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Learn to play the TCG. Yu-Gi-Oh TCG Terms INCH and MYFI Spoilers

All Foil Card Reviews (Page 5)

1. Only new cards and those with updated text that changes how they work are included below.
2. INCH-EN info: https://yugipedia.com/wiki/The_Infinity_Chasers      
3. MYFI-EN info: https://yugipedia.com/wiki/Mystic_Fighters     
 
Mystic Fighters (MYFI-EN057)
Cynet Backdoor
SPELL / Quick-Play Spell
Target 1 Cyberse monster you control; banish it, and if you do, add 1 Cyberse monster from your Deck to your hand, whose ATK is lower than that monster's original ATK. During your next Standby Phase, return that monster banished by this effect to the field, and it can attack directly that turn. You can only activate 1 "Cynet Backdoor" per turn.
~Rarities: Super Rare
Pros: Easily played, helps Cyberses
Cons: Must banish monster to add, slow to return banished monster, 1-turn other effect
Mystic Fighters (MYFI-EN047)
Balancer Lord
LIGHT / Effect Monster / Level 4 / ATK 1700 / DEF 1200
(Cyberse / Effect)

Once per turn: You can pay 1000 LP; during your Main Phase this turn, you can Normal Summon 1 Cyberse monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this card is banished: You can Special Summon 1 Level 4 or lower monster from your hand. You can only use this effect of "Balancer Lord" once per turn.
~Rarities: Super Rare
Pros: Easily played, helps Cyberses, various Summons and Banished
Cons: Low stats, costs LP for extra Normal Summon, can't Summon Level 5+ or from other places if banished
Mystic Fighters (MYFI-EN040)
Primeathmech Alembertian
EARTH / Xyz Monster / Rank 4 / ATK 2000 / DEF 0
(Cyberse / Xyz / Effect)

2+ Level 4 monsters
You can Tribute 1 monster; Special Summon 1 Level 4 "Mathmech" monster from your hand or GY. If this card is Xyz Summoned: You can detach 2 to 4 materials from this card, then activate the appropriate effect;
● 2: Add 1 "Mathmech" card from your Deck to your hand.
● 3: Add 1 Level 4 monster from your Deck to your hand.
● 4: Add 1 Spell/Trap from your Deck to your hand.
You can only use each effect of "Primathmech Alembertian" once per turn.
~Rarities: Secret Rare
Pros: Easily played, helps Mathmechs
Cons: Low stats for Xyz Rank, costs monster to Summon, costs 2+ materials for bullets
Mystic Fighters (MYFI-EN039)
Generaider Boss Bite
TRAP / Normal Trap
Tribute any number of "Generaider" monsters, then target 1 face-up Xyz Monster you control; attach exactly that many "Generaider" monsters from your hand, field, and/or GY to it, except the monsters Tributed to activate this effect. You can only activate 1 "Generaider Boss Bite" per turn.
~Rarities: Super Rare
Pros: Easily played, helps Generaiders and Xyz
Cons: Costs monster(s) to attach, can't attach Tributed monster(s)
Mystic Fighters (MYFI-EN038)
Generaider Boss Room
TRAP / Normal Trap
When your opponent activates a card or effect in response to the activation of your "Generaider" card or effect: You can discard 1 card; your opponent's activated effect becomes "each player draws 1 card". You can only use this effect of "Generaider Boss Room" once per turn.
~Rarities: Super Rare
Pros: Easily played, helps Generadiers and Exodia
Cons: Costs card to change effect, no other effects
Mystic Fighters (MYFI-EN037)
Generaider Boss Fight
TRAP / Normal Trap
Activate 1 "Generaider" Field Spell directly from your Deck or GY, then your opponent draws 1 card. You can only activate 1 "Generaider Boss Fight" per turn.
~Rarities: Super Rare
Pros: Easily played, helps Field Spells
Cons: Opponent draws card, no other effects
Mystic Fighters (MYFI-EN036)
Generaider Boss Loot
SPELL / Continuous Spell
While you control a Token, your opponent's monsters cannot target "Generaider" Effect Monsters for attacks. If a "Generaider" Effect Monster is destroyed by battle: Your opponent draws 1 card. You can only use this effect of "Generaider Boss Loot" once per turn.
~Rarities: Super Rare
Pros: Easily played, helps Generadiers
Cons: Must control Token to prevent attacks, opponent draws card if Generaider loses battle
Mystic Fighters (MYFI-EN035)
Generaider Boss Quest
SPELL / Normal Spell
Reveal 1 "Generaider" monster in your hand, and if you do, add up to 2 "Generaider" Spells/Traps with different names from each other from your Deck to your hand, except "Generaider Boss Quest". Then place the revealed card on the bottom of your Deck. You can only activate 1 "Generaider Boss Quest" per turn.
~Rarities: Secret Rare
Pros: Easily played, helps Generaiders
Cons: Can't add monsters or same cards, must place revealed card on bottom of Deck, no other effects
Mystic Fighters (MYFI-EN034)
Generaider Boss Stage
SPELL / Field Spell
Once per turn, if a card(s) is added from the Main Deck to your opponent's hand (except during the Damage Step): You can Special Summon 1 "Generaider" monster from your Deck in Defense Position. If you Special Summon a "Generaider" monster(s) during your opponent's turn (except during the Damage Step): You can Special Summon as many "Generaider Tokens" (Fairy/LIGHT/Level 4/ATK 1500/DEF 1500) as possible in Attack Position, but destroy them during the End Phase (even if this card leaves the field). You can only use this effect of "Generaider Boss Stage" once per turn.
~Rarities: Secret Rare
Pros: Easily played, searchable, helps Generaiders
Cons: Summons weak Tokens, must Special Summon duriong opponent's turn for Tokens, can't Summon Token(s) in Attack Mode or Generaiders in Attack Mode or from other places
Mystic Fighters (MYFI-EN033)
Jormungandr, Generaider Boss of Eternity
EARTH / Xyz Monster / Rank 9 / ATK ? / DEF ?
(Reptile / Xyz / Effect)

2+ Level 9 monsters
You can only control 1 "Jormungandr, Generaider Boss of Eternity". This card's original ATK/DEF become 1000 x its number of materials. (Quick Effect): You can detach 1 material from this card; each player draws 1 card, then each player that drew attaches 1 card from their hand or field to this card. You can only use this effect of "Jormungandr, Generaider Boss of Eternity" once per turn.
~Rarities: Secret Rare
Pros: Partly easily played, helps Exodia
Cons: ? ATK and DEF, low stat amount, affects both players, can't control 2+ copies
Mystic Fighters (MYFI-EN032)
Hela, Generaider Boss of Doom
DARK / Effect Monster / Level 9 / ATK 800 / DEF 2800
(Zombie / Effect)

You can only control 1 "Hela, Generaider Boss of Doom". (Quick Effect): You can Tribute 1 "Generaider" monster or 1 Zombie monster, then target 1 "Generaider" monster or 1 Zombie monster in your GY, with a different name than the Tributed monster had on the field; Special Summon that monster in Defense Position. You can only use this effect of "Hela, Generaider Boss of Doom" once per turn.
~Rarities: Super Rare
Pros: Easily played, searchable, high DEF, helps Zombies and Generaiders
Cons: Largely copies Nidhogg
Mystic Fighters (MYFI-EN031)
Nidhogg, Generaider Boss of Ice
WATER / Effect Monster / Level 9 / ATK 2100 / DEF 2600
(Wyrm / Effect)

You can only control 1 "Nidhogg, Generaider Boss of Ice". When your opponent would Special Summon a monster(s) (Quick Effect): You can Tribute 1 "Generaider" monster or 1 Wyrm monster; negate the Summon, and if you do, destroy that monster(s). You can only use this effect of "Nidhogg, Generaider Boss of Ice" once per turn.
~Rarities: Secret Rare
Pros: Easily played, helps Wyrms and Generaiders
Cons: Largely copies Nahglfar
Mystic Fighters (MYFI-EN030)
Nahglfar, Generaider Boss of Fire
FIRE / Effect Monster / Level 9 / ATK 3100 / DEF 200
(Wyrm / Effect)

You can only control 1 "Naglfar, Generaider Boss of Fire". If a card(s) you control would be destroyed by battle or card effect, you can destroy 1 "Generaider" monster or 1 Beast-Warrior monster you control instead. You can only use this effect of "Naglfar, Generaider Boss of Fire" once per turn.
~Rarities: Secret Rare
Pros: Easily played, high ATK, helps Beast-Warriors and Generaiders
Cons: Very low DEF, argely copies Dovelgus
Mystic Fighters (MYFI-EN029)
Dovelgus, Generaider Boss of Iron
FIRE / Effect Monster / Level 9 / ATK 1500 / DEF 2500
(Wyrm / Effect)

You can only control 1 "Dovelgus, Generaider Boss of Iron". (Quick Effect): You can Tribute any number of "Generaider" monsters and/or Machine monsters; Special Summon, from your hand, in Defense Position, exactly that many "Generaider" monsters and/or Machine monsters, all with different names from each other and from the Tributed monsters. You can only use this effect of "Dovelgus, Generaider Boss of Iron" once per turn.
~Rarities: Secret Rare
Pros: Easily played, searchable, helps Generaiders and Machines
Cons: Low DEF for Level, largely copies Froidi
Mystic Fighters (MYFI-EN028)
Frodi, Generaider Boss of Swords
WIND / Effect Monster / Level 9 / ATK 2500 / DEF 2000
(Warrior / Effect)

You can only control 1 "Frodi, Generaider Boss of Swords". (Quick Effect): You can Tribute any number of "Generaider" monsters and/or Warrior monsters, then target that many monsters on the field; destroy them, then your opponent can draw cards equal to the number of monsters destroyed on their field. You can only use this effect of "Frodi, Generaider Boss of Swords" once per turn.
~Rarities: Super Rare
Pros: Easily played, helps Generaiders and Warriors
Cons: Low stats for Level, largely copies  Mardel
Mystic Fighters (MYFI-EN027)
Mardel, Generaider Boss of Light
LIGHT / Effect Monster / Level 9 / ATK 2400 / DEF 2400
(Warrior / Effect)

You can only control 1 "Mardel, Generaider Boss of Light". If this card is Normal or Special Summoned: You can add 1 "Generaider" card or 1 Plant monster from your Deck to your hand, except "Mardel, Generaider Boss of Light". You can only use this effect of "Mardel, Generaider Boss of Light" once per turn.
~Rarities: Secret Rare
Pros: Easily played, helps Generaiders and Plants
Cons: Low stats for Level, can't control 2+ copies or Summon, no other effects
Mystic Fighters (MYFI-EN026)
Dragonmaid Downtime
TRAP / Continuous Trap
You can target 1 "Dragonmaid" monster you control, then activate 1 of these effects;
● Return it to the hand, and if you do, add 1 "Dragonmaid" card from your Deck to your hand, except "Dragonmaid Downtime".
● Return it to the hand, and if you do, return 1 Spell/Trap your opponent controls to the hand.
You can only use this effect of "Dragonmaid Downtime" once per turn.
~Rarities: Super Rare
Pros: Easily played, helps Dragonmaids
Cons: Must return target to hand for bullets, can't Summon
Mystic Fighters (MYFI-EN025)
Dragonmaid Changeover
SPELL / Normal Spell
Fusion Summon 1 Dragon Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. While this card is in your GY: You can target 1 "Dragonmaid" monster you control; add this card to your hand, and if you do, return that monster to the hand. You can only use this effect of "Dragonmaid Changeover" once per turn.
~Rarities: Super Rare
Pros: Easily played, helps Dragonmaids and Fusion Summons
Cons: Largely just Fusion Summons
Mystic Fighters (MYFI-EN024)
Dragonmaid Welcome
SPELL / Continuous Spell
All monsters you control gain 100 ATK/DEF for each "Dragonmaid" monster you control. If you control 2 or more "Dragonmaid" monsters: You can target 1 "Dragonmaid" card in your GY, except "Dragonmaid Welcome"; add it to your hand. You can only use this effect of "Dragonmaid Welcome" once per turn. If this card is sent to the GY: Your opponent cannot target "Dragonmaid" monsters you control with card effects this turn.
~Rarities: Secret Rare
Pros: Easily played, helps Dragonmaids
Cons: Very low stat boost, must control 2+ monsters to retrieve 1-turn protection
Mystic Fighters (MYFI-EN023)
Dragonmaid Hospitality
SPELL / Normal Spell
Special Summon 1 "Dragonmaid" monster from your hand or GY in Defense Position, then, you can send 1 "Dragonmaid" monster with the same Attribute, but a different Level, from your Deck to the GY. You can only activate 1 "Dragonmaid Hospitality" per turn.
~Rarities: Super Rare
Pros: Easily played, helps Dragonmaids
Cons: Can't Summon in Attack Mode or from Deck, can't use 2+ copies in same turn
Mystic Fighters (MYFI-EN022)
House Dragonmaid
LIGHT / Fusion Monster / Level 9 / ATK 3000 / DEF 2000
(Dragon / Fusion / Effect)

1 "Dragonmaid" monster + 1 Dragon monster
Once per turn, during the Standby Phase: You can target 1 other "Dragonmaid" monster you control; Special Summon 1 "Dragonmaid" monster from your hand or GY in Defense Position, whose Level is 1 higher or 1 lower than it. When another face-up Dragon monster(s) you control returns to your hand (except during the Damage Step): You can target 1 monster your opponent controls; destroy it.
~Rarities: Secret Rare
Pros: Easily played, high ATK, helps Dragonmaids
Cons: Low DEF for Level, slow to Summon, can't Summon in Attack Mode, from Deck or matching Level, can't destroy unless your monster(s) return to hand
Mystic Fighters (MYFI-EN021)
Dragomnaid Lorpar
WIND / Effect Monster / Level 8 / ATK 2700 / DEF 1700
(Dragon / Effect)

Cannot be destroyed by card effects while you control a Fusion Monster. You can only use each of the following effects of "Dragonmaid Lorpar" once per turn.
● You can discard this card, then target 1 face-up monster on the field; players cannot activate that target's effects on the field this turn.
● At the end of the Battle Phase: You can return this card to the hand, and if you do, Special Summon 1 Level 3 "Dragonmaid" monster from your hand.
~Rarities: Secret Rare
Pros: Easily played, counters Effect Monsters, helps Dragonmaids
Cons: Low stats for Level, largely copies Tinkhec
Mystic Fighters (MYFI-EN020)
Parlor Dragomnaid
WIND / Effect Monster / Level 3 / ATK 500 / DEF 1700
(Dragon / Effect)

If this card is Normal or Special Summoned: You can send 1 "Dragonmaid" card from your Deck to the GY, except "Parlor Dragonmaid". At the start of the Battle Phase: You can return this card to the hand, and if you do, Special Summon 1 Level 8 "Dragonmaid" monster from your hand or GY. You can only use each effect of "Parlor Dragonmaid" once per turn.
~Rarities: Super Rare
Pros: Easily played, searchable, helps Dragonmaids
Cons: Low DEF, largely copies Kitchen
Mystic Fighters (MYFI-EN019)
Dragomnaid Tinkhec
FIRE / Effect Monster / Level 8 / ATK 2700 / DEF 1700
(Dragon / Effect)

Cannot be destroyed by card effects while you control a Fusion Monster. You can only use each of the following effects of "Dragonmaid Tinkhec" once per turn.
● (Quick Effect): You can discard this card, then target 1 "Dragonmaid" monster you control; it gains 2000 ATK until the end of this turn.
● At the end of the Battle Phase: You can return this card to the hand, and if you do, Special Summon 1 Level 3 "Dragonmaid" monster from your hand.
~Rarities: Super Rare
Pros: Easily played, helps Dragonmaids
Cons: Low stats for Level, largely copies Nudyari
Mystic Fighters (MYFI-EN018)
Kitchen Dragomnaid
FIRE / Effect Monster / Level 3 / ATK 500 / DEF 1700
(Dragon / Effect)

If this card is Normal or Special Summoned: You can add 1 "Dragonmaid" monster from your Deck to your hand, except "Kitchen Dragonmaid", then send 1 "Dragonmaid" monster from your hand to the GY. At the start of the Battle Phase: You can return this card to the hand, and if you do, Special Summon 1 Level 8 "Dragonmaid" monster from your hand or GY. You can only use each effect of "Kitchen Dragonmaid" once per turn.
~Rarities: Secret Rare
Pros: Easily played, searchable, helps Dragonmaids
Cons: Low DEF, largely copies Laundry
Mystic Fighters (MYFI-EN017)
Dragomnaid Nudyari
WATER / Effect Monster / Level 7 / ATK 2600 / DEF 1600
(Dragon / Effect)

Cannot be destroyed by card effects while you control a Fusion Monster. You can only use each of the following effects of "Dragonmaid Nudyarl" once per turn.
● You can discard this card, then target 1 monster in either GY; shuffle it into the Deck.
● At the end of the Battle Phase: You can return this card to the hand, and if you do, Special Summon 1 Level 2 "Dragonmaid" monster from your hand.
~Rarities: Secret Rare
Pros: Easily played, helps Dragonmaids
Cons: Low stats for Level, largely copies Ernus
Mystic Fighters (MYFI-EN016)
Laundry Dragomnaid
WATER / Effect Monster / Level 2 / ATK 500 / DEF 1600
(Dragon / Effect)

If this card is Normal or Special Summoned: You can send the top 3 cards of your Deck to the GY. At the start of the Battle Phase: You can return this card to the hand, and if you do, Special Summon 1 Level 7 "Dragonmaid" monster from your hand or GY. You can only use each effect of "Laundry Dragonmaid" once per turn.
~Rarities: Super Rare
Pros: Easily played, searchable, helps Dragonmaids
Cons: Low DEF, largely copies Ernus
Mystic Fighters (MYFI-EN015)
Dragomnaid Ernus
EARTH / Effect Monster / Level 7 / ATK 2600 / DEF 1600
(Dragon / Effect)

Cannot be destroyed by card effects while you control a Fusion Monster. You can only use each of the following effects of "Dragonmaid Ernus" once per turn.
● (Quick Effect): You can discard this card; Special Summon 1 Level 4 or lower "Dragonmaid" monster from your hand.
● At the end of the Battle Phase: You can return this card to the hand, and if you do, Special Summon 1 Level 2 "Dragonmaid" monster from your hand.
~Rarities: Super Rare
Pros: Easily played, helps Dragonmaids
Cons: Low stats for Level, largely copies Nurse
Mystic Fighters (MYFI-EN014)
Nurse Dragomnaid
EARTH / Effect Monster / Level 2 / ATK 500 / DEF 1600
(Dragon / Effect)

If this card is Normal or Special Summoned: You can target 1 Level 4 or lower "Dragonmaid" monster in your GY, except "Nurse Dragonmaid"; Special Summon it. At the start of the Battle Phase: You can return this card to the hand, and if you do, Special Summon 1 Level 7 "Dragonmaid" monster from your hand or GY. You can only use each effect of "Nurse Dragonmaid" once per turn.
~Rarities: Secret Rare
Pros: Easily played, searchable, helps Dragonmaids
Cons: Low DEF, can't Summon another copy or from other places, must return itself to Summon Level 7, can't Summon in-between Levels
Mystic Fighters (MYFI-EN013)
Mathmech Induction
TRAP / Continuous Trap
All Cyberse monsters you control gain 500 ATK. If you control a "Mathmech" monster: You can send this face-up card from the field to the GY, then target 1 card your opponent controls; destroy it. You can only use this effect of "Mathmech Induction" once per turn.
~Rarities: Secret Rare
Pros: Easily played, helps Mathmechs and Cyberses
Cons: Very low ATK boost, costs itself to destroy
Mystic Fighters (MYFI-EN012)
Mathmech Superfactorial
TRAP / Normal Trap
Target up to 3 "Mathmech" monsters in your GY with different names, then activate 1 of these effects;
● Special Summon them, but their effects are negated, then, immediately after this effect resolves, Synchro Summon 1 "Mathmech" Synchro Monster using only those monsters, and shuffle the materials into the Deck instead of sending them to the GY.
● Special Summon them, but their effects are negated, then, immediately after this effect resolves, Xyz Summon 1 "Mathmech" Xyz Monster using only those monsters.
You can only activate 1 "Mathmech Superfactorial" per turn.
~Rarities: Secret Rare
Pros: Easily played, helps Mathmechs
Cons: Must Extra Deck Summon after reviving, can't Summon from other places or use both bullets in same turn
Mystic Fighters (MYFI-EN011)
Mathmech Billionblade Nayuta
SPELL / Equip Spell
Equip only to a Cyberse monster. If the equipped monster battles an opponent's monster, during damage calculation: You can send 1 "Mathmech" monster from your Deck to the GY; the equipped monster gains ATK equal to the sent monster's ATK, until the end of this turn (even if this card leaves the field). If this card is sent from the Spell & Trap Zone to the GY: You can target 1 "Mathmech" card in your GY, except "Mathmech Billionblade Nayuta"; add it to your hand. You can only use each effect of "Mathmech Billionblade Nayuta" once per turn.
~Rarities: Super Rare
Pros: Easily played, helps Cyberses and Mathmechs
Cons: Costs Mathmech while battling for ATK boost, 1-turn boost, can't Summon, must be sent from Spell & Trap Zone to retrieve, can't retrieve itself
Mystic Fighters (MYFI-EN010)
Mathmech Equation
SPELL / Normal Spell
Target 1 "Mathmech" monster in your GY; Special Summon it, and if you do, it gains 1000 ATK until the end of this turn. You can only activate 1 "Mathmech Equation" per turn.
~Rarities: Secret Rare
Pros: Easily played, helps Mathmechs
Cons: Can't Summon from other places, 1-turn ATK boost, no other effects
Mystic Fighters (MYFI-EN009)
Primeathmech Laplacian
EARTH / Xyz Monster / Rank 4 / ATK 2000 / DEF 0
(Cyberse / Xyz / Effect)

3 Level 4 monsters
If a "Mathmech" card(s) you control would be destroyed by card effect, you can detach 1 material from this card instead. If this card is Xyz Summoned: You can detach up to 3 materials from it, then choose that many effects (you cannot choose the same effect twice, and you resolve them in the listed order, skipping any that were not chosen);
● Send 1 random card from your opponent's hand to the GY.
● Send 1 monster your opponent controls to the GY.
● Send 1 Spell/Trap your opponent controls to the GY.
You can only use this effect of "Primathmech Laplacian" once per turn.
~Rarities: Secret Rare
Pros: Easily played, helps Mathmechs
Cons: Low stats for Rank, costs material(s) for bullets, can't use same effect twice
Mystic Fighters (MYFI-EN008)
Geomathmech Final Sigma
FIRE / Synchro Monster / Level 12 / ATK 3000 / DEF 0
(Cyberse / Synchro / Effect)

1 Tuner + 1+ non-Tuner monsters
Unaffected by card effects, except "Mathmech" cards, while in the Extra Monster Zone. If this card in the Extra Monster Zone battles an opponent's monster, any battle damage it inflicts to your opponent is doubled. If this card is destroyed by battle, or if this card in its owner's possession is destroyed by an opponent's card effect: You can add 1 "Mathmech" card from your Deck to your hand. You can only use this effect of "Geomathmech Final Sigma" once per turn.
~Rarities: Secret Rare
Pros: Easily played, high ATK, helps Mathmechs
Cons: 0 DEF, unaffected by your effects, must be destroyed to add, can't retrieve or Summon
Mystic Fighters (MYFI-EN007)
Geomathmech Magma
FIRE / Synchro Monster / Level 8 / ATK 2500 / DEF 0
(Cyberse / Synchro / Tuner / Effect)

1 Tuner + 1+ non-Tuner monsters
When this card destroys a monster by battle: You can target up to 2 cards your opponent controls; destroy them. If this card is destroyed by battle, or if this card in its owner's possession is destroyed by an opponent's card effect: You can add 1 "Mathmech" Spell/Trap from your Deck to your hand. You can only use each effect of "Geomathmech Magma" once per turn.
~Rarities: Secret Rare
Pros: Easily played, helps Mathmechs
Cons: Low stats for Level, must win battle to destroy, must be destroyed by opponent's effect to add, can't Summon or retrieve
Mystic Fighters (MYFI-EN006)
Mathmech Division
EARTH / Effect Monster / Level 4 / ATK 1500 / DEF 1000
(Cyberse / Effect)

You can Tribute 1 Cyberse monster you control in the Extra Monster Zone; Special Summon up to 1 Level 4 Cyberse monster each from your hand and GY. If this card is sent to the GY: You can target 1 face-up monster on the field; its ATK becomes halved until the end of this turn. You can only use each effect of "Mathmech Division" once per turn.
~Rarities: Super Rare
Pros: Easily played, searchable, helps Cyberses
Cons: Low DEF, 1-turn ATK halving, costs Cyberse to Summon, can't Summon Level 5+
Mystic Fighters (MYFI-EN005)
Mathmech Multiplication
EARTH / Effect Monster / Level 4 / ATK 500 / DEF 2000
(Cyberse / Effect)

You can target 1 Level 4 Cyberse monster you control; its Level becomes 8 until the end of this turn. If this card is sent to the GY: You can target 1 Cyberse monster you control in the Extra Monster Zone; its ATK becomes doubled until the end of this turn. You can only use each effect of "Mathmech Multiplication" once per turn.
~Rarities: Super Rare
Pros: Easily played, searchable, high DEF, helps Cyberses and Xyz Summons
Cons: 1-turn effects, can't double Level of Level 5+ or change to other Levels
Mystic Fighters (MYFI-EN004)
Mathmech Subtraction
EARTH / Effect Monster / Level 4 / ATK 1000 / DEF 1000
(Cyberse / Effect)

You can target 1 face-up monster on the field; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Cyberse monsters, also Special Summon this card from your hand (but it cannot attack this turn), and if you do, the targeted monster loses 1000 ATK until the end of this turn. You can only use this effect of "Mathmech Subtraction" once per turn.
~Rarities: Super Rare
Pros: Easily played, searchable, helps Cyberses
Cons: Low DEF, largely copies Addition
Mystic Fighters (MYFI-EN003)
Mathmech Addition
EARTH / Effect Monster / Level 4 / ATK 1000 / DEF 1000
(Cyberse / Effect)

You can target 1 face-up monster on the field; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Cyberse monsters, also Special Summon this card from your hand (but it cannot attack this turn), and if you do, the targeted monster gains 1000 ATK until the end of this turn. You can only use this effect of "Mathmech Addition" once per turn.
~Rarities: Super Rare
Pros: Easily played, searchable, helps Cyberses
Cons: Low DEF, low 1-turn ATK boost, can't attack the turn it Summons itself or raises ATK, no other effects
Mystic Fighters (MYFI-EN002)
Mathmech Nabla
DARK / Effect Monster / Level 4 / ATK 1000 / DEF 1500
(Cyberse / Tuner / Effect)

You can Tribute 1 Cyberse monster; Special Summon 1 "Mathmech" monster from your Deck. If this card is sent to the GY: You can target 1 Cyberse monster you control in the Extra Monster Zone; it can make up to 2 attacks on monsters during each Battle Phase this turn. You can only use each effect of "Mathmech Nabla" once per turn.
~Rarities: Super Rare
Pros: Easily played, searchable, helps Cyberses and Mathmechs
Cons: Low DEF, costs Cyberse to Summon, can't Summon from other places, can't give multiple attacks to non-Extra Monster Zone monsters
Mystic Fighters (MYFI-EN001)
Mathmech Sigma
LIGHT / Effect Monster / Level 4 / ATK 1000 / DEF 1000
(Cyberse / Tuner / Effect)

If you control no monsters in the Extra Monster Zone, while this card is in your hand or GY: You can Special Summon this card, but banish it when it leaves the field, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Cyberse monsters. You can only use this effect of "Mathmech Sigma" once per turn. If this card you control is used as Synchro Material for a "Mathmech" monster, you can treat it as a non-Tuner.
~Rarities: Super Rare
Pros: Easily played, searchable Tuner, helps Cyberses and Mathmechs
Cons: Low DEF, is banished if removed after Summoning itself, otherwise must be Synchro Material
 
The Infnity Chasers (INCH-EN050)
Digvorzhak, King of Heavy Industry
EARTH / Xyz Monster / Rank 5 / ATK 3200 / DEF 2000
(Machine / Xyz / Effect)
3 Level 5 monsters
Once per turn: You can detach 1 material from this card; send the top 3 cards of your opponent's Deck to the GY, then, if any monsters were sent to the GY by this effect, destroy cards your opponent controls, up to the number of monsters sent.
~Rarities: Super Rare
Pros: Partly easily played, high ATK for Rank, helps Deck Destruction, counters monsters
Cons: Low DEF for Rank, gamble effect, destroys based on monsters sent, no other effects
The Infnity Chasers (INCH-EN042)
Hidden Armory
SPELL / Normal Spell
Send the top card of your Deck to the Graveyard; add 1 Equip Spell Card from your Deck or Graveyard to your hand. You cannot Normal Summon/Set during the turn you activate this card.
~Rarities: Super Rare
Pros: Easily played, helps Equip Spells
Cons: Costs Deck's top card to add or retrieve, can't Normal Summon or Set that turn, no other effects
The Infnity Chasers (INCH-EN039)
Evil Eye Retribution
TRAP / Counter Trap
When a Spell/Trap Card is activated, while you control an "Evil Eye" monster: Negate the activation, and if you do, destroy it. If "Evil Eye of Selene" is in your Spell & Trap Zone, this card's activation and effect cannot be negated. You can only activate 1 "Evil Eye Retribution" per turn.
~Rarities: Secret Rare
Pros: Easily played, helps Evil Eyes
Cons: Can't negate monster effects, must control Selene to prevent negation, no other effects
The Infnity Chasers (INCH-EN038)
Evil Eye Mesmierism
TRAP / Continuous Trap
When your opponent Special Summons a monster(s): Activate this card by targeting 1 of those Summoned monsters in Attack Position, with less ATK than an "Evil Eye" monster you control; take control of that monster. When that monster leaves the field, destroy this card. While "Evil Eye of Selene" is in your Spell & Trap Zone, that targeted monster is also treated as an "Evil Eye" monster. You can only activate 1 "Evil Eye Mesmerism" per turn.
~Rarities: Secret Rare
Pros: Easily played, helps Evil Eyes
Cons: Can't steal equal or higher ATK, destroys itself if stolen monster leaves, must have Selene to treat as an Evil Eye
The Infnity Chasers (INCH-EN037)
Evil Eye Defeat
TRAP / Normal Trap
If you control an "Evil Eye" monster: Target 1 monster on the field, or up to 2 instead if "Evil Eye of Selene" is in your Spell & Trap Zone; return them to the hand. You can only activate 1 "Evil Eye Defeat" per turn.
~Rarities: Super Rare
Pros: Easily played helps Evil Eyes
Cons: Must control Selene to return 2 cards, can't return Spells or Traps, no other effects
The Infnity Chasers (INCH-EN036)
Evil Eye Repose
SPELL / Continuous Spell
When you activate this card: You can banish 1 "Evil Eye" card from your GY; draw 1 card. Once per turn, after damage calculation, if your "Evil Eye" monster equipped with "Evil Eye of Selene" attacked an opponent's monster: You can banish that opponent's monster. If this card in the Spell & Trap Zone is destroyed by card effect: You can target up to 3 of your banished "Evil Eye" cards; return them to the GY. You can only activate 1 "Evil Eye Repose" per turn.
~Rarities: Secret Rare
Pros: Easily played, helps Evil Eyes and Banished
Cons: Costs Evil Eye to draw card, must control Selene to banish attacking monster, can't retrieve
The Infnity Chasers (INCH-EN035)
Evil Eye Confrontation
SPELL / Quick-Play Spell
If you control an "Evil Eye" monster: Target 1 Spell/Trap your opponent controls; destroy it, and if you do, and "Evil Eye of Selene" is in your Spell & Trap Zone, banish that destroyed card. You can only activate 1 "Evil Eye Confrontation" per turn.
~Rarities: Super Rare
Pros: Easily played, helps Evil Eyes and Banished
Cons: Largely copies Mystical Space Typhoon, no other effects
The Infnity Chasers (INCH-EN034)
Evil Eye Awakening
SPELL / Normal Spell
Special Summon 1 "Evil Eye" monster from your hand or GY, or, if "Evil Eye of Selene" is in your Spell & Trap Zone, you can Special Summon 1 "Evil Eye" monster from your Deck instead. You can only activate 1 "Evil Eye Awakening" per turn.
~Rarities: Secret Rare
Pros: Easily played, helps Evil Eyes
Cons: Must control Selene to Summon from Deck, no other effects
The Infnity Chasers (INCH-EN033)
Evil Eye Domain - Pareidolia
SPELL / Field Spell
When this card is activated: You can add 1 "Evil Eye" monster from your Deck to your hand. Once per turn, during damage calculation, if your "Evil Eye" monster is attacked, while "Evil Eye of Selene" is in your Spell & Trap Zone: You can make the battle damage you take from this battle also inflicted to your opponent. If this card in the Field Zone is destroyed by card effect: You can target 1 "Evil Eye" monster in your GY; add it to your hand. You can only activate 1 "Evil Eye Domain - Pareidolia" per turn.
~Rarities: Secret Rare
Pros: Easily played, searchable, helps Evil Eyes and Burn
Cons: Can't Summon, must control Selene for burn damage, can't retrieve unless destroyed by an effect
The Infnity Chasers (INCH-EN032)
Evil Eye of Selene
SPELL / Equip Spell
Equip only to an "Evil Eye" monster. It cannot be destroyed by battle or your opponent's card effects, also your opponent cannot target it with card effects. Each time you activate the equipped monster's effect, or you activate another "Evil Eye" Spell/Trap Card: The equipped monster gains 500 ATK, and if it does, you lose 500 LP. (This ATK gain remains even if this card leaves the field.) If this card is in your GY: You can pay 1000 LP, then banish 1 "Evil Eye" Spell/Trap from your GY, except "Evil Eye of Selene"; Set this card. You can only use this effect of "Evil Eye of Selene" once per turn.
~Rarities: Secret Rare
Pros: Easily played, helps Evil Eyes, counters effects
Cons: Costs LP and/or card for very low ATK boost or to reset itself, can't choose when boost is applied
The Infnity Chasers (INCH-EN031)
Zerrziel, Ruler of the Evil Eyed
DARK / Link Monster / ATK 2600 / Link-3
Links: Top and both Bottom Corners
(Fiend / Link / Effect)
2+ "Evil Eye" monsters
If this card was Link Summoned using a monster with 2600 or higher ATK as material, it can make a second attack during each Battle Phase. If this card is equipped with "Evil Eye of Selene" (Quick Effect): You can target 1 card your opponent controls; destroy it. You can only use this effect of "Zerrziel, Ruler of the Evil Eyed" once per turn. Once per turn, during the next Standby Phase after this effect was activated: Negate the effect of 1 Effect Monster this card currently points to.
~Rarities: Secret Rare
Pros: Easily played, helps Evil Eyes, counters Effect Monsters
Cons: Link-3, low ATK for Link Rating, requires 2600+ ATK material for extra attack, must control Selene to destroy, slow to negate monster effect, can't negate other Types or cards outside its Links
The Infnity Chasers (INCH-EN030)
Basilius
, Familiar of the Evil Eye
DARK / Effect Monster / Level 3 / ATK 400 / DEF 2000
(Fiend / Effect)

If you control an "Evil Eye" monster, you can Special Summon this card (from your hand). You can only Special Summon "Basilius, Familiar of the Evil Eye" once per turn this way. During your Main Phase: You can send 1 "Evil Eye" Spell/Trap from your Deck to the GY. You can only use this effect of "Basilius, Familiar of the Evil Eye" once per turn.
~Rarities: Super Rare
Pros: Easily played, searchable, high DEF, helps Evil Eyes
Cons: Can't Summon itself 2+ times per turn, can't send monsters or from other places
The Infnity Chasers (INCH-EN029)
Catoblepas
, Familiar of the Evil Eye
DARK / Effect Monster / Level 3 / ATK 600 / DEF 1900
(Fiend / Effect)

You can target 1 "Evil Eye" Spell/Trap you control; once, until the end of the next turn, that card cannot be destroyed by your opponent's card effects. If you control an "Evil Eye" monster other than "Catoblepas, Familiar of the Evil Eye", while this card is in your GY: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Catoblepas, Familiar of the Evil Eye" once per turn.
~Rarities: Secret Rare
Pros: Easily played, searchable, high DEF, helps Evil Eyes and Banished
Cons: Temporary Spell or Trap protection, can't protect more than once, is banished if it revives itself and leaves, can't Summon from other places
The Infnity Chasers (INCH-EN028)
Medusa
, Familiar of the Evil Eye
DARK / Effect Monster / Level 4 / ATK 1400 / DEF 1600
(Fiend / Effect)

When this card is Normal Summoned: You can target 1 "Evil Eye" card in your GY, except "Medusa, Watcher of the Evil Eye"; add it to your hand. If this card is equipped with "Evil Eye of Selene" (Quick Effect): You can target 1 monster in your opponent's GY; banish it. You can only use this effect of "Medusa, Watcher of the Evil Eye" once per turn. Once per turn, during the next Standby Phase after this effect was activated: Banish 1 card in your GY.
~Rarities: Super Rare
Pros: Easily played, searchable, helps Evil Eyes and Banished
Cons: Low DEF, banishes from your Grave if it banishes from opponent's Grave, must control Selene to banish
The Infnity Chasers (INCH-EN027)
Serziel
, Watcher of the Evil Eye
DARK / Effect Monster / Level 4 / ATK 1600 / DEF 1200
(Fiend / Effect)

When this card is Normal Summoned: You can add 1 "Evil Eye" card from your Deck to your hand, except "Serziel, Watcher of the Evil Eye". If this card is equipped with "Evil Eye of Selene" (Quick Effect): You can target 1 Special Summoned monster your opponent controls; destroy it. You can only use this effect of "Serziel, Watcher of the Evil Eye" once per turn. Once per turn, during the next Standby Phase after this effect was activated: Destroy 1 card you control.
~Rarities: Secret Rare
Pros: Easily played, helps Evil Eyes
Cons: Low stats, must control Selene to destroy opponent's monsters, must destroy your card if it destroyed the previous turn
The Infnity Chasers (INCH-EN026)
Witchcrafter Masterpiece
TRAP / Normal Trap
If you control a "Witchcrafter" monster: Target 1 Spell in either GY; add 1 card with the same name from your Deck to your hand. During either player's turn, except the turn this card was sent to the GY: You can banish this card and any number of Spells from your GY; Special Summon 1 "Witchcrafter" monster from your Deck whose Level equals the number of Spells banished to activate this effect. You can only use each effect of "Witchcrafter Masterpiece" once per turn.
~Rarities: Super Rare
Pros: Easily played, helps Witchcrafters and Banished
Cons: Costs card(s) to Summon, can't Summon from other places or banish other Types, can't add different cards
The Infnity Chasers (INCH-EN025)
Witchcrafter Scroll
SPELL / Continuous Spell
Once per turn, when your Spellcaster monster destroys a monster by battle: You can draw 1 card. You can only use 1 of the following effects of "Witchcrafter Scroll" per turn, and only once that turn.
● If a "Witchcrafter" monster you control would discard to activate an effect, you can send this card from your field to the GY instead.
● During your End Phase, if you control a "Witchcrafter" monster, while this card is in your GY: You can place this card face-up in your Spell & Trap Zone.
~Rarities: Secret Rare
Pros: Easily played, helps Witchcrafters and Spellcasters
Cons: Must win battle to draw card, largely copies Bystreet
The Infnity Chasers (INCH-EN024)
Witchcrafter Bystreet
SPELL / Continuous Spell
The first time each "Witchcrafter" monster you control would be destroyed each turn, by battle or card effect, it is not destroyed. You can only use 1 of the following effects of "Witchcrafter Bystreet" per turn, and only once that turn.
● If a "Witchcrafter" monster you control would discard to activate an effect, you can send this card from your field to the GY instead.
● During your End Phase, if you control a "Witchcrafter" monster, while this card is in your GY: You can place this card face-up in your Spell & Trap Zone.
~Rarities: Secret Rare
Pros: Easily played, helps Witchcrafters
Cons: Can't use both bullets in same turn, or 2+ times per turn, costs itself for Witchcrafter cost, slow to retrieve itself
The Infnity Chasers (INCH-EN023)
Witchcrafter Draping
SPELL / Quick-Play Spell
Target Spells/Traps your opponent controls, up to the number of "Witchcrafter" monsters you control; return those targeted cards to the hand. During your End Phase, if you control a "Witchcrafter" monster, while this card is in your GY: You can add this card to your hand. You can only use 1 "Witchcrafter Draping" effect per turn, and only once that turn.
~Rarities: Super Rare
Pros: Easily played, helps Witchcrafters
Cons: Slow to retrieve itself, largely copies Saber Slash and Collaboration
The Infnity Chasers (INCH-EN022)
Witchcrafter Collaboration
SPELL / Normal Spell
Target 1 "Witchcrafter" monster you control; it can make a second attack during each Battle Phase this turn, also, if it attacks this turn, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. During your End Phase, if you control a "Witchcrafter" monster, while this card is in your GY: You can add this card to your hand. You can only use 1 "Witchcrafter Collaboration" effect per turn, and only once that turn.
~Rarities: Super Rare
Pros: Easily played, helps Witchcrafters
Cons: 1-turn effect, largely copies Holiday
The Infnity Chasers (INCH-EN021)
Witchcrafter Holiday
SPELL / Normal Spell
Target 1 "Witchcrafter" monster in your GY; Special Summon it. During your End Phase, if you control a "Witchcrafter" monster, while this card is in your GY: You can add this card to your hand. You can only use 1 "Witchcrafter Holiday" effect per turn, and only once that turn.
~Rarities: Secret Rare
Pros: Easily played, helps Witchcrafters
Cons: 1-turn effect, largely copies Creation and Monster Reborn
The Infnity Chasers (INCH-EN020)
Witchcrafter Creation
SPELL / Normal Spell
Add 1 "Witchcrafter" monster from your Deck to your hand. During your End Phase, if you control a "Witchcrafter" monster, while this card is in your GY: You can add this card to your hand. You can only use 1 "Witchcrafter Creation" effect per turn, and only once that turn.
~Rarities: Secret Rare
Pros: Easily played, helps Witchcrafters
Cons: Slow to retrieve itself, largely copies Reinforcement of the Army
The Infnity Chasers (INCH-EN019)
Witchcrafter Madame Verre

LIGHT / Effect Monster / Level 8 / ATK 1000 / DEF 2000
(Spellcaster / Effect)

During damage calculation, if your Spellcaster monster battles an opponent's monster (Quick Effect): You can reveal any number of Spells with different names in your hand, and if you do, your battling monster gains 1000 ATK/DEF for each card revealed, until the end of this turn. (Quick Effect): You can discard 1 Spell; negate the effects of all face-up monsters your opponent currently controls, until the end of this turn. You can only use each effect of "Witchcrafter Madame Verre" once per turn.
~Rarities: Secret Rare
Pros: Easily played, searchable, helps Spellcasters
Cons: Low DEF for Level, low 1-turn stat boost, must battle for boost, can't reveal other Types, costs Spell for 1-turn negation
The Infnity Chasers (INCH-EN018)
Witchcrafter Haine

LIGHT / Effect Monster / Level 7 / ATK 2400 / DEF 1000
(Spellcaster / Effect)

Your opponent cannot target other Spellcaster monsters you control with card effects. (Quick Effect): You can discard 1 Spell, then target 1 face-up card your opponent controls; destroy it. You can only use this effect of "Witchcrafter Haine" once per turn.
~Rarities: Super Rare
Pros: Easily played, helps Spellcasters
Cons: Low stats for Level, costs Spell to destroy, can't protect itself
The Infnity Chasers (INCH-EN017)
Witchcrafter Edel

LIGHT / Effect Monster / Level 5 / ATK 2000 / DEF 2300
(Spellcaster / Effect)

(Quick Effect): You can discard 1 Spell; Special Summon 1 "Witchcrafter" monster from your hand, except "Witchcrafter Edel". You can Tribute this card, then target 1 Spellcaster monster in your GY, except "Witchcrafter Edel"; Special Summon it. You can only use each effect of "Witchcrafter Edel" once per turn.
~Rarities: Super Rare
Pros: Easily played, helps Witchcrafters and Spellcasters
Cons: Low stats for Level, largely copies Schmietta
The Infnity Chasers (INCH-EN016)
Witchcrafter Schmietta

FIRE / Effect Monster / Level 4 / ATK 1800 / DEF 600
(Spellcaster / Effect)

During the Main Phase (Quick Effect): You can Tribute this card, then discard 1 Spell; Special Summon 1 "Witchcrafter" monster from your Deck, except "Witchcrafter Schmietta". You can banish this card from your GY; send 1 "Witchcrafter" card from your Deck to the GY, except "Witchcrafter Schmietta". You can only use each effect of "Witchcrafter Schmietta" once per turn.
~Rarities: Super Rare
Pros: Easily played, high ATK, helps Witchcrafters
Cons: Low DEF, largely copies Pittore
The Infnity Chasers (INCH-EN015)
Witchcrafter Pittore

WATER / Effect Monster / Level 3 / ATK 1000 / DEF 1500
(Spellcaster / Effect)

During the Main Phase (Quick Effect): You can Tribute this card, then discard 1 Spell; Special Summon 1 "Witchcrafter" monster from your Deck, except "Witchcrafter Pittore". You can banish this card from your GY; draw 1 card, then send 1 "Witchcrafter" card from your hand to the GY, or, if you have none, banish your entire hand. You can only use each effect of "Witchcrafter Pittore" once per turn.
~Rarities: Secret Rare
Pros: Easily played, searchable, helps Witchcrafters and Banished
Cons: Low DEF, largely copies Potterie
The Infnity Chasers (INCH-EN014)
Witchcrafter Potterie

EARTH / Effect Monster / Level 2 / ATK 0 / DEF 2000
(Spellcaster / Effect)

During the Main Phase (Quick Effect): You can Tribute this card, then discard 1 Spell; Special Summon 1 "Witchcrafter" monster from your Deck, except "Witchcrafter Potterie". If you have no cards in your hand: You can banish this card from your GY, then target 1 "Witchcrafter" card in your GY; add it to your hand. You can only use each effect of "Witchcrafter Potterie" once per turn.
~Rarities: Super Rare
Pros: Easily played, searchable, high DEF, helps Witchcrafters
Cons: Costs itself and Spell to Summon from Deck, can't Summon from other places, costs itself with empty hand to retrieve, can't add
The Infnity Chasers (INCH-EN013)
Spin Turn
TRAP / Normal Trap
Activate 1 of the following effects.
● Target 1 EARTH Machine Xyz Monster you control in Attack Position and 1 monster your opponent controls; change the battle position of your monster, and if you do, destroy that opponent's monster.
● Target 1 EARTH Machine Xyz Monster you control in Defense Position and 1 Spell/Trap your opponent controls; change the battle position of your monster, and if you do, destroy that opponent's Spell/Trap.
~Rarities: Super Rare
Pros: Easily played, helps Machine Xyz
Cons: Must change battle positon for bullets, can't use both bullets in same turn, depends on Xyz's battle position
The Infnity Chasers (INCH-EN012)
Outrigger Extension
SPELL / Continuous Spell
Your opponent cannot target Machine Xyz Monsters you control with card effects. Once per turn: You can target 1 "Infinitrack" Xyz Monster you control; Special Summon from your Extra Deck, 1 Machine monster that is 2 Ranks higher than that target, by using that target as material, also you cannot Special Summon monsters for the rest of this turn, except EARTH Machine monsters (even if this card leaves the field). (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.)
~Rarities: Super Rare
Pros: Easily played, helps Machine Xyz and Infinitracks
Cons: Can't block non-targeting effects or Xyz Summon 1 or 3 Ranks higher, largely just Xyz Summons
The Infnity Chasers (INCH-EN011)
Infinitrack Fortress Megaclops
EARTH / Link Monster / ATK 4000 / Link-3
Links: Right and both Bottom Corners
(Machine / Link / Effect)
3 Xyz Monsters
Unaffected by other monsters' effects, except those of Xyz Monsters. Cannot be destroyed by battle, except with an Xyz Monster. You can target 1 Xyz Monster in your GY and 1 card your opponent controls; Special Summon that monster from your GY, and if you do, attach that opponent's card to it as material, also for the rest of this turn, any damage your opponent takes is halved. You can only use this effect of "Infinitrack Fortress Megaclops" once per turn.
~Rarities: Secret Rare
Pros: Partly easily played, high ATK for Link Rating, counters most Effect Monsters
Cons: Strict materials, can't block Xyz Monsters, halves opponent's damage the turn it uses other effect
The Infnity Chasers (INCH-EN010)
Infinitrack Goliath
EARTH / Link Monster / ATK 1000 / Link-1
Links: Bottom-Right
(Machine / Link / Effect)
1 non-Link "Infinitrack" monster
If this card is sent from the field to the GY: You can target 1 Xyz Monster you control; attach this card to that monster as material. You can only use this effect of "Infinitrack Goliath" once per turn. An Xyz Monster whose original Type is Machine and has this card as material gains this effect.
● This card cannot be destroyed by card effects.
~Rarities: Super Rare
Pros: Easily played, helps Xyz and Machines
Cons: Low ATK, largely must be Xyz Material for effects, can't be Link Summoned with Link
The Infnity Chasers (INCH-EN009)
Infinitrack Earth Slicer
EARTH / Xyz Monster / Rank 9 / ATK 3100 / DEF 2100
(Machine / Xyz / Effect)

2 Level 9 monsters
When this card destroys an opponent's monster by battle: You can attach that monster to this card as material. You can only use each of the following effects of "Infinitrack Earth Slicer" once per turn.
● You can detach any number of materials from this card, then target that many cards on the field; destroy them.
● If this card is in your GY: You can Tribute 1 Machine Link Monster; Special Summon this card in Defense Position.
~Rarities: Secret Rare
Pros: Partly easily played, high ATK
Cons: Low ATK for Rank, largely copies Mountain Smasher
The Infnity Chasers (INCH-EN008)
Infinitrack Mountain Smasher
EARTH / Xyz Monster / Rank 7 / ATK 2100 / DEF 3100
(Machine / Xyz / Effect)

2 Level 7 monsters
When this card destroys an opponent's monster by battle: You can attach that monster to this card as material. You can only use each of the following effects of "Infinitrack Mountain Smasher" once per turn.
● You can detach 1 material from this card; it gains 1000 ATK.
● If this card is in your GY: You can Tribute 1 Machine Link Monster; Special Summon this card in Defense Position.
~Rarities: Super Rare
Pros: Partly easily played, high DEF
Cons: Low ATK for Rank, largely copies River Stormer
The Infnity Chasers (INCH-EN007)
Infinitrack River Stormer
EARTH / Xyz Monster / Rank 5 / ATK 2500 / DEF 500
(Machine / Xyz / Effect)

2 Level 5 monsters
When this card destroys an opponent's monster by battle: You can attach that monster to this card as material. You can only use each of the following effects of "Infinitrack River Stormer" once per turn.
● You can detach 1 material from this card; take 1 EARTH Machine monster from your Deck, and either add it to your hand or send it to the GY.
● If this card is in your GY: You can Tribute 1 Machine Link Monster; Special Summon this card in Defense Position.
~Rarities: Secret Rare
Pros: Partly easily played, helps EARTH Machines
Cons: Low stats for Rank, costs Machine Link to revive itself, can't Summon other monsters or retrieve
The Infnity Chasers (INCH-EN006)
Infinitrack Tunneller

EARTH / Effect Monster / Level 5 / ATK 2200 / DEF 500
(Machine / Effect)

You can Tribute 1 EARTH Machine monster; Special Summon this card from your hand in Defense Position. You can banish this card from your GY, then target 5 EARTH Machine monsters in your GY; shuffle them into the Deck, then draw 2 cards. You can only use each effect of "Infinitrack Tunneller" once per turn.
~Rarities: Super Rare
Pros: Easily played, helps EARTH Machines and Exodia
Cons: Low stats for Level, costs EARTH Machine to Summon itself, costs itself to shuffle Machines and draw
The Infnity Chasers (INCH-EN005)
Infinitrack Trencher

EARTH / Effect Monster / Level 5 / ATK 500 / DEF 2400
(Machine / Effect)

You can Tribute 1 EARTH Machine monster; Special Summon this card from your hand in Defense Position. You can banish this card from your GY, then target 1 Level 5 or lower "Infinitrack" monster in your GY, except "Infinitrack Trencher"; Special Summon that monster in Defense Position. You can only use each effect of "Infinitrack Trencher" once per turn.
~Rarities: Secret Rare
Pros: Easily played, searchable, helps EARTH Machines
Cons: Low DEF for Level, largely copies Drag Shovel
The Infnity Chasers (INCH-EN004)
Infinitrack Drag Shovel

EARTH / Effect Monster / Level 5 / ATK 1500 / DEF 2100
(Machine / Effect)

You can Tribute 1 EARTH Machine monster; Special Summon this card from your hand in Defense Position. You can banish 1 Machine monster from your GY; add 1 "Spin Turn" from your Deck to your hand. You can only use each effect of "Infinitrack Drag Shovel" once per turn.
~Rarities: Super Rare
Pros: Easily played, searchable, helps EARTH Machines
Cons: Low DEF for Level, largely copies Crab Crane
The Infnity Chasers (INCH-EN003)
Infinitrack Crab Crane

EARTH / Effect Monster / Level 5 / ATK 2100 / DEF 500
(Machine / Effect)

You can Tribute 1 EARTH Machine monster; Special Summon this card from your hand in Defense Position. You can banish 1 Machine monster from your GY; add 1 "Outrigger Extension" from your Deck to your hand. You can only use each effect of "Infinitrack Crab Crane" once per turn.
~Rarities: Super Rare
Pros: Easily played, searchable, helps EARTH Machines
Cons: Low DEF for Level, costs Machine for effects
The Infnity Chasers (INCH-EN002)
Infinitrack Anchor Drill

EARTH / Effect Monster / Level 4 / ATK 1800 / DEF 500
(Machine / Effect)

If this card is Normal or Special Summoned: You can Special Summon 1 EARTH Machine monster from your hand in Defense Position, except "Infinitrack Anchor Drill". You can target 1 other Machine monster you control; the Levels of both that monster and this card become the combined original Levels of those 2 monsters, until the end of this turn. You can only use each effect of "Infinitrack Anchor Drill" once per turn.
~Rarities: Secret Rare
Pros: Easily played, high ATK, helps EARTH Machines and Xyz Summons
Cons: Very low DEF, largely copies Harvester
The Infnity Chasers (INCH-EN001)
Infinitrack Harvester

EARTH / Effect Monster / Level 2 / ATK 0 / DEF 2100
(Machine / Effect)

If this card is Normal or Special Summoned: You can add 1 "Infinitrack" monster from your Deck to your hand, except "Infinitrack Harvester". You can target 1 other Machine monster you control; the Levels of both that monster and this card become the combined original Levels of those 2 monsters, until the end of this turn. You can only use each effect of "Infinitrack Harvester" once per turn.
~Rarities: Secret Rare
Pros: Easily played, searchable, high DEF, helps EARTH Machines and Xyz Summons
Cons: Can't Summon or add 2nd copy, 1-turn Level change