Cloister Posted October 11, 2009 Report Share Posted October 11, 2009 [spoiler=Monster Cards][spoiler=Plasma Orb I - The Beginning]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]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]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]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]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]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]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]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]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]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]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]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]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]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. Link to comment Share on other sites More sharing options...
Cloister Posted October 11, 2009 Author Report Share Posted October 11, 2009 Please comment this cards Link to comment Share on other sites More sharing options...
→мαthєus. Posted October 11, 2009 Report Share Posted October 11, 2009 I see so you foucused on one niche: Adding and removing "PLASMA COUNTERS" hmm ... interesting! i liked 8.5/10 ;D Link to comment Share on other sites More sharing options...
No.39 希望皇ホープ Posted October 11, 2009 Report Share Posted October 11, 2009 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. Link to comment Share on other sites More sharing options...
ragnarok1945 Posted October 11, 2009 Report Share Posted October 11, 2009 well I already commented on the monsters, so I'll just do the spells this time Absorbing Energy's effect is too dull, though the LP gain is reasonable 9/10 Link to comment Share on other sites More sharing options...
Cloister Posted October 12, 2009 Author Report Share Posted October 12, 2009 Well, to get The End early can result in victory But I will make a card like that, so you can skip a level Link to comment Share on other sites More sharing options...
~Oleon~ Posted October 20, 2009 Report Share Posted October 20, 2009 I have to hand it to you for the cards, pictures...not so good. I don't see anything wrong here and I like the idea so...9.2/10. Link to comment Share on other sites More sharing options...
Chaos Flame Posted October 20, 2009 Report Share Posted October 20, 2009 Really nice, except that I'm not sure some of these cards could survive long enough to get enough counters. Maybe you could make some protection for them. I also like how you made the names, sort of like arcana force. Link to comment Share on other sites More sharing options...
Cloister Posted October 20, 2009 Author Report Share Posted October 20, 2009 Yes, I thought of the Arcana Force Cards and I will make more protection and "Counter giving" cards Link to comment Share on other sites More sharing options...
Metal Skull Posted October 20, 2009 Report Share Posted October 20, 2009 The only thing i don't like is the pics.If the pics were better i will give you 10/10But since they aren't ill give you 8/10Oh...Because this cards are about Plasma ill give you 9/10... Ya now Destiny Hero Plasma=the best XD Link to comment Share on other sites More sharing options...
Jolta Posted October 21, 2009 Report Share Posted October 21, 2009 10/10All of this Archtype is 1 Type? Link to comment Share on other sites More sharing options...
Cloister Posted October 21, 2009 Author Report Share Posted October 21, 2009 Thanks Link to comment Share on other sites More sharing options...
Mindscatter Posted October 21, 2009 Report Share Posted October 21, 2009 Images are kinda plain, but the cards work as a real archetype, helping one another. I like it 9/10 Link to comment Share on other sites More sharing options...
Cloister Posted October 21, 2009 Author Report Share Posted October 21, 2009 I know pics are not so good but i didnt find any better so... Link to comment Share on other sites More sharing options...
Hrash0 Posted October 21, 2009 Report Share Posted October 21, 2009 Awesome, a Psychic Archetype! Awesome OCG on all the cards, balanced effects.10/10 Link to comment Share on other sites More sharing options...
Cloister Posted October 21, 2009 Author Report Share Posted October 21, 2009 Thx Link to comment Share on other sites More sharing options...
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