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TheInsidiousOne

Sep29

Sep 29th, 2020
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  1. Phantom Beehive
  2. Field Spell
  3. (This card is always treated as a "Phantomhive" card.)
  4. All "Phantomhive" monsters you control gain 300 ATK/DEF. If you control no monsters in the Extra Monster Zone: You can Special Summon 1 Level 4 or lower "Phantomhive" monster from your hand, but for the rest of this turn, you cannot Special Summon monsters with the same original name by the effect of "Phantom Beehive", also you cannot Special Summon monsters, except "Phantomhive" monsters (even if this card leaves the field). If this card is sent to the GY: You can target 3 "Phantomhive" Code Monsters in your GY; shuffle all 3 into the Outer Deck, then draw 1 card. You can only use this effect of "Phantom Beehive" once per turn.
  5.  
  6. Phantomhive Soulswarm
  7. Level 1 DARK Insect/Effect
  8. 400/400
  9. You can discard this card; add 1 "Phantom Beehive" from your Deck to your hand. You can banish this card from your GY, then target 1 "Phantomhive" Code Monster you control; place 1 Code Counter on that target. You can only use 1 "Phantomhive Soulswarm" effect per turn, and only once that turn.
  10.  
  11. Phantomhive Extinction Wasp
  12. Code-2 DARK Insect/Code/Effect
  13. 1800/2000
  14. 2 Insect monsters
  15. You can remove 1 Code Counter from this card, then target 1 face-up monster your opponent controls; until the end of this turn, change its ATK to 0, also negate its effects. This is a Quick Effect if you control "Phantom Beehive". You can only use this effect of "Phantomhive Extinction Wasp" once per turn.
  16.  
  17. Phantomhive Shadoweaver
  18. Level 4 DARK Insect/Effect
  19. 1700/800
  20. If this card is Normal or Special Summoned: You can add 1 "Phantomhive" Spell/Trap from your Deck to your hand, or, if this card was Special Summoned by the effect of "Phantom Beehive", you can add 1 Level 4 or lower "Phantomhive" monster instead. You can only use this effect of "Phantomhive Shadoweaver" once per turn.
  21.  
  22. Phantomhive Siphon Hornet
  23. Level 3 DARK Insect/Effect
  24. 1600/100
  25. If this card is Normal or Special Summoned: You can send 1 "Phantomhive" card from your Deck to the GY, except "Phantomhive Siphon Hornet", or, if this card was Special Summoned by the effect of "Phantom Beehive", you can Special Summon 1 "Phantomhive" Code Monster from your GY instead. You can only use this effect of "Phantomhive Siphon Hornet" once per turn.
  26.  
  27. Phantomhive Hivemind
  28. Normal Trap
  29. When an opponent's monster declares an attack: Special Summon 1 "Phantomhive" monster from your hand or 1 Insect Code Monster from your GY, and if you do, it gains ATK equal to its DEF, but banish it at the end of the Battle Phase. You can only activate 1 "Phantomhive Hivemind" per turn.
  30.  
  31. Phantomhive Widow Queen
  32. Code-3 DARK Insect/Code/Effect
  33. 2200/2400
  34. 2+ Insect monsters
  35. Gains 200 ATK/DEF for each "Phantomhive" monster with different name in your GY. You can only use each of the following effects of "Phantomhive Widow Queen" once per turn. If this card is Code Summoned: You can send 1 card your opponent controls to the GY. When your opponent activates a monster effect (Quick Effect): You can remove 1 Code Counter from this card, then target 1 Spell/Trap your opponent controls; destroy it.
  36.  
  37. Phantomhive Soul Venom
  38. Normal Trap
  39. When your opponent Normal or Special Summons a monster: Special Summon 1 Level 4 or lower "Phantomhive" monster from your GY. If a "Phantomhive" card(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead.
  40.  
  41. Phantomhive Bonescorpion
  42. Level 2 DARK Insect/Effect
  43. 800/400
  44. If this card is Normal or Special Summoned: You can send 1 "Phantomhive" monster from your Deck to the GY. If this card is sent to the GY as material for the Code Summon of a "Phantomhive" monster: You can target 1 monster in your GY that was used for that Code Summon, except "Phantomhive Bonescorpion"; Special Summon that monster. You can only use each effect of "Phantomhive Bonescorpion" once per turn.
  45.  
  46. Phantomhive Breaker Web
  47. Continuous Spell
  48. You can only control 1 "Phantomhive Breaker Web". Once per turn: You can excavate the top 3 cards of your Deck, add 1 excavated "Phantomhive" monsters to your hand, also shuffle the remaining cards into the Deck.
  49.  
  50. Phantomhive Poisonfly
  51. Level 3 DARK Insect/Effect
  52. 800/1400
  53. At the start of the Damage Step, if your "Phantomhive" Code Monster attacks an opponent's monster while you control "Phantom Beehive": You can banish this card from your GY; destroy that opponent's monster. You can only use this effect of "Phantomhive Poisonfly" once per turn.
  54.  
  55. Phantomhive Swarm Keeper
  56. Level 4 DARK Insect/Effect
  57. 800/2000
  58. During your Main Phase, if this card was Normal Summoned this phase: You can add 1 "Phantom Beehive" from your Deck to your hand, also your monsters cannot attack for the rest of this turn. You can only use this effect of "Phantomhive Swarm Keeper" once per turn.
  59.  
  60. Phantomhive Contagion Wings
  61. Normal Trap
  62. Target 1 face-up "Phantomhive" monster on the field; it gains 500 ATK, also the first time that target would be destroyed by battle or card effect this turn, it is not destroyed. You can banish this card from your GY, then target 1 "Phantomhive" monster in your GY; add it to your hand. You can only use this effect of "Phantomhive Contagion Wings" once per turn.
  63.  
  64. Phantomhive Emperor Ashscorp
  65. Code-4 DARK Insect/Code/Effect
  66. 3000/2500
  67. 3+ Insect monsters
  68. If this card is Code Summoned: You can shuffle 1 random card from your opponent's hand into the Deck. Once per turn: You can remove 1 Code Counter from this card, then target 1 face-up monster on the field and 1 monster in your GY; the ATK of the first target becomes equal to the other target's, until the end of this turn.
  69.  
  70. Phantomhive Swarmling
  71. Level 1 DARK Insect/Effect
  72. 0/500
  73. When an opponent's monster declares a direct attack while this card is in your GY: You can Special Summon this card, but banish it when it leaves the field. You can banish this card from your GY, then target 5 "Phantomhive" cards in your GY; shuffle them into the Deck, then draw 2 cards. You can only use each effect of "Phantomhive Swarmling" once per turn.
  74.  
  75. Phantomhive Transcendence
  76. Normal Spell
  77. If "Phantom Beehive" is in your Field Zone: Discard 1 card; add 2 "Phantomhive" monsters with different names from your Deck to your hand. You can only activate 1 "Phantomhive Transcendence" per turn.
  78.  
  79. Phantomhive Execution Butterfly
  80. Code-2 DARK Insect/Code/Effect
  81. 1700/2100
  82. 2 "Phantomhive" monsters
  83. Once per turn, if your "Phantomhive" monster is targeted for an attack: You can remove 1 Code Counter from this card; negate that attack. Once per battle, during damage calculation, if this card battles an opponent's monster (Quick Effect): You can halve the ATK of that opponent's monster, during that damage calculation only.
  84.  
  85. Phantomhive Ghost Spider
  86. Level 3 DARK Insect/Effect
  87. 1000/1800
  88. If this card is Special Summoned by the effect of "Phantom Beehive": You can discard 1 "Phantomhive" monster; draw 2 cards. When your "Phantomhive" monster destroys an opponent's monster by battle and sends it to the GY, while this card is in your GY: You can add this card to your hand. You can only use each effect of "Phantomhive Ghost Spider" once per turn.
  89.  
  90. Phantomhive Soulshatter Beetle
  91. Level 2 DARK Insect/Effect
  92. 800/1500
  93. If this card is Special Summoned by the effect of "Phantom Beehive": You can target 1 "Phantomhive" monster in your GY, except "Phantomhive Soulshatter Beetle"; add it to your hand. You can Tribute 1 "Phantomhive" monster, then target 1 monster your opponent controls; that target's effects are negated until the end of this turn. You can only use each effect of "Phantomhive Soulshatter Beetle" once per turn.
  94.  
  95. Phantomhive Leechcraft
  96. Continuous Trap
  97. All Insect monsters you control gain 500 ATK. If you control a "Phantomhive" monster: You can send this face-up card from the field to the GY, then target 1 card your opponent controls; banish it. You can only use this effect of "Phantomhive Leechcraft" once per turn.
  98.  
  99. Phantomhive Bloodbug
  100. Code-1 DARK Insect/Code/Effect
  101. 800/1000
  102. 1 Level 4 or lower Insect monster
  103. If this card is Code Summoned: You can remove 1 Code Counter from this card; add 1 "Phantom Beehive" from your Deck to your hand. If a "Phantomhive" card(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only use each effect of "Phantomhive Bloodbug" once per turn.
  104.  
  105. Phantomhive Brood Mother
  106. Code-3 DARK Insect/Code/Effect
  107. 2400/1800
  108. 2+ Insect monsters
  109. Once per turn: You can remove 1 Code Counter from this card, then target face-up cards on the field, up to the Code Rating of 1 Insect Code Monster you control; negate their effects until the end of this turn. This card cannot attack directly the turn this effect is activated.
  110.  
  111. Phantomhive Plague Wings
  112. Normal Trap
  113. Target 1 face-up "Phantomhive" Code Monster on the field; it gains 500 ATK, also if that target destroys an opponent's monster by battle, place 1 Code Counter on that monster.
  114.  
  115. Phantomhive Swarm Host
  116. Level 1 DARK Insect/Effect
  117. 0/0
  118. When your "Phantomhive" monster destroys a monster by battle that is owned by your opponent: You can discard this card; inflict damage to your opponent equal to that destroyed monster's original ATK. You can only use this effect of "Phantomhive Swarm Host" once per turn.
  119.  
  120. Phantomhive Ironhide Roach
  121. Level 4 DARK Insect/Effect
  122. 1900/600
  123. When this card destroys an opponent's monster by battle: You can Special Summon 1 Level 4 or lower "Phantomhive" monster from your Deck. If this card is sent to the GY as Code Material: You can draw 1 card.
  124.  
  125. Phantomhive Hatchery
  126. Normal Spell
  127. Target 1 face-up "Phantomhive" monster you control; shuffle that target into the Deck, then Special Summon 1 "Phantomhive" monster with a different name from your Deck, and treat it as if it was Special Summoned by the effect of "Phantom Beehive". You can only activate 1 "Phantomhive Hatchery" per turn.
  128.  
  129. Phantomhive Plague Lord
  130. Code-4 DARK Insect/Code/Effect
  131. 2800/2400
  132. 3+ "Phantomhive" monsters
  133. When this card declares an attack: You can remove 2 Code Counters from this card, then target 1 monster your opponent controls; take control of it until the End Phase, but it cannot declare an attack this turn. You can only use this effect of "Phantomhive Plague Lord" once per turn.
  134.  
  135. Phantomhive Infestation
  136. Quick-Play Spell
  137. Target 1 "Phantomhive" Code Monster you control; if that target battles an opponent's monster this turn, you can send 1 card your opponent controls to the GY. Your opponent cannot activate cards or effects in response to this effect's activation.
  138.  
  139. Phantomhive Swarm Tyrant
  140. Code-2 DARK Insect/Code/Effect
  141. 0/2400
  142. 2 Insect monsters
  143. Your opponent cannot target "Phantomhive" monsters for attacks, except this one. When an opponent's monster declares an attack: You can remove 1 Code Counter from this card, and if you do, your "Phantomhive" monsters cannot be destroyed by battle this turn.
  144.  
  145. Phantomhive Reclusive Swarm
  146. Normal Spell
  147. Activate 1 of these effects.
  148. ● Remove 1 Code Counter from 1 Insect Code Monster you control, then target 1 Set Spell/Trap your opponent controls; that Set card cannot be activated this turn.
  149. ● Place 1 Code Counter on the 1 face-up "Phantomhive" Code Monster with the less Code Counters (your choice, if tied).
  150. You can only activate 1 "Phantomhive Reclusive Swarm" per turn.
  151.  
  152. Phantomhive Necropolis
  153. Continuous Spell
  154. All Code Monsters on the field gain ATK equal to the number of Code Counters on them x 200. When this card is activated: You can activate 1 "Phantom Beehive" from your Deck. While that card is in the Field Zone, neither player can target a card(s) in the Field Zone with card effects.
  155.  
  156. Phantomhive Prismatic Soul Prison
  157. Counter Trap
  158. When a monster effect is activated, while you control a "Phantomhive" Code Monster: Negate the activation, and if you do, destroy it.
  159.  
  160. Phantomhive Festering Wounds
  161. Normal Trap
  162. Special Summon 1 "Phantomhive" monster from your hand or GY. If this Set card is destroyed by card effect: You can add 1 "Phantomhive" monster from your Deck to your hand. You can only use each effect of "Phantomhive Festering Wounds" once per turn.
  163.  
  164.  
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