My @Ignister DB Rated Profile!
Deck Primer
I've been playing @Ignister online since GFTP came out and I've had a lot of fun playing the deck. It's mostly solved now so I felt like posting the decklist that I use. This deck has great ability to play through cards and can catch people off guard. The win condition is to make your opponent waste resources and then decimate them on turn 2. Sorry if the text is weird in some places, it won't let me put the names of the spells.
@Ignister monsters -
Bururu @Ignister (1) - Searchable by cyberse wicckid. Foolishes a card (usually your negate, or something to be revived by splash mage for a meet you only hand), then when used as synchro material you can special summon the other monster used as material. Very important for combo, but is searchable and doesn't help otherwise.
Pikari @Ignister (3) - Starter, searches any AI spell or trap, which is incredibly useful. No reason not to play at 3. Plus it makes light dragon which is funny sometimes.
Achichi @Ignister (3) - It's Stratos.
Doyon @Ignister (3) - This card is absolutely nuts. When it's summoned, you can add 1 of your monsters from your grave to your hand, which is great for the field spell's gimmick. And that's not all - When it's sent to the graveyard as link material for a cyberse monster, you can add 1 of your A I. s/t from your graveyard to your hand. It's both achichi and pikari in one if your graveyard is loaded, which is why i play 3 and not 2. Drawing it is ALWAYS good.
Danmari @Ignister (1) - banish from grave for HRDAA negate while you have arrival. Sent during combo.
Gatchiri @Ignister (1) - Negate the effects of one Cyberse monster you control to special summon it. When it's sent to the graveyard, you can give your cards immunity. Nice for making safe plays, plus protects on board as well. Great for 8300 attack unaffected accesscode.
Hiyari @Ignister (1) - Free special summon if you control an @Ignister monster, searches gatchiri by tributing one.
Engine Spells -
AI. Meet You (3)- LOCKS INTO CYBERSE EFFECTS! (Search by revealing an ED monster. Deals 2300 burn to you if you didn't special summon the monster you revealed). At 3 because you can still do combo off of starting with it.
Ignister AILand - (3+Terraforming) The focus of the deck. Special summons a mon from hand while there's nothing in your MMZ. Can come back from graveyard by its effect.
Cynet Mining - (3) More copies of starters. Can send combo pieces to GY sometimes.
AIdle Reborn - (2) Is a quickplay monster reborn. Can use on opponent's turn and then link off doyon to use it again, going very high in card advantage. Also can be helpful to extend.
AIContact - (0-1) Spicy draw 3 if you open an extra AILand. Can recycle it to go to the moon in card advantage.
Extra Deck -
Accesscode Talker(1) - I think you know why.
The Arrival Cyberse @Ignister- (1) The big man.
Transcode Talker (1)- Summons a link-3 or lower in your GY. Used on turn 2+ to go for a push
Update Jammer (1)- Makes OTK with Accesscode
Splash Mage (2) - Amazing card for cyberse, reborns any cyberse monster in defense position.
Cyberse Wicckid (1) - I love this card. Searches a tuner when a monster is summoned in a zone it points to, and offers protection to itself and monsters it points to. Sometimes you just pass on this guy and call it a day.
Dark Infant @Ignister (3) - Link 1, searches field spell. That's all you need to know.
Fire Phoenix @Ignister (1) - This card is only there for Meet You, it's 2300 and fire.
Dark Templar @Ignister (1) - Very important part of your combo, protect mr. soul charge at all costs.
Link Spider (1) - Solid rocks brother. Turns nib into a cyberse.
Light Dragon @Ignister (1) - Meet You, plus it can wipe a few cards off of your opponent's board.
Wind Pegasus @Ignister (1) - Synchro monster for Bururu, plus if your arrival gets removed, your opponent's monster gets removed.
Everything else in the deck is flex spots. Your hand traps are important, as that is how you apply pressure with your Arrival Cyberse. Not hooked on crossout for this deck yet, as resolving combo doesn't mean instant win. I don't have combos on here right now, but you should be able to find the most important ones pretty easily. It's all for the same endboard anyways.
@Ignister monsters -
Bururu @Ignister (1) - Searchable by cyberse wicckid. Foolishes a card (usually your negate, or something to be revived by splash mage for a meet you only hand), then when used as synchro material you can special summon the other monster used as material. Very important for combo, but is searchable and doesn't help otherwise.
Pikari @Ignister (3) - Starter, searches any AI spell or trap, which is incredibly useful. No reason not to play at 3. Plus it makes light dragon which is funny sometimes.
Achichi @Ignister (3) - It's Stratos.
Doyon @Ignister (3) - This card is absolutely nuts. When it's summoned, you can add 1 of your monsters from your grave to your hand, which is great for the field spell's gimmick. And that's not all - When it's sent to the graveyard as link material for a cyberse monster, you can add 1 of your A I. s/t from your graveyard to your hand. It's both achichi and pikari in one if your graveyard is loaded, which is why i play 3 and not 2. Drawing it is ALWAYS good.
Danmari @Ignister (1) - banish from grave for HRDAA negate while you have arrival. Sent during combo.
Gatchiri @Ignister (1) - Negate the effects of one Cyberse monster you control to special summon it. When it's sent to the graveyard, you can give your cards immunity. Nice for making safe plays, plus protects on board as well. Great for 8300 attack unaffected accesscode.
Hiyari @Ignister (1) - Free special summon if you control an @Ignister monster, searches gatchiri by tributing one.
Engine Spells -
AI. Meet You (3)- LOCKS INTO CYBERSE EFFECTS! (Search by revealing an ED monster. Deals 2300 burn to you if you didn't special summon the monster you revealed). At 3 because you can still do combo off of starting with it.
Ignister AILand - (3+Terraforming) The focus of the deck. Special summons a mon from hand while there's nothing in your MMZ. Can come back from graveyard by its effect.
Cynet Mining - (3) More copies of starters. Can send combo pieces to GY sometimes.
AIdle Reborn - (2) Is a quickplay monster reborn. Can use on opponent's turn and then link off doyon to use it again, going very high in card advantage. Also can be helpful to extend.
AIContact - (0-1) Spicy draw 3 if you open an extra AILand. Can recycle it to go to the moon in card advantage.
Extra Deck -
Accesscode Talker(1) - I think you know why.
The Arrival Cyberse @Ignister- (1) The big man.
Transcode Talker (1)- Summons a link-3 or lower in your GY. Used on turn 2+ to go for a push
Update Jammer (1)- Makes OTK with Accesscode
Splash Mage (2) - Amazing card for cyberse, reborns any cyberse monster in defense position.
Cyberse Wicckid (1) - I love this card. Searches a tuner when a monster is summoned in a zone it points to, and offers protection to itself and monsters it points to. Sometimes you just pass on this guy and call it a day.
Dark Infant @Ignister (3) - Link 1, searches field spell. That's all you need to know.
Fire Phoenix @Ignister (1) - This card is only there for Meet You, it's 2300 and fire.
Dark Templar @Ignister (1) - Very important part of your combo, protect mr. soul charge at all costs.
Link Spider (1) - Solid rocks brother. Turns nib into a cyberse.
Light Dragon @Ignister (1) - Meet You, plus it can wipe a few cards off of your opponent's board.
Wind Pegasus @Ignister (1) - Synchro monster for Bururu, plus if your arrival gets removed, your opponent's monster gets removed.
Everything else in the deck is flex spots. Your hand traps are important, as that is how you apply pressure with your Arrival Cyberse. Not hooked on crossout for this deck yet, as resolving combo doesn't mean instant win. I don't have combos on here right now, but you should be able to find the most important ones pretty easily. It's all for the same endboard anyways.
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