Inspired by the Hecatoncheires, the hundred-handed giants of ancient Greek mythology, this new Fusion-based archetype is full of high-level Illusion monsters that won’t stop at anything to grab what they desire. “Hecahands” is an archetype that focuses on taking what isn’t yours, and using it to your liking!
Be it Hand, Deck, Graveyard or Extra Deck, no monster is safe from the grasp of this thousand-handed archetype. Even Spells, Traps and Monster effects are in the chopping block, being able to negate them, THEN TAKE THEM FOR YOURSELF!
Following the trend of being Illusion monsters, they cannot be destroyed by card effects or by battle, making them particularly difficult to get rid of.
The two main playstarters of the deck are level 6 light monsters, shuffling themselves into the deck to dig for your main engine cards. Hecahands Yadel handles all the archetypal Spells & Traps, such as Hecahands Tartaros, a Quick-Play Spell Card that can either return a Spell/Trap your opponent controls to hand if you control a “Hecahand” monster, or fusion summon a “Hecahands” Fusion monster by banishing its materials from your field and/or graveyard, treating any monster not owned by you as a “Hecahands” monster, or any of their two Trap cards like Yad'al-Hecahands, negating and stealing any Spell/Trap, while Ib'al-Hecahands does the same thing for Monster effects, adding them from deck to hand or as an additional effect to also add them from Graveyard. Hecahands Ibtel, on the other hand, summons any archetypal monster from the deck, or even from Graveyard! If this wasn’t enough consistency for you, the simple named “Hecahands” is a Spell card that not only searches any Hecahand monster, but by paying an additional cost of sending another card you control to the Graveyard, can set an archetypal Spell or Trap from Deck! It also has a secret effect that forces your opponent to draw a card, then discard a card, which is very relevant later.
The muscle of the deck comes in the form of three level 7 dark monsters. Each one can summon themselves whenever your opponent adds a card to their hand, punishing opponents for attempting to gain resources. Each of these monsters pose a threat to your opponents belongings. Hecahands Breus can look at a random card in your opponents, and if a monster is revealed, summons it to your field. During your opponent's turn, Hecahands Godos can take away a monster from your opponent graveyard to be your own. Finally Hecadands Gaigas digs into your opponents top three cards, summoning one of any monster revealed from this effect.
Finally, the big boss monsters of the archetype come in the form of monstrous Fusion monsters. Hecahands Jauzah can either be Fusion Summoned, or Special Summoned by Tributing one Illusion monster and one face-up monster you control owned by your opponent, making full use of any extra bodies that you stole. Jauzah can add any “Hecahands” card from your Deck or Graveyard. Hecahands Xeno heralds as the biggest monster of the whole archetype, requiring three “Hecahands” monsters, stealing between two random face-down monsters from your opponent's Extra Deck to be your own! Not only that, if your opponent chooses to destroy him, you get to steal any number of Monsters your opponent controls!
While Hecahands have various methods in-arch type that facilitates meeting their conditions of acquiring what isn’t yours, their effects seems somewhat slow compared to what is present in the Yu-Gi-Oh meta landscape, requiring additional cards and engines to either boost their ceiling, their consistency or more methods to fit the playstyle. Generic Illusion support, such as monsters Nightmare Apprentice and Gazelle The King of Mythical Claws can help you fish for any Hecahand monster, giving you more ways to get your plays started. The Quick-Play Spell Eye of Illusion, originally from Maze of Millenia but now reprinted in Phantom Revenge, can steal your opponent’s monsters when you control an Illusion monster, while something like Enemy Controller does the same thing but also acts like a way to dodge interaction. Dharc the Dark Charmer, Gloomy and Lyna the Light Charmer, Lustrous can also facilitate fusion plays, taking away your opponent's monster from their Graveyard, which melds well with the current format dominated by Mitsurugi/Yummy variants. My favorite tech option for the deck is Dhampir Vampire Sheridan, completely complementing the archetype’s playstyle, being able to treat a monster not owned by you as a proper material, being spot removal against your opponents field as well as once per turn stealing a monster away from your opponent’s graveyard if it was sent to there either by card effect or battle destruction. All of these allow you to get access to the easy summon conditions of Hecahands Jauzah.
This slow yet aggressive deck thrives on using your opponent’s resources against them, making sure to take matters into your own hands . Despite the high power level of the current metagame, Hecahands is still an archetype that a duelist must be ready for, to not get caught off guard in matches, or else they will get dragged away.
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