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YGO - Sherr- Archetype

Apr 25th, 2022 (edited)
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  1. Sherryl Beaters
  2. Level 4/EARTH/Beast/Normal
  3. 1800/1200
  4. The greatest offense of the Police Brutality Squad. Most importantly, they will use whatever is necessary as long as it is under the Law of Brutality (and of course government laws).
  5.  
  6. Sherryl Pinner
  7. Level 3/EARTH/Beast/Normal
  8. 1250/1500
  9. Able to apply pressure to their target(s) to eradicate their mobility and their escape. They get up close and personal without meaning and keep eye contact.
  10.  
  11. Sherryl Sniper
  12. Level 3/EARTH/Beast/Normal
  13. 800/1850
  14. The opposite of pinners, but kept their eye on their target(s). Being unseen is their definition. Getting seen could provide a lot of scenarios, but they are able to prepare for anything.
  15.  
  16. Sherryl Defenders
  17. Level 4/EARTH/Beast/Normal
  18. 500/2100
  19. Walls up on line and being the barriers of the combat scene. They structure fear in their targets and could sometimes make them surrender as there's nowhere to run and hide.
  20.  
  21. Sherryl Conductor
  22. Level 7/EARTH/Beast/Normal
  23. 2500/2550
  24. A strategist at heart and mind. Having the experience to utilize their skills and knowledge and conduct crazy stunts or techniques. You can tell they are having a blast with their Squad.
  25.  
  26. Sherryl Combat Designers
  27. Level 2/EARTH/Beast/Pendulum/Tuner/Normal
  28. 500/650
  29. Pendulum Scale: 9|9
  30. PENDULUM EFFECT:
  31. When a card or effect activated by your opponent resolves that would destroy a Spell(s)/Trap(s) you control, you can equip 1 Equip Spell from your hand or Deck to an appropriate non-Effect Monster you control. During your Battle Phase (except during the Damage Step): You can excavate the top card of your Deck. If it is a Normal Monster whose ATK is equal or lower than a non-Effect Monster you control with the lowest ATK or DEF (whichever is lower), you can Special Summon it, then draw 1 card. You can only use each effect of "Sherryl Combat Designers" once per turn.
  32. --------------------------------------------------------------
  33. The engineers and technicians of weaponry and combat. To explore such a dedicated and vast majority of these professionals really tells us the value and quality of the Police Brutality Squad and deserves as much appreciation as the Squads themselves.
  34.  
  35. Sherryl Trainer
  36. Level 6/EARTH/Beast/Pendulum/Tuner/Normal
  37. 2100/2600
  38. Pendulum Scale: 5|5
  39. PENDULUM EFFECT:
  40. All non-Effect Monsters you control gain 500 ATK/DEF. During your Main Phase, if you control no monsters: You can send 1 Normal Monster from your Deck to the GY, and if you do, Special Summon 1 Normal Monster from your hand or Deck in Defense Position with the same Level that sent monster had but a different name, also you cannot Special Summon monsters for the rest of this turn, except non-Effect Monsters or monsters that list them in their text. During your Main Phase: You can banish 2 non-Effect Monsters in your GY; add 1 Spell/Trap from your Deck to your hand that lists a non-Effect Monster (or a Normal Monster) in its text. You can only use this effect "Sherryl Trainer" once per turn.
  41. --------------------------------------------------------------
  42. Fixing rookies to be the best of the best. With 30 years of experience, there is no telling how much of training these beginners are about to face.
  43.  
  44. Sherryl Commander
  45. Level 8/EARTH/Beast/Pendulum/Normal
  46. 3000/2000
  47. Pendulum Scale: 1|1
  48. PENDULUM EFFECT:
  49. When a Spell/Trap is activated: You can send 1 face-up Pendulum Monster from your Extra Deck to the GY, then target 1 face-up monster your opponent controls; destroy that target, then banish it, and if you do, inflict damage to your opponent equal to the ATK it had while it was on the field. Once, while this card is in your Pendulum Zone, you can negate an effect that involves a non-Effect Monster you control, and if you do, banish it, also destroy this card. You can only use this effect of "Sherryl Commander" once per turn.
  50. ---------------------------------------------------------------
  51. Need to keep the Brutality Squad under control? The Commander steps in line and runs the business. Connections make up a huge part of the lead role as Commander. Perhaps intimately as well?
  52.  
  53. Sherryl Equipist
  54. Level 6/EARTH/Beast/Pendulum/Normal
  55. 1800/2800
  56. Pendulum Scale: 7|7
  57. PENDULUM EFFECT:
  58. Spell/Traps you control cannot be targeted by card effects. If a non-Effect monster(s) is Special Summoned, except from your GY (except during the Damage Step): You can send 3 "Sherryl" cards with different names you control and/or from your Deck to the GY; Special Summon 1 non-Effect Monster from your GY (other than those sent cards) or face-up Extra Deck, but halve its original ATK until it has attacked. If a non-Effect Monster you control is destroyed by battle: You can Special Summon it, then equip 1 appropriate Equip Spell from your hand or GY to it. You can only use this effect of "Sherryl Equipist" once per turn.
  59. ----------------------------------------------------------------
  60. Provides a mobile harness to carry the weapons needed for particular scenarios. What's the catch? The amount you got to carry around near the sendoff troops just in case specific scenarios in situations come up, but that is what makes you important. You are carrying tools, technology, or weapons that can provide control or escape.
  61.  
  62. Sherryl Communicator
  63. Level 5/EARTH/Beast/Pendulum/Normal
  64. 1500/1800
  65. Pendulum Scale: 2|2
  66. PENDULUM EFFECT:
  67. Once per turn: You can banish 1 card from your hand or GY, then target 1 "Sherryl" Spell/Trap from your GY; Set it your field. If it is a Quick-Play Spell or Trap, it can be activated this turn. If you control a non-Effect Monster: You can Special Summon this card from your Pendulum Zone. You can only use this effect of "Sherryl Communicator" once per turn. You cannot Special Summon monsters the turn you activate it, except non-Effect Monsters or monsters that list them (as well as Normal Monsters) in their text.
  68. -----------------------------------------------------------------
  69. "Hello....Hello...... HELLO!......". Someone got to stay behind and keep in touch with their Squad. This is the most stressful level of tasks as you cannot be able to help within battle grounds. That does not mean there is no way to help. You are able to recite information to the commander and their strategists to update the progress or plan their next approach.
  70.  
  71. Sherrman Tai Quan Supremacist
  72. Level 4/LIGHT/Beast-Warrior/Ritual/Pendulum
  73. 2100/2550
  74. Pendulum Scale: 11|11
  75. PENDULUM EFFECT:
  76. If this card was activated from your hand, its Pendulum Scale becomes 7, also the following effect cannot be activated this turn. This effect cannot be negated. The control of your non-Effect Monsters cannot switch. If your opponent activates an effect from their hand or GY: You can shuffle 2 of your banished non-Effect Monsters and/or Pendulum monsters into the Deck; negate the effect, and if you do, add it to your hand.
  77. ------------------------------------------------------------------
  78. You can Ritual Summon this card using "Sherryl Ancestors".
  79.  
  80. Sherrwoman Champion of Gauntlets
  81. Level 8/DARK/Beast-Warrior/Ritual/Pendulum
  82. 2800/2600
  83. Pendulum Scale: 0|0
  84. PENDULUM EFFECT:
  85. If this card was activated from your hand, its Pendulum Scale becomes 3, also the following effect cannot be activated this turn. This effect cannot be negated. The first time each non-Effect Monster you control battles, you can double its ATK until the end of the Damage Step. While you control 3 or more non-Token non-Effect Monsters, your opponent can only activate up to 3 Spell/Trap effects each turn.
  86. -------------------------------------------------------------------
  87. You can Ritual Summon this card using "Sherryl Ancestors.
  88.  
  89. Sherryl Ancestors
  90. Quick-Play Spell
  91. Activate 1 of these effects. You can only use each effect of "Sherryl Ancestors" once per turn
  92. • Ritual Summon 1 non-Effect Ritual Monster from your hand, Deck, face-up in your Extra Deck, or GY by Tributing non-Effect Monsters from your hand or field, or sending monsters from your face-up Extra Deck to the GY whose total Level or DEF is equal or higher than the Level, or the ATK or DEF (whichever is higher) of that Ritual Monster, respectively. That Ritual Summoned monster can attack directly.
  93. • Fusion Summon 1 non-Effect Fusion Monster from your Extra Deck or GY by using non-Effect Monsters from your hand, field, and/or by sending from the Deck to the GY. That Fusion Summoned monster can make up to 3 attacks on monsters during each Battle Phase.
  94.  
  95. Sherryl Skill Set
  96. Quick-Play Spell
  97. Activate 1 of these effects. You can only use each effect of "Sherryl Skill Set" once per turn.
  98. • Synchro Summon 1 non-Effect Synchro Monster from your Extra Deck using non-Effect Monsters from your hand, field, and/or by sending from your face-up Extra Deck to the GY. You can also use Xyz Monsters using their Rank as if it were a Level. That Synchro Summoned monster cannot be Tributed.
  99. • Xyz Summon 1 non-Effect Xyz Monster from your Extra Deck using non-Effect Monsters from your hand, field, and/or from your face-up Extra Deck. You can also use a monster you control that is either a non-Effect Xyz Monster whose original Rank is lower than the Rank of that Xyz Monster by 1 or 2 (Transfer its materials to that monster.) or a non-Effect Link Monster. That Xyz Summoned monster cannot be banished or returned to the Extra Deck.
  100.  
  101. Sherryl of the Harbor
  102. Quick-Play Spell
  103. Link Summon 1 non-Effect Link Monster from your Extra Deck using monsters you control or by banishing monsters from your GY. Any battle damage that Link Summoned monster inflicts to your opponent becomes doubled. (Except during the Damage Step): You can banish this card from your GY, then target 1 face-up non-Effect Monster you control that was Summoned using other monsters; Special Summon "Sherryl" monsters from your GY and/or face-up Extra Deck whose DEF is equal or less than the ATK or DEF (whichever is higher) of the targeted monster up to the number of monsters used for its Summon. You can only activate 1 "Sherryl of the Harbor" per turn.
  104.  
  105. Sherryl Speech
  106. Equip Spell
  107. Equip only to a non-Effect Monster you control. The equipped monster can attack directly. If your opponent Summons a monster(s) or Sets a card(s) in the equipped monster's column: You can inflict damage to your opponent equal to the equipped monster's DEF. During the End Phase: You can send this card to the GY, then target 1 Spell/Trap in your GY, except an Equip Spell; add it to your hand. If this card equipped to a monster leaves the field: You can send the top card of your opponent's Deck to the GY, also draw 1 card.
  108.  
  109. Sherryl Gathering
  110. Equip Spell
  111. Equip only to a non-Effect Monster you control. The equipped monster cannot be destroyed by battle. If your opponent activates an effect of a card that is in the equipped monster's column: You can negate its effects, also your opponent must send 1 card with its original name from their hand, Deck, or Extra Deck to the GY. During the End Phase: You can target 1 of your banished cards: send this card to the GY, and if you do, return that target to the GY. If this card equipped to a monster leaves the field: You can send the top card of your opponent's Deck to the GY, also draw 1 card.
  112.  
  113. Sherryl Accomplishments
  114. Equip Spell
  115. Equip only to a non-Effect Monster you control. Your opponent cannot activate cards or effects with the same name as cards that are banished or in the GYs. During the End Phase: You can send this card to the GY, and if you do, add 1 "Sherry" card from your Deck to your hand. If this card that is equipped to a monster leaves the field: You can send the top card of your opponent's Deck to the GY, also draw 1 card.
  116.  
  117. Sherryl X - Mission
  118. Continuous Trap
  119. You can Pendulum Summon non-Effect Xyz Pendulum Monsters from your face-up Extra Deck by treating their Rank as a Level. While you control 3 or more non-Token non-Effect Monsters, they (including Tokens) are unaffected by your opponent's card effects, also this card cannot be targeted, destroyed, or banished by your opponent's card effects. If this card leaves the field by or is returned to your hand or Deck by your opponent's card effect: You can target up to 2 non-Effect Monsters in your GY and/or face-up Extra Deck; Special Summon them. You can only use this effect of "Sherryl X - Mission" once per turn. You can only control 1 face-up "Sherryl X - Mission".
  120.  
  121. Sherryl X - Plan
  122. Continuous Trap
  123. When this card is activated: You can Set 1 "Sherryl" Spell/Trap directly from your Deck. If it was a Quick-Play Spell or Trap, it can be activated this turn. If a non-Effect Pendulum Monster you control leaves the field by a card effect: You can banish any number of cards in your Pendulum Zones and/or place that monster in your Pendulum Zone. Once per turn: You can target 1 Pendulum Monster from your GY or face-up Extra Deck; place it in your Pendulum Zone. If this card leaves the field by an opponent's card effect: You can send the top 10 card of your opponent's Deck to the GY. You can only use this effect of "Sherryl X - Plan" once per turn. You can only control 1 face-up "Sherryl X - Plan".
  124.  
  125. Sherrman Throw Boxer
  126. Level 3/DARK/Beast-Warrior/Fusion/Pendulum
  127. 1500/1550
  128. Pendulum Scale: 9|9
  129. PENDULUM EFFECT:
  130. If this card is activated: You can Special Summon 1 "Sherr-" monster from your hand or GY, except "Sherrman Throw Boxer". During your Main Phase: You can activate 1 of these effects. You can only use each of these effects of "Sherrman Throw Boxer" once per turn.
  131. • Add 1 "Sherryl" card from your Deck to your hand.
  132. • If you have a "Sherr-" card in your other Pendulum Zone: Return this card to your Extra Deck, face-down, and if you do, place 1 non-Effect Pendulum Monster from your Deck, GY, or face-up Extra Deck to your Pendulum Zone, except "Sherrman Throw Boxer".
  133. -------------------------------------------------------------------
  134. 2 Normal Monsters and/or Pendulum Monsters
  135.  
  136. Sherrwoman Sword Master
  137. Level 8/WATER/Beast-Warrior/Fusion/Pendulum
  138. 3050/3000
  139. Pendulum Scale: 1|1
  140. PENDULUM EFFECT:
  141. When your opponent activates a card or effect from their hand or GY (even during the Damage Step): You can banish 1 non-Effect Monster from your GY; draw 1 card. Once per turn, when a Spell or effect is activated (except during the Damage Step): You can send 2 Pendulum Monsters from your face-up Extra Deck to the GY; make the ATK of all monsters your opponent currently controls become 0, also they cannot activate their effects.
  142. -------------------------------------------------------------------
  143. 1 non-Effect Monster with 2500 or more ATK or DEF + 2 non-Effect Pendulum Monsters
  144.  
  145. Sherrman Mecha Beast
  146. Level 6/FIRE/Beast-Warrior/Synchro/Pendulum
  147. 2150/2000
  148. Pendulum Scale: 11|11
  149. PENDULUM EFFECT:
  150. If this card is activated: You can Special Summon 1 "Sherr-" monster from your Deck or face-up Extra Deck, except "Sherrman Mecha Beast". During your Main Phase: You can activate 1 of these effects. You can only use each of these effects of "Sherrman Mecha Beast" once per turn.
  151. • Add 1 "Sherr-" card from your GY to your hand.
  152. • If you have a "Sherr-" card in your other Pendulum Zone: Return that card to your hand; Special Summon this card from your Pendulum Zone.
  153. --------------------------------------------------------------------
  154. 1 Tuner Normal Monster + 1+ non-Tuner monsters
  155.  
  156. Sherrwoman Cling Aviator
  157. Level 10/WIND/Beast-Warrior/Synchro/Pendulum/Effect
  158. 2800/2100
  159. Pendulum Scale: 0|0
  160. PENDULUM EFFECT:
  161. If an non-Effect Monster or a Pendulum Monster you control destroys an opponent's monster by battle: You can banish 2 non-Effect Monsters and/or Pendulum Monsters from your GY; Special Summon that destroyed monster in face-up Attack Position to your opponent's field with its effects negated, also have the monster it battled make a second attack this Battle Phase. Once per turn, when a Trap or effect is activated (except during the Damage Step): You can shuffle 3 of your banished non-Effect Monsters and/or Pendulum Monsters into the Deck, and if you do, your opponent can only activate the effects of monsters up to 3 times for the rest of this turn.
  162. ---------------------------------------------------------------------
  163. 1 Tuner Pendulum Monster + 1+ non-Tuner non-Effect Monsters
  164.  
  165. Sherrman Weaponizer
  166. Rank 3/LIGHT/Beast-Warrior/Xyz/Pendulum
  167. 1800/3000
  168. Pendulum Scale: 7|7
  169. PENDULUM EFFECT:
  170. If this card is activated: You can look at your opponent's hand and banish 2 cards from it until the End Phase. During your Main Phase: You can activate 1 of these effects. You can only use each of these effects of "Sherrman Weaponizer" once per turn.
  171. • Add 1 "Sherr-" Pendulum Monster from your face-up Extra Deck to your hand.
  172. • If you have a "Sherr-" card in your other Pendulum Zone: Send 1 Pendulum Monster from your face-down Extra Deck to the GY, then return it to your Extra Deck face-up, then destroy this card.
  173. ---------------------------------------------------------------------
  174. 3 Level 3 non-Effect Monsters
  175.  
  176. Sherrwoman Gloranstrider
  177. Rank 4/EARTH/Beast-Warrior/Xyz/Pendulum
  178. 2800/2600
  179. Pendulum Scale: 2|2
  180. PENDULUM EFFECT:
  181. If a non-Effect Monster you control was Summoned using monsters you control: You can Special Summon "Sherryl" monsters with different names from your hand or Deck up to the number of monsters used for its Summon, but any battle damage inflicted to your opponent becomes halved for the rest of this turn. Once per turn, when a monster's effect is activated (except during the Damage Step): You can activate this effect; Spell/Traps you control are unaffected by your opponent's card effects unless your opponent has a total of 3 or more non-Effect Monsters on their field and/or GY.
  182. ---------------------------------------------------------------------
  183. 3 Level 4 Pendulum Monsters
  184.  
  185. Sherrman Catastrophe
  186. Rank 6/FIRE/Beast-Warrior/Xyz/Pendulum
  187. 3000/2500
  188. Pendulum Scale: 0|0
  189. PENDULUM EFFECT:
  190. During your Main Phase, you can detach 1 material from a monster you control; this turn, you can conduct 1 Pendulum Summon of a monster(s) in addition to your Pendulum Summon (You can only gain this effect once per turn.). Once per turn: You can reveal 1 Pendulum Monster from your hand; have this card's Pendulum Scale become the revealed monster's until the end of this turn. If an non-Effect Xyz Monster you control leaves the field or is returned to the Extra Deck, you can place any number of Pendulum Monster Cards it had as materials to the Extra Deck, face-up.
  191. ---------------------------------------------------------------------
  192. 2 Level 6 monsters
  193.  
  194. Sherrwoman Peggans
  195. EARTH/Beast/Link
  196. 1500/LINK-2
  197. Link Arrows: BL, BR
  198. 2 Normal Monsters and/or Pendulum Monsters
  199.  
  200. Sherrman Har
  201. EARTH/Beast/Link
  202. 2500/LINK-4
  203. Link Arrows: L, BL, BR, R
  204. 2+ non-Effect Monsters
  205.  
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