DARK
4Wizard @Ignister
Archetype:
@Ignister
ATK:
1800
DEF:
800
View:
3735
If you control a Cyberse monster that was Special Summoned from the Extra Deck: You can target 1 DARK Cyberse monster in your GY; Special Summon both this card in your hand and that monster, in Defense Position, also you cannot Special Summon for the rest of this turn, except Cyberse monsters. You can banish this card from your field or GY, then target 1 monster your opponent controls; change its battle position. You can only use each effect of "Wizard @Ignister" once per turn.
Wizard @Ignister — Power Evaluation
Final Score: 60 ± 8 · Confidence: Medium
- Intrinsic: 60 · Deck: 61 · Meta: provisional
- Primary role: Starter / Combo enabler · Secondary: Recovery/Recursion
Why it scores here
Wizard @Ignister converts a Cyberse Extra Deck board into two bodies: it Special Summons itself from hand alongside a DARK Cyberse from the GY, both in Defense Position. Its position-change effect is a soft, once-per-turn interaction that can be used from the GY. The 1800 ATK and Level 4 body earn nothing directly. Its score rests on 400/400 deck inclusion with one copy each, which confirms that it is reliably accessible in Cyberse shells. That inclusion is archetype-driven and does not by itself prove that the card is strong, so the score stays in the low 60s.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 68 | Present in all 400 sampled decks at one copy each and in every usage_statistics archetype at 60% or higher inclusion, but the hand Special Summon needs a Cyberse Extra Deck monster already on the field (text + decks, verified). |
| Combo & Conversion | 52 | The hand effect yields two bodies for one card, but both land in Defense and no recorded board exists to confirm conversion past that (text, inferred). |
| Resource Economy | 55 | The GY revival is a free recursion of a DARK Cyberse body with no card-advantage line, so the refuel is modest (text, inferred). |
| Effect & Interaction | 35 | Changing an opponent monster's battle position is soft, once-per-turn interaction with no negate or removal (text, verified). |
| Material Utility | 55 | A Level 4 DARK Cyberse body is usable as generic material, and its material value does not depend on its effects (text, inferred). |
| Resilience & Flexibility | 65 | Two effects work from hand, field and GY, each once per turn, which gives multi-zone reach (text, verified). |
| Deck-Building Efficiency | 60 | One copy in every deck and no garnet, but the rest-of-turn restriction to Cyberse monsters is a self-lock cost (text + decks, verified). |
Calculation
Weight profile: 0.7 Starter / Combo enabler + 0.3 Recovery/Recursion. Intrinsic ≈ 60, Deck ≈ 61, Meta = provisional. Modifiers: self-locking restriction (-2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Reliable access: in all 400 sampled decks at one copy each
- Two bodies from one card through a hand Special Summon plus a GY revival
- Works from hand, field and GY, with each effect once per turn
Weaknesses
- Needs a Cyberse Extra Deck monster on the field before the hand effect works
- Position change is soft interaction, not negation or removal
- Self-locks Special Summons for the rest of the turn
Counters / choke points
- Effect negation or banishment on the Cyberse Extra Deck enabler, which turns off the hand effect
- Monster removal or position-change effects used after the Defense-position revival
Best use
Hand-started Cyberse starter that revives a DARK Cyberse from the GY in Defense, with a repeatable position-change effect for interaction. Decks: Maliss, @Ignister, Bystial/Byssted, Code Talker, Firewall, Mathmech. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: hand Special Summon with a Cyberse Extra Deck monster on the field, GY DARK Cyberse revival in Defense, and a once-per-turn position change; Present in 400 of 400 sampled decks at 1 copy each, with 24 distinct archetypes; Usage statistics show inclusion of 60% or higher across all 10 archetype rows
- Observed: Top partners co-occur at 85–100% of decks, mostly the Maliss and @Ignister engine pieces; Usage statistics show a 100% inclusion rate in the Maliss and @Ignister Link-style gameplay rows
- Inferred: The hand Special Summon is a real starter route in Cyberse shells, though no combo boards confirm it; The GY banish-cost position change is a repeatable but soft interaction tool; Inclusion is driven by archetype membership, not by intrinsic card strength
- Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited)






