How to Play Hecahands

How to Play Hecahands

I Love NTR


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This deck is very weak and has many flaws; only play it if you like it, otherwise, don't bother with meta enjoyers.

Sections covered in this guide:




CORE

These Hecahands have a common effect: when two of them fight, no monster is destroyed by the battle.

Hecahands Ibtel (x3)

 Rarity
Hecahands Ibtel
 Rarity
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.


Show yourself to your opponent, then return yourself from your hand to your deck to Special Summon 1 Hecahand monster to the field in Defense Position, excluding this card.


=> Since this deck is full of high-level monsters, this is a crucial card for bringing monsters onto the field. Other monsters can also jump on their own, but it's quite difficult to activate them without help from other cards, such as The Hidden Hecahands , so sometimes holding one in your hand can cause bricking.


If sent to the graveyard, you can jump 1 Hecahand monster from the graveyard onto the field, except for this card.


=> There are many ways to use it; you can throw it away for cost, use it as a fusion material, or link it, XYZ, basically just send it to the graveyard. You can pull another body from the graveyard to use on a boss or pull back monsters with effects you need.

Hecahands Yadel (x2-3)

 Rarity
Hecahands Yadel
 Rarity
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.


It has a similar effect to the one above, but instead of pulling a minion, it will transfer a Hecahands spell/trap from your deck to your hand.


If this monster is sent to the graveyard, you can cast a Hecahand spell/trap from the graveyard.

=> This can be used to set a counter trap or instant magic, but unfortunately, instant magic cannot be flipped over during the turn to fuse.

Hecahands Mankibuel (x1)

 Rarity
Hecahands Mankibuel
 Rarity
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.


It can be fused by activating an effect from your hand: show yourself in your hand to your opponent and fuse a Hecahands Fusion monster from your Extra Deck, using a monster from your hand or field, as long as it uses this card as a material.


If any Fusion Illusion monsters (including Illusion monsters from other decks, not necessarily Hecahands monsters) are sent to the graveyard while this card is in the graveyard, you can pick it up from your hand.

=> Because of this ability, you can mix Hecahands with other Illusion cards; this card will be a Polymerization card from back in the day (but it's definitely bricked).

Hecahands Gaigas, Hecahands Godos and Hecahands Breus (bricks for building houses)

 Rarity
Hecahands Gaigas
 Rarity
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.


 Rarity
Hecahands Godos
 Rarity
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.


 Rarity
Hecahands Breus
 Rarity
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.


These cards share a common effect: when your opponent has a card in their hand (except for Draw Phase and Damage Step), you can automatically remove these cards from their hand.

Hecahands Gaigas x1: Flips over 3 cards from your opponent's deck. If you have a monster, it jumps onto your field (NTRs that monster), and the remaining cards are shuffled back into your deck (if you have a lot of spell/trap cards or "must first be..." cards, consider it a cook, but the chance of getting a monster is still higher than getting one from your hand).

Hecahands Breus x0-1: Check one random card in the opponent's hand. For monsters, you can use it and then NTR (Netorare), but for spells/traps, you know the information about that card in the opponent's hand and then cry.


Hecahands Godos x0-1: This monster can only be activated during the enemy's turn. It NTRs monsters from the enemy's graveyard. If that monster leaves the field, it is banished instead of being sent to the graveyard.

Hecahands (x3)

 Rarity
Hecahands
 Rarity
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.


    This card searches for Hecahands monsters from your deck and brings them to your hand. If, while you are active this card, you send another card you control to the graveyard, you can directly set a Spell/Trap Hecahands card from your deck to the field (except this card).



    => You can place a spell/trap on the field and send that card to the graveyard, or you can send an enemy monster to optimize your resources.


    You can banish this card from the graveyard, your opponent draws 1, then they discard 1. While this might make it easier for your opponent to get cards, it also makes it easier for them to find handtraps, staples, and board breakers. If they get Maxx "C" or Mulcharmy cards, they're basically shooting themselves in the foot.

    Hecahands Tartaros (x0-1)

     Rarity
    Hecahands Tartaros
     Rarity
    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.


      If mixing with other decks, it may not be used.



      It is instant magic that can both merge with and push the enemy's spells/traps back into your hand.

      The Hecahands fusion effect of this card banishes monsters from the graveyard or field. Importantly, enemy monsters that are NTR'd by you will be considered Hecahands monsters (both fused to a boss monster and banish enemy monsters if they have effects from the graveyard).


      Additionally, after comboing various resource-feeding strategies, you can use this card to lure out the boss, like Xeno for example.

      Hecahands Bait, Ib'al-Hecahands and Yad'al-Hecahands (trap = gay)

       Rarity
      Hecahands Bait
       Rarity
      Hecahands 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.


         Rarity
        Ib'al-Hecahands
         Rarity
        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.


           Rarity
          Yad'al-Hecahands
           Rarity
          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.


            Ib'al-Hecahands x1: Counter trap. When an enemy activates a monster effect while you are controlling a Hecahands monster, block the activation and destroy that monster. Afterwards, you can jump the destroyed monster back onto your field (NTR).


            Yad'al-Hecahands x1: Counter Trap. When an enemy activates a spell/trap while you are controlling a Hecahands monster, block the activation and destroy that card, then flip the destroyed spell/trap back to your field (NTR).


            Hecahands Bait x0-1: NTR enemy monsters by sacrificing one Hecahands monster or one monster you've already NTR'd on the enemy, and then NTR'ing another enemy monster.

            However, at the end of each turn, you must send one card you control to the graveyard.

            Hecahands Jauzah (x1-2)

             Rarity
            Hecahands Jauzah
             Rarity
            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.


            If you play a mix, then x1 might be enough.



            It's super easy to get, you just need to fuse it the normal way or sacrifice 2 monsters, one of which must be a monster you NTR'd from the enemy and one Illusion monster (it doesn't have to be Hecahands).

            This card has the ability to search for 1 Hecahands monster/spell/trap from the deck or graveyard into your hand during the Main Phase, simultaneously searching for cards and recovering your inventory (and yep, it gets both Spring and Ghost Belle taken).

            Hecahands Dandalos (x1)

             Rarity
            Hecahands Dandalos
             Rarity
            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.


            Target and NTR 1 enemy monster



            ALL HECAHANDS FUSION MONSTERS AND ENEMY NTR FRIEND MONSTERS CAN ATTACK DIRECTLY AT THE SOURCE OF THEIR CHARACTER!!!



            This is a very good second-turn card as it can NTR enemy minions, target unused disrupts to bait them, or, once you have enough LP, deal a direct OTK to the enemy's life points.

            Hecahands Xeno (x1)

             Rarity
            Hecahands Xeno
             Rarity
            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.


            NTR


            Note: These monsters don't skip summoning conditions, so if you summon super weak monsters or those that "must be summoned by abcxyz or first require bla bla", you can't bring them to the field.


            This card has a quick effect in the main phase (meaning you use it once, your opponent uses it again on their turn, with a lot of NTR). You look at two random cards in your opponent's Extra Deck, and you CAN send one of those two cards to the field (if that card has a suppressive effect like Number 30 , then you might not send it to the field).


            If this Fusion Summoned monster is destroyed by an opponent's card, you can NTR all the monsters on the opponent's field as well :>



            Staple

             

            Nightmare Apprentice (x3)

            UR Rarity
            Nightmare Apprentice
            UR Rarity
            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.


            This is an Illusion monster that can jump by discarding and searching for another Illusion monster from the deck to add to your hand, except for this one (all Hecahands are Illusions).

            Kashtira

            UR Rarity
            Pressured Planet Wraitsoth
            UR Rarity
            Pressured Planet Wraitsoth
            Pressured Planet Wraitsoth
            Spell Field
            Pressured Planet Wraitsoth

              When this card is activated: You can add 1 "Kashtira" monster from your Deck to your hand. Monsters you control gain 100 ATK/DEF for each different Attribute on the field. If a "Kashtira Shangri-Ira" you control activates an effect (except during the Damage Step): You can target 1 card on the field; destroy it. You can only use this effect of "Pressured Planet Wraitsoth" once per turn. You can only activate 1 "Pressured Planet Wraitsoth" per turn.


              UR Rarity
              Kashtira Unicorn
              UR Rarity
              Kashtira 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.


              UR Rarity
              Kashtira Riseheart
              UR Rarity
              Kashtira Riseheart
              Kashtira Riseheart
              FIRE 4
              Kashtira Riseheart
              • ATK:

              • 1500

              • DEF:

              • 2100


              If you control a "Kashtira" monster: You can Special Summon this card from your hand, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Xyz Monsters. During your Main Phase, if this card was Normal or Special Summoned this turn: You can banish 1 "Kashtira" card from your Deck, except "Kashtira Riseheart"; banish the top 3 cards of your opponent's Deck face-down, and if you banish any, this card's Level becomes 7. You can only use each effect of "Kashtira Riseheart" once per turn.


              UR Rarity
              Kashtira Arise-Heart
              UR Rarity
              Kashtira Arise-Heart
              Kashtira Arise-Heart
              DARK
              Kashtira Arise-Heart
              • ATK:

              • 3000

              • DEF:

              • 3000


              3 Level 7 monsters Once per turn, you can also Xyz Summon "Kashtira Arise-Heart" by using 1 "Kashtira" monster you control, if an effect of "Kashtira Shangri-Ira" was successfully activated this turn. (Transfer its materials to this card.) Any card sent to the GY is banished instead. Once per Chain, each time a card(s) is banished: Attach 1 banished card to this card as material. Once per turn (Quick Effect): You can detach 3 materials from this card, then target 1 card on the field; banish it face-down.


              UR Rarity
              Kashtiratheosis
              UR Rarity
              Kashtiratheosis
              Kashtiratheosis
              Spell Normal
              Kashtiratheosis

                Target 1 "Kashtira" monster you control; Special Summon 1 "Kashtira" monster with a different Attribute from your Deck in Defense Position, also for the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except Xyz Monsters. If this card is banished: You can target 1 of your banished "Kashtira" cards, except "Kashtiratheosis"; add it to your hand. You can only use each effect of "Kashtiratheosis" once per turn.


                SR Rarity
                Kashtira Birth
                SR Rarity
                Kashtira 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.


                  UR Rarity
                  Kashtira Fenrir
                  UR Rarity
                  Kashtira Fenrir
                  Kashtira Fenrir
                  EARTH 7
                  Kashtira Fenrir
                  • ATK:

                  • 2400

                  • DEF:

                  • 2400


                  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 Fenrir" once per turn. During your Main Phase: You can add 1 "Kashtira" monster 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 target 1 face-up card your opponent controls; banish it, face-down.


                  SR Rarity
                  Kashtira Shangri-Ira
                  SR Rarity
                  Kashtira Shangri-Ira
                  Kashtira Shangri-Ira
                  FIRE
                  Kashtira Shangri-Ira
                  • ATK:

                  • 0

                  • DEF:

                  • 3000


                  2+ Level 7 monsters During each Standby Phase: You can Special Summon 1 "Kashtira" monster from your Deck. You can only use the previous effect of "Kashtira Shangri-Ira" once per turn. Each time a card(s) your opponent owns and possesses is banished face-down (except during the Damage Step): You can choose 1 unused Main Monster Zone or Spell & Trap Zone; it cannot be used while this monster is face-up on the field. If this card on the field would be destroyed by battle or card effect, you can detach 1 material from this card instead.


                  Spam body Level 7 and Rank 7, can reach Number 11: Big Eye and NTR enemy monsters, or these Kashtira can disrupt/bait negate,...

                  Number 11: Big Eye (NTR)

                  SR Rarity
                  Number 11: Big Eye
                  SR Rarity
                  Number 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.


                   

                  Generate Tokens

                  UR Rarity
                  S:P Little Knight
                  UR Rarity
                  S: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.


                  UR Rarity
                  I:P Masquerena
                  UR Rarity
                  I: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.


                  UR Rarity
                  Number 42: Galaxy Tomahawk
                  UR Rarity
                  Number 42: Galaxy Tomahawk
                  Number 42: Galaxy Tomahawk
                  WIND
                  Number 42: Galaxy Tomahawk
                  • ATK:

                  • 0

                  • DEF:

                  • 3000


                  2 Level 7 monsters Once per turn: You can detach 2 Xyz Materials from this card; Special Summon as many "Battle Eagle Tokens" (Machine-Type/WIND/Level 6/ATK 2000/DEF 0) as possible, destroy them during the End Phase of this turn, also your opponent takes no further battle damage this turn.


                  UR Rarity
                  Saryuja Skull Dread
                  UR Rarity
                  Saryuja Skull Dread
                  Saryuja Skull Dread
                  EARTH
                  Saryuja Skull Dread
                  • ATK:

                  • 2800

                  • LINK-4

                  Link Arrow:

                  Top

                  Bottom-Left

                  Bottom

                  Bottom-Right


                  2+ monsters with different names This card gains effects based on the number of materials used for its Link Summon. ● 2+: If a monster(s) is Normal or Special Summoned to a zone this card points to: That monster(s) gains 300 ATK/DEF. ● 3+: Once per turn, during your Main Phase: You can Special Summon 1 monster from your hand. ● 4: When this card is Link Summoned: You can draw 4 cards, then place 3 cards from your hand on the bottom of your Deck in any order.


                  SR Rarity
                  Link Spider
                  SR Rarity
                  Link Spider
                  Link Spider
                  EARTH
                  Link Spider
                  • ATK:

                  • 1000

                  • LINK-1

                  Link Arrow:

                  Bottom


                  1 Normal Monster Once per turn: You can Special Summon 1 Level 4 or lower Normal Monster from your hand to your zone this card points to.


                  Create tokens -> you can combine those two tokens however you like, for example, use a link.

                  Sinful Spoil Azamina

                  UR Rarity
                  WANTED: Seeker of Sinful Spoils
                  UR Rarity
                  WANTED: Seeker of Sinful Spoils
                  WANTED: Seeker of Sinful Spoils
                  Spell Quick
                  WANTED: Seeker of Sinful Spoils

                    Add 1 "Diabellstar" monster from your Deck or GY to your hand. During your Main Phase: You can banish this card from your GY, then target 1 of your "Sinful Spoils" Spells/Traps that is banished or in your GY, except "WANTED: Seeker of Sinful Spoils"; place it on the bottom of the Deck, then draw 1 card. You can only use each effect of "WANTED: Seeker of Sinful Spoils" once per turn.


                    UR Rarity
                    Diabellstar the Black Witch
                    UR Rarity
                    Diabellstar the Black Witch
                    Diabellstar the Black Witch
                    DARK 7
                    Diabellstar the Black Witch
                    • ATK:

                    • 2500

                    • DEF:

                    • 2000


                    You can Special Summon this card (from your hand) by sending 1 card from your hand or field to the GY. You can only Special Summon "Diabellstar the Black Witch" once per turn this way. You can only use each of the following effects of "Diabellstar the Black Witch" once per turn. If this card is Normal or Special Summoned: You can Set 1 "Sinful Spoils" Spell/Trap directly from your Deck. During your opponent's turn, if this card is sent from its owner's hand or field to the GY: You can send 1 card from your hand or field to the GY, and if you do, Special Summon this card.


                    SR Rarity
                    Azamina Debtors
                    SR Rarity
                    Azamina Debtors
                    Azamina Debtors
                    Spell Quick
                    Azamina Debtors

                      During the Main Phase: Reveal 1 "Azamina" Fusion Monster in your Extra Deck, and for every 4 Levels it has (round down), send 1 "Sinful Spoils" card from your hand and/or field to the GY (if face-down, reveal it), then Special Summon that revealed monster. (This is treated as a Fusion Summon.) During your Main Phase: You can banish this card from your GY, then target 1 "Azamina" monster in your GY; Special Summon it. You can only use 1 "Azamina Debtors" effect per turn, and only once that turn.


                      SR Rarity
                      Sinful Spoils of Betrayal - Silvera
                      SR Rarity
                      Sinful Spoils of Betrayal - Silvera
                      Sinful Spoils of Betrayal - Silvera
                      Trap Normal
                      Sinful Spoils of Betrayal - Silvera

                        Send 1 "Diabellstar" monster from your hand or face-up field to the GY, then target 1 face-up card on the field; negate its effects. When your opponent activates a card or effect in response to your "Diabellstar" monster effect or your "Sinful Spoils" Spell/Trap Card or effect activation: You can banish this card from your GY; negate that opponent's effect. You can only use 1 "Sinful Spoils of Betrayal - Silvera" effect per turn, and only once that turn.


                        UR Rarity
                        Azamina Ilia Silvia
                        UR Rarity
                        Azamina 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.


                        UR Rarity
                        Azamina
                        UR Rarity
                        Azamina
                        Azamina
                        LIGHT 12
                        Azamina
                        • ATK:

                        • 4000

                        • DEF:

                        • 4000


                        "Queen Azamina" + 1 Fusion or Synchro Monster Must first be either Fusion Summoned, or Special Summoned (from your Extra Deck) by Tributing 1 "Saint Azamina" you control and 1 face-up monster your opponent controls. Cannot be destroyed by card effects. Each time your opponent activates a card or effect, all monsters they control lose 500 ATK when it resolves. Your opponent cannot activate the effects of monsters with 0 ATK.


                        SR Rarity
                        Sinful Spoils of the White Forest
                        SR Rarity
                        Sinful Spoils of the White Forest
                        Sinful Spoils of the White Forest
                        Spell Quick
                        Sinful Spoils of the White Forest

                          If you control a Fiend, Illusion, or Spellcaster monster: Activate 1 of these effects; ● Special Summon 1 Fiend, Illusion, or Spellcaster monster from your hand. ● Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field. If this card is sent to the GY to activate a monster effect: You can Set this card. You can only use each effect of "Sinful Spoils of the White Forest" once per turn.


                          R Rarity
                          Azamina Sol Erysichthon
                          R Rarity
                          Azamina Sol Erysichthon
                          Azamina Sol Erysichthon
                          DARK 6
                          Azamina Sol Erysichthon
                          • ATK:

                          • 2700

                          • DEF:

                          • 0


                          1 Illusion monster + 1 Fiend monster If this card is Fusion Summoned: You can target 1 card on the field; send it to the GY. During the Standby Phase: You can target 1 "Azamina" or "Sinful Spoils" card in your GY; add it to your hand. You can only use each effect of "Azamina Sol Erysichthon" once per turn.


                          SR Rarity
                          Azamina Mu Rcielago
                          SR Rarity
                          Azamina Mu Rcielago
                          Azamina Mu Rcielago
                          DARK 6
                          Azamina Mu Rcielago
                          • ATK:

                          • 2000

                          • DEF:

                          • 2400


                          1 Illusion monster + 1 LIGHT Spellcaster monster Monsters your opponent controls lose 500 ATK/DEF for each "Azamina" monster you control. You can only use each of the following effects of "Azamina Mu Rcielago" once per turn. If this card is Fusion Summoned: You can add 1 "Azamina" or "Sinful Spoils" card from your Deck to your hand. If this card is destroyed by battle or card effect: You can add 1 "Sinful Spoils" Spell from your Deck to your hand.


                          UR Rarity
                          Deception of the Sinful Spoils
                          UR Rarity
                          Deception of the Sinful Spoils
                          Deception of the Sinful Spoils
                          Spell Continuous
                          Deception of the Sinful Spoils

                            You can Tribute 1 monster from your hand or field; add 1 "Azamina" card from your Deck to your hand. If a monster(s) is sent to your opponent's GY, and you control an "Azamina" monster (except during the Damage Step): You can make your opponent lose 1500 LP, and if you do, gain 1500 LP. During the End Phase, if this card is in the GY because it was sent there from the Spell & Trap Zone this turn while face-up: You can Set it. You can only use each effect of "Deception of the Sinful Spoils" once per turn.


                            R Rarity
                            Azamina Determination
                            R Rarity
                            Azamina Determination
                            Azamina Determination
                            Trap Normal
                            Azamina Determination

                              Reveal 1 "Azamina" Fusion Monster in your Extra Deck, and for every 4 Levels it has (round down), shuffle 1 "Sinful Spoils" card from your GY and/or banishment into the Deck, then Special Summon the revealed monster. (This is treated as a Fusion Summon.) You can banish this card from your GY, then target 1 "Sinful Spoils" Spell/Trap in your GY; Set it, but it cannot be activated this turn. You can only use 1 "Azamina Determination" effect per turn, and only once that turn.


                              UR Rarity
                              Azamina Moa Regina
                              UR Rarity
                              Azamina 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.


                              UR Rarity
                              The Hallowed Azamina
                              UR Rarity
                              The Hallowed Azamina
                              The Hallowed Azamina
                              Spell Normal
                              The Hallowed Azamina

                                Reveal 1 "Azamina" Fusion Monster in your Extra Deck, and for every 4 Levels it has (round down), send 1 "Sinful Spoils" card from your hand and/or field to the GY (if face-down, reveal it), then Special Summon that revealed monster. (This is treated as a Fusion Summon.) If this card is in the GY: You can target 1 "Azamina" monster you control or in your GY; shuffle it into the Deck, and if you do, add this card to your hand. You can only use this effect of "The Hallowed Azamina" once per turn.


                                SR Rarity
                                Saint Azamina
                                SR Rarity
                                Saint Azamina
                                Saint Azamina
                                DARK 10
                                Saint Azamina
                                • ATK:

                                • 0

                                • DEF:

                                • 4000


                                2 Level 6 or higher monsters (1 Fusion + 1 Synchro) Your opponent cannot target cards in their field, GY, or banishment, or this card on the field, with card effects. Your opponent takes any battle damage you would have taken. If this card was Fusion Summoned this turn (Quick Effect): You can Special Summon 1 Level 9 or lower "Azamina" monster from your Deck or Extra Deck. You can only use this effect of "Saint Azamina" once per turn.


                                UR Rarity
                                Diabellstar Vengeance
                                UR Rarity
                                Diabellstar Vengeance
                                Diabellstar Vengeance
                                DARK 8
                                Diabellstar Vengeance
                                • ATK:

                                • 2500

                                • DEF:

                                • 2100


                                (This card is always treated as a "Sinful Spoils" card.) You can banish 1 Spell and 1 Trap from your hand and/or GY; Special Summon this card from your hand or GY. (Quick Effect): You can pay half your LP, then target 1 card your opponent controls; destroy it, then if another "Diabell" Monster Card is on the field, you can Special Summon 1 Tuner Synchro Monster (Illusion or Spellcaster) from your Extra Deck. You can only use each effect of "Diabellstar Vengeance" once per turn.


                                Get a negate early to block handtraps, have tribute monsters to the boss, have damage reflection to restore inventory, and most importantly, these are Illusions.

                                The Zombie Vampire (x0-1)

                                UR Rarity
                                The Zombie Vampire
                                UR Rarity
                                The 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.


                                The monster you're NTR-ing can be considered Level 8 for Xyz to get this card.



                                This card has the ability to send up to 4 cards from a 2-player deck to the graveyard, then pull 1 monster from the graveyard (yours or your opponent's) onto the field. Of course, if you pull a monster from your opponent's graveyard, that's NTR, and that monster can interact with Hecahands.



                                Cumbo

                                 

                                Hecahands (Hecahands!)

                                 Rarity
                                Hecahands
                                 Rarity
                                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.


                                  Conditions: 1 face-down spell/trap card or 1 minion on the field and this card



                                  I> Send 1 card onto the field to use Hecahands , search Ibtel and set any counter trap.

                                  II> Ibtel activates its effect to jump Gaigas from the deck, Gaigas flips the top deck, if you're unlucky you'll cook, if you're lucky you'll get another body combo.

                                  III> Go to Jauzah with Gaigas and one of your NTR friends, search for another counter trap.




                                  Companion unit:

                                  - Yu-Gi-Oh! Guidance Vietnam

                                  master-duel
                                  5




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