

YGO Mod (20517634)
Main: 41 Extra: 15











Destiny HERO - Dasher
ATK:
2100
DEF:
1000
Once per turn: You can Tribute 1 other monster; this card gains 1000 ATK until the End Phase. If this card attacks, change it to Defense Position at the end of the Battle Phase. One time only, when you draw a Monster Card during your Draw Phase while this card is in your Graveyard: You can reveal it; Special Summon it. This card must be in the Graveyard to activate and to resolve this effect.










Destiny HERO - Denier
ATK:
1100
DEF:
600
If this card is Normal or Special Summoned: You can take 1 of your "Destiny HERO" monsters from your Deck, GY, or that is banished, and place it on top of your Deck. You can only use this effect of "Destiny HERO - Denier" once per turn. If you have a "Destiny HERO" monster on your field or in your GY, other than "Destiny HERO - Denier": You can Special Summon this card from your GY. You can only use this effect of "Destiny HERO - Denier" once per Duel.










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.










Girsu, the Orcust Mekk-Knight
ATK:
1800
DEF:
0
If this card is Normal or Special Summoned: You can send 1 "Orcust" or "World Legacy" card from your Deck to the GY, then, if there are 2 or more other cards in this card's column, treat this card as a Tuner this turn. If you control no other monsters: You can Special Summon 1 "World Legacy Token" (Machine/DARK/Level 1/ATK 0/DEF 0) to both players' fields in Defense Position. You can only use each effect of "Girsu, the Orcust Mekk-Knight" once per turn.










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.










Orcust Cymbal Skeleton
ATK:
1200
DEF:
1500
You can banish this card from your GY, then target 1 "Orcust" monster in your GY, except "Orcust Cymbal Skeleton"; Special Summon it, also you cannot Special Summon monsters for the rest of this turn, except DARK monsters. You can only use this effect of "Orcust Cymbal Skeleton" once per turn.










Orcust Harp Horror
ATK:
1700
DEF:
1400
You can banish this card from your GY; Special Summon 1 "Orcust" monster from your Deck, except "Orcust Harp Horror", also you cannot Special Summon monsters for the rest of this turn, except DARK monsters. You can only use this effect of "Orcust Harp Horror" once per turn.










Orcust Knightmare
ATK:
100
DEF:
2000
Cannot be destroyed by battle with a Link Monster. You can banish this card from your GY, then target 1 face-up monster on the field; you cannot Special Summon monsters, except DARK monsters, for the rest of this turn, also send 1 DARK Machine monster from your Deck to the GY, except "Orcust Knightmare", and if you do, the targeted monster gains ATK equal to the Level of the monster sent to the GY x 100, until the end of this turn. You can only use this effect of "Orcust Knightmare" once per turn.










Snake-Eye Ash
ATK:
800
DEF:
1000
If this card is Normal or Special Summoned: You can add 1 Level 1 FIRE monster from your Deck to your hand. You can send 2 face-up cards you control to the GY, including this card; Special Summon 1 "Snake-Eye" monster from your hand or Deck, except "Snake-Eye Ash". You can only use each effect of "Snake-Eye Ash" once per turn.










Snake-Eyes Diabellstar
ATK:
2800
DEF:
2600
When an attack is declared involving this card and an opponent's monster: You can place this card from the field, and that opponent's monster, face-up in their owners' Spell & Trap Zones as Continuous Spells. While this card is a Continuous Spell: You can target 1 FIRE monster in your GY, except "Snake-Eyes Diabellstar"; place it face-up in its owner's Spell & Trap Zone as a Continuous Spell, and if you do, Special Summon this card. You can only use each effect of "Snake-Eyes Diabellstar" once per turn.










Snake-Eyes Flamberge Dragon
ATK:
3000
DEF:
2500
You can target 1 face-up monster on the field or in either GY; place it face-up in its owner's Spell & Trap Zone as a Continuous Spell. During your opponent's turn (Quick Effect): You can target 1 Monster Card treated as a Continuous Spell on the field; Special Summon it to your field. If this card is sent from the hand or field to the GY: You can Special Summon 2 Level 1 FIRE monsters from your GY. You can only use each effect of "Snake-Eyes Flamberge Dragon" once per turn.










Snake-Eyes Poplar
ATK:
700
DEF:
200
If this card is added to your hand, except by drawing it: You can Special Summon this card. If this card is Normal or Special Summoned: You can add 1 "Snake-Eye" Spell/Trap from your Deck to your hand. If this card is sent to the GY: You can target 1 FIRE monster in your GY; place it face-up in its owner's Spell & Trap Zone as a Continuous Spell. You can only use each effect of "Snake-Eyes Poplar" once per turn.










World Legacy - "World Wand"
ATK:
500
DEF:
2500
This Normal Summoned/Set card cannot be destroyed by battle with a monster Special Summoned from the Extra Deck. You can only use each of the following effects of "World Legacy - "World Wand"" once per turn. ● If this card is sent to the GY: You can Special Summon 1 "World Legacy" monster from your hand. ● You can banish this card from your GY, then target 1 of your banished "Orcust" monsters; Special Summon it, also you cannot Special Summon monsters for the rest of this turn, except DARK monsters.










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.










Dramatic Snake-Eye Chase
Place 1 "Diabellstar" monster from your hand, Deck, or GY face-up in its owner's Spell & Trap Zone as a Continuous Spell. During the End Phase: You can banish this card from your GY, then target 1 Monster Card treated as a Continuous Spell you control; Special Summon it. You can only use each effect of "Dramatic Snake-Eye Chase" once per turn.










Fusion Destiny
Fusion Summon 1 Fusion Monster from your Extra Deck that lists a "Destiny HERO" monster as material, using monsters from your hand or Deck as Fusion Material, but destroy it during the End Phase of the next turn, also for the rest of this turn after this card resolves, you cannot Special Summon monsters, except DARK "HERO" monsters. You can only activate 1 "Fusion Destiny" per turn.










Original Sinful Spoils - Snake-Eye
Send 1 other face-up card you control to the GY; Special Summon 1 Level 1 FIRE monster from your hand or Deck. You can banish this card from your GY, then target 1 "Snake-Eye" or "Diabellstar" monster in your GY; add 1 Level 1 FIRE monster from your Deck to your hand, then place the targeted monster on the bottom of the Deck. You can only use 1 "Original Sinful Spoils - Snake-Eye" effect per turn, and only once that turn.










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.










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.










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.










Orcust Crescendo
When a Spell/Trap Card, or monster effect, is activated while you control an "Orcust" Link Monster: Negate the activation, and if you do, banish that card. You can banish this card from your GY; add to your hand 1 of your DARK Machine monsters that is banished or in your Deck. You cannot Special Summon monsters the turn you activate this effect, except DARK Machine monsters. You can only use 1 "Orcust Crescendo" effect per turn, and only once that turn.










Destiny HERO - Destroyer Phoenix Enforcer
ATK:
2500
DEF:
2100
1 Level 6 or higher "HERO" monster + 1 "Destiny HERO" monster Monsters your opponent controls lose 200 ATK for each "HERO" card in your GY. You can only use each of the following effects of "Destiny HERO - Destroyer Phoenix Enforcer" once per turn. (Quick Effect): You can destroy both 1 card you control and 1 card on the field. If this card is destroyed by battle or card effect: You can activate this effect; Special Summon 1 "Destiny HERO" monster from your GY during the Standby Phase of the next turn.










Snake-Eyes Doomed Dragon
ATK:
3000
DEF:
2500
1 "Snake-Eye" monster + 1 Illusion monster Must be either Fusion Summoned, or Special Summoned by sending 2 face-up Monster Cards from your Spell & Trap Zone to the GY. If this card is Special Summoned: You can target 1 face-up monster on the field; place it face-up in its owner's Spell & Trap Zone as a Continuous Spell. You can only use this effect of "Snake-Eyes Doomed Dragon" once per turn.









Accesscode Talker
ATK:
2300
LINK-4
Link Arrow:
Top
Left
Right
Bottom
2+ Effect Monsters Your opponent cannot activate cards or effects in response to this card's effect activations. If this card is Link Summoned: You can target 1 Link Monster that was used as material for its Link Summon; this card gains ATK equal to that monster's Link Rating x 1000. You can banish 1 Link Monster from your field or GY; destroy 1 card your opponent controls, also for the rest of this turn, you cannot banish monsters with that same Attribute to activate this effect of "Accesscode Talker".









Borrelsword Dragon
ATK:
3000
LINK-4
Link Arrow:
Top
Left
Bottom-Left
Bottom
3+ Effect Monsters Cannot be destroyed by battle. Once per turn (Quick Effect): You can target 1 Attack Position monster; change it to Defense Position, also, this card can make a second attack during each Battle Phase this turn. Your opponent cannot activate cards or effects in response to this effect's activation. Once per turn, when this card declares an attack on a face-up monster: You can activate this effect; until the end of this turn, this card gains ATK equal to half that monster's current ATK, and if it does, that monster's current ATK is halved.









Galatea, the Orcust Automaton
ATK:
1800
LINK-2
Link Arrow:
Top-Right
Bottom-Left
2 Effect Monsters, including an "Orcust" monster This linked card cannot be destroyed by battle. You can target 1 of your banished Machine monsters; shuffle it into the Deck, then you can Set 1 "Orcust" Spell/Trap directly from your Deck. You can only use this effect of "Galatea, the Orcust Automaton" once per turn.









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.









Knightmare Unicorn
ATK:
2200
LINK-3
Link Arrow:
Left
Right
Bottom
2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, 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 Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.









Lib the World Key Blademaster
ATK:
2000
LINK-2
Link Arrow:
Left
Bottom-Left
2 monsters Can only be Link Summoned while you have a "World Legacy" card in your GY. You can only use each of the following effects of "Lib the World Key Blademaster" once per turn. ● During your Main Phase: You can Set 1 "World Legacy" Spell/Trap directly from your Deck, but it cannot be activated this turn while you have no "World Legacy" monster in your GY. ● If this Link Summoned card is sent to the GY as Link Material: You can shuffle 1 card on the field into the Deck.









Linkuriboh
ATK:
300
LINK-1
Link Arrow:
Bottom
1 Level 1 Monster When an opponent's monster declares an attack: You can Tribute this card; change that opponent's monster's ATK to 0, until the end of this turn. If this card is in your GY (Quick Effect): You can Tribute 1 Level 1 monster; Special Summon this card. You can only use this effect of "Linkuriboh" once per turn.









Longirsu, the Orcust Orchestrator
ATK:
2500
LINK-3
Link Arrow:
Top-Left
Top
Bottom-Right
2+ Effect Monsters, including an "Orcust" monster This linked card cannot be destroyed by card effects. You can target 2 of your banished Machine monsters; shuffle them into the Deck, then you can send 1 linked monster your opponent controls to the GY. This card cannot attack the turn you activate this effect. You can only use this effect of "Longirsu, the Orcust Orchestrator" once per turn.









Predaplant Verte Anaconda
ATK:
500
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 Effect Monsters You can target 1 face-up monster on the field; it becomes DARK until the end of this turn. You can pay 2000 LP and send 1 "Fusion" or "Polymerization" Normal or Quick-Play Spell from your Deck to the GY; this effect becomes that Spell's effect when that card is activated, also, you cannot Special Summon monsters for the rest of this turn. You can only use each effect of "Predaplant Verte Anaconda" once per turn.









Sky Striker Ace - Azalea
ATK:
1500
LINK-2
Link Arrow:
Top-Left
Bottom-Right
2 LIGHT and/or DARK monsters Must be Link Summoned. You can only Special Summon "Sky Striker Ace - Azalea(s)" once per turn. If this card is Special Summoned: You can target 1 card on the field; destroy it, then, if you have 3 or less Spells in your GY, send this card to the GY. Once per turn, at the start of the Damage Step, if this card battles an opponent's monster: You can banish 1 Spell from your GY; destroy that opponent's monster.









Unchained Abomination
ATK:
3000
LINK-4
Link Arrow:
Top
Bottom-Left
Bottom
Bottom-Right
2+ monsters including a Link Monster If a card(s) on the field is destroyed by card effect, except by "Unchained Abomination" (except during the Damage Step): You can target 1 card on the field; destroy it. When another monster is destroyed by battle: You can target 1 card on the field; destroy it. During the End Phase: You can target 1 card on the field; destroy it. You can only use each effect of "Unchained Abomination" once per turn.










Dingirsu, the Orcust of the Evening Star
ATK:
2600
DEF:
2100
2 Level 8 monsters You can only Special Summon "Dingirsu, the Orcust of the Evening Star(s)" once per turn. You can also Xyz Summon this card by using an "Orcust" Link Monster you control as material. If a card(s) you control would be destroyed by battle or card effect, you can detach 1 material from this card instead. If this card is Special Summoned: You can activate 1 of these effects; ● Send 1 card your opponent controls to the GY. ● Attach 1 of your banished Machine monsters to this card as material.

YGO Mod (20517634)
Main: 40 Extra: 15











Destiny HERO - Dark Angel
ATK:
0
DEF:
0
If you have 3 or more "Destiny HERO" monsters in your GY: You can discard this card, then target 1 "Destiny HERO" monster in your GY; Special Summon it to your opponent's field in Defense Position. When a Spell Card or effect you activate resolves, negate that effect, and if you do, or if it did not have an effect, destroy that card. During your Standby Phase: You can banish this card and 1 "Destiny HERO" monster from your GY; each player chooses 1 Normal Spell from their Deck, and places it on top of their Deck.










Destiny HERO - Denier
ATK:
1100
DEF:
600
If this card is Normal or Special Summoned: You can take 1 of your "Destiny HERO" monsters from your Deck, GY, or that is banished, and place it on top of your Deck. You can only use this effect of "Destiny HERO - Denier" once per turn. If you have a "Destiny HERO" monster on your field or in your GY, other than "Destiny HERO - Denier": You can Special Summon this card from your GY. You can only use this effect of "Destiny HERO - Denier" once per Duel.










Elemental HERO Honest Neos
ATK:
2500
DEF:
2000
(Quick Effect): You can discard this card, then target 1 "HERO" monster on the field; it gains 2500 ATK until the end of this turn. (Quick Effect): You can discard 1 "HERO" monster; this card gains ATK equal to the discarded monster's ATK until the end of this turn. You can only use each effect of "Elemental HERO Honest Neos" once per turn.










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










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.










Elemental HERO Spirit of Neos
ATK:
2500
DEF:
2000
When an opponent's monster declares an attack: You can Special Summon this card from your hand in Defense Position, and if you do, it cannot be destroyed by battle. If this card is Special Summoned: You can add from your Deck to your hand 1 "Polymerization" or 1 Spell/Trap that mentions an "Elemental HERO" monster's card name. During your Main Phase: You can shuffle this card into the Deck, and if you do, Special Summon 1 "Elemental HERO" Normal Monster from your Deck. You can only use each effect of "Elemental HERO Spirit of Neos" once per turn.










Vision HERO Faris
ATK:
1600
DEF:
1800
You can discard 1 other "HERO" monster; Special Summon this card from your hand. If this card is Normal or Special Summoned: You can place 1 "Vision HERO" monster from your Deck, except "Vision HERO Faris", in your Spell & Trap Zone as a face-up Continuous Trap, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "HERO" monsters. You can only use each effect of "Vision HERO Faris" once per turn.










Vision HERO Increase
ATK:
900
DEF:
1100
If you take battle or effect damage while this card is in your GY: You can place this card from your GY in your Spell & Trap Zone as a face-up Continuous Trap. During the Main Phase, if this card is treated as a Continuous Trap: You can Tribute 1 "HERO" monster; Special Summon this card. If this card is Special Summoned from the Spell & Trap Zone: You can Special Summon 1 Level 4 or lower "Vision HERO" monster from your Deck. You can only use each effect of "Vision HERO Increase" once per turn.










Vision HERO Vyon
ATK:
1000
DEF:
1200
If this card is Normal or Special Summoned: You can send 1 "HERO" monster from your Deck to the GY. You can only use this effect of "Vision HERO Vyon" once per turn. Once per turn: You can banish 1 "HERO" monster from your GY; add 1 "Polymerization" from your Deck to your hand.










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.










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










Forbidden Droplet
Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.










Fusion Destiny
Fusion Summon 1 Fusion Monster from your Extra Deck that lists a "Destiny HERO" monster as material, using monsters from your hand or Deck as Fusion Material, but destroy it during the End Phase of the next turn, also for the rest of this turn after this card resolves, you cannot Special Summon monsters, except DARK "HERO" monsters. You can only activate 1 "Fusion Destiny" per turn.










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).










Favorite Contact
Special Summon 1 Fusion Monster from your Extra Deck that mentions a "HERO" monster as material, ignoring its Summoning conditions, by placing the Fusion Materials mentioned on it on the bottom of the Deck in any order, from among cards in your hand, field, GY, and/or your banished cards. If you placed "Elemental HERO Neos" into the Deck, neither player can return the monster Special Summoned by this effect to the Extra Deck. You can only activate 1 "Favorite Contact" per turn.










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.










Destiny HERO - Destroyer Phoenix Enforcer
ATK:
2500
DEF:
2100
1 Level 6 or higher "HERO" monster + 1 "Destiny HERO" monster Monsters your opponent controls lose 200 ATK for each "HERO" card in your GY. You can only use each of the following effects of "Destiny HERO - Destroyer Phoenix Enforcer" once per turn. (Quick Effect): You can destroy both 1 card you control and 1 card on the field. If this card is destroyed by battle or card effect: You can activate this effect; Special Summon 1 "Destiny HERO" monster from your GY during the Standby Phase of the next turn.










Elemental HERO Flame Wingman - Infernal Rage
ATK:
2100
DEF:
1200
2 "Elemental HERO" monsters with different Attributes Must be Fusion Summoned. If this card is Special Summoned: You can add 1 card with "Favorite" in its name from your Deck or GY to your hand. You can Tribute this card that was Fusion Summoned using a Normal Monster(s) as material; Special Summon 1 Level 7 or lower "Elemental HERO" monster from your Deck or Extra Deck that cannot be Normal Summoned/Set, ignoring its Summoning conditions. You can only use each effect of "Elemental HERO Flame Wingman - Infernal Rage" once per turn.










Elemental HERO Shining Neos Wingman
ATK:
3100
DEF:
2500
"Elemental HERO Neos" + 1 "Wingman" Fusion Monster Must be Fusion Summoned. Gains 300 ATK for each monster in your GY, also cannot be destroyed by card effects. If this card is Special Summoned: You can destroy cards your opponent controls up to the number of different Attributes among the monsters on the field. You can only use this effect of "Elemental HERO Shining Neos Wingman" once per turn. If this card destroys a monster by battle: Inflict damage to your opponent equal to that monster's original ATK.










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










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










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










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.










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










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










Wake Up Your Elemental HERO
ATK:
2500
DEF:
2100
1 "Elemental HERO" Fusion Monster + 1+ Warrior monsters Must be Fusion Summoned. Gains 300 ATK for each material used for its Summon. This card can make a number of attacks on monsters each Battle Phase, up to the number of Fusion Monsters used as material for its Summon. After damage calculation, if this card battled a monster: Destroy that monster, and if you do, inflict damage to your opponent equal to its original ATK. If this Fusion Summoned card is destroyed: Special Summon 1 Warrior monster from your hand or Deck.









Xtra HERO Cross Crusader
ATK:
1600
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 Warrior monsters If this card is Link Summoned: You can target 1 "Destiny HERO" monster in your GY; Special Summon it. You can Tribute 1 "Destiny HERO" monster; add 1 "HERO" monster with a different name from your Deck to your hand. You can only use each effect of "Xtra HERO Cross Crusader" once per turn, also you cannot Special Summon monsters the turn you activate either of this card's effects, except "HERO" monsters.









Xtra HERO Infernal Devicer
ATK:
1700
LINK-2
Link Arrow:
Bottom-Left
Bottom
2 "HERO" monsters If this card is Link Summoned: You can reveal 1 "HERO" Fusion Monster in your Extra Deck, and if you do, add up to 2 of the Fusion Materials listed on that card, with different names, from your Deck to your hand. You cannot Special Summon monsters the turn you activate this effect, except "HERO" monsters. You can only use this effect of "Xtra HERO Infernal Devicer" once per turn. Fiend monsters this card points to gain ATK/DEF equal to its Level x 100.









Xtra HERO Wonder Driver
ATK:
1900
LINK-2
Link Arrow:
Top
Bottom
2 "HERO" monsters If a "HERO" monster is Normal or Special Summoned to your zone this card points to: Target 1 "Polymerization" Spell Card, 1 "Fusion" Spell Card, or 1 "Change" Quick-Play Spell Card in your GY; Set that target. You can only activate this effect of "Xtra HERO Wonder Driver" once per turn. If this card is destroyed by battle and sent to the GY, or if this card in your possession is destroyed by an opponent's card effect and sent to your GY: Special Summon 1 "HERO" monster from your hand.

YGO Mod (20517634)
Main: 53 Extra: 22











Destiny HERO - Denier
ATK:
1100
DEF:
600
If this card is Normal or Special Summoned: You can take 1 of your "Destiny HERO" monsters from your Deck, GY, or that is banished, and place it on top of your Deck. You can only use this effect of "Destiny HERO - Denier" once per turn. If you have a "Destiny HERO" monster on your field or in your GY, other than "Destiny HERO - Denier": You can Special Summon this card from your GY. You can only use this effect of "Destiny HERO - Denier" once per Duel.










Destiny HERO - Plasma
ATK:
1900
DEF:
600
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 3 monsters. Negate the effects of face-up monsters while your opponent controls them. Once per turn: You can target 1 monster your opponent controls; equip that target to this card (max. 1). Gains ATK equal to half the original ATK of the monster equipped to it by this effect.










Elemental HERO Honest Neos
ATK:
2500
DEF:
2000
(Quick Effect): You can discard this card, then target 1 "HERO" monster on the field; it gains 2500 ATK until the end of this turn. (Quick Effect): You can discard 1 "HERO" monster; this card gains ATK equal to the discarded monster's ATK until the end of this turn. You can only use each effect of "Elemental HERO Honest Neos" once per turn.










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










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.










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 Dead-End Prison
ATK:
1700
DEF:
1100
If you control a Fusion Monster that must be Special Summoned with "Dark Fusion", you can Special Summon this card (from your hand). You can only Special Summon "Evil HERO Dead-End Prison" once per turn this way. You can send 1 "HERO" monster from your Deck to the GY; if you Fusion Summon a "HERO" monster this turn, this face-up card can be used as a substitute for 1 material mentioned by name, but all other Fusion Materials must be correct. You can only use this effect of "Evil HERO Dead-End Prison" once per turn.










Evil HERO Infernal Rider
ATK:
2100
DEF:
800
If this card is Normal or Special Summoned: You can add 1 "Dark Fusion" from your Deck or GY to your hand. You can banish this card and 4 other monsters from your GY; Set 1 "Super Polymerization" from your Deck, also you cannot Special Summon (except "HERO" monsters), but you can Fusion Summon monsters that must be Special Summoned with "Dark Fusion", using other cards' effects. These effects last until the end of your opponent's turn. You can only use each effect of "Evil HERO Infernal Rider" once per turn.










Evil HERO Toxic Bubble
ATK:
800
DEF:
1200
You can Special Summon this card (from your hand), but you cannot Special Summon for the rest of this turn, except "HERO" monsters. You can only Special Summon "Evil HERO Toxic Bubble" once per turn this way. If this card is Special Summoned, and you control a Fusion Monster that must be Special Summoned with "Dark Fusion": You can draw 2 cards. You can only use this effect of "Evil HERO Toxic Bubble" once per turn.










Vision HERO Faris
ATK:
1600
DEF:
1800
You can discard 1 other "HERO" monster; Special Summon this card from your hand. If this card is Normal or Special Summoned: You can place 1 "Vision HERO" monster from your Deck, except "Vision HERO Faris", in your Spell & Trap Zone as a face-up Continuous Trap, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "HERO" monsters. You can only use each effect of "Vision HERO Faris" once per turn.










Vision HERO Increase
ATK:
900
DEF:
1100
If you take battle or effect damage while this card is in your GY: You can place this card from your GY in your Spell & Trap Zone as a face-up Continuous Trap. During the Main Phase, if this card is treated as a Continuous Trap: You can Tribute 1 "HERO" monster; Special Summon this card. If this card is Special Summoned from the Spell & Trap Zone: You can Special Summon 1 Level 4 or lower "Vision HERO" monster from your Deck. You can only use each effect of "Vision HERO Increase" once per turn.










Vision HERO Vyon
ATK:
1000
DEF:
1200
If this card is Normal or Special Summoned: You can send 1 "HERO" monster from your Deck to the GY. You can only use this effect of "Vision HERO Vyon" once per turn. Once per turn: You can banish 1 "HERO" monster from your GY; add 1 "Polymerization" from your Deck to your hand.










Evil Assault
Discard 1 card; take 1 Level 4 or lower "Evil HERO" monster from your Deck and either add it to your hand or Special Summon it, also for the rest of this turn after this card resolves, you cannot Special Summon from the Extra Deck, except "HERO" monsters. If this card is in your GY, except the turn it was sent there: You can banish this card from your GY; add 1 "Dark Fusion" from your GY to your hand. You can only use each effect of "Evil Assault" once per turn.










Forbidden Droplet
Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.










Fusion Destiny
Fusion Summon 1 Fusion Monster from your Extra Deck that lists a "Destiny HERO" monster as material, using monsters from your hand or Deck as Fusion Material, but destroy it during the End Phase of the next turn, also for the rest of this turn after this card resolves, you cannot Special Summon monsters, except DARK "HERO" monsters. You can only activate 1 "Fusion Destiny" per turn.










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).










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.










Dark Supremacy
Target face-up cards your opponent controls, up to the number of "Dark Fusion" and Spells that mention it in your GY; negate their effects until the end of this turn. If this card is in your GY, except the turn it was sent there: You can banish it, then target up to 5 "HERO" monsters in your GY and/or banishment; shuffle them into the Deck. You can only use each effect of "Dark Supremacy" once per turn.










Favorite Contact
Special Summon 1 Fusion Monster from your Extra Deck that mentions a "HERO" monster as material, ignoring its Summoning conditions, by placing the Fusion Materials mentioned on it on the bottom of the Deck in any order, from among cards in your hand, field, GY, and/or your banished cards. If you placed "Elemental HERO Neos" into the Deck, neither player can return the monster Special Summoned by this effect to the Extra Deck. You can only activate 1 "Favorite Contact" per turn.










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.










Destiny HERO - Dangerous
ATK:
2000
DEF:
2600
1 "Destiny HERO" monster + 1 DARK Effect Monster (Quick Effect): You can discard 1 card; send 1 "Destiny HERO" monster from your hand or Deck to the GY, and if you do, "Destiny HERO" monsters you control gain 200 ATK for each "Destiny HERO" monster in your GY until the end of this turn. You can only use this effect of "Destiny HERO - Dangerous" once per turn.










Destiny HERO - Destroyer Phoenix Enforcer
ATK:
2500
DEF:
2100
1 Level 6 or higher "HERO" monster + 1 "Destiny HERO" monster Monsters your opponent controls lose 200 ATK for each "HERO" card in your GY. You can only use each of the following effects of "Destiny HERO - Destroyer Phoenix Enforcer" once per turn. (Quick Effect): You can destroy both 1 card you control and 1 card on the field. If this card is destroyed by battle or card effect: You can activate this effect; Special Summon 1 "Destiny HERO" monster from your GY during the Standby Phase of the next turn.










Elemental HERO Flame Wingman - Infernal Rage
ATK:
2100
DEF:
1200
2 "Elemental HERO" monsters with different Attributes Must be Fusion Summoned. If this card is Special Summoned: You can add 1 card with "Favorite" in its name from your Deck or GY to your hand. You can Tribute this card that was Fusion Summoned using a Normal Monster(s) as material; Special Summon 1 Level 7 or lower "Elemental HERO" monster from your Deck or Extra Deck that cannot be Normal Summoned/Set, ignoring its Summoning conditions. You can only use each effect of "Elemental HERO Flame Wingman - Infernal Rage" once per turn.










Elemental HERO Shining Neos Wingman
ATK:
3100
DEF:
2500
"Elemental HERO Neos" + 1 "Wingman" Fusion Monster Must be Fusion Summoned. Gains 300 ATK for each monster in your GY, also cannot be destroyed by card effects. If this card is Special Summoned: You can destroy cards your opponent controls up to the number of different Attributes among the monsters on the field. You can only use this effect of "Elemental HERO Shining Neos Wingman" once per turn. If this card destroys a monster by battle: Inflict damage to your opponent equal to that monster's original ATK.










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










Evil HERO Inferno Wing - Backfire
ATK:
2100
DEF:
1200
"Elemental HERO Avian" or "Elemental HERO Burstinatrix" + 1 "HERO" monster Must be Special Summoned with "Dark Fusion". If this card is Special Summoned: You can add 1 "Dark Fusion" or 1 card that mentions it from your Deck or GY to your hand, except Fusion Monsters. If your "HERO" monster destroys an opponent's monster by battle: Inflict 2100 damage to your opponent. You can only use each effect of "Evil HERO Inferno Wing - Backfire" once per turn.










Evil HERO Neos Lord
ATK:
2500
DEF:
2000
"Elemental HERO Neos" (or 1 Fusion Monster that mentions it) + 1 Effect Monster on the field Must be Special Summoned with "Dark Fusion". Cannot be destroyed by battle or card effects. If this card is Special Summoned, or a monster(s) is sent to your opponent's GY while this card is on the field: You can target 1 face-up monster your opponent controls; take control of it. You can only use this effect of "Evil HERO Neos Lord" once per turn.










Garura, Wings of Resonant Life
ATK:
1500
DEF:
2400
2 monsters with the same Type and Attribute, but different names Any battle damage your opponent takes from battles involving this card is doubled. If this card is sent to the GY: You can draw 1 card. You can only use this effect of "Garura, Wings of Resonant Life" once per turn.










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










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.










Wake Up Your Elemental HERO
ATK:
2500
DEF:
2100
1 "Elemental HERO" Fusion Monster + 1+ Warrior monsters Must be Fusion Summoned. Gains 300 ATK for each material used for its Summon. This card can make a number of attacks on monsters each Battle Phase, up to the number of Fusion Monsters used as material for its Summon. After damage calculation, if this card battled a monster: Destroy that monster, and if you do, inflict damage to your opponent equal to its original ATK. If this Fusion Summoned card is destroyed: Special Summon 1 Warrior monster from your hand or Deck.









Xtra HERO Cross Crusader
ATK:
1600
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 Warrior monsters If this card is Link Summoned: You can target 1 "Destiny HERO" monster in your GY; Special Summon it. You can Tribute 1 "Destiny HERO" monster; add 1 "HERO" monster with a different name from your Deck to your hand. You can only use each effect of "Xtra HERO Cross Crusader" once per turn, also you cannot Special Summon monsters the turn you activate either of this card's effects, except "HERO" monsters.









Xtra HERO Infernal Devicer
ATK:
1700
LINK-2
Link Arrow:
Bottom-Left
Bottom
2 "HERO" monsters If this card is Link Summoned: You can reveal 1 "HERO" Fusion Monster in your Extra Deck, and if you do, add up to 2 of the Fusion Materials listed on that card, with different names, from your Deck to your hand. You cannot Special Summon monsters the turn you activate this effect, except "HERO" monsters. You can only use this effect of "Xtra HERO Infernal Devicer" once per turn. Fiend monsters this card points to gain ATK/DEF equal to its Level x 100.









Xtra HERO Wonder Driver
ATK:
1900
LINK-2
Link Arrow:
Top
Bottom
2 "HERO" monsters If a "HERO" monster is Normal or Special Summoned to your zone this card points to: Target 1 "Polymerization" Spell Card, 1 "Fusion" Spell Card, or 1 "Change" Quick-Play Spell Card in your GY; Set that target. You can only activate this effect of "Xtra HERO Wonder Driver" once per turn. If this card is destroyed by battle and sent to the GY, or if this card in your possession is destroyed by an opponent's card effect and sent to your GY: Special Summon 1 "HERO" monster from your hand.

YGO Mod (20517634)
Main: 40 Extra: 15











Destiny HERO - Celestial
ATK:
1600
DEF:
1400
When this card declares an attack: You can target 1 face-up Spell your opponent controls; destroy it, and if you do, inflict 500 damage to your opponent. While you have no cards in your hand, except the turn this card was sent to the GY: You can banish this card and 1 "Destiny HERO" monster from your GY; draw 2 cards. You can only use this effect of "Destiny HERO - Celestial" once per turn.










Destiny HERO - Decider
ATK:
1600
DEF:
1000
Level 6 or higher monsters your opponent controls cannot target this card for attacks. You can only use each of the following effects of "Destiny HERO - Decider" once per Duel. ● If this card is Normal or Special Summoned: You can add 1 "HERO" monster from your GY to your hand during the End Phase of this turn. ● When a card or effect is activated that would inflict damage to you, while this card is in your GY (Quick Effect): Return this card to your hand, and if you do, make that effect damage to you 0.










Destiny HERO - Denier
ATK:
1100
DEF:
600
If this card is Normal or Special Summoned: You can take 1 of your "Destiny HERO" monsters from your Deck, GY, or that is banished, and place it on top of your Deck. You can only use this effect of "Destiny HERO - Denier" once per turn. If you have a "Destiny HERO" monster on your field or in your GY, other than "Destiny HERO - Denier": You can Special Summon this card from your GY. You can only use this effect of "Destiny HERO - Denier" once per Duel.










Destiny HERO - Dogma
ATK:
3400
DEF:
2400
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 3 monsters, including at least 1 "Destiny HERO" monster. Once per turn, if you still control this face-up card during your opponent's next Standby Phase after you Special Summoned it this way: Halve your opponent's LP.










Destiny HERO - Dreamer
ATK:
0
DEF:
600
During damage calculation, if your "Destiny HERO" monster battles and this card is in your GY: You can Special Summon this card, and if you do, your monster cannot be destroyed by that battle, also you take no battle damage from that battle. If Summoned this way, banish this card when it leaves the field. You can only use this effect of "Destiny HERO - Dreamer" once per turn.










Destiny HERO - Drilldark
ATK:
1600
DEF:
1200
If this card is Normal or Special Summoned: You can Special Summon 1 "Destiny HERO" monster from your hand with ATK less than or equal to this card's ATK on the field. You can only use this effect of "Destiny HERO - Drilldark" once per turn. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.










Destiny HERO - Dynatag
ATK:
1000
DEF:
1000
During damage calculation, when you would take battle damage (Quick Effect): You can discard this card; make yourself take no battle damage from that battle, and if you do, each player takes 1000 damage. You can banish this card from your GY, then target 1 "Destiny HERO" monster you control; it gains 1000 ATK until the end of your opponent's next turn.










Destiny HERO - Plasma
ATK:
1900
DEF:
600
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 3 monsters. Negate the effects of face-up monsters while your opponent controls them. Once per turn: You can target 1 monster your opponent controls; equip that target to this card (max. 1). Gains ATK equal to half the original ATK of the monster equipped to it by this effect.










D - Force
When this card is activated: You can add 1 "Destiny HERO - Plasma" from your Deck or GY to your hand. While you control "Destiny HERO - Plasma", apply the following effects. ● You cannot draw during the Draw Phase. ● Your opponent cannot target cards you control with card effects. ● Each "Destiny HERO - Plasma" you control gains 100 ATK for each monster in the GYs, cannot be destroyed by your opponent's card effects, also can make a second attack during each Battle Phase.










Doctor D
Banish 1 "Destiny HERO" monster from your GY; add to your hand or Special Summon 1 "Destiny HERO" monster from your GY. You can banish this card from your GY, then target 2 "Destiny HERO" monsters you control; choose 1 of those monsters, its ATK becomes the other monster's ATK, until the end of this turn.










Fusion Destiny
Fusion Summon 1 Fusion Monster from your Extra Deck that lists a "Destiny HERO" monster as material, using monsters from your hand or Deck as Fusion Material, but destroy it during the End Phase of the next turn, also for the rest of this turn after this card resolves, you cannot Special Summon monsters, except DARK "HERO" monsters. You can only activate 1 "Fusion Destiny" per turn.










Break the Destiny
Target 1 Level 8 or higher "Destiny HERO" monster, or 1 "Destiny End Dragoon", you control; destroy it, and if you do, your opponent skips their next Main Phase 1. You can banish this card from your GY; add 1 Spell/Trap from your Deck to your hand that specifically lists a "Destiny HERO" monster's card name or "Destiny End Dragoon" in its text, except "Break the Destiny". You can only use 1 "Break the Destiny" effect per turn, and only once that turn.










D - Tactics
During the Standby Phase: You can have all "HERO" monsters you control gain 400 ATK (even if this card leaves the field). If a Level 8 or higher "Destiny HERO" monster(s) or a "Destiny End Dragoon" is Special Summoned to your field (except during the Damage Step): You can banish 1 card from your opponent's hand (random), field, or GY. If this card in the Spell & Trap Zone is destroyed by card effect: You can add 1 "Destiny HERO" monster from your Deck to your hand. You can only use each effect of "D - Tactics" once per turn.










D-Fusion
Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control as Fusion Material, and if you do, it cannot be destroyed by battle or card effects this turn. Only "Destiny HERO" monsters can be used as Fusion Material for a Fusion Summon using this card's effect.










Destiny End Dragoon
ATK:
3000
DEF:
3000
"Destiny HERO - Plasma" + "Destiny HERO - Dogma" A Fusion Summon of this card can only be done with the above Fusion Materials. Once per turn: You can target 1 monster your opponent controls; destroy that target, and if it was face-up, inflict damage to your opponent equal to the ATK it had on the field. You cannot conduct your Battle Phase the turn you activate this effect. Once per turn, during your Standby Phase, if this card is in your GY: You can banish 1 "Destiny HERO" card from your GY; Special Summon this card.










Destiny HERO - Dangerous
ATK:
2000
DEF:
2600
1 "Destiny HERO" monster + 1 DARK Effect Monster (Quick Effect): You can discard 1 card; send 1 "Destiny HERO" monster from your hand or Deck to the GY, and if you do, "Destiny HERO" monsters you control gain 200 ATK for each "Destiny HERO" monster in your GY until the end of this turn. You can only use this effect of "Destiny HERO - Dangerous" once per turn.










Destiny HERO - Destroyer Phoenix Enforcer
ATK:
2500
DEF:
2100
1 Level 6 or higher "HERO" monster + 1 "Destiny HERO" monster Monsters your opponent controls lose 200 ATK for each "HERO" card in your GY. You can only use each of the following effects of "Destiny HERO - Destroyer Phoenix Enforcer" once per turn. (Quick Effect): You can destroy both 1 card you control and 1 card on the field. If this card is destroyed by battle or card effect: You can activate this effect; Special Summon 1 "Destiny HERO" monster from your GY during the Standby Phase of the next turn.










Destiny HERO - Dominance
ATK:
2900
DEF:
2600
3 "Destiny HERO" monsters During your Main Phase: You can look at the top 5 cards of your Deck or your opponent's Deck, then place them on the top of the Deck in any order. When this card destroys an opponent's monster by battle: You can draw 1 card. If this Fusion Summoned card is destroyed by battle or card effect: You can target 3 Level 9 or lower "Destiny HERO" monsters with different names in your GY; Special Summon them. You can only use each effect of "Destiny HERO - Dominance" once per turn.










Destiny HERO - Dusktopia
ATK:
3000
DEF:
3000
1 "Destiny HERO" Fusion Monster + 1 "Destiny HERO" monster If this card is Fusion Summoned: You can Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. Once per turn (Quick Effect): You can target 1 monster on the field; make it unable to be destroyed by battle or card effects, and if you do, neither player takes any battle damage from attacks involving that monster (these effects last until the end of this turn).










Destiny HERO - Dystopia
ATK:
2800
DEF:
2400
2 "Destiny HERO" monsters If this card is Special Summoned: You can target 1 Level 4 or lower "Destiny HERO" monster in your GY; inflict damage to your opponent equal to that target's ATK. If this card's current ATK is different from its original ATK (except during the Damage Step) (Quick Effect): You can target 1 card on the field; destroy it, and if you do, this card's ATK becomes equal to this card's original ATK. You can only use each effect of "Destiny HERO - Dystopia" once per turn.

YGO Mod (20517634)
Main: 40 Extra: 15











Destiny HERO - Celestial
ATK:
1600
DEF:
1400
When this card declares an attack: You can target 1 face-up Spell your opponent controls; destroy it, and if you do, inflict 500 damage to your opponent. While you have no cards in your hand, except the turn this card was sent to the GY: You can banish this card and 1 "Destiny HERO" monster from your GY; draw 2 cards. You can only use this effect of "Destiny HERO - Celestial" once per turn.










Destiny HERO - Decider
ATK:
1600
DEF:
1000
Level 6 or higher monsters your opponent controls cannot target this card for attacks. You can only use each of the following effects of "Destiny HERO - Decider" once per Duel. ● If this card is Normal or Special Summoned: You can add 1 "HERO" monster from your GY to your hand during the End Phase of this turn. ● When a card or effect is activated that would inflict damage to you, while this card is in your GY (Quick Effect): Return this card to your hand, and if you do, make that effect damage to you 0.










Destiny HERO - Denier
ATK:
1100
DEF:
600
If this card is Normal or Special Summoned: You can take 1 of your "Destiny HERO" monsters from your Deck, GY, or that is banished, and place it on top of your Deck. You can only use this effect of "Destiny HERO - Denier" once per turn. If you have a "Destiny HERO" monster on your field or in your GY, other than "Destiny HERO - Denier": You can Special Summon this card from your GY. You can only use this effect of "Destiny HERO - Denier" once per Duel.










Destiny HERO - Dogma
ATK:
3400
DEF:
2400
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 3 monsters, including at least 1 "Destiny HERO" monster. Once per turn, if you still control this face-up card during your opponent's next Standby Phase after you Special Summoned it this way: Halve your opponent's LP.










Destiny HERO - Dreamer
ATK:
0
DEF:
600
During damage calculation, if your "Destiny HERO" monster battles and this card is in your GY: You can Special Summon this card, and if you do, your monster cannot be destroyed by that battle, also you take no battle damage from that battle. If Summoned this way, banish this card when it leaves the field. You can only use this effect of "Destiny HERO - Dreamer" once per turn.










Destiny HERO - Drilldark
ATK:
1600
DEF:
1200
If this card is Normal or Special Summoned: You can Special Summon 1 "Destiny HERO" monster from your hand with ATK less than or equal to this card's ATK on the field. You can only use this effect of "Destiny HERO - Drilldark" once per turn. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.










Destiny HERO - Dynatag
ATK:
1000
DEF:
1000
During damage calculation, when you would take battle damage (Quick Effect): You can discard this card; make yourself take no battle damage from that battle, and if you do, each player takes 1000 damage. You can banish this card from your GY, then target 1 "Destiny HERO" monster you control; it gains 1000 ATK until the end of your opponent's next turn.










Destiny HERO - Plasma
ATK:
1900
DEF:
600
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 3 monsters. Negate the effects of face-up monsters while your opponent controls them. Once per turn: You can target 1 monster your opponent controls; equip that target to this card (max. 1). Gains ATK equal to half the original ATK of the monster equipped to it by this effect.










D - Force
When this card is activated: You can add 1 "Destiny HERO - Plasma" from your Deck or GY to your hand. While you control "Destiny HERO - Plasma", apply the following effects. ● You cannot draw during the Draw Phase. ● Your opponent cannot target cards you control with card effects. ● Each "Destiny HERO - Plasma" you control gains 100 ATK for each monster in the GYs, cannot be destroyed by your opponent's card effects, also can make a second attack during each Battle Phase.










Doctor D
Banish 1 "Destiny HERO" monster from your GY; add to your hand or Special Summon 1 "Destiny HERO" monster from your GY. You can banish this card from your GY, then target 2 "Destiny HERO" monsters you control; choose 1 of those monsters, its ATK becomes the other monster's ATK, until the end of this turn.










Fusion Destiny
Fusion Summon 1 Fusion Monster from your Extra Deck that lists a "Destiny HERO" monster as material, using monsters from your hand or Deck as Fusion Material, but destroy it during the End Phase of the next turn, also for the rest of this turn after this card resolves, you cannot Special Summon monsters, except DARK "HERO" monsters. You can only activate 1 "Fusion Destiny" per turn.










Break the Destiny
Target 1 Level 8 or higher "Destiny HERO" monster, or 1 "Destiny End Dragoon", you control; destroy it, and if you do, your opponent skips their next Main Phase 1. You can banish this card from your GY; add 1 Spell/Trap from your Deck to your hand that specifically lists a "Destiny HERO" monster's card name or "Destiny End Dragoon" in its text, except "Break the Destiny". You can only use 1 "Break the Destiny" effect per turn, and only once that turn.










D - Tactics
During the Standby Phase: You can have all "HERO" monsters you control gain 400 ATK (even if this card leaves the field). If a Level 8 or higher "Destiny HERO" monster(s) or a "Destiny End Dragoon" is Special Summoned to your field (except during the Damage Step): You can banish 1 card from your opponent's hand (random), field, or GY. If this card in the Spell & Trap Zone is destroyed by card effect: You can add 1 "Destiny HERO" monster from your Deck to your hand. You can only use each effect of "D - Tactics" once per turn.










D-Fusion
Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control as Fusion Material, and if you do, it cannot be destroyed by battle or card effects this turn. Only "Destiny HERO" monsters can be used as Fusion Material for a Fusion Summon using this card's effect.










Destiny End Dragoon
ATK:
3000
DEF:
3000
"Destiny HERO - Plasma" + "Destiny HERO - Dogma" A Fusion Summon of this card can only be done with the above Fusion Materials. Once per turn: You can target 1 monster your opponent controls; destroy that target, and if it was face-up, inflict damage to your opponent equal to the ATK it had on the field. You cannot conduct your Battle Phase the turn you activate this effect. Once per turn, during your Standby Phase, if this card is in your GY: You can banish 1 "Destiny HERO" card from your GY; Special Summon this card.










Destiny HERO - Dangerous
ATK:
2000
DEF:
2600
1 "Destiny HERO" monster + 1 DARK Effect Monster (Quick Effect): You can discard 1 card; send 1 "Destiny HERO" monster from your hand or Deck to the GY, and if you do, "Destiny HERO" monsters you control gain 200 ATK for each "Destiny HERO" monster in your GY until the end of this turn. You can only use this effect of "Destiny HERO - Dangerous" once per turn.










Destiny HERO - Destroyer Phoenix Enforcer
ATK:
2500
DEF:
2100
1 Level 6 or higher "HERO" monster + 1 "Destiny HERO" monster Monsters your opponent controls lose 200 ATK for each "HERO" card in your GY. You can only use each of the following effects of "Destiny HERO - Destroyer Phoenix Enforcer" once per turn. (Quick Effect): You can destroy both 1 card you control and 1 card on the field. If this card is destroyed by battle or card effect: You can activate this effect; Special Summon 1 "Destiny HERO" monster from your GY during the Standby Phase of the next turn.










Destiny HERO - Dominance
ATK:
2900
DEF:
2600
3 "Destiny HERO" monsters During your Main Phase: You can look at the top 5 cards of your Deck or your opponent's Deck, then place them on the top of the Deck in any order. When this card destroys an opponent's monster by battle: You can draw 1 card. If this Fusion Summoned card is destroyed by battle or card effect: You can target 3 Level 9 or lower "Destiny HERO" monsters with different names in your GY; Special Summon them. You can only use each effect of "Destiny HERO - Dominance" once per turn.










Destiny HERO - Dusktopia
ATK:
3000
DEF:
3000
1 "Destiny HERO" Fusion Monster + 1 "Destiny HERO" monster If this card is Fusion Summoned: You can Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. Once per turn (Quick Effect): You can target 1 monster on the field; make it unable to be destroyed by battle or card effects, and if you do, neither player takes any battle damage from attacks involving that monster (these effects last until the end of this turn).










Destiny HERO - Dystopia
ATK:
2800
DEF:
2400
2 "Destiny HERO" monsters If this card is Special Summoned: You can target 1 Level 4 or lower "Destiny HERO" monster in your GY; inflict damage to your opponent equal to that target's ATK. If this card's current ATK is different from its original ATK (except during the Damage Step) (Quick Effect): You can target 1 card on the field; destroy it, and if you do, this card's ATK becomes equal to this card's original ATK. You can only use each effect of "Destiny HERO - Dystopia" once per turn.

YGO Mod (20517634)
Main: 40 Extra: 15











Destiny HERO - Celestial
ATK:
1600
DEF:
1400
When this card declares an attack: You can target 1 face-up Spell your opponent controls; destroy it, and if you do, inflict 500 damage to your opponent. While you have no cards in your hand, except the turn this card was sent to the GY: You can banish this card and 1 "Destiny HERO" monster from your GY; draw 2 cards. You can only use this effect of "Destiny HERO - Celestial" once per turn.










Destiny HERO - Decider
ATK:
1600
DEF:
1000
Level 6 or higher monsters your opponent controls cannot target this card for attacks. You can only use each of the following effects of "Destiny HERO - Decider" once per Duel. ● If this card is Normal or Special Summoned: You can add 1 "HERO" monster from your GY to your hand during the End Phase of this turn. ● When a card or effect is activated that would inflict damage to you, while this card is in your GY (Quick Effect): Return this card to your hand, and if you do, make that effect damage to you 0.










Destiny HERO - Denier
ATK:
1100
DEF:
600
If this card is Normal or Special Summoned: You can take 1 of your "Destiny HERO" monsters from your Deck, GY, or that is banished, and place it on top of your Deck. You can only use this effect of "Destiny HERO - Denier" once per turn. If you have a "Destiny HERO" monster on your field or in your GY, other than "Destiny HERO - Denier": You can Special Summon this card from your GY. You can only use this effect of "Destiny HERO - Denier" once per Duel.










Destiny HERO - Dogma
ATK:
3400
DEF:
2400
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 3 monsters, including at least 1 "Destiny HERO" monster. Once per turn, if you still control this face-up card during your opponent's next Standby Phase after you Special Summoned it this way: Halve your opponent's LP.










Destiny HERO - Dreamer
ATK:
0
DEF:
600
During damage calculation, if your "Destiny HERO" monster battles and this card is in your GY: You can Special Summon this card, and if you do, your monster cannot be destroyed by that battle, also you take no battle damage from that battle. If Summoned this way, banish this card when it leaves the field. You can only use this effect of "Destiny HERO - Dreamer" once per turn.










Destiny HERO - Drilldark
ATK:
1600
DEF:
1200
If this card is Normal or Special Summoned: You can Special Summon 1 "Destiny HERO" monster from your hand with ATK less than or equal to this card's ATK on the field. You can only use this effect of "Destiny HERO - Drilldark" once per turn. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.










Destiny HERO - Dynatag
ATK:
1000
DEF:
1000
During damage calculation, when you would take battle damage (Quick Effect): You can discard this card; make yourself take no battle damage from that battle, and if you do, each player takes 1000 damage. You can banish this card from your GY, then target 1 "Destiny HERO" monster you control; it gains 1000 ATK until the end of your opponent's next turn.










Destiny HERO - Plasma
ATK:
1900
DEF:
600
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 3 monsters. Negate the effects of face-up monsters while your opponent controls them. Once per turn: You can target 1 monster your opponent controls; equip that target to this card (max. 1). Gains ATK equal to half the original ATK of the monster equipped to it by this effect.










D - Force
When this card is activated: You can add 1 "Destiny HERO - Plasma" from your Deck or GY to your hand. While you control "Destiny HERO - Plasma", apply the following effects. ● You cannot draw during the Draw Phase. ● Your opponent cannot target cards you control with card effects. ● Each "Destiny HERO - Plasma" you control gains 100 ATK for each monster in the GYs, cannot be destroyed by your opponent's card effects, also can make a second attack during each Battle Phase.










Doctor D
Banish 1 "Destiny HERO" monster from your GY; add to your hand or Special Summon 1 "Destiny HERO" monster from your GY. You can banish this card from your GY, then target 2 "Destiny HERO" monsters you control; choose 1 of those monsters, its ATK becomes the other monster's ATK, until the end of this turn.










Fusion Destiny
Fusion Summon 1 Fusion Monster from your Extra Deck that lists a "Destiny HERO" monster as material, using monsters from your hand or Deck as Fusion Material, but destroy it during the End Phase of the next turn, also for the rest of this turn after this card resolves, you cannot Special Summon monsters, except DARK "HERO" monsters. You can only activate 1 "Fusion Destiny" per turn.










Break the Destiny
Target 1 Level 8 or higher "Destiny HERO" monster, or 1 "Destiny End Dragoon", you control; destroy it, and if you do, your opponent skips their next Main Phase 1. You can banish this card from your GY; add 1 Spell/Trap from your Deck to your hand that specifically lists a "Destiny HERO" monster's card name or "Destiny End Dragoon" in its text, except "Break the Destiny". You can only use 1 "Break the Destiny" effect per turn, and only once that turn.










D - Tactics
During the Standby Phase: You can have all "HERO" monsters you control gain 400 ATK (even if this card leaves the field). If a Level 8 or higher "Destiny HERO" monster(s) or a "Destiny End Dragoon" is Special Summoned to your field (except during the Damage Step): You can banish 1 card from your opponent's hand (random), field, or GY. If this card in the Spell & Trap Zone is destroyed by card effect: You can add 1 "Destiny HERO" monster from your Deck to your hand. You can only use each effect of "D - Tactics" once per turn.










D-Fusion
Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control as Fusion Material, and if you do, it cannot be destroyed by battle or card effects this turn. Only "Destiny HERO" monsters can be used as Fusion Material for a Fusion Summon using this card's effect.










Destiny End Dragoon
ATK:
3000
DEF:
3000
"Destiny HERO - Plasma" + "Destiny HERO - Dogma" A Fusion Summon of this card can only be done with the above Fusion Materials. Once per turn: You can target 1 monster your opponent controls; destroy that target, and if it was face-up, inflict damage to your opponent equal to the ATK it had on the field. You cannot conduct your Battle Phase the turn you activate this effect. Once per turn, during your Standby Phase, if this card is in your GY: You can banish 1 "Destiny HERO" card from your GY; Special Summon this card.










Destiny HERO - Dangerous
ATK:
2000
DEF:
2600
1 "Destiny HERO" monster + 1 DARK Effect Monster (Quick Effect): You can discard 1 card; send 1 "Destiny HERO" monster from your hand or Deck to the GY, and if you do, "Destiny HERO" monsters you control gain 200 ATK for each "Destiny HERO" monster in your GY until the end of this turn. You can only use this effect of "Destiny HERO - Dangerous" once per turn.










Destiny HERO - Destroyer Phoenix Enforcer
ATK:
2500
DEF:
2100
1 Level 6 or higher "HERO" monster + 1 "Destiny HERO" monster Monsters your opponent controls lose 200 ATK for each "HERO" card in your GY. You can only use each of the following effects of "Destiny HERO - Destroyer Phoenix Enforcer" once per turn. (Quick Effect): You can destroy both 1 card you control and 1 card on the field. If this card is destroyed by battle or card effect: You can activate this effect; Special Summon 1 "Destiny HERO" monster from your GY during the Standby Phase of the next turn.










Destiny HERO - Dominance
ATK:
2900
DEF:
2600
3 "Destiny HERO" monsters During your Main Phase: You can look at the top 5 cards of your Deck or your opponent's Deck, then place them on the top of the Deck in any order. When this card destroys an opponent's monster by battle: You can draw 1 card. If this Fusion Summoned card is destroyed by battle or card effect: You can target 3 Level 9 or lower "Destiny HERO" monsters with different names in your GY; Special Summon them. You can only use each effect of "Destiny HERO - Dominance" once per turn.










Destiny HERO - Dusktopia
ATK:
3000
DEF:
3000
1 "Destiny HERO" Fusion Monster + 1 "Destiny HERO" monster If this card is Fusion Summoned: You can Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. Once per turn (Quick Effect): You can target 1 monster on the field; make it unable to be destroyed by battle or card effects, and if you do, neither player takes any battle damage from attacks involving that monster (these effects last until the end of this turn).










Destiny HERO - Dystopia
ATK:
2800
DEF:
2400
2 "Destiny HERO" monsters If this card is Special Summoned: You can target 1 Level 4 or lower "Destiny HERO" monster in your GY; inflict damage to your opponent equal to that target's ATK. If this card's current ATK is different from its original ATK (except during the Damage Step) (Quick Effect): You can target 1 card on the field; destroy it, and if you do, this card's ATK becomes equal to this card's original ATK. You can only use each effect of "Destiny HERO - Dystopia" once per turn.