Embrace the salvation of the Elder Gods who dwell at Glyu-Vho.

BLZD-JP018 見えざる手マキブエル Hecatoncheir Makibel (Hecahands Makibel)
Level 6 LIGHT Illusion Effect Monster
ATK 1850
DEF 1850
You can only use the (1)st and (3)rd effects of this card’s name once per turn.
(1) 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 the hand.
(2) If this card battles a monster, neither can be destroyed by that battle.
(3) If an Illusion Fusion Monster(s) is sent to your GY while this card is in your GY: You can add this card to your hand.
Note: This card is named after “Mankib al-Jawzā'”, another name for Betelgeuse (Lit. Shoulder of Orion). + El (God).
BLZD-JP035 見えざる手ダンダロス Hecatoncheir Dandalus (Hecahands Dandalos)
Level 7 DARK Illusion Fusion Monster
ATK 2900
DEF 3000
Materials: 2 “Hecahands” monsters.
You can only use the (1)st effect of this card’s name once per turn.
(1) You can target 1 monster your opponent controls; take control of it.
(2) Your “Hecahands” Fusion Monsters and your monsters owned by your opponent can attack directly.
(3) If this card battles a monster, neither can be destroyed by that battle.
Note: This card’s name is a corruption of Tantalus, one of the most famous prisoners of Tartarus.
BLZD-JP075 見えざる導き手 Bayt’al-Hecatoncheir (Bayt’al-Hecahands)
Continuous Trap Card
You can only use the (1)st effect of this card’s name once per turn.
(1) You can Tribute 1 “Hecahands” monster or 1 monster owned by your opponent; take control of 1 monster your opponent controls.
(2) Once per turn, during your End Phase: Send 1 card you control to the GY.
Note: Bayt al-Jawza is yet another name for Betelgeuse. Bayt means “Home” or “House”. So literally “Home of the Hecatoncheir” for this card’s name.
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15 Comments
Oh these are pretty good actually. Another way to fuse is always welcome and it can even gets itself back. The fusion also solves the inherent problem of the illusion monsters by just allowing us to attack directly along with having a reliable in archetype way of stealing monsters on the field. The trap is also a nice interruption though the send cost is rather annoying
They turned the really cool “Hecatoncheir” into “Hecahands”🤢
@World of Pain: They turned something they can’t realistically copyright into something they can. Complain all you want, but at least understand the reasoning for not just directly using the name of a mythological creature.
Besides the main deck monster it is clear that they hate this deck. The fusion is so underwhelming and the trap pops itself if you cannot send anything else. The archetype had clear holes to fill like a reliable starter, stronger endboard piece and a bridge from it to chimera that does not feel awful but it is clear konami did not want to commit to it.
I hope upcoming killer tune supportwere all as mid as hecahands
While these aren’t the greatest support cards ever, they’re alright. But yeah, Killer Tune already is good enough and it definitely feels like they’re the favorite child so far in Phantom revengers. I agree that their support should be even more mid than this. They’re close to good enough for meta already.
gotta catch these hands fam
support is okayish but doesn’t fix the biggest issues of the archetype but we’ll see what comes next
Stellar artwork, makes me want to play hecahands
Also, these are fine. Could have been Better but they aren’t bad at all.
I want good enneacraft support
The only explanation for these waves of such soft support cards is that the idea is to give the archetype a final touch with a searcher that allows access to any card that includes the effect of stealing monsters from the opponent
Or they’re simply testing the waters
So the monster fusion does solve some issues. It’s not a one card combo but it does help with bricky hands fusing straight into the searcher. It’s also level 6 so it’s easier to get pilgrim reaper and zombie vampire on the field for the 9 card drop. With most cards having gy effects. And not putting any locks you could potentially make some nasty boards. But luck 🍀 is still necessary.
The Main Deck monster is really good. The Fusion is situational. The Trap is bad,
Kinda disappointing. The main deck is good. The Fusion is eh. The trap is weird. Why do you have to send a card for the trap? Yeah, it triggers your Light Hecahands, but so what? You already tributed a monster to use it, now you have to send something else? Why? Why am I negging myself for a snatch steal?
It can send itself