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New Archtype Set [14/???] Plasma Orbs


Cloister

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[spoiler=Monster Cards]

[spoiler=Plasma Orb I - The Beginning]91565x.jpg

Effect:

Once per turn, you can place 1 Plasma Counter on this card (max 5). You can remove 1 Plasma Counter from this card to increase the ATK and DEF of this card by 100. When this card has 5 Plasma Counters on it, you can destroy this card to Special Summon 1 "Plasma Orb II - The Creation" from your hand or Deck.

 

 

[spoiler=Plasma Orb II - The Creation]

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Effect:

When this card is summoned, place 1 Plasma Counter on all face-up "Plasma Orb" monsters you control (exept this card). You can place 1 Plasma Counter on this card (max 5) for each monster you control. You can remove 3 Plasma Counters from this card to draw 1 card. Decrease the ATK of this card by 200 to place 2 Plasma Counters on this card.

 

 

[spoiler=Plasma Orb III - The Order]

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Effect:

Once per turn, you can place 1 Plasma Counter on this card (max 5). You can remove 1 Plasma Counter from this card to negate the activation of a Trap Card that targets this card and destroy it. This card gains 100 ATK for each "Plasma Orb" monster you control.

 

 

[spoiler=Plasma Orb IV - The Soul]

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Effect:

Once per turn, You can place 1 Plasma Counter on this card (max 5). You can remove 2 Plasma Counters from this card to destroy 1 Set Spell or Trap Card on your opponent's side of the field. Each time you gain Life Points, place 1 Plasma Counter on this card.

 

 

[spoiler=Plasma Orb V - The Justice]

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Effect:

Once per turn, you can place 1 Plasma Counter on this card (max 5). When this card is destroyed by a cards effect, you can place 1 Plasma Counter on 1 card with "Plasma Orb" in its card name. You can pay 1000 Life Points to Special Summon this card from your Graveyard. You can destroy this face-up card with 5 Plasma Counters on it to Special Summon 1 "Plasma Orb VI - The Protection" from your hand or Deck.

 

 

[spoiler=Plasma Orb VI - The Protection]

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Effect:

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effect of "Plasma Orb V - The Justice". Once per turn, you can place 1 Plasma Counter on 1 monster you control. If this card has 4 or more Plasma Counters on it, "Plasma Orb" monsters cannot be destroyed by a card's effect (exept its own). You can destroy this face-up card with 5 Plasma Counters on it to Special Summon 1 "Plasma Orb VII - The Purity" from your hand or Deck.

 

 

[spoiler=Plasma Orb VII - The Purity]

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Effect:

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effect of "Plasma Orb VI - The Protection". Once per turn, you can place 1 Plasma Counter on this card (max 6) for each "Plasma Orb" monster you control. If this card is destroyed by battle, you can Special Summon 1 "Plasma Orb IV - The Soul" from your Graveyard. if this card is attacked, you can remove 1 Plasma Counter from this card to negate the attack. You can destroy this card with 6 Plasma Counters on it to Special Summon 1 "Plasma Orb VIII - The Fate" from your hand or Deck.

 

 

[spoiler=Plasma Orb VIII - The Fate]

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Effect:

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effect of "Plasma Orb VII - The Purity". During your opponent's Battle Phase, place 3 Plasma Counters on this card (max 7). You can remove 1 Plasma Counter from this card to negate the activation of a Spell or Trap Card and destroy it. You can destroy this face-up card with 7 Plasma Counters on it, to Special Summon 1 "Plasma Orb IX - The Chaos" from your hand or Deck.

 

 

[spoiler=Plasma Orb IX - The Chaos]

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Effect:

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effect of "Plasma Orb VIII - The Fate". Once per turn you can place 2 Plasma Counters on this card (max 8 ). You can remove 1 Plasma Counter from this card to destroy 1 card your opponent controls. You can only activate this effect once per turn. You can remove 1 Plasma Counter from this card to inflict 400 points of damage to your opponent. You can destroy this face-up card with 8 Plasma Counters on it to Special Summon 1 "Plasma Orb X - The End" from your hand or Deck.

 

 

[spoiler=Plasma Orb X - The End]

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Effect:

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effect of "Plasma Orb IX - The Chaos". When this card is summoned, place 10 Plasma Counters on this card (max 10). For each monster you control, remove 1 Plasma Counter from this card. Each time a player loses Life Points, place 1 Plasma Counter on this card. You can destroy this face-up card with 10 Plasma Counters on it, to destroy all cards on the field. Then Special Summon up to 5 Level 5 or lower "Plasma Orb" monsters from your Graveyard. This effect cannot be negated. This card cannot be destroyed by a cards effect (exept its own).

 

 

[spoiler=Plasma Orb Energy]

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Effect:

This card is unaffected by the effects of Trap Cards. When this card is destroyed, place 1 Plasma Counter on 1 monster you control. If this card has 3 or more Plasma Counters on it, destroy this card.

 

 

 

 

 

[spoiler=Spell Cards]

[spoiler=Plasma Absorbing Field]

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Effect:

This card cannot be destroyed by Trap Cards. Once per turn, you can place 1 Plasma Counter on 1 card you control. If you control 3 monsters with "Plasma Orb" in their card names, you can Special Summon 1 level 5 or lower monster with "Plasma Orb" in its card name.

 

 

[spoiler=Plasma Absorbing Energy]

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Effect:

You can destroy 1 monster you control and 1 monster your opponent controls to gain Life Points equal to the combined Level of the destroyed monsters x100.

 

 

[spoiler=Plasma Beam]

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Effect:

Activate only when a "Plasma Orb" monster is attacked. Increase the ATK of all "Plasma Orb" monsters by 400. This card is on the field for 3 turns. When this card is destroyed, destroy 1 "Plasma Orb" monster. If you do not, you lose 1000 Life Points.

 

 

 

 

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Interesting.

 

It would be awesome if "Plasma Orb X- The End" or an eleventh Plasma Orb had an automatic win effect by building up a certain number of Plasma Counters.

 

Also you should add at least 1 support card that lets the player skip orb stages because 6 through 10 are all Nomi (ex: a card whose effect would let you skip from "Plasma Orb V - The Justice" straight to "Plasma Orb VIII - The Fate" or something like that).

 

Other than that set is cool 9/10.

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  • 2 weeks later...

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