Hecahands Deck Breakdown

Cards Usage Statistic

Main Deck

Hecahands Breus
Hecahands 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.

Hecahands Gaigas
Hecahands 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.

Hecahands Godos
Hecahands 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.

Hecahands Ibtel
Hecahands 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.

Hecahands Mankibuel
Hecahands 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.

Hecahands Yadel
Hecahands 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.

Mulcharmy Fuwalos
Mulcharmy 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.

Nightmare Apprentice
Nightmare 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.

Ash Blossom & Joyous Spring
Ash 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.

Called by the Grave
Called 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):

    Hecahands
    Hecahands
    Hecahands
    Spell Normal
    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.

      Hecahands Tartaros
      Hecahands 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.

        Ib'al-Hecahands
        Ib'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.

          Yad'al-Hecahands
          Yad'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.

            Extra Deck

            Hecahands Dandalos
            Hecahands 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.

            Hecahands Jauzah
            Hecahands 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.

            Hecahands Xeno
            Hecahands 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.

            Main: 55 Extra: 15

            2 cardChaos Hunter 2 cardChaos Hunter
            Chaos Hunter
            DARK 7
            Chaos Hunter
            • ATK:

            • 2500

            • DEF:

            • 1600


            When your opponent Special Summons a monster (except during the Damage Step): You can discard 1 card; Special Summon this card from your hand. Your opponent cannot banish cards.


            2 cardDroll & Lock Bird
            2 cardDroll & Lock Bird
            Droll & Lock Bird
            WIND 1
            Droll & Lock Bird
            • ATK:

            • 0

            • DEF:

            • 0


            If a card(s) is added from the Main Deck to your opponent's hand, except during the Draw Phase (Quick Effect): You can send this card from your hand to the GY; for the rest of this turn, cards cannot be added from either player's Main Deck to the hand.


            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.


            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 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.


            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.


            2 cardGhost Belle & Haunted Mansion 2 cardGhost Belle & Haunted Mansion
            Ghost Belle & Haunted Mansion
            EARTH 3
            Ghost Belle & Haunted Mansion
            • 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 activation. ● Add a card(s) from the GY to the hand, Deck, and/or Extra Deck. ● Special Summon a Monster Card(s) from the GY. ● Banish a card(s) from the GY. You can only use this effect of "Ghost Belle & Haunted Mansion" 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 cardCrossout Designator
              1 cardCrossout Designator
              Crossout Designator
              Spell Quick
              Crossout Designator

                Declare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. You can only activate 1 "Crossout Designator" per turn.




                Tag(s):

                1 cardDark Hole
                1 cardDark Hole
                Dark Hole
                Spell Normal
                Dark Hole

                  Destroy all monsters on the field.


                  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):

                    3 cardHecahands 3 cardHecahands
                    Hecahands
                    Spell Normal
                    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.


                      1 cardHecahands Tartaros 1 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 cardNightmare Hands 2 cardNightmare Hands
                        Nightmare Hands
                        Spell Quick
                        Nightmare Hands

                          Send 1 Illusion monster from your Deck to the GY. During your Main Phase, if you control a Level 5 or higher Illusion monster: You can banish this card from your GY, then target 1 monster in your opponent's GY; Special Summon it to your field, but banish it during the End Phase of the next turn. You can only use 1 "Nightmare Hands" effect per turn, and only once that turn.


                          2 cardSnatch Steal
                          2 cardSnatch Steal
                          Snatch Steal
                          Spell Equip
                          Snatch Steal

                            Equip only to a monster your opponent controls. Take control of the equipped monster. During each of your opponent's Standby Phases: They gain 1000 Life Points.


                            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):

                              3 cardTriple Tactics Thrust 3 cardTriple Tactics Thrust
                              Triple Tactics Thrust
                              Spell Normal
                              Triple Tactics Thrust

                                If your opponent has activated a monster effect during this turn: Set 1 Normal Spell/Trap directly from your Deck, except "Triple Tactics Thrust", or if your opponent controls a monster, you can add it to your hand instead. That Set card cannot be activated this turn. You can only activate 1 "Triple Tactics Thrust" per turn.


                                1 cardHecahands Bait 1 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.


                                    2 cardInfinite Impermanence 2 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.


                                      2 cardThe Black Goat Laughs 2 cardThe Black Goat Laughs
                                      The Black Goat Laughs
                                      Trap Normal
                                      The Black Goat Laughs

                                        Declare 1 Monster Card name; this turn, neither player can Special Summon monsters with that original name, except from the GY. You can banish this card from the GY, then declare 1 Monster Card name; this turn, neither player can activate the effects of monsters on the field with that original name. You can only use 1 "The Black Goat Laughs" effect per turn, and only once that 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 cardHecahands Dandalos 1 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 cardI:P Masquerena 1 cardI:P Masquerena
                                          I:P Masquerena
                                          DARK
                                          I:P Masquerena
                                          • ATK:

                                          • 800

                                          • LINK-2

                                          Link Arrow:

                                          Bottom-Left

                                          Bottom-Right


                                          2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.


                                          1 cardKnightmare Phoenix 1 cardKnightmare Phoenix
                                          Knightmare Phoenix
                                          FIRE
                                          Knightmare Phoenix
                                          • ATK:

                                          • 1900

                                          • LINK-2

                                          Link Arrow:

                                          Top

                                          Right


                                          2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.


                                          1 cardMekk-Knight Crusadia Avramax 1 cardMekk-Knight Crusadia Avramax
                                          Mekk-Knight Crusadia Avramax
                                          LIGHT
                                          Mekk-Knight Crusadia Avramax
                                          • ATK:

                                          • 3000

                                          • LINK-4

                                          Link Arrow:

                                          Left

                                          Right

                                          Bottom-Left

                                          Bottom-Right


                                          2+ monsters Special Summoned from the Extra Deck While this Link Summoned card is on the field, your opponent cannot target this card with card effects, also their monsters cannot target monsters for attacks, except this one. Once per battle, during damage calculation, if this card battles a Special Summoned monster (Quick Effect): You can make this card gain ATK equal to that opponent's monster's ATK during that damage calculation only. If this Link Summoned card you control is sent to your GY by an opponent's card: You can shuffle 1 card on the field into the Deck.


                                          1 cardS:P Little Knight
                                          1 cardS:P Little Knight
                                          S:P Little Knight
                                          DARK
                                          S:P Little Knight
                                          • ATK:

                                          • 1600

                                          • LINK-2

                                          Link Arrow:

                                          Left

                                          Right


                                          2 Effect Monsters If this card is Link Summoned using a Fusion, Synchro, Xyz, or Link Monster as material: You can target 1 card on the field or in either GY; banish it, also your monsters cannot attack directly this turn. When your opponent activates a card or effect (Quick Effect): You can target 2 face-up monsters on the field, including a monster you control; banish both until the End Phase. You can only use each effect of "S:P Little Knight" once per turn.


                                          1 cardSilhouhatte Rabbit 1 cardSilhouhatte Rabbit
                                          Silhouhatte Rabbit
                                          LIGHT
                                          Silhouhatte Rabbit
                                          • ATK:

                                          • 1500

                                          • LINK-2

                                          Link Arrow:

                                          Bottom-Left

                                          Bottom-Right


                                          2 Effect Monsters If this card battles a monster, neither can be destroyed by that battle. You can only use each of the following effects of "Silhouhatte Rabbit" once per turn. If this card is Link Summoned: You can Set 1 Continuous Trap from your Deck with an effect that Special Summons itself as a monster, also this card cannot be used as Link Material this turn. If a card in the Spell & Trap Zone is Special Summoned to the Monster Zone (except during the Damage Step): You can target 1 Spell/Trap your opponent controls; destroy it.


                                          1 cardDhampir Vampire Sheridan 1 cardDhampir Vampire Sheridan
                                          Dhampir Vampire Sheridan
                                          DARK
                                          Dhampir Vampire Sheridan
                                          • ATK:

                                          • 2600

                                          • DEF:

                                          • 1000


                                          2+ Level 6 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 6. Once per turn: You can detach 1 material from this card, then target 1 card your opponent controls; send it to the GY. Once per turn, if a Monster Card(s) is sent from the field to your opponent's GY by card effect, or a monster is destroyed by battle and sent to your opponent's GY: You can detach 1 material from this card; Special Summon 1 of those monsters to your field in Defense Position.


                                          1 cardDivine Arsenal AA-ZEUS - Sky Thunder 1 cardDivine Arsenal AA-ZEUS - Sky Thunder
                                          Divine Arsenal AA-ZEUS - Sky Thunder
                                          LIGHT
                                          Divine Arsenal AA-ZEUS - Sky Thunder
                                          • ATK:

                                          • 3000

                                          • DEF:

                                          • 3000


                                          2 Level 12 monsters Once per turn, if an Xyz Monster battled this turn, you can also Xyz Summon "Divine Arsenal AA-ZEUS - Sky Thunder" by using 1 Xyz Monster you control as material. (Transfer its materials to this card.) (Quick Effect): You can detach 2 materials from this card; send all other cards from the field to the GY. Once per turn, if another card(s) you control is destroyed by battle or an opponent's card effect: You can attach 1 card from your hand, Deck, or Extra Deck to this card as material.




                                          Tag(s):

                                          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 cardSuper Starslayer TY-PHON - Sky Crisis 1 cardSuper Starslayer TY-PHON - Sky Crisis
                                          Super Starslayer TY-PHON - Sky Crisis
                                          DARK
                                          Super Starslayer TY-PHON - Sky Crisis
                                          • ATK:

                                          • 2900

                                          • DEF:

                                          • 2900


                                          2 Level 12 monsters During the turn, or turn after, your opponent Special Summoned 2 or more monsters from the Extra Deck, you can also Xyz Summon this card by using 1 monster you control with the highest ATK (your choice, if tied). (Transfer its materials to this card.) If you do, you cannot Normal or Special Summon monsters for the rest of this turn. While this Xyz Summoned monster is on the field, neither player can activate the effects of monsters with 3000 or more ATK. Once per turn: You can detach 1 material from this card; return 1 monster from the field to the hand.


                                          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.


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