Fire Formation - Ingen
Fire Formation – Ingen

Fire Formation – Ingen
– #FIGA-EN020

When this card is activated: You can Fusion Summon 1 Beast-Warrior Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If this face-up card is sent from the Spell & Trap Zone to the GY: You can target 1 “Fire Fist” monster in your GY; add it to your hand. You can only use this effect of “Fire Formation – Ingen” once per turn. You can only activate 1 “Fire Formation – Ingen” per turn.


Date Reviewed: 
October 16, 2019

Rating: 3.88

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:

KoL's Avatar
King of

Hello Pojo Fans,

Fire Formation – Ingen works like the Ritual Continuous Spell we reviewed last week, but this one is for Fusions.

Beast-Warrior Fusion Summon off this cards activation. Need the materials on the field and in the hand, fair requirements. This card will see play potentially in LunaLight and Gladiator Beasts as well, as it is an easy way to Fusion Summon (even though those decks have ways to do so within their achetypes), it is a welcome sight to see archetype support that can be used in other archetypes. Ingen can get you back a Fire Fist monster if Ingen goes to the grave, making it a +1 at the end of things. This card I feel is more applicable for Fire Fists then their Ritual Spell. Yes, the Ritual Monster is great, but you will always have the generic requirements for the Fire Fist Fusion Monster (later in the week) while you have to search out the Ritual Monster for Fire Fists and still use monsters for its Ritual Summon.

Advanced-3.5/5     Art-4/5

Until Next Time

Crunch$G Avatar

Another Fire Formation that spoils the end of the week, this time we look at Fire Formation – Ingen.

Ingen is a Continuous Spell that upon activation lets you Fusion Summon any Beast-Warrior Fusion by using monsters in your hand and/or on your side of the field as material. You got more options here than you did with Domei last week, even though you can’t use this to Fusion Summon the Gladiator Beast Fusions really. You got Gaia Drake, the Universal Force and I doubt you’ll control Gaia Knight, the Force of Earth and a non-Effect Synchro, there’s also the Lunalight Fusions which might be the best option outside Fire Fists, there’s Rabid Horseman for you fans of Battle Ox and Mystic Horseman, and finally Brotherhood of the Fire Fist – Swan (which of course ends this week). I appreciate this having some options already outside the archetype, but it’s a good, searchable way to help get to the Fusion of the archetype in Fire Fists since of course you don’t have to have Fusion Monsters in the hand like Ritual Monsters, which makes Fusion Monsters better. So naturally this was going to have an effect worse than Domei when sent to the graveyard, so when Ingen is sent face-up from the Spell/Trap Zone to the graveyard you can add back any Fire Fist monster in your graveyard to your hand. It’s still recovery, so I can appreciate that despite not being as good as revival. Maybe something like Spirit will be a great option to get back off this for a Synchro play later down the line, or Panda for more play-making just for activating Fire Formations, but those are the only Fire Fists I can imagine are better to add back to your hand instead of reviving. Just like Domei, you can only use the latter effect of Ingen once per turn so you don’t get too much recovery and you can only activate 1 Ingen per turn so you can’t Fusion Summon too much. Just like Domei, I’d say it’s another good 1-2 of in Fire Fists to get to your Fusion, but again you don’t need to max out since it’s searchable and retrievable.

Advanced Rating: 4/5

Art: 5/5 Just like Kirin and Eland, I feel like Peacock and Swan make a great duo.

Dark Paladin's Avatar

Okay, last week we looked at a Fire Formation card to assist with Rituals.  Today, we look at one to assist with Fusions.  Fire Formation-Ingen is a Continuous Magic card.  When activated, you’re able to Fusion Summon a Beast-Warrior Fusion from your Extra Deck, using Monsters from your Hand OR the Field as Fusion Material.  As I said last week, versatility is good.  I prefer both as an option together, but it is what it is.

If face-up and sent from the Field to the Graveyard, you get to Target and add a member of the Brotherhood from your Graveyard back to your Hand.  I still appreciate a nice 1-for-1 cycling effect like that, and getting a lost resource back is never a bad thing either.  The latter effect here is once per turn, and as we saw last week, you can only activate one of these a turn, which I still feel is appropriate.  

Not much else to say.  Fusion assistance is always a good thing, obviously especially if you’re using enough to warrant this card.  Getting anything back when a card is destroyed helps the player, and it’s an easy enough way to bring out your Fusion Monster without having to mess with any actual Polymerization or specific other Fusion card(s).

Rating:  4/5

Art:  4.5/5  Very pretty here, the battle from last week continues, I see.

We would love more volunteers to help us with our YuGiOh Card of the Day reviews.  If you want to share your ideas on cards with other fans, feel free to drop us an email.  We’d be happy to link back to your blog / YouTube Channel / etc.   😉

Visit the Card of the Day Archive!  Click here to read over 4,000 more Yu-Gi-Oh! Cards of the Day!