

 FIRE
FIRE 4
                            4Elemental HERO Blazeman
- ATK: 
- 1200 
- DEF: 
- 1800 
If this card is Normal or Special Summoned: You can add 1 "Polymerization" from your Deck to your hand. During your Main Phase: You can activate this effect; you cannot Special Summon monsters for the rest of this turn, except Fusion Monsters, also send 1 "Elemental HERO" monster from your Deck to the GY, except "Elemental HERO Blazeman", and if you do, this card's Attribute and ATK/DEF become the same as the monster sent to the GY, until the end of this turn. You can only use 1 "Elemental HERO Blazeman" effect per turn, and only once that turn.


 WATER
WATER 4
                            4Elemental HERO Bubbleman
- ATK: 
- 800 
- DEF: 
- 1200 
If this is the only card in your hand, you can Special Summon it (from your hand). When this card is Summoned: You can draw 2 cards. You must control no other cards and have no cards in your hand to activate and to resolve this effect.


 LIGHT
LIGHT 4
                            4Elemental HERO Captain Gold
- ATK: 
- 2100 
- DEF: 
- 800 
You can discard this card to the Graveyard; add 1 "Skyscraper" from your Deck to your hand. If "Skyscraper" is not face-up on the field, destroy this card.


 WATER
WATER 4
                            4Elemental HERO Liquid Soldier
- ATK: 
- 1400 
- DEF: 
- 1300 
When this card is Normal Summoned: You can target 1 Level 4 or lower "HERO" monster in your GY, except "Elemental HERO Liquid Soldier"; Special Summon it. If this card is used as Fusion Material for a "HERO" monster, and sent to the GY or banished: You can draw 2 cards, then discard 1 card. You can only use 1 "Elemental HERO Liquid Soldier" effect per turn, and only once that turn.


 LIGHT
LIGHT 4
                            4Elemental HERO Prisma
- ATK: 
- 1700 
- DEF: 
- 1100 
Once per turn: You can reveal 1 Fusion Monster from your Extra Deck, then send 1 of the Fusion Materials whose name is specifically listed on that card from your Deck to the Graveyard; this card's name becomes the sent monster's until the End Phase.


 DARK
DARK 4
                            4Elemental 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.


 EARTH
EARTH 4
                            4Elemental HERO Solid Soldier
- ATK: 
- 1300 
- DEF: 
- 1100 
When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower "HERO" monster from your hand. If this card is sent from the Monster Zone to the GY by a Spell effect: You can target 1 "HERO" monster in your GY, except "Elemental HERO Solid Soldier"; Special Summon it in Defense Position. You can only use this effect of "Elemental HERO Solid Soldier" once per turn.


 WIND
WIND 4
                            4Elemental 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.


 WATER
WATER 8
                            8Elemental 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.


 DARK
DARK 8
                            8Elemental HERO Escuridao
- ATK: 
- 2500 
- DEF: 
- 2000 
1 "Elemental HERO" monster + 1 DARK monster Must be Fusion Summoned and cannot be Special Summoned by other ways. This card gains 100 ATK for each "Elemental HERO" monster in your Graveyard.


 WIND
WIND 6
                            6Elemental HERO Flame Wingman
- ATK: 
- 2100 
- DEF: 
- 1200 
"Elemental HERO Avian" + "Elemental HERO Burstinatrix" Must be Fusion Summoned and cannot be Special Summoned by other ways. When this card destroys a monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to the ATK of the destroyed monster in the Graveyard.


 EARTH
EARTH 6
                            6Elemental HERO Gaia
- ATK: 
- 2200 
- DEF: 
- 2600 
1 "Elemental HERO" monster + 1 EARTH monster Must be Fusion Summoned and cannot be Special Summoned by other ways. When this card is Fusion Summoned: Target 1 face-up monster your opponent controls; until the End Phase, its ATK is halved and this card gains the same amount of ATK.


 LIGHT
LIGHT 6
                            6Elemental HERO Grandmerge
- ATK: 
- 0 
- DEF: 
- 0 
2 "HERO" Normal Monsters Must be Fusion Summoned. Gains ATK/DEF equal to the combined original Levels of the materials used for its Fusion Summon x 300. When this card destroys an opponent's monster by battle: You can Tribute this card; Special Summon 1 "Elemental HERO" Fusion Monster from your Extra Deck, ignoring its Summoning conditions, but it cannot attack monsters with an equal or lower Level than it.


 WIND
WIND 8
                            8Elemental HERO Great Tornado
- ATK: 
- 2800 
- DEF: 
- 2200 
1 "Elemental HERO" monster + 1 WIND monster Must be Fusion Summoned and cannot be Special Summoned by other ways. If this card is Fusion Summoned: Halve the ATK and DEF of all face-up monsters your opponent currently controls.


 FIRE
FIRE 8
                            8Elemental HERO Nova Master
- ATK: 
- 2600 
- DEF: 
- 2100 
1 "Elemental HERO" monster + 1 FIRE monster Must be Fusion Summoned. If this card destroys an opponent's monster by battle: Draw 1 card.


 FIRE
FIRE 6
                            6Elemental HERO Phoenix Enforcer
- ATK: 
- 2100 
- DEF: 
- 1200 
"Elemental HERO Avian" + "Elemental HERO Burstinatrix" Must be Fusion Summoned and cannot be Special Summoned by other ways. This card cannot be destroyed by battle.


 EARTH
EARTH 6
                            6Elemental HERO Rampart Blaster
- ATK: 
- 2000 
- DEF: 
- 2500 
"Elemental HERO Clayman" + "Elemental HERO Burstinatrix" Must be Fusion Summoned and cannot be Special Summoned by other ways. This card can attack while in face-up Defense Position, but only if your opponent controls no monsters, and if it does, this card's ATK is halved during damage calculation only.


 LIGHT
LIGHT 8
                            8Elemental HERO Shining Flare Wingman
- ATK: 
- 2500 
- DEF: 
- 2100 
"Elemental HERO Flame Wingman" + "Elemental HERO Sparkman" Must be Fusion Summoned and cannot be Special Summoned by other ways. This card gains 300 ATK for each "Elemental HERO" card in your Graveyard. When this card destroys a monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to the ATK of the destroyed monster in the Graveyard.


 FIRE
FIRE 8
                            8Elemental HERO Shining Phoenix Enforcer
- ATK: 
- 2500 
- DEF: 
- 2100 
"Elemental HERO Phoenix Enforcer" + "Elemental HERO Sparkman" Must be Fusion Summoned and cannot be Special Summoned by other ways. This card gains 300 ATK for each "Elemental HERO" card in your Graveyard. This card cannot be destroyed by battle.


 LIGHT
LIGHT 7
                            7Elemental HERO Sunrise
- ATK: 
- 2500 
- DEF: 
- 1200 
2 "HERO" monsters with different Attributes Must be Fusion Summoned. Monsters you control gain 200 ATK for each different Attribute you control. You can only use each of the following effects of "Elemental HERO Sunrise" once per turn. ● If this card is Special Summoned: You can add 1 "Miracle Fusion" from your Deck to your hand. ● When an attack is declared involving another "HERO" monster you control: You can target 1 card on the field; destroy it.


 LIGHT
LIGHT 8
                            8Elemental HERO The Shining
- ATK: 
- 2600 
- DEF: 
- 2100 
1 "Elemental HERO" monster + 1 LIGHT monster Must be Fusion Summoned and cannot be Special Summoned by other ways. This card gains 300 ATK for each of your banished "Elemental HERO" monsters. When this card is sent from the field to the Graveyard: You can target up to 2 of your banished "Elemental HERO" monsters; add those targets to your hand.


 LIGHT
LIGHT 6
                            6Elemental HERO Thunder Giant
- ATK: 
- 2400 
- DEF: 
- 1500 
"Elemental HERO Sparkman" + "Elemental HERO Clayman" Must be Fusion Summoned and cannot be Special Summoned by other ways. Once per turn: You can discard 1 card to target 1 face-up monster on the field with original ATK less than the ATK of this card; destroy that target.


 WIND
WIND 3
                            3Elemental HERO Avian
- ATK: 
- 1000 
- DEF: 
- 1000 
A winged Elemental HERO who wheels through the sky and manipulates the wind. His signature move, Featherbreak, gives villainy a blow from sky-high.


 FIRE
FIRE 3
                            3Elemental HERO Burstinatrix
- ATK: 
- 1200 
- DEF: 
- 800 
A flame manipulator who was the first Elemental HERO woman. Her Burstfire burns away villainy.


 EARTH
EARTH 4
                            4Elemental HERO Clayman
- ATK: 
- 800 
- DEF: 
- 2000 
An Elemental HERO with a clay body built-to-last. He'll preserve his Elemental HERO colleagues at any cost.


 LIGHT
LIGHT 7
                            7Elemental 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.''


 LIGHT
LIGHT 4
                            4Elemental HERO Sparkman
- ATK: 
- 1600 
- DEF: 
- 1400 
An Elemental HERO and a warrior of light who proficiently wields many kinds of armaments. His Static Shockwave cuts off the path of villainy.


 Spell
Spell Normal
                        NormalA 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.


 Spell
Spell Normal
                        NormalE - Emergency Call
Add 1 "Elemental HERO" monster from your Deck to your hand.


 Spell
Spell Equip
                        EquipFavorite Hero
Equip only to a Level 5 or higher "HERO" monster. If you control a card in your Field Zone, the equipped monster gains ATK equal to its original DEF, also your opponent cannot target it with card effects. At the start of the Battle Phase: You can activate 1 Field Spell directly from your hand or Deck. You can only use this effect of "Favorite Hero" once per turn. When the equipped monster attacks and destroys an opponent's monster by battle: You can send this card to the GY; the attacking monster can make a second attack in a row.


 Spell
Spell Normal
                        NormalFifth Hope
Target 5 "Elemental HERO" cards in your Graveyard; shuffle them into the Deck, then draw 2 cards (draw 3 cards instead, if you had no other cards on your side of the field and in your hand when you activated this card).


 Spell
Spell Normal
                        NormalMiracle Fusion
Fusion Summon 1 "Elemental HERO" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your field or your GY.


 Spell
Spell Normal
                        NormalO - Oversoul
Target 1 "Elemental HERO" Normal Monster in your Graveyard; Special Summon that target.


 Spell
Spell Normal
                        NormalParallel World Fusion
Fusion Summon 1 "Elemental HERO" Fusion Monster from your Extra Deck, by shuffling your banished Fusion Materials listed on it into your Deck. You cannot Special Summon monsters except by this card's effect, during the turn you activate this card.


 Spell
Spell Normal
                        NormalSkydive Scorcher
Target 1 "Elemental HERO" Fusion Monster you control; destroy as many monsters your opponent controls as possible, with ATK higher than that monster's, then inflict damage to your opponent equal to the highest original ATK among those destroyed monsters in the Graveyard (your choice, if tied). If a "Skyscraper" Field Spell Card is in your Field Zone, inflict damage to your opponent equal to the combined original ATK of those destroyed monsters in the Graveyard, instead.


 Spell
Spell Field
                        FieldSkyscraper
If an "Elemental HERO" monster attacks a monster that has a higher ATK, the attacking monster gains 1000 ATK during damage calculation only.


 Spell
Spell Field
                        FieldSkyscraper 2 - Hero City
Once per turn, during your Main Phase, if you control this card: You can target 1 "Elemental HERO" monster in your Graveyard that was destroyed by battle; Special Summon that target.


 Trap
Trap Normal
                        NormalHero Barrier
Negate 1 attack from an opponent's monster. You must control a face-up "Elemental HERO" monster to resolve this effect.


 Trap
Trap Normal
                        NormalHero Blast
Target 1 "Elemental HERO" Normal Monster in your Graveyard; add that target to your hand, then if your opponent controls any monsters with ATK less than or equal to that target's ATK, destroy 1 of them.


 Trap
Trap Normal
                        NormalMagistery Alchemist
Banish 4 "HERO" monsters from your GY and/or face-up field, then target 1 "HERO" monster in your GY; Special Summon it, ignoring its Summoning conditions. If you banished EARTH, WATER, FIRE, and WIND Attributes to activate this effect, the monster's original ATK becomes doubled, also negate the effects of all face-up cards your opponent currently controls. You can only activate 1 "Magistery Alchemist" per turn.
 
                        











































