Yu Yu Hakusho
Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
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.)
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
June 17, 2014
Back to the main COTD
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.
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
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
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
Definitely give it a try.
Traditional – 2
Advanced – 4
"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
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
"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
Mechanical design: 1/5
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
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
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