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Plasma Archtype


Lonk

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[color="#FF8C00"]Plasma Fighter[/color]
Level 4
FIRE
Thunder/Effect
ATK/2000 DEF/2000

When this card is Normal Summoned or Special Summoned, it is destroyed. When this card is destroyed by a card effect, destroy 1 card your opponent controls and inflict 2000 points of damage. This effect cannot be chained to by a Monster Effect.

[color="#FF8C00"]Plasma Cannonholder[/color]
Level 2
FIRE
Thunder/Effect
ATK/1600 DEF/1600

When this card is Normal Summoned or Special Summoned, Tribute all "Plasma" monsters you control and inflict 900 points of damage for each monster Tributed this way.

[color="#FF8C00"]Plasma Hero[/color]
Level 5
FIRE
Thunder/Effect
ATK/2400 DEF/2400

When this card is Normal Summoned or Special Summoned, destroy all cards you control and draw 1 card for each card destroyed.

[color="#FF8C00"]Plasma Detainer[/color]
Level 3
FIRE
Thunder/Effect
ATK/1400 DEF/1400

When the effect of a "Plasma" monster is activated, negate it and Special Summon a "Plasma" monster from your Graveyard. It's effects are negated.

[color="#FF8C00"]Plasma Stabilizer[/color]
Level 1
FIRE
Thunder/Effect
ATK/500 DEF/500

When the effect of a "Plasma" card is activated, you can negate it's effect and place 1 Counter on this card. When this card would be destroyed, remove 1 Counter from this card. You can remove 2 Counters from this card to Special Summon 1 "Plasma" monster from your hand. It's effects are negated.

[color="#FF8C00"]Plasma Master[/color]
Level 3
FIRE
Thunder/Tuner
ATK/1000 DEF/1000

When this card is Normal Summoned, you can Special Summon 1 "Plasma" monster from your Graveyard. Then, you can choose to negate it's effect. If you do, destroy 1 card your opponent controls.

[color="#FF8C00"]Plasma Portalkeeper[/color]
Level 4
FIRE
Thunder/Tuner
ATK/2100 DEF/2100

This card cannot declare an attack. When a "Plasma" monster is Summoned, Tribute it and pick up cards from the top of your Deck until you pick up a "Plasma" card. Add the "Plasma" card to your hand (if the picked up card was a Monster, it is Special Summoned instead. It's effects are negated). Send all other cards picked up to the Graveyard.

[color="#800080"]Plasma Twin Ninjas[/color]
Level 5
FIRE
Thunder/Fusion/Effect
ATK/2200 DEF/2200

2 "Plasma" monsters

Once per turn, you can negate the effect of a "Plasma" monster you control. If you do, activate one of the following effects: ?: This card can attack twice during the same Battle Phase the effect was activated. ?: Double the ATK of this card until the End Phase of the turn the effect was activated.

[color="#C0C0C0"]Plasma Patriarch[/color]
Level 6
FIRE
Thunder/Synchro/Effect
ATK/2600 DEF/2600

1 FIRE Tuner Monster + 1 or more Thunder-Type Non-Tuner Monsters

When this card is Special Summoned, destroy all other monsters you control. Then, destroy cards your opponent controls equal to the number of cards destroyed by this card's effect.

[color="#C0C0C0"]Plasma Overlord[/color]
Level 7
FIRE
Thunder/Synchro/Effect
ATK/2800 DEF/2800

1 "Plasma" Tuner Monster + 1 or more non-Tuner Monsters

When this card is Special Summoned, negate the effects of all cards until the End Phase of your turn.

[color="#C0C0C0"]Plasma Dragon (Obligatory Synchro Dragon of the Archtype)[/color]
Level 8
FIRE
Thunder/Synchro/Effect
ATK/3000 DEF/3000

1 Thunder-Type Tuner Monster + 1 or more FIRE non-Tuner Monsters

Once per turn, you can discard 1 card to Special Summon 1 "Plasma" monster from your Graveyard. This card is unaffected by the costs and effects of all "Plasma" monsters. When the effect of a "Plasma" monster is activated, destroy 1 card on the field and draw 1 card.

[color="#9ACD32"]Shell of Plasma[/color]
Normal Spell Card

Send 1 FIRE monster and 1 Thunder-Type monster from your Deck to your Graveyard. Draw 2 cards.

[color="#9ACD32"]Plasma Fusion[/color]
Normal Spell Card

Discard 1 FIRE monster and 1 Thunder-Type monster in your hand. Special Summon 1 "Plasma" monster from your Extra Deck. That monster cannot declare an attack this turn and is returned to your Extra Deck at the End Phase.

[color="#9ACD32"]Volatile Plasma[/color]
Quick-Play Spell Card

Destroy 1 "Plasma" Monster you control. Destroy all Spell and Trap Cards on the field.

[color="#9932CC"]Plasma Bomb[/color]
Normal Trap Card

Activate when the effect of a "Plasma" monster is activated. Destroy all cards on the field.

[color="#9932CC"]Plasma Creation[/color]
Continuous Trap Card

When a "Plasma" monster is sent to the Graveyard, add 1 "Plasma" monster to your hand.

Comments?
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Does Plasma Fighter activates its second effect when Normal/Special Summoned because it destroys itself with its own effect, or am I missing something?

Anyways; I must type that the concept of "Plasmas" is original, but I would have to test them to see how they really work, simply because you don't have control over your monsters as their most of their effects are both mandatory and destructive.

However, I noticed that they still lack both swarming and searching capabilities so I suggest you to make a card, in the form of either a monster or a Spell/Trap, that allows you to add "Plasmas" from the Deck, and another that allows to Special Summon, or Normal Summon, an additional "Plasma" monster from the hand.
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Fighter's secondary effect activates as a response to the first effect.

I purposefully made them mandatory and destructive because Plasma in nature is a destructive form of matter only created by heating up gas to a very high level. But a Searcher and a Swarmer would do them very good. Thanks for your imput.
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