Jump to content

Elemental Orbs!


Mugendramon

Recommended Posts

[center]Revising Jazin Kay's album, I got around some orbs, and I decided to try and turn them into cards.[/center][center]Here we got them.[/center][center]
[/center][center][spoiler=Monsters][spoiler=Water Orb][img]http://img163.imageshack.us/img163/9386/waterorb.jpg[/img][/center][center][i]Lore:[/i][/center][center][i]If this card is Normal Summoned or sent from your hand to the Graveyard, you can place this card in your Spell/Trap Card Zone. While in the Spell/Trap Card Zone, this card gains the following effect:[/i][/center][center][i][color="#3A3A3A"][font="Helvetica, Arial, sans-serif"][size="2"]● [/size][/font][/color]Select 1 "Orb" monster in your Graveyard. By sending 1 "Orb" monster in your Spell/Trap Card Zones to the Graveyard, place the selected card in your Spell/Trap Card Zone.[/i][/spoiler][/center][center][spoiler=Thunder Orb][img]http://img337.imageshack.us/img337/8307/thunderorb.jpg[/img][/center][center][i]Lore:[/i][/center][center][i]If this card is Normal Summoned or sent from your hand to the Graveyard, you can place this card in your Spell/Trap Card Zone. While in the Spell/Trap Card Zone, this card gains the following effect:[/i][/center][center][i][i][color="#3A3A3A"][font="Helvetica, Arial, sans-serif"][size="2"]●[/size][/font][/color][/i] Once per turn, you can toss coins up to the number of "Orb" monsters in your Spell/Trap Card Zone. Destroy cards on the field up to the number of heads. You cannot activate this effect the turn this card is placed in your Spell/Trap Card Zone.[/i][/spoiler][spoiler=Fire Orb][img]http://img84.imageshack.us/img84/1392/fireorb.jpg[/img][/center][center][i]Lore:[/i][/center][center][i]If this card is Normal Summoned or sent from your hand to the Graveyard, you can place this card in your Spell/Trap Card Zone. While in the Spell/Trap Card Zone, this card gains the following effect:[/i][/center][center][i][i][i][color="#3A3A3A"][font="Helvetica, Arial, sans-serif"][size="2"]●[/size][/font][/color][/i][/i] Once per turn, you can add 1 "Orb Master" monster from your Deck to your hand by paying Life Points equal to its Level x500. If you activate this effect, this card cannot be selected by the effect of cards you control.[/i][/spoiler][/center][center][spoiler=Wind Orb][img]http://img208.imageshack.us/img208/5038/windorb.jpg[/img][/center]
[center][i]Lore:[/i][/center][center][i]If this card is Normal Summoned or sent from your hand to the Graveyard, you can place this card in your Spell/Trap Card Zone. While in the Spell/Trap Card Zone, this card gains the following effect:[/i][/center][center][i][i][i][i][color="#3A3A3A"][font="Helvetica, Arial, sans-serif"][size="2"]●[/size][/font][/color][/i][/i][/i] Once per turn, if an "Orb" monster in your Spell/Trap Card Zone is destroyed, you can return it to your hand. You cannot activate this effect the turn you activated the effect of another "Orb" monster in your Spell/Trap Card Zone.[/i][/center][center]
[/center][center]NOTE: This card is Rock-Type. I just didn't feel like changing it.[/spoiler][/center][center][spoiler=Refined Fire Orb][img]http://img524.imageshack.us/img524/4415/refinedfireorb.jpg[/img][/center][center][i]Lore:[/i][/center][center][i]This card can only be Ritual Summoned with the Ritual Spell Card, "Fires of Crafting". When this card is Ritual Summoned, you can place this card in your Spell/Trap Card Zone. While in the Spell/Trap Card Zone, this card gains the following effect:[/i][/center][center][i]● If your opponent activates a card that would estroy 2 or more "Orb" monsters in your Spell/Trap Card Zone, you can send 1 other "Orb" monster in your Spell/Trap Card Zone to the Graveyard to negate the card's activation and destroy it.[/i][/spoiler][/center][center][spoiler=Winged Orb][img]http://img218.imageshack.us/img218/4852/worb.jpg[/img][/center][center][i]Lore:[/i][/center][center][i]This card can only be Ritual Summoned with the Ritual Spell Card, "Fires of Crafting". When this card is Ritual Summoned, you can place this card in your Spell/Trap Card Zone. While in the Spell/Trap Card Zone, this card gains the following effect:[/i][/center][center][i]● If an "Orb" monster in your Spell/trap Card Zone is destroyed, you can Normal Summon an "Orb" monster during the End Phase. (if the card is destroyed during your opponent's turn, Normal Summon the monster during your Draw Phase.)[/i][/spoiler][/center][center]
[/center][center][spoiler=Light Orb][img]http://img220.imageshack.us/img220/9932/lightorb.jpg[/img][/center][center]
[/center][center][i]Lore:[/i][/center][center][i]Once per turn, during either player's turn, you can reveal this card in your hand to Special Summon 1 "Orb" monster from your Spell/Trap Card Zone. This card can only be Tribute Summoned by Tributing 1 "Orb" monster. When this card is Normal Summoned, place this card is your Field Spell Card Zone. While in the Field Spell Card Zone, this card gains the following effect:[/i][/center][center][i]● Once per turn, you can Special Summon 1 "Orb Token" (Rock-Type/LIGHT/Level 1/ATK 0/DEF 0). This Token cannot be Tributed, or be used as a Synchro Material. This Tokens can be sent to the Graveyard.[/i][/spoiler][/center][center]
[/center][center][spoiler=Dark Orb][img]http://img194.imageshack.us/img194/5027/darkorb.jpg[/img][/center][center]
[/center][center][i]Lore:[/i][/center][center][i]Once per turn, during either player's turn, you can reveal this card in your hand to discard 1 "Orb" monster from your hand. This card cannot be Normal Summoned or Set. This card can only be Special Summoned by sending 1 "Orb" monster in your Spell/Tap Card Zone to the Graveyard. When this card is Special Summoned, place this card is your Field Spell Card Zone. While in the Field Spell Card Zone, this card gains the following effect:[/i][/center][center][i]● You can remove from play 1 "Orb" monster from your Deck/hand/Graveyard/Monster Card Zone/Spell or Trap Card Zone to destroy all monsters on the field.[/i][/spoiler][/center][center]
[/center][center][spoiler=Orb Master Carrier][img]http://img683.imageshack.us/img683/9859/carrierq.jpg[/img][/center][center]
[/center][center][i]Lore:[/i][/center][center][i]This card can be Special Summoned from your hand when you activate the effect of an "Orb" monster that would require you to send 1 "Orb" monster from your Spell/Trap Card Zone to the Graveyard. If this card is Special Summoned by this effect, the "Orb" monster is returned to your hand instead. Then, add 1 "Orb" monster from your Deck or Graveyard to your hand. That monster cannot be Summoned this turn.[/i][/spoiler][/center][center]
[/center][center][spoiler=Trump Cards][/center][center]
[/center][center][spoiler=Orb Master Techno][img]http://img143.imageshack.us/img143/9765/orbmaster1.jpg[/img][/center][center]
[/center][center][i]Lore:[/i][/center][center][i]This card cannot be Normal Summoned or Set. This card can only be Special Summoned by sending 3 "Orb" monsters from your Spell/Trap Card Zone to the Graveyard. While you control 5 "Orb" monsters, this card gains 3000 ATK. While you control this face-up card, 2 or more "Orb" monsters cannot be destroyed at the same time. If this card is attacked, you can Special Summon 1 "Orb" monster from your Spell/Trap Card Zone. It is attacked instead. Once per turn, you can select 1 "Orb" monster you control. This card gains the selected card's effect, until the End Phase.[/i][/spoiler][/center][center]
[/center][center][spoiler=Orb Master Ultimus][img]http://img337.imageshack.us/img337/9652/orbmaster2.jpg[/img][/center][center]
[/center][center][i]Lore:[/i][/center][center][i]This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play all "Orb" monsters you control and in your Graveyard. The original ATK of this card becomes the number of "Orb" monsters removed from play by this effect x500. If this card would be destroyed, you can reuce this card's ATK by 500 instead. Once per turn, you can reduce this card's ATK by 500 to place 1 of your removed from play "Orb" monsters in your Spell/Trap Card Zone. You can remove from play all "Orb" monsters you control to have this card gain 500 ATK for each card removed by this effect. During each of your End Phases, reduce this card's ATK by 500, and send the top card from your Deck to the Graveyard.[/i][/spoiler][/center][center]
[/center][center][spoiler=Orb Master Mystique][img]http://img191.imageshack.us/img191/8440/mistyque.jpg[/img][/center][center]
[/center][center][i]Lore:[/i][/center][center][i]This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by returning all cards in your Spell/Trap Card Zone to their owner's hand. While you control this face-up card, you must play with your hand revealed. This card gains 800 ATK for each "Orb" monster in your hand. During your opponent's Battle Phase, if a monster you control would be destroyed by battle, you can Special Summon 1 "Orb" monster from your hand. If you do, the monster is not destroyed. By sending 1 "Orb" monster in your hand to the Graveyard, you can negate the activation and effect of a card that targets this card, and destroy it. The turn player cannot counduct their Battle Phase during the turn this effect was activated.[/i][/spoiler][/spoiler][/spoiler][/center][center]
[/center][center][spoiler=Spell Cards][spoiler=Fires of Crafting][img]http://img526.imageshack.us/img526/2395/firesofcrafting.jpg[/img][/center][center][i]Lore:[/i][/center][center][i]This card is used to Ritual Summon any "Orb" Ritual Monster. You must also Tribute monsters from the field or your hand whose total Levels equal the Level of the Ritual Monster you are attempting to Ritual Summon. You can remove from play this card in your Graveyard to add 1 "Orb" Monster from your Graveyard or Deck to your hand. You cannot Summon that monster this turn.[/i][/spoiler][/center][center][spoiler=Rainbow Orb Rain][IMG]http://img121.imageshack.us/img121/5594/rainboworbrain.jpg[/IMG][/center][center][i]Lore:[/i][/center][center][i]This card can be activated in an unoccupied Monster Card Zone. You can only activate this card by sending 5 "Orb" monsters in your Spell/Trap Card Zones to the Graveyard. During each of your Standby Phases, you can Normal Summon 1 "Orb" monster in your Graveyard. If there are no "Orb" monsters in your Graveyard, destroy this card.[/i][/spoiler][/center][center]
[/center][center][spoiler=Orb Master Originus][img]http://img163.imageshack.us/img163/5849/originus.jpg[/img][/center][center][i]
[/i][/center][center][i]Lore:[/i][/center][center][i]You can activate this card in an unoccupied Monster Card Zone. If you do, this card is treated as an Effect Monster (Plant-Type/LIGHT/Level 4/ATK 1900/DEF 0) You cannot normal Summon or Set the turn you activate this card. Neither player can destroy face-up cards in their opponent's Spell/Trap Card Zones. If this card is destroyed by battle and sent to the Graveyard, you can place 1 "Orb" monster from your hand/Deck/Graveyard in an unoccupied Spell/Trap Card Zone. That card's effect can be used twice per turn as long as it is face-up.[/i][/spoiler][/spoiler][/center][center]
[/center][center][spoiler=Traps][spoiler=Core Detonation][img]http://img193.imageshack.us/img193/8531/coredetonation.jpg[/img][/center][center]
[/center][center][i]Lore:[/i][/center][center][i]Activate only during a turn in which 2 or more "Orb" monsters in your Spell/Trap Card Zones are destroyed. Select 1 of the destroyed monsters, and remove it from play. Then, inflict damage to your opponent equal to the number of "Orb" monsters destroyed this turn x400.[/i][/spoiler][/center][center]
[/center][center][spoiler=Orb Master Defense Statue][img]http://img529.imageshack.us/img529/8093/defensestatue.jpg[/img][/center][center]
[/center][center][i]Lore:[/i][/center][center][i]You can only activate this card while you control an "Orb Master" monster. After activation, Special Summon this card; it is treated as an Effect Monster Card (Rock-Type/DARK/Level 4/ATK 0/DEF 2000), in Defense position. As long as you control this face-up card and there are at least 2 "Orb" monsters in your Spell/Trap Card Zone, this card cannot be destroyed by card effects or returned to the hand. If your opponent would select this card as a attack target, you can send 1 "Orb" monster in your Spell/Trap Card Zone to the Graveyard to negate the attack. Your opponent cannot select other cards you control as attack targets.[/i][/spoiler][/spoiler][/center][center]
[/center][center]Please comment. I need to know whether to keep doing these.[/center]
Link to comment
Share on other sites

Wow....o.o Just wow...

I absolutely LOVE this! =D

The pictures are phenomenal, they support an underrated type, Rocks, and they're just overall really cool! I love the names, and how each Orb represents something, although the Green Orb of Rooting is a little lacking. XD Sorry, that's the weakest of the bunch, and that's the only name I didn't like as much. Still fantastic job!

The only changes I'd make are continuing with the series. Honestly, it does seem a little lacking right now, and hard to use, but only because I don't think you have enough cards finished for it. Please, PLEASE, continue this! I'd be ecstatic to have your next post have the words, "Of course I'll continue this, Ring!"

8/10, just because I absolutely love their original effects, even if it's based on CBs, it has it's on unique flair to it, plus, it's only flaw is that there's not enough of it. XD
Link to comment
Share on other sites

Oh, one thing I forgot to add! There is ONE thing wrong with this, or in my opinion, there is. o.o You never state whether they're Spell cards or Trap cards, and if they're Continuous. I'd suggest making them Continuous Spells, or Continuous Traps, but that's your call. =3 A minor issue, though, I don't see much of a problem with it.
Link to comment
Share on other sites

Hmmmm, nice additions! I like Master Techno, he's the general perfect archetype support. Gets out Orbs, uses their effects, everything needed for Orbs themselves. The Dark and Light Orbs are also really cool, good job on those! I kinda don't like how Ultimus can't really be destroyed, because he can really just constantly gain ATK, but hey, it's balanced very well, so it's all good!

O.o One thing I question is how you're going to give Orbs ATK. Or is Ultimus supposed to be the only Orb card that's ever going to gain ATK other than Master Techno? Would be nice to see more Spell/Trap Support too. =3 I'll wait until you get them done.

And sorry, I was impatient. Carry on!
Link to comment
Share on other sites

[quote name='The Ringmaster' timestamp='1290554724' post='4805930']
Hmmmm, nice additions! I like Master Techno, he's the general perfect archetype support. Gets out Orbs, uses their effects, everything needed for Orbs themselves. The Dark and Light Orbs are also really cool, good job on those! I kinda don't like how Ultimus can't really be destroyed, because he can really just constantly gain ATK, but hey, it's balanced very well, so it's all good!

O.o One thing I question is how you're going to give Orbs ATK. Or is Ultimus supposed to be the only Orb card that's ever going to gain ATK other than Master Techno? Would be nice to see more Spell/Trap Support too. =3 I'll wait until you get them done.

And sorry, I was impatient. Carry on!
[/quote]

In fact, the reason it is so ungodly indestructible is that you're basically sending your whole strategy to hell by Summoning him.

And you'd suicide if you happen to come across Compulsory Evacuation Device.

[quote name='cardmaster791' timestamp='1290556074' post='4806002']
omg i love them
9.5/10
i just think that they are similar to the crystal beasts
[/quote]

I think you haz no read the subtitle, ma'friend.
Link to comment
Share on other sites

They seem good and definitely have interesting effects. There is a flaw in Master Techno though. Even though he does gain the Orbs effect, he can't actually use them because he isn't placed in the Spell/Trap Zone. Also, he seems extremely hard to use properly as he has no real immunity to attacks and it takes quite a few cards to actually allow him to have any ATK. I'd give him 600 ATK and DEF for each Orb you control because at least then he'll have something to defend himself with other than sacrificing the only things that give him power.

The set overall and definitely something that should start gaining some Spell and Trap support. 8/10 I'd give 9 but the flaw in Techno's effect is quite significant.
Link to comment
Share on other sites

[quote name='GreatPriestCthulhu' timestamp='1290559606' post='4806116']
They seem good and definitely have interesting effects. There is a flaw in Master Techno though. Even though he does gain the Orbs effect, he can't actually use them because he isn't placed in the Spell/Trap Zone. Also, he seems extremely hard to use properly as he has no real immunity to attacks and it takes quite a few cards to actually allow him to have any ATK. I'd give him 600 ATK and DEF for each Orb you control because at least then he'll have something to defend himself with other than sacrificing the only things that give him power.

The set overall and definitely something that should start gaining some Spell and Trap support. 8/10 I'd give 9 but the flaw in Techno's effect is quite significant.
[/quote]

Actually, the 'gains their effect' part refers to anything after the big black dot. Statement denied.
On the second statement, you can block attack by summoning orbs from your S/T Zone.

Unless you have any further evidence, it's case closed.
Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...