Mystic Fighters (MYFI-EN009)
Primeathmech Laplacian
EARTH / Xyz Monster / Rank 4 / ATK 2000 / DEF 0
(Cyberse / Xyz / Effect)

3 Level 4 monsters
If a "Mathmech" card(s) you control would be destroyed by card effect, you can detach 1 material from this card instead. If this card is Xyz Summoned: You can detach up to 3 materials from it, then choose that many effects (you cannot choose the same effect twice, and you resolve them in the listed order, skipping any that were not chosen);
● Send 1 random card from your opponent's hand to the GY.
● Send 1 monster your opponent controls to the GY.
● Send 1 Spell/Trap your opponent controls to the GY.
You can only use this effect of "Primathmech Laplacian" once per turn.
(Secret Rare)
Rating: 1 out of 5
An Xyz Monster variant of Trashula.
Mystic Fighters (MYFI-EN008)
Geomathmech Final Sigma
FIRE / Synchro Monster / Level 12 / ATK 3000 / DEF 0
(Cyberse / Synchro / Effect)

1 Tuner + 1+ non-Tuner monsters
Unaffected by card effects, except "Mathmech" cards, while in the Extra Monster Zone. If this card in the Extra Monster Zone battles an opponent's monster, any battle damage it inflicts to your opponent is doubled. If this card is destroyed by battle, or if this card in its owner's possession is destroyed by an opponent's card effect: You can add 1 "Mathmech" card from your Deck to your hand. You can only use this effect of "Geomathmech Final Sigma" once per turn.
(Secret Rare)
Rating: 1 out of 5
Only a few points above Odd-Eyes Pendulum Dragon (#4), which can deal double the damage anywhere.
Mystic Fighters (MYFI-EN007)
Geomathmech Magma
FIRE / Synchro Monster / Level 8 / ATK 2500 / DEF 0
(Cyberse / Synchro / Effect)

1 Tuner + 1+ non-Tuner monsters
When this card destroys a monster by battle: You can target up to 2 cards your opponent controls; destroy them. If this card is destroyed by battle, or if this card in its owner's possession is destroyed by an opponent's card effect: You can add 1 "Mathmech" Spell/Trap from your Deck to your hand. You can only use each effect of "Geomathmech Magma" once per turn.
(Secret Rare)
Rating: 2 out of 5
Can take down up to 3 cards per Battle Phase at least. Not very strong and lacks DEF though.
Mystic Fighters (MYFI-EN006)
Mathmech Division
EARTH / Effect Monster / Level 4 / ATK 1500 / DEF 1000
(Cyberse / Effect)

You can Tribute 1 Cyberse monster you control in the Extra Monster Zone; Special Summon up to 1 Level 4 Cyberse monster each from your hand and GY. If this card is sent to the GY: You can target 1 face-up monster on the field; its ATK becomes halved until the end of this turn. You can only use each effect of "Mathmech Division" once per turn.
(Super Rare)
Rating: 1 out of 5
Go the extra few miles and use Gale the Whirlwind (#8) to permanently weaken a monster's ATK.
Mystic Fighters (MYFI-EN005)
Mathmech Multiplication
EARTH / Effect Monster / Level 4 / ATK 500 / DEF 2000
(Cyberse / Effect)

You can target 1 Level 4 Cyberse monster you control; its Level becomes 8 until the end of this turn. If this card is sent to the GY: You can target 1 Cyberse monster you control in the Extra Monster Zone; its ATK becomes doubled until the end of this turn. You can only use each effect of "Mathmech Multiplication" once per turn.
(Super Rare)
Rating: 2 out of 5
Its DEF is four times its ATK, but that's not saying a whole lot because that's its best property.
Mystic Fighters (MYFI-EN004)
Mathmech Subtraction
EARTH / Effect Monster / Level 4 / ATK 1000 / DEF 1000
(Cyberse / Effect)

You can target 1 face-up monster on the field; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Cyberse monsters, also Special Summon this card from your hand (but it cannot attack this turn), and if you do, the targeted monster loses 1000 ATK until the end of this turn. You can only use this effect of "Mathmech Subtraction" once per turn.
(Super Rare)
Rating: 1 out of 5
Subtract this card from your Deck.
Mystic Fighters (MYFI-EN003)
Mathmech Addition
EARTH / Effect Monster / Level 4 / ATK 1000 / DEF 1000
(Cyberse / Effect)

You can target 1 face-up monster on the field; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Cyberse monsters, also Special Summon this card from your hand (but it cannot attack this turn), and if you do, the targeted monster gains 1000 ATK until the end of this turn. You can only use this effect of "Mathmech Addition" once per turn.
(Super Rare)
Rating: 1 out of 5
Axe of Despair (#52) is a much better addition to your Deck.
Mystic Fighters (MYFI-EN002)
Mathmech Nabla
DARK / Effect Monster / Level 4 / ATK 1000 / DEF 1500
(Cyberse / Tuner / Effect)

You can Tribute 1 Cyberse monster; Special Summon 1 "Mathmech" monster from your Deck. If this card is sent to the GY: You can target 1 Cyberse monster you control in the Extra Monster Zone; it can make up to 2 attacks on monsters during each Battle Phase this turn. You can only use each effect of "Mathmech Nabla" once per turn.
(Super Rare)
Rating: 2 out of 5
The effects are not worth the trouble, but it is a Tuner for any better Synchro (#42) you can think of.
Mystic Fighters (MYFI-EN001)
Mathmech Sigma
LIGHT / Effect Monster / Level 4 / ATK 1000 / DEF 1000
(Cyberse / Tuner / Effect)

If you control no monsters in the Extra Monster Zone, while this card is in your hand or GY: You can Special Summon this card, but banish it when it leaves the field, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Cyberse monsters. You can only use this effect of "Mathmech Sigma" once per turn. If this card you control is used as Synchro Material for a "Mathmech" monster, you can treat it as a non-Tuner.
(Super Rare)
Rating: 2 out of 5
Yu-Gi-Oh may involve math, but this isn't exactly going to get kids more interested in the field.
 
The Infnity Chasers (INCH-EN050)
Digvorzhak, King of Heavy Industry
EARTH / Xyz Monster / Rank 5 / ATK 3200 / DEF 2000
(Machine / Xyz / Effect)
3 Level 5 monsters
Once per turn: You can detach 1 material from this card; send the top 3 cards of your opponent's Deck to the GY, then, if any monsters were sent to the GY by this effect, destroy cards your opponent controls, up to the number of monsters sent.
(Super Rare)
Rating: 1 out of 5
Still the same janky Machine Xyz Monster that used to be a prize card.
The Infnity Chasers (INCH-EN042)
Hidden Armory
SPELL / Normal Spell
Send the top card of your Deck to the Graveyard; add 1 Equip Spell Card from your Deck or Graveyard to your hand. You cannot Normal Summon/Set during the turn you activate this card.
(Super Rare)
Rating: 2 out of 5
Always a risk with the effect, but it allows using that Equip Spell once it's in your hand.
The Infnity Chasers (INCH-EN039)
Evil Eye Retribution
TRAP / Counter Trap
When a Spell/Trap Card is activated, while you control an "Evil Eye" monster: Negate the activation, and if you do, destroy it. If "Evil Eye of Selene" is in your Spell & Trap Zone, this card's activation and effect cannot be negated. You can only activate 1 "Evil Eye Retribution" per turn.
(Secret Rare)
Rating: 1 out of 5
Could've been a major factor in Duels, but all members so far are a 2 at best.
The Infnity Chasers (INCH-EN038)
Evil Eye Mesmierism
TRAP / Continuous Trap
When your opponent Special Summons a monster(s): Activate this card by targeting 1 of those Summoned monsters in Attack Position, with less ATK than an "Evil Eye" monster you control; take control of that monster. When that monster leaves the field, destroy this card. While "Evil Eye of Selene" is in your Spell & Trap Zone, that targeted monster is also treated as an "Evil Eye" monster. You can only activate 1 "Evil Eye Mesmerism" per turn.
(Secret Rare)
Rating: 1 out of 5
You're waiting too long if you're using this to steal monsters.
The Infnity Chasers (INCH-EN037)
Evil Eye Defeat
TRAP / Normal Trap
If you control an "Evil Eye" monster: Target 1 monster on the field, or up to 2 instead if "Evil Eye of Selene" is in your Spell & Trap Zone; return them to the hand. You can only activate 1 "Evil Eye Defeat" per turn.
(Super Rare)
Rating: 1 out of 5
Brionac will defeat these guys in a single turn with its own effect.
The Infnity Chasers (INCH-EN036)
Evil Eye Repose
SPELL / Continuous Spell
When you activate this card: You can banish 1 "Evil Eye" card from your GY; draw 1 card. Once per turn, after damage calculation, if your "Evil Eye" monster equipped with "Evil Eye of Selene" attacked an opponent's monster: You can banish that opponent's monster. If this card in the Spell & Trap Zone is destroyed by card effect: You can target up to 3 of your banished "Evil Eye" cards; return them to the GY. You can only activate 1 "Evil Eye Repose" per turn.
(Secret Rare)
Rating: 1 out of 5
Reposition however you like. They won't win regardless.
The Infnity Chasers (INCH-EN035)
Evil Eye Confrontation
SPELL / Quick-Play Spell
If you control an "Evil Eye" monster: Target 1 Spell/Trap your opponent controls; destroy it, and if you do, and "Evil Eye of Selene" is in your Spell & Trap Zone, banish that destroyed card. You can only activate 1 "Evil Eye Confrontation" per turn.
(Super Rare)
Rating: 1 out of 5
Night Beam (#55) prevents it from being activated in response and requires nothing from you.
The Infnity Chasers (INCH-EN034)
Evil Eye Awakening
SPELL / Normal Spell
Special Summon 1 "Evil Eye" monster from your hand or GY, or, if "Evil Eye of Selene" is in your Spell & Trap Zone, you can Special Summon 1 "Evil Eye" monster from your Deck instead. You can only activate 1 "Evil Eye Awakening" per turn.
(Secret Rare)
Rating: 1 out of 5
Their best monster has only 2000 DEF and is a 2/5.
The Infnity Chasers (INCH-EN033)
Evil Eye Domain - Pareidolia
SPELL / Field Spell
When this card is activated: You can add 1 "Evil Eye" monster from your Deck to your hand. Once per turn, during damage calculation, if your "Evil Eye" monster is attacked, while "Evil Eye of Selene" is in your Spell & Trap Zone: You can make the battle damage you take from this battle also inflicted to your opponent. If this card in the Field Zone is destroyed by card effect: You can target 1 "Evil Eye" monster in your GY; add it to your hand. You can only activate 1 "Evil Eye Domain - Pareidolia" per turn.
(Secret Rare)
Rating: 1 out of 5
A searchable Reinforcement of the Army (#32), but only for Evil Eyes, and that doesn't do much.
The Infnity Chasers (INCH-EN032)
Evil Eye of Selene
SPELL / Equip Spell
Equip only to an "Evil Eye" monster. It cannot be destroyed by battle or your opponent's card effects, also your opponent cannot target it with card effects. Each time you activate the equipped monster's effect, or you activate another "Evil Eye" Spell/Trap Card: The equipped monster gains 500 ATK, and if it does, you lose 500 LP. (This ATK gain remains even if this card leaves the field.) If this card is in your GY: You can pay 1000 LP, then banish 1 "Evil Eye" Spell/Trap from your GY, except "Evil Eye of Selene"; Set this card. You can only use this effect of "Evil Eye of Selene" once per turn.
(Secret Rare)
Rating: 2 out of 5
They need the protection, but since their effects aren't really good, this offers very little benefit.
The Infnity Chasers (INCH-EN031)
Zerrziel, Ruler of the Evil Eyed
DARK / Link Monster / ATK 2600 / Link-3
Links: Top and both Bottom Corners
(Fiend / Link / Effect)

2+ "Evil Eye" monsters
If this card was Link Summoned using a monster with 2600 or higher ATK as material, it can make a second attack during each Battle Phase. If this card is equipped with "Evil Eye of Selene" (Quick Effect): You can target 1 card your opponent controls; destroy it. You can only use this effect of "Zerrziel, Ruler of the Evil Eyed" once per turn. Once per turn, during the next Standby Phase after this effect was activated: Negate the effect of 1 Effect Monster this card currently points to.
(Secret Rare)
Rating: 1 out of 5
Their leader can't even stop Blue-Eyes White Dragon.
The Infnity Chasers (INCH-EN030)
Basilius
, Familiar of the Evil Eye
DARK / Effect Monster / Level 3 / ATK 400 / DEF 2000
(Fiend / Effect)

If you control an "Evil Eye" monster, you can Special Summon this card (from your hand). You can only Special Summon "Basilius, Familiar of the Evil Eye" once per turn this way. During your Main Phase: You can send 1 "Evil Eye" Spell/Trap from your Deck to the GY. You can only use this effect of "Basilius, Familiar of the Evil Eye" once per turn.
(Super Rare)
Rating: 2 out of 5
First effect and 2000 DEF give this guy a 2.
The Infnity Chasers (INCH-EN029)
Catoblepas
, Familiar of the Evil Eye
DARK / Effect Monster / Level 3 / ATK 600 / DEF 1900
(Fiend / Effect)

You can target 1 "Evil Eye" Spell/Trap you control; once, until the end of the next turn, that card cannot be destroyed by your opponent's card effects. If you control an "Evil Eye" monster other than "Catoblepas, Familiar of the Evil Eye", while this card is in your GY: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Catoblepas, Familiar of the Evil Eye" once per turn.
(Secret Rare)
Rating: 2 out of 5
The Witch of Fate (#14) could have a relative, but that 1900 DEF makes it useful regardless.
The Infnity Chasers (INCH-EN028)
Medusa
, Familiar of the Evil Eye
DARK / Effect Monster / Level 4 / ATK 1400 / DEF 1600
(Fiend / Effect)

When this card is Normal Summoned: You can target 1 "Evil Eye" card in your GY, except "Medusa, Watcher of the Evil Eye"; add it to your hand. If this card is equipped with "Evil Eye of Selene" (Quick Effect): You can target 1 monster in your opponent's GY; banish it. You can only use this effect of "Medusa, Watcher of the Evil Eye" once per turn. Once per turn, during the next Standby Phase after this effect was activated: Banish 1 card in your GY.
(Super Rare)
Rating: 1 out of 5
Reptiliannes have the much better version of Medusa. (#21)
The Infnity Chasers (INCH-EN027)
Serziel
, Watcher of the Evil Eye
DARK / Effect Monster / Level 4 / ATK 1600 / DEF 1200
(Fiend / Effect)

When this card is Normal Summoned: You can add 1 "Evil Eye" card from your Deck to your hand, except "Serziel, Watcher of the Evil Eye". If this card is equipped with "Evil Eye of Selene" (Quick Effect): You can target 1 Special Summoned monster your opponent controls; destroy it. You can only use this effect of "Serziel, Watcher of the Evil Eye" once per turn. Once per turn, during the next Standby Phase after this effect was activated: Destroy 1 card you control.
(Secret Rare)
Rating: 1 out of 5
Better watch its own back. It's much too weak to be a threat with those effects.
The Infnity Chasers (INCH-EN026)
Witchcrafter Masterpiece
TRAP / Normal Trap
If you control a "Witchcrafter" monster: Target 1 Spell in either GY; add 1 card with the same name from your Deck to your hand. During either player's turn, except the turn this card was sent to the GY: You can banish this card and any number of Spells from your GY; Special Summon 1 "Witchcrafter" monster from your Deck whose Level equals the number of Spells banished to activate this effect. You can only use each effect of "Witchcrafter Masterpiece" once per turn.
(Super Rare)
Rating: 1 out of 5
Much weaker than Magician of Faith (#17).
The Infnity Chasers (INCH-EN025)
Witchcrafter Scroll
SPELL / Continuous Spell
Once per turn, when your Spellcaster monster destroys a monster by battle: You can draw 1 card. You can only use 1 of the following effects of "Witchcrafter Scroll" per turn, and only once that turn.
● If a "Witchcrafter" monster you control would discard to activate an effect, you can send this card from your field to the GY instead.
● During your End Phase, if you control a "Witchcrafter" monster, while this card is in your GY: You can place this card face-up in your Spell & Trap Zone.
(Secret Rare)
Rating: 2 out of 5
Any Spellcaster (#12) triggers the first effect, and that's about all you need with this.
The Infnity Chasers (INCH-EN024)
Witchcrafter Bystreet
SPELL / Continuous Spell
The first time each "Witchcrafter" monster you control would be destroyed each turn, by battle or card effect, it is not destroyed. You can only use 1 of the following effects of "Witchcrafter Bystreet" per turn, and only once that turn.
● If a "Witchcrafter" monster you control would discard to activate an effect, you can send this card from your field to the GY instead.
● During your End Phase, if you control a "Witchcrafter" monster, while this card is in your GY: You can place this card face-up in your Spell & Trap Zone.
(Secret Rare)
Rating: 1 out of 5
Best to avoid any routes taken by these guys.
The Infnity Chasers (INCH-EN023)
Witchcrafter Draping
SPELL / Quick-Play Spell
Target Spells/Traps your opponent controls, up to the number of "Witchcrafter" monsters you control; return those targeted cards to the hand. During your End Phase, if you control a "Witchcrafter" monster, while this card is in your GY: You can add this card to your hand. You can only use 1 "Witchcrafter Draping" effect per turn, and only once that turn.
(Super Rare)
Rating: 1 out of 5
When you take Giant Trunade (SD2 #15) and cut its usefulness down to 1/4, you get this.
The Infnity Chasers (INCH-EN022)
Witchcrafter Collaboration
SPELL / Normal Spell
Target 1 "Witchcrafter" monster you control; it can make a second attack during each Battle Phase this turn, also, if it attacks this turn, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. During your End Phase, if you control a "Witchcrafter" monster, while this card is in your GY: You can add this card to your hand. You can only use 1 "Witchcrafter Collaboration" effect per turn, and only once that turn.
(Super Rare)
Rating: 1 out of 5
The Ancient Gears (#7) can do the first effect on their own and generally have better stats.
The Infnity Chasers (INCH-EN021)
Witchcrafter Holiday
SPELL / Normal Spell
Target 1 "Witchcrafter" monster in your GY; Special Summon it. During your End Phase, if you control a "Witchcrafter" monster, while this card is in your GY: You can add this card to your hand. You can only use 1 "Witchcrafter Holiday" effect per turn, and only once that turn.
(Secret Rare)
Rating: 1 out of 5
Make it a permanent vacation.
The Infnity Chasers (INCH-EN020)
Witchcrafter Creation
SPELL / Normal Spell
Add 1 "Witchcrafter" monster from your Deck to your hand. During your End Phase, if you control a "Witchcrafter" monster, while this card is in your GY: You can add this card to your hand. You can only use 1 "Witchcrafter Creation" effect per turn, and only once that turn.
(Secret Rare)
Rating: 1 out of 5
Once you've gotten the new member, the other effect is useless, or vice-versa.
The Infnity Chasers (INCH-EN019)
Witchcrafter Madame Verre

LIGHT / Effect Monster / Level 8 / ATK 1000 / DEF 2000
(Spellcaster / Effect)

During damage calculation, if your Spellcaster monster battles an opponent's monster (Quick Effect): You can reveal any number of Spells with different names in your hand, and if you do, your battling monster gains 1000 ATK/DEF for each card revealed, until the end of this turn. (Quick Effect): You can discard 1 Spell; negate the effects of all face-up monsters your opponent currently controls, until the end of this turn. You can only use each effect of "Witchcrafter Madame Verre" once per turn.
(Secret Rare)
Rating: 2 out of 5
Mostly only useful in Defense Mode, and even then, it's probably only going to be 1000 extra.
The Infnity Chasers (INCH-EN018)
Witchcrafter Haine

LIGHT / Effect Monster / Level 7 / ATK 2400 / DEF 1000
(Spellcaster / Effect)

Your opponent cannot target other Spellcaster monsters you control with card effects. (Quick Effect): You can discard 1 Spell, then target 1 face-up card your opponent controls; destroy it. You can only use this effect of "Witchcrafter Haine" once per turn.
(Super Rare)
Rating: 1 out of 5
Chaos Command Magician has the same ATK as a Level 6 monster and protects itself.
The Infnity Chasers (INCH-EN017)
Witchcrafter Edel

LIGHT / Effect Monster / Level 5 / ATK 2000 / DEF 2300
(Spellcaster / Effect)

(Quick Effect): You can discard 1 Spell; Special Summon 1 "Witchcrafter" monster from your hand, except "Witchcrafter Edel". You can Tribute this card, then target 1 Spellcaster monster in your GY, except "Witchcrafter Edel"; Special Summon it. You can only use each effect of "Witchcrafter Edel" once per turn.
(Super Rare)
Rating: 1 out of 5
Sacrifices everywhere and not for anything good.
The Infnity Chasers (INCH-EN016)
Witchcrafter Schmietta

FIRE / Effect Monster / Level 4 / ATK 1800 / DEF 600
(Spellcaster / Effect)

During the Main Phase (Quick Effect): You can Tribute this card, then discard 1 Spell; Special Summon 1 "Witchcrafter" monster from your Deck, except "Witchcrafter Schmietta". You can banish this card from your GY; send 1 "Witchcrafter" card from your Deck to the GY, except "Witchcrafter Schmietta". You can only use each effect of "Witchcrafter Schmietta" once per turn.
(Super Rare)
Rating: 3 out of 5
A rare combo of FIRE (SD3 #11) and Spellcaster (SDSC #3) that actually works.
The Infnity Chasers (INCH-EN015)
Witchcrafter Pittore

WATER / Effect Monster / Level 3 / ATK 1000 / DEF 1500
(Spellcaster / Effect)

During the Main Phase (Quick Effect): You can Tribute this card, then discard 1 Spell; Special Summon 1 "Witchcrafter" monster from your Deck, except "Witchcrafter Pittore". You can banish this card from your GY; draw 1 card, then send 1 "Witchcrafter" card from your hand to the GY, or, if you have none, banish your entire hand. You can only use each effect of "Witchcrafter Pittore" once per turn.
(Secret Rare)
Rating: 1 out of 5
Costs too much regardless of which effect is used and it's not very strong.
The Infnity Chasers (INCH-EN014)
Witchcrafter Potterie

EARTH / Effect Monster / Level 2 / ATK 0 / DEF 2000
(Spellcaster / Effect)

During the Main Phase (Quick Effect): You can Tribute this card, then discard 1 Spell; Special Summon 1 "Witchcrafter" monster from your Deck, except "Witchcrafter Potterie". If you have no cards in your hand: You can banish this card from your GY, then target 1 "Witchcrafter" card in your GY; add it to your hand. You can only use each effect of "Witchcrafter Potterie" once per turn.
(Super Rare)
Rating: 2 out of 5
I think this is much closer to what actual witchcraft would be like.
The Infnity Chasers (INCH-EN013)
Spin Turn
TRAP / Normal Trap
Activate 1 of the following effects.
● Target 1 EARTH Machine Xyz Monster you control in Attack Position and 1 monster your opponent controls; change the battle position of your monster, and if you do, destroy that opponent's monster.
● Target 1 EARTH Machine Xyz Monster you control in Defense Position and 1 Spell/Trap your opponent controls; change the battle position of your monster, and if you do, destroy that opponent's Spell/Trap.
(Super Rare)
Rating: 1 out of 5
It's like Bubble Shuffle, but with Xyz Moonsters and no benefits.
The Infnity Chasers (INCH-EN012)
Outrigger Extension
SPELL / Continuous Spell
Your opponent cannot target Machine Xyz Monsters you control with card effects. Once per turn: You can target 1 "Infinitrack" Xyz Monster you control; Special Summon from your Extra Deck, 1 Machine monster that is 2 Ranks higher than that target, by using that target as material, also you cannot Special Summon monsters for the rest of this turn, except EARTH Machine monsters (even if this card leaves the field). (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.)
(Super Rare)
Rating: 2 out of 5
First effect is okay, but the others are seriously lacking use.
The Infnity Chasers (INCH-EN011)
Infinitrack Fortress Megaclops
EARTH / Link Monster / ATK 4000 / Link-3
Links: Right and both Bottom Corners
(Machine / Link / Effect)

3 Xyz Monsters
Unaffected by other monsters' effects, except those of Xyz Monsters. Cannot be destroyed by battle, except with an Xyz Monster. You can target 1 Xyz Monster in your GY and 1 card your opponent controls; Special Summon that monster from your GY, and if you do, attach that opponent's card to it as material, also for the rest of this turn, any damage your opponent takes is halved. You can only use this effect of "Infinitrack Fortress Megaclops" once per turn.
(Secret Rare)
Rating: 1 out of 5
For the price of 3 Xyz Monsters, there are too many exceptions.
The Infnity Chasers (INCH-EN010)
Infinitrack Goliath
EARTH / Link Monster / ATK 1000 / Link-1
Links: Bottom-Right
(Machine / Link / Effect)

1 non-Link "Infinitrack" monster
If this card is sent from the field to the GY: You can target 1 Xyz Monster you control; attach this card to that monster as material. You can only use this effect of "Infinitrack Goliath" once per turn. An Xyz Monster whose original Type is Machine and has this card as material gains this effect.
● This card cannot be destroyed by card effects.
(Super Rare)
Rating: 1 out of 5
So Overlay Regen with more requirements?
The Infnity Chasers (INCH-EN009)
Infinitrack Earth Slicer
EARTH / Xyz Monster / Rank 9 / ATK 3100 / DEF 2100
(Machine / Xyz / Effect)
2 Level 9 monsters
When this card destroys an opponent's monster by battle: You can attach that monster to this card as material. You can only use each of the following effects of "Infinitrack Earth Slicer" once per turn.
● You can detach any number of materials from this card, then target that many cards on the field; destroy them.
● If this card is in your GY: You can Tribute 1 Machine Link Monster; Special Summon this card in Defense Position.
(Secret Rare)
Rating: 1 out of 5
Getting Xyz Materials is something Number 9 (#44) does too, and better as a whole.
The Infnity Chasers (INCH-EN008)
Infinitrack Mountain Smasher
EARTH / Xyz Monster / Rank 7 / ATK 2100 / DEF 3100
(Machine / Xyz / Effect)
2 Level 7 monsters
When this card destroys an opponent's monster by battle: You can attach that monster to this card as material. You can only use each of the following effects of "Infinitrack Mountain Smasher" once per turn.
● You can detach 1 material from this card; it gains 1000 ATK.
● If this card is in your GY: You can Tribute 1 Machine Link Monster; Special Summon this card in Defense Position.
(Super Rare)
Rating: 2 out of 5
Gaining ATK is about the best it can do until it's successful in battle.
The Infnity Chasers (INCH-EN007)
Infinitrack River Stormer
EARTH / Xyz Monster / Rank 5 / ATK 2500 / DEF 500
(Machine / Xyz / Effect)
2 Level 5 monsters
When this card destroys an opponent's monster by battle: You can attach that monster to this card as material. You can only use each of the following effects of "Infinitrack River Stormer" once per turn.
● You can detach 1 material from this card; take 1 EARTH Machine monster from your Deck, and either add it to your hand or send it to the GY.
● If this card is in your GY: You can Tribute 1 Machine Link Monster; Special Summon this card in Defense Position.
(Secret Rare)
Rating: 2 out of 5
Pretty poor as far as Machine monster support goes, at least when compared to Gear Gigant X. (#46)
The Infnity Chasers (INCH-EN006)
Infinitrack Tunneller

EARTH / Effect Monster / Level 5 / ATK 2200 / DEF 500
(Machine / Effect)

You can Tribute 1 EARTH Machine monster; Special Summon this card from your hand in Defense Position. You can banish this card from your GY, then target 5 EARTH Machine monsters in your GY; shuffle them into the Deck, then draw 2 cards. You can only use each effect of "Infinitrack Tunneller" once per turn.
(Super Rare)
Rating: 1 out of 5
Royal Firestorm Guards (#87) and Jar of Avarice (#74) can do better than this.
The Infnity Chasers (INCH-EN005)
Infinitrack Trencher

EARTH / Effect Monster / Level 5 / ATK 500 / DEF 2400
(Machine / Effect)

You can Tribute 1 EARTH Machine monster; Special Summon this card from your hand in Defense Position. You can banish this card from your GY, then target 1 Level 5 or lower "Infinitrack" monster in your GY, except "Infinitrack Trencher"; Special Summon that monster in Defense Position. You can only use each effect of "Infinitrack Trencher" once per turn.
(Secret Rare)
Rating: 1 out of 5
Going to get stuck in one with that poor maneuverability.
The Infnity Chasers (INCH-EN004)
Infinitrack Drag Shovel

EARTH / Effect Monster / Level 5 / ATK 1500 / DEF 2100
(Machine / Effect)

You can Tribute 1 EARTH Machine monster; Special Summon this card from your hand in Defense Position. You can banish 1 Machine monster from your GY; add 1 "Spin Turn" from your Deck to your hand. You can only use each effect of "Infinitrack Drag Shovel" once per turn.
(Super Rare)
Rating: 1 out of 5
The set name seems to have nothing to do with these machines, but it's clear they aren't the right ones.
The Infnity Chasers (INCH-EN003)
Infinitrack Crab Crane

EARTH / Effect Monster / Level 5 / ATK 2100 / DEF 500
(Machine / Effect)

You can Tribute 1 EARTH Machine monster; Special Summon this card from your hand in Defense Position. You can banish 1 Machine monster from your GY; add 1 "Outrigger Extension" from your Deck to your hand. You can only use each effect of "Infinitrack Crab Crane" once per turn.
(Super Rare)
Rating: 1 out of 5
So far, only Harvester and Anchor Drill have the right design to win battles.
The Infnity Chasers (INCH-EN002)
Infinitrack Anchor Drill

EARTH / Effect Monster / Level 4 / ATK 1800 / DEF 500
(Machine / Effect)

If this card is Normal or Special Summoned: You can Special Summon 1 EARTH Machine monster from your hand in Defense Position, except "Infinitrack Anchor Drill". You can target 1 other Machine monster you control; the Levels of both that monster and this card become the combined original Levels of those 2 monsters, until the end of this turn. You can only use each effect of "Infinitrack Anchor Drill" once per turn.
(Secret Rare)
Rating: 3 out of 5
They might have something if the last effect was included with all of their effects.
The Infnity Chasers (INCH-EN001)
Infinitrack Harvester

EARTH / Effect Monster / Level 2 / ATK 0 / DEF 2100
(Machine / Effect)

If this card is Normal or Special Summoned: You can add 1 "Infinitrack" monster from your Deck to your hand, except "Infinitrack Harvester". You can target 1 other Machine monster you control; the Levels of both that monster and this card become the combined original Levels of those 2 monsters, until the end of this turn. You can only use each effect of "Infinitrack Harvester" once per turn.
(Secret Rare)
Rating: 3 out of 5
Packs 2100 DEF and can do some serious Level alterations with other Machines.