Created by: YGO Mod (20517634)

Created On: 05/02/2025

Main: 55 Extra: 15

1 cardElemental HERO Shadow Mist 1 cardElemental HERO Shadow Mist
Elemental HERO Shadow Mist
DARK 4
Elemental HERO Shadow Mist
  • ATK:

  • 1000

  • DEF:

  • 1500


If this card is Special Summoned: You can add 1 "Change" Quick-Play Spell Card from your Deck to your hand. If this card is sent to the GY: You can add 1 "HERO" monster from your Deck to your hand, except "Elemental HERO Shadow Mist". You can only use 1 "Elemental HERO Shadow Mist" effect per turn, and only once that turn.


2 cardElemental HERO Stratos 2 cardElemental HERO Stratos
Elemental HERO Stratos
WIND 4
Elemental HERO Stratos
  • ATK:

  • 1800

  • DEF:

  • 300


When this card is Normal or Special Summoned: You can activate 1 of these effects. ● Destroy Spells/Traps on the field, up to the number of "HERO" monsters you control, except this card. ● Add 1 "HERO" monster from your Deck to your hand.


3 cardEvil HERO Adusted Gold 3 cardEvil HERO Adusted Gold
Evil HERO Adusted Gold
LIGHT 4
Evil HERO Adusted Gold
  • ATK:

  • 2100

  • DEF:

  • 800


You can discard this card; add 1 "Dark Fusion", or 1 card that specifically lists "Dark Fusion" in its text, from your Deck to your hand, except "Evil HERO Adusted Gold". You can only use this effect of "Evil HERO Adusted Gold" once per turn. Cannot attack unless you control a Fusion Monster.


2 cardEvil HERO Dead-End Prison 2 cardEvil HERO Dead-End Prison
Evil HERO Dead-End Prison
LIGHT 4
Evil HERO Dead-End Prison
  • ATK:

  • 1700

  • DEF:

  • 1100


If you control a Fusion Monster that must be Special Summoned with "Dark Fusion", you can Special Summon this card (from your hand). You can only Special Summon "Evil HERO Dead-End Prison" once per turn this way. You can send 1 "HERO" monster from your Deck to the GY; if you Fusion Summon a "HERO" monster this turn, this face-up card can be used as a substitute for 1 material mentioned by name, but all other Fusion Materials must be correct. You can only use this effect of "Evil HERO Dead-End Prison" once per turn.


1 cardEvil HERO Infernal Rider 1 cardEvil HERO Infernal Rider
Evil HERO Infernal Rider
WIND 6
Evil HERO Infernal Rider
  • ATK:

  • 2100

  • DEF:

  • 800


If this card is Normal or Special Summoned: You can add 1 "Dark Fusion" from your Deck or GY to your hand. You can banish this card and 4 other monsters from your GY; Set 1 "Super Polymerization" from your Deck, also you cannot Special Summon (except "HERO" monsters), but you can Fusion Summon monsters that must be Special Summoned with "Dark Fusion", using other cards' effects. These effects last until the end of your opponent's turn. You can only use each effect of "Evil HERO Infernal Rider" once per turn.


1 cardEvil HERO Sinister Necrom 1 cardEvil HERO Sinister Necrom
Evil HERO Sinister Necrom
DARK 5
Evil HERO Sinister Necrom
  • ATK:

  • 1600

  • DEF:

  • 1800


You can banish this card from your GY; Special Summon 1 "Evil HERO" monster from your hand or Deck, except "Evil HERO Sinister Necrom". You can only use this effect of "Evil HERO Sinister Necrom" once per turn.


1 cardEvil HERO Toxic Bubble 1 cardEvil HERO Toxic Bubble
Evil HERO Toxic Bubble
WATER 4
Evil HERO Toxic Bubble
  • ATK:

  • 800

  • DEF:

  • 1200


You can Special Summon this card (from your hand), but you cannot Special Summon for the rest of this turn, except "HERO" monsters. You can only Special Summon "Evil HERO Toxic Bubble" once per turn this way. If this card is Special Summoned, and you control a Fusion Monster that must be Special Summoned with "Dark Fusion": You can draw 2 cards. You can only use this effect of "Evil HERO Toxic Bubble" once per turn.


1 cardEvil HERO Vicious Claws 1 cardEvil HERO Vicious Claws
Evil HERO Vicious Claws
DARK 7
Evil HERO Vicious Claws
  • ATK:

  • 2500

  • DEF:

  • 2500


You can target 1 "HERO" monster on the field; Special Summon this card from your hand in Defense Position, and if you do, that monster gains 300 ATK. You can only use this effect of "Evil HERO Vicious Claws" once per turn. If a monster(s) you control is destroyed by battle or card effect, while this card is in your GY: You can Special Summon this card, then if you have a monster that mentions "Dark Fusion" in your GY, you can destroy 1 card on the field. You can only use this effect of "Evil HERO Vicious Claws" once per Duel.


3 cardMulcharmy Fuwalos 3 cardMulcharmy Fuwalos
Mulcharmy Fuwalos
WIND 4
Mulcharmy Fuwalos
  • ATK:

  • 100

  • DEF:

  • 600


If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Special Summons a monster(s) from the Deck and/or Extra Deck, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.


3 cardNibiru, the Primal Being 3 cardNibiru, the Primal Being
Nibiru, the Primal Being
LIGHT 11
Nibiru, the Primal Being
  • ATK:

  • 3000

  • DEF:

  • 600


During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.


1 cardElemental HERO Neos 1 cardElemental HERO Neos
Elemental HERO Neos
LIGHT 7
Elemental HERO Neos
  • ATK:

  • 2500

  • DEF:

  • 2000


''A new Elemental HERO has arrived from Neo-Space! When he initiates a Contact Fusion with a Neo-Spacian his unknown powers are unleashed.''


3 cardAsh Blossom & Joyous Spring 3 cardAsh Blossom & Joyous Spring
Ash Blossom & Joyous Spring
FIRE 3
Ash Blossom & Joyous Spring
  • ATK:

  • 0

  • DEF:

  • 1800


When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.


2 cardEffect Veiler 2 cardEffect Veiler
Effect Veiler
LIGHT 1
Effect Veiler
  • ATK:

  • 0

  • DEF:

  • 0


During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls; negate the effects of that face-up monster your opponent controls, until the end of this turn.


3 cardA Hero Lives 3 cardA Hero Lives
A Hero Lives
Spell Normal
A Hero Lives

    If you control no face-up monsters: Pay half your LP; Special Summon 1 Level 4 or lower "Elemental HERO" monster from your Deck.


    1 cardCalled by the Grave
    1 cardCalled by the Grave
    Called by the Grave
    Spell Quick
    Called by the Grave

      Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.




      Tag(s):

      1 cardDark Calling 1 cardDark Calling
      Dark Calling
      Spell Normal
      Dark Calling

        Fusion Summon 1 Fusion Monster from your Extra Deck, that must be Special Summoned with "Dark Fusion", by banishing the Fusion Materials listed on it from your hand and/or GY. (This is treated as a Fusion Summon with "Dark Fusion".)


        1 cardDark Contact 1 cardDark Contact
        Dark Contact
        Spell Normal
        Dark Contact

          Activate 1 of these effects (but you can only use each effect of "Dark Contact" once per turn); ● Fusion Summon 1 Fusion Monster from your Extra Deck that must be Special Summoned with "Dark Fusion", by shuffling its materials from your field, GY, and/or banishment into the Deck. (This is treated as a Fusion Summon with "Dark Fusion".) ● Add 1 "Supreme King's Castle" or "Dark Fusion" from your Deck to your hand.


          1 cardDark Fusion 1 cardDark Fusion
          Dark Fusion
          Spell Normal
          Dark Fusion

            Fusion Summon 1 Fiend Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. Your opponent cannot target it with card effects this turn.


            3 cardEvil Assault 3 cardEvil Assault
            Evil Assault
            Spell Normal
            Evil Assault

              Discard 1 card; take 1 Level 4 or lower "Evil HERO" monster from your Deck and either add it to your hand or Special Summon it, also for the rest of this turn after this card resolves, you cannot Special Summon from the Extra Deck, except "HERO" monsters. If this card is in your GY, except the turn it was sent there: You can banish this card from your GY; add 1 "Dark Fusion" from your GY to your hand. You can only use each effect of "Evil Assault" once per turn.


              1 cardFoolish Burial
              1 cardFoolish Burial
              Foolish Burial
              Spell Normal
              Foolish Burial

                Send 1 monster from your Deck to the GY.




                Tag(s):

                3 cardForbidden Droplet 3 cardForbidden Droplet
                Forbidden Droplet
                Spell Quick
                Forbidden Droplet

                  Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.




                  Tag(s):

                  1 cardHarpie's Feather Duster
                  1 cardHarpie's Feather Duster
                  Harpie's Feather Duster
                  Spell Normal
                  Harpie's Feather Duster

                    Destroy all Spell and Trap Cards your opponent controls.




                    Tag(s):

                    2 cardLightning Storm 2 cardLightning Storm
                    Lightning Storm
                    Spell Normal
                    Lightning Storm

                      If you control no face-up cards: Activate 1 of these effects; ● Destroy all Attack Position monsters your opponent controls. ● Destroy all Spells and Traps your opponent controls. You can only activate 1 "Lightning Storm" per turn.




                      Tag(s):

                      1 cardReinforcement of the Army
                      1 cardReinforcement of the Army
                      Reinforcement of the Army
                      Spell Normal
                      Reinforcement of the Army

                        Add 1 Level 4 or lower Warrior monster from your Deck to your hand.


                        2 cardSuper Polymerization
                        2 cardSuper Polymerization
                        Super Polymerization
                        Spell Quick
                        Super Polymerization

                          Discard 1 card; Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from either field as Fusion Material. Neither player can activate cards or effects in response to this card's activation.




                          Tag(s):

                          1 cardTriple Tactics Talent
                          1 cardTriple Tactics Talent
                          Triple Tactics Talent
                          Spell Normal
                          Triple Tactics Talent

                            If your opponent has activated a monster effect during your Main Phase this turn: Activate 1 of these effects; ● Draw 2 cards. ● Take control of 1 monster your opponent controls until the End Phase. ● Look at your opponent's hand, and choose 1 card from it to shuffle into the Deck. You can only activate 1 "Triple Tactics Talent" per turn.




                            Tag(s):

                            1 cardDark Supremacy 1 cardDark Supremacy
                            Dark Supremacy
                            Trap Normal
                            Dark Supremacy

                              Target face-up cards your opponent controls, up to the number of "Dark Fusion" and Spells that mention it in your GY; negate their effects until the end of this turn. If this card is in your GY, except the turn it was sent there: You can banish it, then target up to 5 "HERO" monsters in your GY and/or banishment; shuffle them into the Deck. You can only use each effect of "Dark Supremacy" once per turn.


                              3 cardDimensional Barrier
                              3 cardDimensional Barrier
                              Dimensional Barrier
                              Trap Normal
                              Dimensional Barrier

                                Declare 1 monster card type (Ritual, Fusion, Synchro, Xyz, or Pendulum); for the rest of this turn, neither player can Special Summon monsters of the declared type, also negate the effects of all monsters of that type while they are on the field. You can only activate 1 "Dimensional Barrier" per turn.


                                3 cardEvenly Matched 3 cardEvenly Matched
                                Evenly Matched
                                Trap Normal
                                Evenly Matched

                                  At the end of the Battle Phase, if your opponent controls more cards than you do: You can make your opponent banish cards from their field face-down so they control the same number of cards as you do. If you control no cards, you can activate this card from your hand.


                                  3 cardInfinite Impermanence 3 cardInfinite Impermanence
                                  Infinite Impermanence
                                  Trap Normal
                                  Infinite Impermanence

                                    Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.


                                    1 cardElemental HERO Absolute Zero 1 cardElemental HERO Absolute Zero
                                    Elemental HERO Absolute Zero
                                    WATER 8
                                    Elemental HERO Absolute Zero
                                    • ATK:

                                    • 2500

                                    • DEF:

                                    • 2000


                                    1 "HERO" monster + 1 WATER monster Must be Fusion Summoned. Gains 500 ATK for each WATER monster on the field, except "Elemental HERO Absolute Zero". If this card leaves the field: Destroy all monsters your opponent controls.


                                    1 cardEvil HERO Dark Gaia 1 cardEvil HERO Dark Gaia
                                    Evil HERO Dark Gaia
                                    EARTH 8
                                    Evil HERO Dark Gaia
                                    • ATK:

                                    • -1

                                    • DEF:

                                    • 0


                                    1 Fiend-Type monster + 1 Rock-Type monster Must be Special Summoned with "Dark Fusion" and cannot be Special Summoned by other ways. The original ATK of this card is equal to the combined original ATK of the Fusion Material Monsters used to Fusion Summon it. When this card declares an attack: You can change all Defense Position monsters your opponent controls to face-up Attack Position. (Flip Effects are not activated at this time.)


                                    2 cardEvil HERO Darkest Knight 2 cardEvil HERO Darkest Knight
                                    Evil HERO Darkest Knight
                                    EARTH 8
                                    Evil HERO Darkest Knight
                                    • ATK:

                                    • 1600

                                    • DEF:

                                    • 0


                                    1 Fiend monster + 1 Warrior monster Must be Special Summoned with "Dark Fusion". Monsters your opponent controls lose ATK equal to the total original ATK of the materials used for this card's Fusion Summon. Can make a second attack during each Battle Phase. If this face-up Special Summoned card in its owner's control leaves the field by an opponent's card: You can target 1 Fiend or Warrior monster in your GY; Special Summon it in Defense Position.


                                    2 cardEvil HERO Inferno Wing - Backfire 2 cardEvil HERO Inferno Wing - Backfire
                                    Evil HERO Inferno Wing - Backfire
                                    FIRE 6
                                    Evil HERO Inferno Wing - Backfire
                                    • ATK:

                                    • 2100

                                    • DEF:

                                    • 1200


                                    "Elemental HERO Avian" or "Elemental HERO Burstinatrix" + 1 "HERO" monster Must be Special Summoned with "Dark Fusion". If this card is Special Summoned: You can add 1 "Dark Fusion" or 1 card that mentions it from your Deck or GY to your hand, except Fusion Monsters. If your "HERO" monster destroys an opponent's monster by battle: Inflict 2100 damage to your opponent. You can only use each effect of "Evil HERO Inferno Wing - Backfire" once per turn.


                                    2 cardEvil HERO Malicious Bane 2 cardEvil HERO Malicious Bane
                                    Evil HERO Malicious Bane
                                    DARK 8
                                    Evil HERO Malicious Bane
                                    • ATK:

                                    • 3000

                                    • DEF:

                                    • 3000


                                    1 "Evil HERO" monster + 1 Level 5 or higher monster Must be Special Summoned with "Dark Fusion". Cannot be destroyed by battle or card effects. During your Main Phase: You can destroy all monsters your opponent controls with ATK less than or equal to this card's, also this card gains 200 ATK for each monster destroyed this way, also you cannot declare an attack for the rest of this turn, except with "HERO" monsters. You can only use this effect of "Evil HERO Malicious Bane" once per turn.


                                    2 cardEvil HERO Neos Lord 2 cardEvil HERO Neos Lord
                                    Evil HERO Neos Lord
                                    DARK 10
                                    Evil HERO Neos Lord
                                    • ATK:

                                    • 2500

                                    • DEF:

                                    • 2000


                                    "Elemental HERO Neos" (or 1 Fusion Monster that mentions it) + 1 Effect Monster on the field Must be Special Summoned with "Dark Fusion". Cannot be destroyed by battle or card effects. If this card is Special Summoned, or a monster(s) is sent to your opponent's GY while this card is on the field: You can target 1 face-up monster your opponent controls; take control of it. You can only use this effect of "Evil HERO Neos Lord" once per turn.


                                    1 cardGarura, Wings of Resonant Life 1 cardGarura, Wings of Resonant Life
                                    Garura, Wings of Resonant Life
                                    DARK 6
                                    Garura, Wings of Resonant Life
                                    • ATK:

                                    • 1500

                                    • DEF:

                                    • 2400


                                    2 monsters with the same Type and Attribute, but different names Any battle damage your opponent takes from battles involving this card is doubled. If this card is sent to the GY: You can draw 1 card. You can only use this effect of "Garura, Wings of Resonant Life" once per turn.


                                    1 cardMudragon of the Swamp 1 cardMudragon of the Swamp
                                    Mudragon of the Swamp
                                    WATER 4
                                    Mudragon of the Swamp
                                    • ATK:

                                    • 1900

                                    • DEF:

                                    • 1600


                                    2 monsters with the same Attribute but different Types Your opponent cannot target this card, or monsters on the field with the same Attribute as this card, with card effects. Once per turn (Quick Effect): You can declare 1 Attribute; this card becomes that Attribute until the end of this turn.


                                    1 cardXtra HERO Dread Decimator 1 cardXtra HERO Dread Decimator
                                    Xtra HERO Dread Decimator
                                    DARK
                                    Xtra HERO Dread Decimator
                                    • ATK:

                                    • 2500

                                    • LINK-3

                                    Link Arrow:

                                    Bottom-Left

                                    Bottom

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                                    2+ "HERO" monsters This card, also any "HERO" monsters it points to, gains 100 ATK for each "HERO" monster with different names in your GY. If this card attacks a Defense Position monster, inflict piercing battle damage.


                                    1 cardXtra HERO Infernal Devicer 1 cardXtra HERO Infernal Devicer
                                    Xtra HERO Infernal Devicer
                                    DARK
                                    Xtra HERO Infernal Devicer
                                    • ATK:

                                    • 1700

                                    • LINK-2

                                    Link Arrow:

                                    Bottom-Left

                                    Bottom


                                    2 "HERO" monsters If this card is Link Summoned: You can reveal 1 "HERO" Fusion Monster in your Extra Deck, and if you do, add up to 2 of the Fusion Materials listed on that card, with different names, from your Deck to your hand. You cannot Special Summon monsters the turn you activate this effect, except "HERO" monsters. You can only use this effect of "Xtra HERO Infernal Devicer" once per turn. Fiend monsters this card points to gain ATK/DEF equal to its Level x 100.


                                    1 cardXtra HERO Wonder Driver 1 cardXtra HERO Wonder Driver
                                    Xtra HERO Wonder Driver
                                    LIGHT
                                    Xtra HERO Wonder Driver
                                    • ATK:

                                    • 1900

                                    • LINK-2

                                    Link Arrow:

                                    Top

                                    Bottom


                                    2 "HERO" monsters If a "HERO" monster is Normal or Special Summoned to your zone this card points to: Target 1 "Polymerization" Spell Card, 1 "Fusion" Spell Card, or 1 "Change" Quick-Play Spell Card in your GY; Set that target. You can only activate this effect of "Xtra HERO Wonder Driver" once per turn. If this card is destroyed by battle and sent to the GY, or if this card in your possession is destroyed by an opponent's card effect and sent to your GY: Special Summon 1 "HERO" monster from your hand.




                                    More OCG Info

                                    Heroic Breakdown

                                     

                                     

                                     

                                     

                                     

                                     

                                     

                                     

                                     

                                     

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