wynaut_destruction

Terabitten Archetype

Sep 2nd, 2021 (edited)
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  1. Terrorbyte Tentaclops
  2.  
  3. lv 10 DARK
  4.  
  5. Cyberse/Effect/Pendulum
  6. "Look at them. They live in the span of a moment. They exist singularly in the present, unable to properly comprehend the future, or truly revisit the past. They build their little toys, trying to grasp at the powers the rest of existence was granted, but they were denied. They.... They are like adorable little children, unaware that they are paralyzed. I want to make them as us. I want to enlighten them to the beauty of reality. I want to FREE them from their little tin shells. I yearn to embrace her in this world of beauties, and see her mouth open in the most adorable of smiles."
  7. ←9 9→
  8.  
  9. This card cannot be special summoned from the hand or grave. This card requires 3 tributes to be summoned. When this card is summoned, you can target up to 2 "Terabitten" monsters in your graveyard; equip them to this card as Equip spells. While they are treated as Equip spells, they gain the following effect:
  10. Increase the ATK and DEF of the monster this card is equipped to equal to the ATK and DEF listed on this card. The name of the monster this card is equipped to becomes "Terabitten Enlightener Cath'ul". You can send this card to the graveyard; Increase your lifepoints by 1500, and decrease your opponents by 1500. If the equipped monster would be removed from the field, you can shuffle this card into the deck instead. If the equipped monster attacks another monster, inflict effect damage to your opponent equal to the difference between their attack points. Treat the equipped monster as if it were a Normal monster.
  11. ATK/1000 DEF/1000
  12.  
  13.  
  14. Terrorbyte Floodevil
  15.  
  16. lv 12 DARK
  17.  
  18. Cyberse/Effect/Pendulum
  19. "How dare they. Those disgusting pests. They steal away a child, shackle them to such a pitiful existence, brainwash them into thinking it was always like that. And then, when we come for our just vengeance, they dare to act as if WE are the aggressors!? I'll end them. I will lay every inch of their organs out to bare. I will make them wish that they all were flooded with the worst poisons ever. Only a single one of those wretched things does not deserve the wrath of the gods, and she will earn her reward later. But for now..... I will have my revenge."
  20. ←1 1→
  21.  
  22. This card cannot be special summoned from the hand or grave. This card requires 3 tributes to be summoned. When this card is summoned, you can destroy any number of "Terabitten" monsters on your field or in your hand; equip the same amount of monsters on the field or in your deck to this card as Equip spells. While they are treated as Equip spells, they gain the following effect:
  23. The name of the monster this card is equipped to becomes "Terabitten War Criminal Sothal". You can send this card to the graveyard; destroy up to 7 "Terabitten" monsters in your deck, and inflict damage equal to the total level of the destroyed monsters *100. The equipped monster can attack all monsters your opponent controls, and inflicts piercing damage. Treat the equipped monster as if it were a Normal monster.
  24. ATK/3500 DEF/3500
  25.  
  26. Terrorbyte Houndirective
  27.  
  28. lv 10 LIGHT
  29.  
  30. Cyberse/Effect/Pendulum
  31. "Directive: Ensure the populace remains Shrouded for as long as possible, and that they do not become a threat to themselves, until they are no longer Shrouded.
  32. Directive: Nurture them as much as possible while they are Shrouded, so that once they do become Enlightened, they can retain their humanity.
  33. Directive: Protect the populace from other Terrorbytes until they can stand on equal footing, or until they declare a truce.
  34. Directive: Ensure that Riley does not know the truth behind his lineage until he is old enough to stay calm and mature in the face of the truth.
  35. Directive: Once the previous Directives are accomplished, acquire 'self'.
  36. Query: Creator, what am I?"
  37. ←1 1→
  38. This card cannot be special summoned from the hand or grave. This card requires 3 tributes to be summoned. When this card is summoned, you can target up to 4 "Terabitten" monsters in your grave; equip them to this card as Equip spells. While they are treated as Equip spells, they gain the following effect:
  39. Increase the ATK and DEF of the monster this card is equipped to equal to half of the ATK and DEF listed on this card. The name of the monster this card is equipped to becomes "Terabitten Vigilante Tindy". Once per turn, you can target 1 card on the field; negate it's effects until your opponent's next end phase. Once per turn, you can increase your lifepoints equal to the attack or defense of the equipped monster. You do not take battle damage from attacks you declare. You can send this card from the field to the graveyard; all monsters you control can attack directly, and if any do, you gain lifepoints equal to the amount of battle damage they inflict. Treat the equipped monster as if it were a Normal monster.
  40. ATK/0 DEF/0
  41.  
  42. Terrorbyte Infinifaces
  43.  
  44. lv 12 LIGHT
  45.  
  46. Cyberse/Effect/Pendulum
  47. "My name is Riley. I am 22 years old. My father sadly passed away, and my mother is bed ridden. I work at the Council, where I help decide the best fate for my people. Multiple times, I have fought against these monsters. Multiple times, have I cried when I look at these graves. Uncountable times, have I cursed their names. I have the hand of one, as a trophy on my wall. So why did this one call me 'Brother'? Why do I KNOW them?! What are these cracks in my memory!"
  48. ←1 1→
  49.  
  50. This card cannot be special summoned from the hand or grave. This card requires 3 tributes to be summoned. When this card is summoned, you can target any number of "Terabitten" monsters in your graveyard or hand; equip them to this card as Equip spells. While they are treated as Equip spells, they gain the following effect:
  51. Increase the ATK and DEF of the monster this card is equipped to by 2000. The name of the monster this card is equipped to becomes "Terabitten Leader Riley". You can send this card to the graveyard; shuffle all monsters on the field except for "Terabitten Leader Riley" into the deck. Once per turn, you can shuffle this card into the deck; "Terabitten Leader Riley" can attack 3 times this turn, and whenever it attacks, inflict 1000 lifepoints of damage to your opponent. Treat the equipped monster as if it were a Normal monster.
  52. ATK/0 DEF/0
  53.  
  54. Terabitten Warmaster Aron
  55.  
  56. lv 8 DARK
  57.  
  58. "'It's the goal of this fun game
  59. To bask in glory and dish out shame! ~
  60. Cause who cares if you are good
  61. It's the crooks who rule the neighborhood. ~'"
  62. ←6 6→
  63. Machine/Effect/Pendulum
  64. You can reveal this card in your hand; destroy 1 monster in your hand, and if you do, place this card in either pendulum zone, and either increase or decrease this cards pendulum scale by the level of the destroyed monster. When you summon this card, you can destroy any number of "Terabitten" Monsters in your hand or on the field, and if you do, increase this monsters ATK & DEF by 600 for each card destroyed this way. Once per turn, you can destroy a "Terabitten" monster; add a "Terabitten" spell or trap from your deck to your hand.
  65. ATK/0 DEF/0
  66.  
  67. Generator Of The Terabitten
  68.  
  69. Continuous spell
  70. You can normal summon 1 "Terabitten" monster per turn in addition to your regular normal summon. All "Terabitten" monsters you control gain the following effect:
  71. *This monster gains 200 atk & def for each "Terabitten" monster you control.
  72.  
  73. Terabitten Defense System
  74.  
  75. Continuous spell
  76. All "Terabitten" monsters you control gain 1000 defense, and gain the following effect:
  77. *If this card would be destroyed by battle, or removed from the field, you can send 2, 3, or 4 cards from your hand to the bottom of your deck to apply the appropriate effect, and if you do, it is not removed from the field.
  78. ●2: Destroy the opponent's monster that attacked this monster.
  79. ●3: Destroy all face-up spell or trap cards on the field that do not mention "Terabitten" monsters.
  80. ●4: Shuffle up to 4 cards from your opponent's hand &/or field to their deck.
  81.  
  82. Plea of the Terabitten
  83.  
  84. Continuous spell
  85. Once per turn, whenever a monster with a level of 6 or higher is sent to the grave, you can add 1 spell or trap card to your hand from your grave for every 3 levels it had. If you control 4 or more spell or trap cards; you can shuffle this card from your hand or field into the deck; destroy all spell or trap cards you control, and special summon 1 level 8 or higher Cyberse or Machine monster from your hand or deck.
  86.  
  87. Terabitten Neutralization Grid
  88.  
  89. Continuous trap
  90. Negate the effects of all monsters, except Normal monsters. All "Terabitten" monsters gain the following effect:
  91. Target one face-up or face-down monster on the field; change it to either face-up attack position or face-up defense position, and if you do, it cannot attack, and if it is changed to defense position, a monster that attacks it inflicts piercing damage.
  92.  
  93. Utility Chain Of The Terabitten
  94.  
  95. Quick-play spell
  96. Select 3 "Terabitten" spell or trap cards in your graveyard or deck; your opponent randomly selects one, and places it on the bottom of your deck. Add the other 2 to your hand. Once per turn, you can reveal this card and one Trap card in your hand to target one spell or trap card in your hand; return it to your hand, and if you do, you cannot activate or set it or this cards other effect until the end phase of your next turn, and draw a card.
  97.  
  98. Reversal Engine Of The Terabitten
  99.  
  100. Counter trap
  101. When your opponent would activate a Spell card, or its effects, while you control a face-up Machine or Cyberse monster, target that monster; negate the effect of your opponent's card, and if you do, that targeted monsters attack becomes its original defense, and its defense becomes its original attack until the end of the turn. If that targetted monster has "Terabitten" or "Terrorbyte" in its name, activate the following effects based on their type.
  102. ●Machine: Activate one spell or trap card directly from your deck.
  103. ●Cyberse: Destroy all other cards on the field.
  104.  
  105. Terabitten Scrap Forge
  106.  
  107. Continuous trap
  108. Whenever a "Terabitten" monster is removed from the field, gain 500 life points. Whenever a monster whose original name has "Terrorbyte" in it is destroyed, gain 2000 life points. You can target 5 "Terabitten" monsters in your grave; shuffle them into the deck, then draw 2 cards. All "Terabitten" monsters gain the following effect:
  109. If this card is destroyed by battle, you can special summon a monster from your deck whose level is less than half of the original level of this monster.
  110.  
  111. Taboo of the Terabitten
  112.  
  113. Continuous trap
  114. "Terrorbyte" monsters in your hand require 5 tributes to summon. Once per turn, you can reveal a "Terrorbyte" monster from your hand; special summon 2 "Terrorbyte Miasma" tokens (Cyberse-type/DARK/Level 8/ATK 1000/DEF 1000). If your opponent would activate a card effect that would destroy a spell or trap card, you can banish a "Terrorbyte Miasma" Token to negate the activation of that cards effect & destroy that card. "Terabitten" equip spells cannot have their effects negated. "Terabitten" monsters you control gain this effect:
  115. You can discard one card from your hand and send the top card of your deck to the graveyard; add the bottom card of your deck to your hand.
  116.  
  117. Terabitten Martyr Salvo
  118.  
  119. Continuous trap
  120. Whenever "Terabitten" monster(s) is sent to the grave, inflict 400 damage to your opponent for each one. All "Terabitten" monsters you control gain 400 attack times their level, and the following effect:
  121. You can tribute this card; destroy cards your opponent has in their hand &/or on their field equal to half of this monsters level.
  122.  
  123. Priority Code of the Terabitten
  124.  
  125. Equip spell
  126. Equip only to a "Terabitten" monster you control. It gains 700 defense, and the following effect:
  127. If a spell or trap card you control would be removed from the field, you can send one monster from your hand or field to the graveyard instead.
  128.  
  129. Terabitten Nanoswarm legion
  130.  
  131. Equip spell
  132. Equip only to a "Terabitten" monster you control. It gains 500 attack and defense, and the following effect:
  133. If this card declares an attack, you can reduce this monsters attack and defense by 1000, and level by 2, until the end of this turn, and if you do, this card can attack another monster on the field.
  134.  
  135. Terabitten Ethereal Supershell
  136.  
  137. Equip spell
  138. Equip only to a "Terabitten" monster you control. The effects of this card cannot be negated. During your standby phase, you must pay 800 life points, or this card is destroyed. The "Terabitten" monster this card is equipped to gains the following effect:
  139. This card cannot be removed from the field, even if it is tributed for a tribute summon, ritual summon, or card effect. This card cannot be used as XYZ material. If this card is used as Fusion, Synchro, or Link material, that summoned monster has its effects negated for 2 turns, and cannot change its battle position, except by card effect.
  140.  
  141. Terabitten Mass Birth Facility
  142.  
  143. Normal trap
  144. When you summon a "Terabitten" monster, target it; summon any number of "Terabitten" monsters from your deck, whose total levels are less than or equal to the targeted monsters' level.
  145.  
  146. The Terabitten's Last Resort
  147.  
  148. Normal trap
  149. Target 4 "Terabitten" monsters you control with different names; place them on the bottom of your deck in any order, and place all cards on your opponent's field and in their hand onto the bottom of their deck, in any order. For the next 4 turns, neither deck can be shuffled by card effect.
  150.  
  151. Lost Journal Of The Original Terabitten
  152.  
  153. Continuous spell
  154. When this card is activated, you can pay 1000 lifepoints; add one "Terrorbyte" monster from your deck to your hand, and if you do, you can special summon 1 "Terabitten" monster from your grave. "Terabitten" monsters gain the following effect:
  155. This card can count as 2 tributes for a tribute summon or card effect, but you take damage equal to this monster's attack or defense (whichever is higher) if you tribute this monster for a card effect.
  156.  
  157. Conviction & Dedication of the Terabitten
  158.  
  159. Equip spell
  160. Equip only to a "Terabitten" monster. The equipped monster gains ATK equal to it's level *200, and gains the following effect:
  161. If this card would be removed from the field, you can reduce its level by 2 instead. if this cards level would become less than 3 by this effect, banish it.
  162.  
  163. Unity & Harmony In The Teratories
  164.  
  165. Continuous spell
  166. This is treated as a "Terabitten" card. If the combined level of all monsters you control is an even number, you can draw a card during your standby phase. If the combined level of all monsters you control is over 30, you can target a level 8 or higher monster you control; send this card to the graveyard, and if you do, equip up to 3 monsters to it. While equipped with a monster by this effect, it gains the following effect:
  167. Increase the attack and defense of the equipped monster by this card's attack and defense. Once per turn, you can send any number of spell or trap cards from your side of the field to the bottom of the deck; draw cards equal to the amount sent to the graveyard.
  168.  
  169. The United Teratories Of The Terabitten
  170.  
  171. Field spell
  172. Once per turn, if your opponent would activate a card effect that would destroy a card in the spell/trap zone, you can negate it. During your draw phase, instead of your normal draw, you can add 1 Normal monster from your deck to your hand. All Normal monsters gain 800 attack & defense.
  173.  
  174. Cruelty & Corruption Of The Terabitten
  175.  
  176. Equip spell
  177. Equip only to a "Terabitten" monster. The equipped monster gains 500 ATK & DEF for each spell or trap card face up on the field. You can destroy any number of other spell or trap cards you control; increase your life points by 1000 for each card destroyed by this effect.
  178.  
  179. Terabitten Meets Terrorbyte
  180.  
  181. Quickplay spell
  182. Activate only when you have a "Terrorbyte" monster in your hand and have at least 3 "Terabitten" monsters in your graveyard. Shuffle any number of "Terabitten" monsters from your graveyard into your deck, and if you do, destroy a number of cards on the field equal to the number of monsters shuffled into the deck, and if you have less cards on the field afterwards, draw 2 cards.
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