Created by: YGO Mod (20517634)

Created On: 05/21/2026

Main: 40 Extra: 15

1 cardFiendsmith Engraver 1 cardFiendsmith Engraver
Fiendsmith Engraver
LIGHT 6
Fiendsmith Engraver
  • ATK:

  • 1800

  • DEF:

  • 2400


You can discard this card; add 1 "Fiendsmith" Spell/Trap from your Deck to your hand. You can target 1 "Fiendsmith" Equip Card you control and 1 monster on the field; send them to the GY. If this card is in your GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck; Special Summon this card. You can only use each effect of "Fiendsmith Engraver" once per turn.


1 cardHecahands Breus 1 cardHecahands Breus
Hecahands Breus
DARK 7
Hecahands Breus
  • ATK:

  • 2800

  • DEF:

  • 1300


If this card battles a monster, neither can be destroyed by that battle. You can only use each of the following effects of "Hecahands Breus" once per turn. If a card(s) is added to your opponent's hand (except during the Draw Phase or Damage Step): You can Special Summon this card from your hand. During your Main Phase: You can look at 1 random card in your opponent's hand, then if it is a monster, you can Special Summon it to your field.


2 cardHecahands Gaigas 2 cardHecahands Gaigas
Hecahands Gaigas
DARK 7
Hecahands Gaigas
  • ATK:

  • 1200

  • DEF:

  • 2800


If this card battles a monster, neither can be destroyed by that battle. You can only use each of the following effects of "Hecahands Gaigas" once per turn. If a card(s) is added to your opponent's hand (except during the Draw Phase or Damage Step): You can Special Summon this card from your hand. During your Main Phase: You can excavate the top 3 cards of your opponent's Deck, and if you do, you can Special Summon 1 excavated monster to your field, also shuffle the rest into the Deck.


3 cardHecahands Godos 3 cardHecahands Godos
Hecahands Godos
DARK 7
Hecahands Godos
  • ATK:

  • 2300

  • DEF:

  • 2000


If this card battles a monster, neither can be destroyed by that battle. You can only use each of the following effects of "Hecahands Godos" once per turn. If a card(s) is added to your opponent's hand (except during the Draw Phase or Damage Step): You can Special Summon this card from your hand. During your opponent's Main Phase (Quick Effect): You can target 1 monster in your opponent's GY; Special Summon it to your field, but banish it when it leaves the field.


3 cardHecahands Ibtel 3 cardHecahands Ibtel
Hecahands Ibtel
LIGHT 6
Hecahands Ibtel
  • ATK:

  • 1600

  • DEF:

  • 2100


If this card battles a monster, neither can be destroyed by that battle. You can only use each of the following effects of "Hecahands Ibtel" once per turn. You can reveal this card in your hand; shuffle this card into the Deck, then Special Summon 1 "Hecahands" monster from your Deck in Defense Position, except "Hecahands Ibtel". If this card is sent to the GY: You can target 1 "Hecahands" monster in your GY, except "Hecahands Ibtel"; Special Summon it.


3 cardHecahands Mankibuel 3 cardHecahands Mankibuel
Hecahands Mankibuel
LIGHT 6
Hecahands Mankibuel
  • ATK:

  • 1850

  • DEF:

  • 1850


If this card battles a monster, neither can be destroyed by that battle. You can only use each of the following effects of "Hecahands Mankibuel" once per turn. You can reveal this card in your hand; Fusion Summon 1 "Hecahands" Fusion Monster from your Extra Deck, using monsters from your hand or field, including this card in your hand. If an Illusion Fusion Monster(s) is sent to your GY, while this card is in your GY (except during the Damage Step): You can add this card to your hand.


3 cardHecahands Yadel 3 cardHecahands Yadel
Hecahands Yadel
LIGHT 6
Hecahands Yadel
  • ATK:

  • 2100

  • DEF:

  • 1600


If this card battles a monster, neither can be destroyed by that battle. You can only use each of the following effects of "Hecahands Yadel" once per turn. You can reveal this card in your hand; shuffle this card into the Deck, then add 1 "Hecahands" Spell/Trap from your Deck to your hand. If this card is sent to the GY: You can target 1 "Hecahands" Spell/Trap in your GY; Set it.


1 cardKashtira Unicorn
1 cardKashtira Unicorn
Kashtira Unicorn
WIND 7
Kashtira Unicorn
  • ATK:

  • 2500

  • DEF:

  • 2100


If you control no monsters, you can Special Summon this card (from your hand). You can only use each of the following effects of "Kashtira Unicorn" once per turn. During your Main Phase: You can add 1 "Kashtira" Spell from your Deck to your hand. When this card declares an attack, or if your opponent activates a monster effect (except during the Damage Step): You can look at your opponent's Extra Deck, and if you do, banish 1 monster from it, face-down.


1 cardLacrima the Crimson Tears 1 cardLacrima the Crimson Tears
Lacrima the Crimson Tears
LIGHT 4
Lacrima the Crimson Tears
  • ATK:

  • 1200

  • DEF:

  • 1200


(This card is always treated as a "Fiendsmith" card.) If this card is Normal or Special Summoned: You can send 1 "Fiendsmith" card from your Deck to the GY, except "Lacrima the Crimson Tears". During your opponent's turn, if this card is in your GY (Quick Effect): You can target 1 "Fiendsmith" Link Monster in your GY; shuffle this card into the Deck, and if you do, Special Summon that monster. You can only use each effect of "Lacrima the Crimson Tears" once per turn.


1 cardMaxx "C"
1 cardMaxx "C"
Maxx "C"
EARTH 2
Maxx "C"
  • ATK:

  • 500

  • DEF:

  • 200


During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.


3 cardNightmare Apprentice 3 cardNightmare Apprentice
Nightmare Apprentice
DARK 6
Nightmare Apprentice
  • ATK:

  • 2000

  • DEF:

  • 1700


You can Special Summon this card (from your hand) by discarding 1 card. You can only Special Summon "Nightmare Apprentice" once per turn this way. If this card battles a monster, neither can be destroyed by that battle. If this card is Normal or Special Summoned: You can add 1 Illusion monster from your Deck to your hand, except "Nightmare Apprentice". You can only use this effect of "Nightmare Apprentice" once per turn.


1 cardArchfiend Eccentrick 1 cardArchfiend Eccentrick
Archfiend Eccentrick
LIGHT 37
Archfiend Eccentrick
  • ATK:

  • 800

  • DEF:

  • 1000


[ Pendulum Effect ] You can target 1 other Spell/Trap on the field; destroy both it and this card. You can only use this effect of "Archfiend Eccentrick" once per turn. [ Monster Effect ] You can Tribute this card, then target 1 monster on the field; destroy it. You can only use this effect of "Archfiend Eccentrick" once per turn.


2 cardAsh Blossom & Joyous Spring 2 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.


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 cardFiendsmith's Tract 1 cardFiendsmith's Tract
    Fiendsmith's Tract
    Spell Normal
    Fiendsmith's Tract

      Add 1 LIGHT Fiend monster from your Deck to your hand, then discard 1 card. You can banish this card from your GY; Fusion Summon 1 "Fiendsmith" Fusion Monster from your Extra Deck, using monsters from your hand or field. You can only use each effect of "Fiendsmith's Tract" once per turn.


      2 cardHecahands Tartaros 2 cardHecahands Tartaros
      Hecahands Tartaros
      Spell Quick
      Hecahands Tartaros

        Activate 1 of these effects (but you can only use each effect of "Hecahands Tartaros" once per turn); ● If you control a "Hecahands" monster: You can target 1 Spell/Trap your opponent controls; return it to the hand. ● Fusion Summon 1 "Hecahands" Fusion Monster from your Extra Deck, by banishing its materials from your field and/or GY. If you use a face-up monster you control that is owned by your opponent as material, you can treat it as a "Hecahands" monster.


        2 cardKashtira Birth 2 cardKashtira Birth
        Kashtira Birth
        Spell Continuous
        Kashtira Birth

          You can Normal Summon Level 7 monsters without Tributing. During your Main Phase: You can Special Summon 1 of your non-Xyz "Kashtira" monsters that is banished or in your GY. If your opponent activates a Spell Card or effect, and you control a "Kashtira" monster: You can target 3 cards in your opponent's GY; banish them, face-down. You can only use each effect of "Kashtira Birth" once per turn.


          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):

            3 cardThe Hidden Hecahands 3 cardThe Hidden Hecahands
            The Hidden Hecahands
            Spell Normal
            The Hidden Hecahands

              (When you activate this card, you can also send 1 other card you control to the GY.) Add 1 "Hecahands" monster from your Deck to your hand, then if you sent a card to the GY at activation, you can Set 1 "Hecahands" Spell/Trap from your Deck, except "Hecahands". You can banish this card from your GY; your opponent draws 1 card, then they discard 1 card. You can only use each effect of "Hecahands" once per turn.


              2 cardHecahands Bait 2 cardHecahands Bait
              Hecahands Bait
              Trap Continuous
              Hecahands Bait

                You can Tribute 1 "Hecahands" monster, or 1 monster you control that is owned by your opponent; take control of 1 monster your opponent controls. You can only use this effect of "Hecahands Bait" once per turn. Once per turn, during your End Phase: Send 1 card you control to the GY.


                1 cardIb'al-Hecahands 1 cardIb'al-Hecahands
                Ib'al-Hecahands
                Trap Counter
                Ib'al-Hecahands

                  When your opponent activates a monster effect, while you control a "Hecahands" monster: Negate the activation, and if you do, destroy that monster, then you can Special Summon the destroyed monster to your field. You can only activate 1 "Ib'al-Hecahands" per turn.


                  1 cardYad'al-Hecahands 1 cardYad'al-Hecahands
                  Yad'al-Hecahands
                  Trap Counter
                  Yad'al-Hecahands

                    When your opponent activates a Spell/Trap Card, while you control a "Hecahands" monster: Negate the activation, and if you do, destroy that card, then you can Set the destroyed Spell/Trap to your field. You can only activate 1 "Yad'al-Hecahands" per turn.


                    1 cardAzamina Ilia Silvia 1 cardAzamina Ilia Silvia
                    Azamina Ilia Silvia
                    DARK 6
                    Azamina Ilia Silvia
                    • ATK:

                    • 1900

                    • DEF:

                    • 1500


                    1 Illusion monster + 1 LIGHT Spellcaster monster Any battle damage your "Azamina" monsters, except "Azamina Ilia Silvia", inflicts to your opponent is doubled. You can only use each of the following effects of "Azamina Ilia Silvia" once per turn. When your opponent activates a card or effect (Quick Effect): You can Tribute this card; negate that effect. If this card is destroyed by battle or card effect: You can add 1 "Sinful Spoils" Trap from your Deck to your hand.


                    1 cardAzamina Moa Regina 1 cardAzamina Moa Regina
                    Azamina Moa Regina
                    DARK 8
                    Azamina Moa Regina
                    • ATK:

                    • 3000

                    • DEF:

                    • 2000


                    1 Illusion monster + 1 Level 6 or higher Fiend monster You can target 1 Illusion monster in your GY, except "Azamina Moa Regina"; Special Summon it. When an "Azamina" or "Sinful Spoils" card or effect is activated, except "Azamina Moa Regina" (Quick Effect): You can target up to 2 cards on the field; destroy them. You can only use each effect of "Azamina Moa Regina" once per turn.


                    1 cardFiendsmith's Lacrima
                    1 cardFiendsmith's Lacrima
                    Fiendsmith's Lacrima
                    LIGHT 6
                    Fiendsmith's Lacrima
                    • ATK:

                    • 2400

                    • DEF:

                    • 2400


                    2 LIGHT Fiend monsters Monsters your opponent controls lose 600 ATK. You can only use each of the following effects of "Fiendsmith's Lacrima" once per turn. If this card is Fusion Summoned: You can target 1 of your LIGHT Fiend monsters that is banished or in your GY; add it to your hand or Special Summon it. If this card is sent to the GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck; inflict 1200 damage to your opponent.


                    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.


                    2 cardHecahands Dandalos 2 cardHecahands Dandalos
                    Hecahands Dandalos
                    DARK 7
                    Hecahands Dandalos
                    • ATK:

                    • 2900

                    • DEF:

                    • 3000


                    2 "Hecahands" monsters You can target 1 monster your opponent controls; take control of it. You can only use this effect of "Hecahands Dandalos" once per turn. If this card battles a monster, neither can be destroyed by that battle. Your "Hecahands" Fusion Monsters, and monsters you control that are owned by your opponent, can attack directly.


                    2 cardHecahands Jauzah 2 cardHecahands Jauzah
                    Hecahands Jauzah
                    LIGHT 8
                    Hecahands Jauzah
                    • ATK:

                    • 2400

                    • DEF:

                    • 2500


                    1 "Hecahands" monster + 1 Illusion monster Must first be either Fusion Summoned, or Special Summoned (from your Extra Deck) by Tributing 2 monsters you control (1 face-up monster owned by your opponent and 1 Illusion monster). If this card battles a monster, neither can be destroyed by that battle. During your Main Phase: You can add 1 "Hecahands" card from your Deck or GY to your hand. You can only use this effect of "Hecahands Jauzah" once per turn.


                    2 cardHecahands Xeno 2 cardHecahands Xeno
                    Hecahands Xeno
                    DARK 9
                    Hecahands Xeno
                    • ATK:

                    • 3400

                    • DEF:

                    • 3500


                    3 "Hecahands" monsters If this card battles a monster, neither can be destroyed by that battle. You can only use each of the following effects of "Hecahands Xeno" once per turn. During the Main Phase (Quick Effect): You can look at 2 random face-down cards in your opponent's Extra Deck, then you can Special Summon 1 of them to your field. If this Fusion Summoned card you own and control is destroyed by your opponent's card effect: You can take control of any number of monsters your opponent controls.


                    1 cardFiendsmith's Requiem 1 cardFiendsmith's Requiem
                    Fiendsmith's Requiem
                    LIGHT
                    Fiendsmith's Requiem
                    • ATK:

                    • 600

                    • LINK-1

                    Link Arrow:

                    Bottom


                    1 LIGHT Fiend monster You can only Special Summon "Fiendsmith's Requiem(s)" once per turn. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Fiendsmith" monster from your hand or Deck. You can target 1 LIGHT non-Link Fiend monster you control; equip this card from your field or GY to that monster you control as an Equip Spell that gives it 600 ATK. You can only use this effect of "Fiendsmith's Requiem" once per turn.


                    1 cardFiendsmith's Sequence 1 cardFiendsmith's Sequence
                    Fiendsmith's Sequence
                    LIGHT
                    Fiendsmith's Sequence
                    • ATK:

                    • 1200

                    • LINK-2

                    Link Arrow:

                    Bottom-Left

                    Bottom-Right


                    2 monsters, including a LIGHT Fiend monster During your Main Phase: You can Fusion Summon 1 Fiend Fusion Monster from your Extra Deck, by shuffling its materials from your GY into the Deck. You can target 1 LIGHT non-Link Fiend monster you control; equip this card from your field or GY to that monster you control as an Equip Spell with the following effect. ● Your opponent cannot target the equipped monster with card effects. You can only use each effect of "Fiendsmith's Sequence" once per turn.


                    1 cardD/D/D Wave High King Caesar 1 cardD/D/D Wave High King Caesar
                    D/D/D Wave High King Caesar
                    WATER
                    D/D/D Wave High King Caesar
                    • ATK:

                    • 2800

                    • DEF:

                    • 1800


                    2 Level 6 Fiend monsters When a Spell/Trap Card, or monster effect, is activated that includes an effect that Special Summons a monster (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy that card, then you can make 1 other "D/D" monster you control and this card gain 1800 ATK until the end of this turn. If this card is sent from the field to the GY: You can add 1 "Dark Contract" card from your Deck to your hand.


                    1 cardNumber 11: Big Eye 1 cardNumber 11: Big Eye
                    Number 11: Big Eye
                    DARK
                    Number 11: Big Eye
                    • ATK:

                    • 2600

                    • DEF:

                    • 2000


                    2 Level 7 monsters Once per turn: You can detach 1 material from this card, then target 1 monster your opponent controls; take control of that monster. This card cannot attack the turn this effect is activated.


                    1 cardThe Zombie Vampire 1 cardThe Zombie Vampire
                    The Zombie Vampire
                    DARK
                    The Zombie Vampire
                    • ATK:

                    • 3000

                    • DEF:

                    • 2800


                    2+ Level 8 monsters If you use a monster(s) with a Level that is owned by your opponent for the Xyz Summon of this card, treat it as Level 8. Neither player can target this card with effects of Special Summoned monsters, except those Special Summoned from the GY. You can detach 1 material from this card; each player sends the top 4 cards from their Deck to the GY, then if any monsters were sent to either GY by this effect, you can Special Summon 1 of those monsters to your field. You can only use this effect of "The Zombie Vampire" once per turn.




                    More OCG Info

                    Hecahands Breakdown

                     

                     

                     

                     

                     

                     

                     

                     

                     

                     

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