Azuh Posted September 12, 2013 Report Share Posted September 12, 2013 I don't know what I'm doing... Plasma Batter [LIGHT / Thunder / Effect / Level 4] Cannot be Normal Summoned/Set. If you control a face-up "Plasma Ball", you can Special Summon this card from your hand. This card cannot attack the turn the turn you Special Summon this card. If your opponent takes any Battle Damage from "Plasma Ball(s)", any Battle Damage they take is doubled. When this card is sent from the field to the Graveyard, you can add 1 "Plasma Batter" from your Deck to your hand. [ATK: 2000 / DEF: 800] Plasma Pitcher [LIGHT / Thunder / Effect / Level 4] Once per turn, during your Main Phase 1, you can Special Summon up to 3 "Plasma Ball" from your hand. Those monster(s) must attack this turn. This card cannot attack the turn you activate this effect. [ATK: 1000 / DEF: 0] Plasma Catcher [LIGHT / Thunder / Effect / Level 4] Once per turn, you can flip this card into face-down Defense Position. When this card is flipped face-up, add 1 "Plasma Ball" from your Deck to your hand. [ATK: 0 / DEF: 1900] Plasma Fielder [LIGHT / Thunder / Effect / Level 4] If your opponent takes any Battle Damage from "Plasma Ball(s)", target 1 card your opponent controls and destroy it. [ATK: 1500 / DEF: 1200] Home Base [Continous Spell] Each time a "Plasma Ball" monster inflicts Battle Damage to your opponent, place 1 Plasma Ball Counter on this card (max. 4). You can remove Plasma Ball Counters from this card to activate these effects: ● 1 Counter: Add 1 "Plasma Ball" monster from your Graveyard to your hand. ● 4 Counters: Inflict 2000 damage to your opponent. Curve Ball [Quick-Play Spell] All face-up "Plasma Ball(s)" you currently control are unaffected by other Spell/Trap or Monster Card effects this turn. Link to comment Share on other sites More sharing options...
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