AI @Ignistier
Deck Primer
Best way to say this is if you don't need to normal summon, then do not normal summon. With that said the best monster you can have in your hand is "Achichi", due to its ability to add any of the other level 4 or lower @ignister monsters to your hand. Additionally, no matter what the first monster you summon is use it at link material for "Dark Infant," a combo that will leave you +1 in card advantage while also freeing up your main monster zone for "@Ignister A.I.land." The next best main deck monster to summon is "Pikari" and for good reason. It's completely versatile and allows you to add any @ignister spell or trap to your hand. Adding "When A.I. first Met you" or "A.I.dle Reborn" will allow you to further your combos, but if you already have copies of these in your hand or feel that you don't necessarily need them this turn "RA.Ite of Battle" can be used to prevent "Galaxy-Eyes Prime Photon Dragon," "Mekk-Lord Avramax," "Utopia Double," "Borrelsword Dragon," and "Honest" from beating over your monsters during the damage step. As always once you summon this monster link it away into your extra monster zone, with the preferred monster being "Splash Mage." "Bururu" is next on the list, and is similar to "Achichi" in effect, but sends cards to the GY rather than hand. There are several great options for "Bururu's" effect, those being "Pikari" (If you had not summoned one prior), "Gussari" (Which provides protection against monsters with higher attack than you), and "Doyon". The reason why Pikari and Doyon are great options is because of "Splash Mage's" effect, which allows you to summon any Cyberse monster from your GY in defense position. Unfortunately, that monster's effect is negated, but "Bururu" is a level 3 tuner with a secondary effect that if it's used as Synchro Material, you can special summon another monster used for the material from the GY (And this time their effect is not negated). While on this topic it's a good time to bring up "Wind Pegasus;" it's a level 7 Synchro with the effect to target/destroy spells/traps your opponent controls up to the number of "@ignister" monsters you control and if a card you control is destroyed by your opponent, you can banish it from the field or GY to target/shuffle one card they control into the deck. No to go one with combos, if you used "Doyon" as the other synchro material you can use it to return an "@ignister" monster from your graveyard to the hand, which in most cases the best option would be the first monster you summoned. At this point, you should have at least 3 monsters on your field, meaning you can now Link Summon "Dark Templar" to the Right Extra Monster Zone (If "Doyon" was used as link material you can add an "@ignister" spell/trap from the GY to your hand). Here we are nearly done and now if your field is empty you can summon the first monster you summoned at the beginning of this combo anywhere on the field, then immediately after use it to link summon "Dark Infant" in the left-most monster zone of Dark Templar. This should activate "Dark Templar's" effect to summon as many monsters as possible to zones it points to, in turn activating "Dark Infant's" secondary effect to change its attribute (Preferably Divine) and move an adjacent monster zone (Note when performing this combo do not special summon any dark monsters). Finally, it's just a matter of summoning a monster of a different attribute than the ones on your field: "Hiyari," "Doshin," and "Gatchiri" can all do on special summon themselves from their hand; "A.I.dle Reborn" can special summon an "@ignister" monster from the GY; if you don't control "Pikari" and have "Backup Secretary" "Cyberse Converter" or "Catch Eve L2" in your hand you can special summon one. And with that you have all the materials needed to link summon "The Arrival Cyberse @ignister" and more than likely have some support cards ("Wind Pegasus," "Gussari," and/or "RA.I.te of Battle" to ensure that you get a chance to use it.
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