Evil HERO Deck Breakdown

Main Deck

Droll & Lock Bird
Droll & 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.

Evil HERO Adusted Gold
Evil 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.

Evil HERO Sinister Necrom
Evil 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.

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):

    Fiendsmith's Tract
    Fiendsmith'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.

      Triple Tactics Talent
      Triple 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):

        Main: 41 Extra: 7

        1 cardDark Grepher 1 cardDark Grepher
        Dark Grepher
        DARK 4
        Dark Grepher
        • ATK:

        • 1700

        • DEF:

        • 1600


        You can Special Summon this card (from your hand) by discarding 1 Level 5 or higher DARK monster. Once per turn: You can discard 1 DARK monster; send 1 DARK monster from your Deck to the GY.


        1 cardDystopia the Despondent 1 cardDystopia the Despondent
        Dystopia the Despondent
        DARK 12
        Dystopia the Despondent
        • ATK:

        • 5000

        • DEF:

        • 5000


        Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by sending 4 face-up Level 1 monsters you control to the Graveyard, and cannot be Special Summoned by other ways. Other monsters you control cannot attack. During either player's Battle Step, once per battle involving this card: You can banish 1 Level 1 monster from your Graveyard; until the end of the Damage Step, this card is unaffected by other cards' effects, also it cannot be destroyed by battle.


        2 cardElemental HERO Shadow Mist 2 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 cardEvil HERO Adusted Gold 2 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 Infernal Gainer 2 cardEvil HERO Infernal Gainer
        Evil HERO Infernal Gainer
        EARTH 4
        Evil 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.


        2 cardEvil HERO Infernal Prodigy 2 cardEvil HERO Infernal Prodigy
        Evil HERO Infernal Prodigy
        DARK 2
        Evil 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.


        2 cardEvil HERO Malicious Edge 2 cardEvil HERO Malicious Edge
        Evil HERO Malicious Edge
        EARTH 7
        Evil 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.


        2 cardEvil HERO Sinister Necrom 2 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 cardLord of the Heavenly Prison 1 cardLord of the Heavenly Prison
        Lord of the Heavenly Prison
        DARK 10
        Lord of the Heavenly Prison
        • ATK:

        • 3000

        • DEF:

        • 3000


        During your Main Phase: You can activate this effect; this card in your hand becomes revealed until the end of your opponent's turn. While this card is revealed by this effect, Set cards on the field cannot be destroyed by card effects. If a Set Spell/Trap Card is activated (except during the Damage Step): You can Special Summon this card from your hand, then, if you activated this effect while this card was revealed, you can reveal and Set 1 Spell/Trap directly from your Deck, but banish it during the End Phase of the next turn. You can only use 1 "Lord of the Heavenly Prison" effect per turn, and only once that turn.


        1 cardElemental HERO Avian 1 cardElemental HERO Avian
        Elemental HERO Avian
        WIND 3
        Elemental 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.


        1 cardElemental HERO Burstinatrix 1 cardElemental HERO Burstinatrix
        Elemental HERO Burstinatrix
        FIRE 3
        Elemental HERO Burstinatrix
        • ATK:

        • 1200

        • DEF:

        • 800


        A flame manipulator who was the first Elemental HERO woman. Her Burstfire burns away villainy.


        1 cardElemental HERO Clayman 1 cardElemental HERO Clayman
        Elemental HERO Clayman
        EARTH 4
        Elemental 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.


        1 cardElemental HERO Sparkman 1 cardElemental HERO Sparkman
        Elemental HERO Sparkman
        LIGHT 4
        Elemental 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.''


        1 cardA Hero Lives 1 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.


          2 cardAllure of Darkness
          2 cardAllure of Darkness
          Allure of Darkness
          Spell Normal
          Allure of Darkness

            Draw 2 cards, then banish 1 DARK monster from your hand, or, if you do not have any in your hand, send your entire hand to the GY.


            3 cardDark Calling 3 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".)


              2 cardDark Fusion 2 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.


                1 cardE - Emergency Call 1 cardE - Emergency Call
                E - Emergency Call
                Spell Normal
                E - Emergency Call

                  Add 1 "Elemental HERO" monster from your Deck to your hand.


                  2 cardEvil Mind 2 cardEvil Mind
                  Evil Mind
                  Spell Normal
                  Evil 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.


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

                      Send 1 monster from your Deck to the GY.




                      Tag(s):

                      1 cardMask Change 1 cardMask Change
                      Mask Change
                      Spell Quick
                      Mask 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).


                        1 cardMonster Reborn
                        1 cardMonster Reborn
                        Monster Reborn
                        Spell Normal
                        Monster Reborn

                          Target 1 monster in either GY; Special Summon it.




                          Tag(s):

                          1 cardPot of Greed
                          1 cardPot of Greed
                          Pot of Greed
                          Spell Normal
                          Pot of Greed

                            Draw 2 cards.




                            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 cardSupreme King's Castle 1 cardSupreme King's Castle
                                Supreme King's Castle
                                Spell Field
                                Supreme 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).


                                  1 cardCall of the Haunted
                                  1 cardCall of the Haunted
                                  Call of the Haunted
                                  Trap Continuous
                                  Call of the Haunted

                                    Activate this card by targeting 1 monster in your GY; Special Summon that target in Attack Position. When this card leaves the field, destroy that monster. When that monster is destroyed, destroy this card.


                                    1 cardSkill Drain
                                    1 cardSkill Drain
                                    Skill Drain
                                    Trap Continuous
                                    Skill Drain

                                      Activate by paying 1000 LP. Negate the effects of all face-up monsters while they are face-up on the field (but their effects can still be activated).


                                      1 cardTorrential Tribute
                                      1 cardTorrential Tribute
                                      Torrential Tribute
                                      Trap Normal
                                      Torrential Tribute

                                        When a monster(s) is Summoned: Destroy all monsters on the field.


                                        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.)


                                        1 cardEvil HERO Infernal Sniper 1 cardEvil HERO Infernal Sniper
                                        Evil HERO Infernal Sniper
                                        FIRE 6
                                        Evil 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.


                                        1 cardEvil HERO Inferno Wing 1 cardEvil HERO Inferno Wing
                                        Evil HERO Inferno Wing
                                        FIRE 6
                                        Evil 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.


                                        1 cardEvil HERO Lightning Golem 1 cardEvil HERO Lightning Golem
                                        Evil HERO Lightning Golem
                                        LIGHT 6
                                        Evil 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.


                                        1 cardEvil HERO Malicious Bane 1 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.


                                        1 cardEvil HERO Malicious Fiend 1 cardEvil HERO Malicious Fiend
                                        Evil HERO Malicious Fiend
                                        FIRE 8
                                        Evil 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.


                                        1 cardMasked HERO Dark Law 1 cardMasked HERO Dark Law
                                        Masked HERO Dark Law
                                        DARK 6
                                        Masked 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.


                                        tcg
                                        Evil HERO
                                        5







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