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Sphere Archetype (GX manga)


shadowsapex

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"Sphere" is the archetype Atticus Rhodes used in the GX manga, most of which have not been released. They focus on treating opponent's monsters as equips, and I always thought they were a really cool concept, so I'm going to try to flesh them out and make them an actual archetype.

 

Air Sphere

Lvl 2, 400/300, WIND, Winged Beast

- While you control another "Sphere" monster, your opponent cannot declare an attack. Other "Sphere" monsters you control cannot be targeted by your opponent's card effects. If this card is sent from the field to the Graveyard: You can Special Summon 1 Level 4 or lower "Sphere" monster from your Deck, except "Air Sphere".

 

Breeze Sphere

Lvl 2, 700/1000, WIND, Winged Beast

- If your opponent controls a Level 5 or higher monster, you can Special Summon this card (from your hand). Once per turn: You can equip this card to 1 "Sphere" monster you control. It gains 700 ATK and cannot be destroyed by battle or card effects.

 

Synthesize Sphere

Lvl 4, 1000/1000, WIND, Winged Beast

- If this card is Summoned: You can Special Summon 1 Level 4 or lower "Sphere" monster from your Graveyard. You can only use this effect of "Synthesize Sphere" once per turn. Once per turn: You can discard 1 card; add 1 "Sphere" monster from your Deck to your hand, except "Synthesize Sphere".

 

Virtual Sphere

Lvl 5, 2200/1800, WIND, Winged Beast

- This card gains 100 ATK for each Equip Card you control. If this card destroys a monster by battle: Banish it. If this card is sent from the field to the Graveyard: You can Special Summon 1 Level 4 or lower "Sphere" monster from your Graveyard.

 

Influence Sphere

Lvl 7, 1500/2000, WIND, Winged Beast

- You can also Tribute monsters from your Spell/Trap Zones to Tribute Summon this card. When this card is Normal Summoned: You can look at your opponent's hand and equip 1 monster from their hand to this card. This card gains ATK equal to the ATK of the equipped monster. Your opponent cannot Special Summon monsters with Levels equal to the Levels of monsters equipped to this card.

 

Creation Sphere

Lvl 8, 3000/2000, WIND, Winged Beast

- You can Tribute Summon this card by Tributing 1 "Sphere" monster you control with a monster your opponent owns equipped to it. If this card is Normal Summoned: You can look at your opponent's Extra Deck and equip 1 monster from it to this card. This card gains the effects of all Fusion, Synchro, and Xyz monsters equipped to it. If you would detach exactly 1 Xyz Material from this card, you can destroy 1 card equipped to this card instead.

 

Hurricane Sphere

Lvl 6, 2400/1900, WIND, Winged Beast

- You can also Tribute monsters from your Spell/Trap Zones to Tribute Summon this card. At the start of the Damage Step, if this card attacks a face-up monster with less ATK than this card: You can equip that monster to this card. (You can only equip 1 monster at a time to this card by this effect). Once per turn, during either player's turn: You can send 1 monster equipped to this card to the Graveyard, then target 1 face-up monster your opponent controls; reduce its ATK by the ATK of the sent monster.

 

Force Sphere

Lvl 4, 0/2000, WIND, Winged Beast

- If this card is Normal Summoned: You can target 1 face-up monster your opponent controls; equip that target to this card. Once per turn, if this card is targeted for an attack or card effect: You can send 1 equip card on the field to the Graveyard; negate the attack or card effect. Once per turn, during either player's turn, if your opponent activates an effect that targets 1 other "Sphere" monster you control: You can change that target to this card.

 

Lightning Sphere

Lvl 3, 1000/0, WIND, Winged Beast

- If this card is Summoned: You can discard 1 card, then target 1 face-up monster on the field or in your Graveyard; equip that target to this card. Once per turn: You can send 1 equip card on the field to the Graveyard, then target 1 Level 4 or lower "Sphere" monster in your Graveyard; Special Summon that target. You can equip this card from your hand to 1 "Sphere" monster you control. If the equipped monster attacks a Defense Position monster, inflict piercing battle damage to your opponent.

 

Vortex Sphere

Lvl 2, 0/0, WIND, Winged Beast

- You can equip this card from your hand to a "Sphere" monster you control. While this card is face-up on the field or equipped to a "Sphere" monster, cards sent from the Spell/Trap Zones to your opponent's Graveyard are banished instead. This card can be treated as two Tributes for the Tribute Summon of a WIND monster. You can Tribute 1 WIND monster; Special Summon this card from your Graveyard. You can only use this effect of "Vortex Sphere" once per turn.

 
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Kk, screw the thread. I review who I want first before taking requests. >_<

 

Air Sphere: Okay, a protection monster for the other spheres. Low stats, except its float effect and protection effects make up for it. Nothing looks wrong with it yet.

 

Breeze Sphere: Well, creates an unbreakable wall unless it gets destroyed. Air Sphere's effect only applies to "Sphere" monsters, not to spells. So it should be okay since it can't lock your opponent down completely.

 

Synthesize Sphere: Seems okay as well. Has the probability to set up a easy Rank 4 Xyz. Because the first effect is already hard OPT, there are no concerns for any abusive looping.

 

Virtual Sphere: Pretty useful, since it has a decent ATK. The spheres can float quite well, because of Air and Synthesize setting up the combo required to maneuver themselves around. It's fine.

 

Influence Sphere: Ouch, that could be deadly for Burning Abyss. Aside from the Spheres, I think this card is also very useful for Crystal Beasts. It's a good card, but probably would only run 1 copy at most.

 

Creation Sphere: LOL attach Ultimate Falcon or Quasar to this guy and make your opponent cry. Best surprise card you can jump out. It's a good card.

 

Hurricane Sphere: A really good card against Superheavy Samurais and Burning Abyss. Absorbing monsters that your opponent needs in their Graveyard is a good effect. Helps sets up Creation Sphere.

 

Force Sphere: A useful effect, although it can only negate 1 attack or card effect. Best used with Air so that it stays protected, and can redirect effects to itself to negate.

 

Lightning Sphere: Well, the options are certainly there. Normal Summoning for the equip is risky, due to the low stats. Then again, it does have the possibility of getting rid of a monster your opponent needs, so its certainly useful. Auto equipping from hand makes bringing out the larger spheres easier.

 

Vortex Sphere: This card is handy. Not only can it bring itself back, but it can consider itself as two tributes. Also, since some of the other spheres float when they hit the Graveyard, this sets up a really devastating combo.

 

Overall, a good set, except you didn't invent it completely. =P Well, this deck would work better than Phantom Knights if S/T support gets added. Always add Reasoning and Soul Charge and COTH because these guys are powerful if you can swarm the field with them. Also, avoid Skill Drain.

 

Overall rating: 8.5/10, could get higher if more support gets added. No visible errors, except that they rely on waiting for another turn in order to Tribute Summon, since none of them gives any additional Summoning. That kind of slows everything down, and could be bad if your opponent runs effect negation and such.

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