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Artifact Ignition
- #PRIO-EN060 

Target 1 Spell/Trap Card on the field; destroy that target, and if you do, Set 1 "Artifact" monster directly from your Deck to your Spell & Trap Card Zone as a Spell Card. If this card in its owner's possession is destroyed by an opponent's card: Your opponent skips their next Battle Phase. (You must have an "Artifact" monster in your Main Deck to activate this card.)

Card Ratings
Traditional: 2.17
Advanced: 4.07 

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.

Date Reviewed:
June 17, 2014

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Artifact Ignition is one hell of a Quickplay Magic card.  If you're successful, it ends up being a +1, while also destroying things.  You target a Magic/Trap card on the Field, (yours or the opponent) and destroy it.  If successful, you get to place an Artifact Monster in your Magic/Trap zone.  As you should know by now, this is a big part of what makes this Deck function.  Said Monster gets to come from the Deck, which is a nifty and fun ability also.  Furthermore, if this card is destroyed by an opponent's card, while in its owner's possession, your opponent then loses their next Battle Phase.  There is the nasty but necessary side text that you MUST have an Artifact Monster in the Main Deck to activate this card.  BUT, in the Artifact Deck, you're using three of these, period.

Ratings:  (Artifact)

Traditional:  3.25/5 
Advanced:  4.25/5
Art:  4/5


Artifact Ignition


An archetypal +1.  Sure, in context in a deck that needs to recoup for the destruction of your own cards, but nonetheless [mostly] versatile Spell/Trap removal for the Artifact or hybrid deck the Artifact engine is part of.  This effectively replaces MST for Artifacts, especially if that same deck is using Ice Hands.


A notable downside with the card is that you will need some room in the backrow since the effects happen simultaneously.  You'll need room for the the card you are setting from your deck and for Ignition itself.  HAT (Hands/Artifact/Traptrix) decks which use trap-heavy line-ups may find themselves clogged.  You can't have more than 3 spells/traps set aside from this card.


Being a searcher and a quick-play, it's fast in itself and it speeds up the deck.  This is why many decks have decided on using 3 of this card.  This card's effect when destroyed is a somewhat-cool added bonus, but in the end, you don't want this card to be destroyed (unless your backrow is clogged).  Most of the time, just chain it if its not the same turn you Set it.


Not flawless, but overall a very fast +1 for Artifacts only.  Definitely give it a try.


Traditional – 2 

Advanced – 4

Terrorking "You know what I hate? When all the fruit is on the bottom of the yogurt." This is another thing a friend says a lot, and it really got me thinking "Hey, I hate that too!" Yes, quite. I know strange people.
Hello my little nignoggers, and welcome to your savior's review of a card not nearly as important as my blathering on about nothing. Okay, it might be close to as important. Today we're looking at Artifact Ignition. 
"Target 1 Spell/Trap Card on the field; destroy that target, and if you do, Set 1 "Artifact" monster directly from your Deck to your Spell & Trap Card Zone as a Spell Card. If this card in your possession is destroyed by your opponent's card: Your opponent skips their next Battle Phase."
Could a card BE any more straightforward? I mean, what do you need me for here? This is a Mystical Space Typhoon that sets an Artifact from your deck in your spell/trap zone. That's a +1. Should your opponent try to MST a card in your Spell/Trap zone while you have this face-down, and is unlucky enough to pick this, they lose their battle phase, so sometimes it can be advantageous to hold on to it. Furthermore, this can destroy one of your own Artifacts, which sets off their effects and gives you another.
Advanced: 4.5/5 
Traditional: 2/5
Mechanical design: 1/5 

Artifact Ignition

One of the big cards out of PRIO, Artifact Ignition is a themed Mystical Space Typhoon that actually *can* be BETTER than the original. Not only does it destroy 1 spell or trap on the field but it thins your deck simultaneously by directly setting a Artfiact monster out of it. It ends up being an immediate +1 in card economy if you destroy an opponents card, but depending on if you destroy your own card with Ignition it could set off a chain reaction of plays that can end with 2-3 monsters on your side of the field waiting to destroy anything your opponent could have waiting for you. On top of that, the 2nd effect isn't too shabby. Most players, upon realizing they are playing artfiacts wait to trigger MST's on the Artifact Players end phase, and that's another place where Ignition shines as if it's destroyed by an opponents card effect, they have to skip a battle phase, robbing them of the chance to make a game winning push. Absolutely a staple in 3s an artifact heavy deck such as the newly favorited "HAT"

Advanced 3.5/5 - The only drawback of this being making it easy to run out of Artifacts to make the card playable. 

Considering you MUST be able to set an Artifact out of the deck and most HAT builds only running a grand total of 5 means at some point you might not be able to use this, making it dead except for the 2nd effect. 

Traditional 1.5/5 - Sadly, I doubt Artifacts will see much traditional play other than the fact the monsters are light making them chaos food but not so much use for Ignition in that aspect with heavy storm legal. 

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