There’s always more Hero cards. Probably the most ironically titled archetype, the Evil Heroes have their own sub-archetype that came from the Yu-Gi-Oh! GX series after Jaden gets transformed into the Supreme King.

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Unlike basically every other archetype, Evil Heroes are actually Fiend monsters, and their fusions are all summoned using the power of the Dark Fusion spell card. One of the oldest archetypes in the game, they first got their support in 2007’s Gladiator Assault set. But with multiple new cards added in (and most of their old cards reprinted) thanks to a recent new set, there’s no better time to look at their best cards.

10 EVIL HERO DARK GAIA

A super early Evil Hero, originally introduced in 2007’s Gladiator’s Assault set, Dark Gaia is the evil counterpart to Elemental Hero Gaia. Made up of a Fiend-type and a Rock monster, Dark Gaia’s ATK is the combined original ATK of the fusion materials that summoned it. This means it can get pretty hefty depending on which monsters were used to summon it. It gets to use its attacks as well, as it forces the opponent’s monsters into face-up Attack Position, meaning it can run over a few monsters.

9 EVIL HERO MALICIOUS BANE

Combine any Hero monster with any level five or higher monster, and you get Malicious Bane, a 3000/3000 monster that makes Red Dragon Archfiend look like a joke. During the Main Phase, Malicious Bane can destroy all monsters the opponent controls with ATK less than or equal to it, and it gains 200 ATK for every monster destroyed that way. Its restriction locks the player out of attacking with non-Hero monsters, but that doesn’t even matter. Most importantly? This card can’t be destroyed by battle or card effects, meaning the player is going to have to get creative to get rid of this card.

8 EVIL HERO MALICIOUS FIEND

Combine Malicious Edge with any level six or higher Fiend monster and we get Malicious Fiend. He’s freaking huge, with 3500 ATK serving as a nice surprise to an opponent thinking they can win via battle. And they’re going to battle, as Malicious Fiend forces all monsters to attack Malicious Fiend if they’re able. And they’re going to be able, because all monsters the opponent controls are switched to Attack Position. In other words, if they can’t beat Malicious Fiend, they can’t even enter battle phase without losing a lot of life, and all their monsters.

7 DARK FUSION

Dark Fusion, the Hero Fusion spell for Fiend monsters. The player can fusion summon any Fiend Fusion from their extra deck, using monsters from their hand or field as materials.

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This gives them access to any number of cards, but even better? The monster summoned can’t be targeted by effects for the turn. Considering Evil Heroes are usually these huge beat sticks, targeting removal would be the only way to get rid of them, and something like Malicious Bane is almost invincible on the first turn it’s summoned.

6 DARK CALLING

For people wanting to run their Evil Hero deck pure, there’s Dark Calling. Originally introduced back in 2011’s Legendary Collection 2, Dark Calling gives players an alternate method of summoning their monsters outside of only using Dark Fusion. The card fusion summons by banishing the materials from the hand and/or graveyard, and it’s counted as a “Dark Fusion” spell.

5 EVIL MIND

Gotta love the spell cards that allow for multiple different effects on the same card. Evil Mind requires the player to control a Fiend monster but then lets them choose effects based on how many monsters are in the opponent’s graveyard. If there’s one or more, it draws a card, making it an auto-run in any Evil Hero deck. If there’s 4 or more, they can add a Hero or Dark Fusion from the deck to hand, which is going to be the best play during mid-game. Then finally if there’s 10 or more, the player can add a Polymerization or Fusion spell, which effectively means this can search out Super Polymerization, but the opponent would have to be really loading down their graveyard. Still, this is a great, versatile spell for the deck.

4 EVIL HERO ADJUSTED GOLD

The evil version of Elemental Hero Captain Gold, Adjusted Gold is a level 4 monster with 2100 ATK. Of course, it can’t attack without the player controlling a fusion monster, but it’s still a 2100 ATK wall. If it being that huge isn’t enough, it’s got an actual effect as well. The player can discard it to add Dark Fusion or a card which mentions Dark Fusion from the deck to hand, aside from itself. This immediately sets the player up to make plays that turn, so that alone makes it good.

3 EVIL HERO INFERNAL GAINER

Infernal Gainer is a real bro to be part of a group of “evil heroes”. During the Main Phase, Infernal Gainer is able to banish itself to target a Fiend monster on the field the player controls, then allow it to attack twice during each battle phase.

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This effect is not only permanent, but during the second standby phase after it activates it’s effect, it special summons itself from the banish zone. It’s small, but that’s still more resources the player can rely on after giving one of their larger fusions the chance to attack twice.

2 EVIL HERO SINISTER NECROM

As if Necroshade couldn’t be creepy enough on its own, here we get Sinister Necrom. It’s got a solid, straight forward enough effect. At any point, while it’s in the graveyard, the player can banish it from the grave to special summon an Evil Hero monster from the hand or deck, besides itself. It’s simple enough: fuse with this card, then use its effect to pull additional Heroes from the deck to keep on the pressure.

1 XTRA HERO INFERNAL DIVISOR

It’s not “quite” an Evil Hero, but given its name and Type, it’s meant to be Evil Hero support. When Infernal Divisor is link summoned, the player can reveal a Hero Fusion Monster from the extra deck, then add fusion materials with different names listed on that card from the deck to the hand. This helps in searching out other Evil Heroes which have specific named Hero requirements on their cards. It also helps Fiend monsters it points to gain ATK and DEF equal to their level times 100. Though this card isn’t necessarily overpowered now, it won’t take long for Konami to figure out a way to break it.

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