

 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.


 LIGHT
LIGHT 4
                            4Evil 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.


 EARTH
EARTH 4
                            4Evil HERO Infernal Gainer
- ATK: 
- 1600 
- DEF: 
- 0 
During your Main Phase 1: You can banish this card from the field, then target 1 Fiend monster you control; that target can make a second attack during each Battle Phase while you control it face-up. Once per turn, during your second Standby Phase after this card was banished to activate this effect: Special Summon this card in Attack Position.


 DARK
DARK 2
                            2Evil HERO Infernal Prodigy
- ATK: 
- 300 
- DEF: 
- 600 
If you control no monsters, you can Special Summon this card (from your hand) in Attack Position. Once per turn, during the End Phase, if this card was Tributed this turn to Tribute Summon a "HERO" monster: Draw 1 card.


 EARTH
EARTH 7
                            7Evil HERO Malicious Edge
- ATK: 
- 2600 
- DEF: 
- 1800 
If your opponent controls a monster, you can Tribute Summon this card face-up with 1 Tribute. If this card attacks a Defense Position monster, inflict piercing battle damage.


 DARK
DARK 5
                            5Evil 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.


 DARK
DARK 9
                            9Contrast HERO Chaos
- ATK: 
- 3000 
- DEF: 
- 2600 
2 "Masked HERO" monsters (This card is always treated as an "Elemental HERO" card.) Must be Fusion Summoned and cannot be Special Summoned by other ways. While face-up on the field, this card is also LIGHT-Attribute. Once per turn, during either player's turn: You can target 1 face-up card on the field; negate that target's effects until the end of this turn.


 EARTH
EARTH 8
                            8Evil 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.)


 FIRE
FIRE 6
                            6Evil HERO Infernal Sniper
- ATK: 
- 2000 
- DEF: 
- 2500 
"Elemental HERO Clayman" + "Elemental HERO Burstinatrix" Must be Special Summoned with "Dark Fusion" and cannot be Special Summoned by other ways. This card cannot be destroyed by Spell Cards. During each of your Standby Phases: Inflict 1000 damage to your opponent. This card must be in face-up Defense Position to activate and to resolve this effect.


 FIRE
FIRE 6
                            6Evil HERO Inferno Wing
- ATK: 
- 2100 
- DEF: 
- 1200 
"Elemental HERO Avian" + "Elemental HERO Burstinatrix" Must be Special Summoned with "Dark Fusion" and cannot be Special Summoned by other ways. If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent. When this card destroys a monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to either the ATK or DEF (whichever is higher) of the destroyed monster in the Graveyard.


 LIGHT
LIGHT 6
                            6Evil HERO Lightning Golem
- ATK: 
- 2400 
- DEF: 
- 1500 
"Elemental HERO Sparkman" + "Elemental HERO Clayman" Must be Special Summoned with "Dark Fusion" and cannot be Special Summoned by other ways. Once per turn: You can target 1 monster on the field; destroy that target.


 DARK
DARK 8
                            8Evil 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.


 FIRE
FIRE 8
                            8Evil HERO Malicious Fiend
- ATK: 
- 3500 
- DEF: 
- 2100 
"Evil HERO Malicious Edge" + 1 Level 6 or higher Fiend monster Must be Special Summoned with "Dark Fusion". During your opponent's Battle Phase, all monsters they control are changed to face-up Attack Position, and each monster they control must attack this card, if able.


 EARTH
EARTH 8
                            8Evil HERO Wild Cyclone
- ATK: 
- 1900 
- DEF: 
- 2300 
"Elemental HERO Avian" + "Elemental HERO Wildheart" Must be Special Summoned with "Dark Fusion" and cannot be Special Summoned by other ways. If this card attacks, your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. When this card inflicts Battle Damage to your opponent: Destroy all face-down Spell and Trap Cards your opponent controls.


 WATER
WATER 8
                            8Masked HERO Acid
- ATK: 
- 2600 
- DEF: 
- 2100 
Must be Special Summoned with "Mask Change". When this card is Special Summoned: Destroy as many Spells and Traps your opponent controls as possible, and if you do, all monsters they control lose 300 ATK.


 DARK
DARK 8
                            8Masked HERO Anki
- ATK: 
- 2800 
- DEF: 
- 1200 
Must be Special Summoned by "Mask Change". This card can attack directly, but when it does so using this effect, the battle damage inflicted to your opponent is halved. When this card destroys an opponent's monster by battle and sends it to the GY: You can add 1 "Change" Quick-Play Spell Card from your Deck to your hand. You can only use this effect of "Masked HERO Anki" once per turn.


 WIND
WIND 6
                            6Masked HERO Blast
- ATK: 
- 2200 
- DEF: 
- 1800 
Must be Special Summoned with "Mask Change". If this card is Special Summoned: You can target 1 face-up monster your opponent controls; its ATK becomes half its current ATK. Once per turn (Quick Effect): You can pay 500 LP, then target 1 Spell/Trap your opponent controls; return it to the hand.


 DARK
DARK 6
                            6Masked HERO Dark Law
- ATK: 
- 2400 
- DEF: 
- 1800 
Must be Special Summoned by "Mask Change". Any card sent to your opponent's GY is banished instead. Once per turn, if your opponent adds a card(s) from their Deck to their hand (except during the Draw Phase or the Damage Step): You can banish 1 random card from your opponent's hand.


 EARTH
EARTH 8
                            8Masked HERO Dian
- ATK: 
- 2800 
- DEF: 
- 3000 
Must be Special Summoned with "Mask Change". When this card destroys an opponent's monster by battle and sends it to the GY: You can Special Summon 1 Level 4 or lower "HERO" monster from your Deck.


 WIND
WIND 8
                            8Masked HERO Divine Wind
- ATK: 
- 2700 
- DEF: 
- 1900 
Must be Special Summoned with "Mask Change" and cannot be Special Summoned by other ways. Cannot be destroyed by battle. Your opponent can attack with only 1 monster during each Battle Phase. When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can draw 1 card.


 FIRE
FIRE 6
                            6Masked HERO Goka
- ATK: 
- 2200 
- DEF: 
- 1800 
Must be Special Summoned with "Mask Change". Gains 100 ATK for each "HERO" monster in your GY.


 LIGHT
LIGHT 8
                            8Masked HERO Koga
- ATK: 
- 2500 
- DEF: 
- 1800 
Must be Special Summoned with "Mask Change" and cannot be Special Summoned by other ways. This card gains 500 ATK for each monster your opponent controls. Once per turn, during either player's turn: You can banish 1 "HERO" monster from your Graveyard, then target 1 face-up monster on the field; that target loses ATK equal to the ATK of the monster banished to activate this effect, until the end of this turn.


 WATER
WATER 6
                            6Masked HERO Vapor
- ATK: 
- 2400 
- DEF: 
- 2000 
Must be Special Summoned with "Mask Change". Cannot be destroyed by card effects.


 DARK
DARKXtra HERO Dread Decimator
- ATK: 
- 2500 
- LINK-3 
Link Arrow:
 Bottom-Left
 Bottom-Left
 Bottom
 Bottom
 Bottom-Right
 Bottom-Right
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.


 DARK
DARKXtra HERO Infernal Devicer
- ATK: 
- 1700 
- LINK-2 
Link Arrow:
 Bottom-Left
 Bottom-Left
 Bottom
 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.


 LIGHT
LIGHTXtra HERO Wonder Driver
- ATK: 
- 1900 
- LINK-2 
Link Arrow:
 Top
 Top
 Bottom
 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.


 Spell
Spell Normal
                        NormalDark 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".)


 Spell
Spell Normal
                        NormalDark 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.


 Spell
Spell Normal
                        NormalEvil Mind
If you control a Fiend monster: Activate 1 of these effects, based on the number of monsters in your opponent's GY; ● 1+: Draw 1 card. ● 4+: Add 1 "HERO" monster or 1 "Dark Fusion" from your Deck to your hand. ● 10+: Add 1 "Polymerization" Spell or 1 "Fusion" Spell from your Deck to your hand. You can only activate 1 "Evil Mind" per turn.


 Spell
Spell Quick
                        QuickForm Change
Target 1 "HERO" Fusion Monster you control; return it to the Extra Deck, then Special Summon from your Extra Deck, 1 "Masked HERO" monster with the same Level as that monster's original Level, but with a different name. (This Special Summon is treated as a Special Summon with "Mask Change".)


 Spell
Spell Quick
                        QuickMask Change
Target 1 "HERO" monster you control; send it to the GY, also, after that, if it left the field by this effect, Special Summon 1 "Masked HERO" monster from your Extra Deck with the same Attribute that the sent monster had when it was on the field (its original Attribute, if face-down).


 Spell
Spell Quick
                        QuickMask Change II
Discard 1 card, then target 1 face-up monster you control that has a Level; send it to the Graveyard, also, after that, if it left the field by this effect, Special Summon from your Extra Deck, 1 "Masked HERO" monster with the same Attribute, but a higher Level than, the Attribute/Level the monster had when it was on the field (its original Attribute/Level, if face-down. This Special Summon is treated as a Special Summon with "Mask Change"). You can only activate 1 "Mask Change II" per turn.


 Spell
Spell Normal
                        NormalMask Charge
Target 1 "HERO" monster and 1 "Change" Quick-Play Spell Card in your Graveyard; add them to your hand.


 Spell
Spell Quick
                        QuickSuper 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.


 Spell
Spell Field
                        FieldSupreme King's Castle
You can Fusion Summon Fusion Monsters that must be Special Summoned with "Dark Fusion", with effects other than "Dark Fusion". Once per turn, during damage calculation, if your Fiend monster battles an opponent's monster: You can send 1 "Evil HERO" monster from your Deck or Extra Deck to the GY; your monster gains ATK equal to the Level of the monster sent to the GY x 200, until the end of this turn (even if this card leaves the field).


 Spell
Spell Equip
                        EquipVicious Claw
The equipped monster gains 300 ATK. If the equipped monster would be destroyed by battle, return this card to its owner's hand instead. Then, destroy 1 monster, except the one that battled the equipped monster, and inflict 600 damage to your opponent. After that, Special Summon 1 "Evil Token" (Fiend-Type/DARK/Level 7/ATK 2500/DEF 2500) on your opponent's side of the field. During the turn this card is returned to your hand, you cannot use "Vicious Claw" from your hand.


 Trap
Trap Normal
                        NormalEvil Blast
Activate only when a monster is Special Summoned to your opponent's side of the field. Equip this card to that monster. It gains 500 ATK. During each of your opponent's Standby Phases, inflict 500 damage to your opponent.
 
                        








































