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 An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype

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StormWing0




Member Title : Over Creative Card Ideas
Posts : 451
Join date : 2013-07-14
Age : 32
Location : Tacoma, WA

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PostSubject: Re: An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype   An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype - Page 2 Icon_minitimeSat Aug 30, 2014 12:45 am

AoO wrote:
Well the only cost, that makes sence after all would be LP costs, since it would give you just a greater advantage, if you had to banish/ return cards or sent them to the graveyard^^
Skipping Phases would also be a possible cost Wink
Well hand discard costs would work too because if you don't have a hand you can't use anything. Razz Also Automatic Cripple effects would help too if costs wouldn't work.  Cripples are like costs but they don't care if you can pay them or not.  In the case of LP Cripples you'd lose if you couldn't pay up, in the case of discarding from the deck you'd lose if you couldn't discard. Smile
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StormWing0




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PostSubject: Re: An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype   An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype - Page 2 Icon_minitimeSat Aug 30, 2014 3:28 am

Well going to test some new ideas.


Orb Lit Grimoire of the Deck
Normal Spell
When this card is activated from the field shuffle it into the deck faceup.  If this card is drawn while face-up in your deck you can pay 1000 Life Points to send it back to the deck faceup and have your opponent randomly pick 2 Orb Lit Spell or Trap cards to add to your hand from your deck or you can banish this card along with 3 cards from your hand to add 3 Orb Lit Spell or Trap cards from you deck to your hand.

Orb Lit Grimoire of the Grave
Normal Spell
When this card is activated from the field it is sent to the graveyard.  If this card was sent to the graveyard by its own effect successfully once per turn during your standby phase you can pay 500 LP to add one Orb Lit card from you graveyard to your hand or pay 1000 LP to set one Orb Lit spell or trap card from your graveyard onto the field.  Spell or Trap Cards set by this effect cannot be activated until the next turn.  If this card is removed from your graveyard you take 3000 damage.

Orb Lit Grimoire of the Void
Normal Spell
When this card is  activated from the field it is banished.  If this card was banished by its own effect successfully once per turn during your standby phase you can discard 2 Orb Lit cards from you hand to to add 2 or your banished Orb Lit spell or trap cards other than the ones discarded to your hand or pay 500 LP to banish one card on your opponent's field.  If this card is removed from the banish zone discard your whole hand and evacuate the same number as that were discarded from the top of your deck. 

Orb Lit Grimoire of Conversion
Equip Spell
Must be initially equipped to an Orb Lit Monster.  If the Equipped monster is destroyed by battle or a monster effect and the monster that destroyed it is still on the field you can pay 500 LP to equip this card to it and both change control of it to you and the archetype to Orb Lit while it is equipped with this card.

This last one is just me testing the idea of Archetype Conversion and reequipping an equip spell.  Very annoying but easily dealt with by simply not destroying it using a monster or if you do making sure the monster that destroyed it is no longer on the field to be a target.
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StormWing0




Member Title : Over Creative Card Ideas
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PostSubject: Re: An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype   An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype - Page 2 Icon_minitimeMon Sep 01, 2014 1:55 am

Keep in mind most of the cards that aren't in the OP aren't ready yet so if it is in the OP, has and image, and has *Finished* over it, it is ready to be coded.




Here's a few simple Time based Orb Lits for grabbing cards but dealing damage as they move.

Orb Lit Monster Time Scout
LV3 / EARTH / Machine / Tuner
ATK 0 / DEF 0
If this card changes zones between the Deck, Graveyard, or Banish Zone select 1 LV4 or lower Orb Lit Monster from the zone it is sent to and roll one 6 sided die.  When a number of turns has passed that is equal to the number rolled and if the selected monster is still in the zone it was selected in it is added to your hand during the next turn's standby phase.  When this card changes zones between the Deck, Graveyard, or Banish Zone you take 500 LP in damage.  If this card's effect is ever negated while in the Deck, Graveyard, or Banished it stays negated until it is summoned to the field than removed from it without being negated.

So basically if this card moves to the Graveyard from the deck or Banish zones you add a monster from the graveyard.  It works the same for the other two named zones too.


Orb Lit Spell Time Scout
Normal Spell
You can activate this card from your field to return it to your deck faceup.  If this card was successfully activated and changes zones between the Deck, Graveyard, or Banish Zone select 1 Orb Lit Spell Card from the zone it moves to and roll one 6 sided die.  When a number of turns has passed that is equal to the number rolled and if the selected spell is still in the zone it was selected in it is added to your hand during the next turn's standby phase.  If this card's effect is ever negated while in the Deck, Graveyard, or Banished it stays negated until it is activated from the field again.  When this card changes zones between the Deck, Graveyard, or Banish Zone you take 500 LP in damage.


Orb Lit Trap Time Scout
Normal Trap
You can activate this card from your field to return it to your deck faceup.  If this card was successfully activated and changes zones between the Deck, Graveyard, or Banish Zone select 1 Orb Lit Trap Card from the zone it moves to and roll one 6 sided die.  When a number of turns has passed that is equal to the number rolled and if the selected Trap is still in the zone it was selected in it is added to your hand during the next turn's standby phase.  If this card's effect is ever negated while in the Deck, Graveyard, or Banished it stays negated until it is activated from the field again.  When this card changes zones between the Deck, Graveyard, or Banish Zone you take 500 LP in damage.

All 3 of these can be negated if you know what you are doing but also another thing is if you do negate them they stay negated until they are summoned or activated again from the field.


Orb Lit Friendly Fire Shield
Continuous Trap
Roll one 6 sided die, for a number of full turns equal to the number rolled you do not take effect damage from Orb Lit Cards that have changed between the Deck, Graveyard, and Banish Zones.  This effect can be activated again once the rolled number of full turns has passed and if you pay 500 times the last roll in LP and rerolling the die applying the same effect as before.

Very unpredictable cost for this one.  Basically you could be paying anywhere from 500 to 3000 LP to reactivate this card and roll the die again for it.  Powerful if you can get it up but also keep in mind Orb Lits have no attack and so far a very limited number of ways to stay on the field.  They can however regain field presence very fast if used right so this likely won't be an issue.
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StormWing0




Member Title : Over Creative Card Ideas
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PostSubject: Re: An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype   An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype - Page 2 Icon_minitimeTue Sep 02, 2014 3:14 am

If anyone wants to help when coming up with ideas here's a few of the rules for Orb Lit cards.


Monsters:
LV/Rank 6 or less have 0 original ATK/DEF
LV/Rank 7 - 8 have up to 1000 original ATK/DEF
LV/Rank 9 - 10 have up to 3000 original ATK/DEF
LV/Rank 11 - 12 have up to 5000 original ATK/DEF
Orb Lit Special Summoned from the Main Deck is sent to the graveyard during the end phase of the next turn.  If Special Summoned from the Graveyard they are Banished during the next turn's end phase.  If Special Summoned from the Banish Zone they are returned to the main deck during the next turn's end phase.
Most can be special summoned by their own effects when in the Deck, Grave, or Banish zones and some condition(s) is/are met.
Most can activate other effects while in or shifting between the Deck, Grave, or Banish zones but doing so causes damage to the owner.
The power of most Orb Lit monsters lies in their effects first and foremost and only a rare few actually have ATK & DEF above 1000.
Orb Lits do have Boss Monsters but the few they do have are normally of God Level and near unstoppable or at the very least extremely unpredictable.


Spells & Traps: 
Orb Lit S&T Cards that have effects that can be activated from the field normally won't have any effects to be activated from the Deck, Grave, or Banish Zones.
Orb Lit S&T Cards that can be activated from the Deck, Grave, or Banish Zones normally don't have any effects that can be used on the field other than one to send them off it to where they can be useful and normally need to use their field effect at least once to do anything from those zones.
Most of the Orb Lit's Boss cards aren't monsters but their S&T Cards. These are normally the S&T Card equivalent of Boss monsters and like them can normally tip the balance to their users but due to their unpredictable effects it won't be known who the balance was tipped in favor of until their effects come to an end.
Like Orb Lit Monsters, Orb Lit S&T cards that have effects that trigger or activate with in or shifting between the Deck, Grave or Banish zones will cause damage to their owner when doing so.



Space Controllers: 
Space Controllers either manipulate the field, deck, grave, banish, and/or hand zones in some way for themselves or other cards.  Can range from sealing up zones to simply shifting cards around.

Time Controllers:
Time Controllers have power over the Turn, its Phases, the counters tracking time, a card's number of uses per turn/duel, or when they can be used.  They are slightly more powerful due to mainly what they control and the fact if not dealt with fast can end up totally sealing someone's ability to do anything.

General:
Most Orb Lits have semi-random effects that are mostly luck based but that being said even if you get the bad end of things tend to have ways of taking advantage of their random rolls they have turning luck into power even if all the rolls are negatively affecting them.  While the negative downside to failing a random roll can be painful it only hurts if the player using the cards doesn't keep their cool.
Only Orb Lits with a specific purpose for them won't have random rolls on their effects but if they are powerful enough the random roll is replaced with a powerful cost or in worse cases cripple effect that nothing can be done about.
In general most Orb Lits are geared to take control of the duel by messing with the opponent's head and being able to back up illusions with reality.
Most Orb Lits tend to shift themselves, other cards, or both between the Deck, Grave, and Banish zones to either allow for effects to be used form them or setup the cards on the field to be able to do anything.  Their main strength of activating card effects from the Deck, Grave, and Banish zones in combination with shifting between them is what makes them highly dangerous.  It doesn't however make them unbeatable, just hard to deal with if you aren't willing to think and win the mind game first.  Most orb lit decks won't go in for the kill until they've won the war of the minds first or the opponent is totally overpowered at some point during the duel.



I think that should help anyone that wants to help. Smile
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StormWing0




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PostSubject: Re: An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype   An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype - Page 2 Icon_minitimeFri Sep 05, 2014 2:59 am

OK now back to the field for a while. Razz 
Now the first two introduce two new Attributes,  SPACE & TIME, these special attributes made partly because I didn't know what ones to give them but also they do have a function other than fill in the blank.  Also these orb introduce a New Type as well and that is Energy.  Energy is a unique type to Orb Lits for the moment but it adds some new dynamics of its own since most Orb Lits aren't part of the usual Attributes or types.  There's also a reason they are all turners but you can ignore that for now.

Orb Lit Space Orb
LV 1 / SPACE / Energy / Tuner
ATK 0 / DEF 0
Twice per turn, when Orb Lit Space Orb is destroyed or removed from the field by battle or card effect, the zone of the card that removed this one from the field is rendered unusable until the end phase of the turn after the card in that zone leaves the field.  During each of your Standby Phases increase the Level/Rank of this card by one (Max 12).   If this card is Summoned From the Deck it is sent to the Graveyard at the end of the next Turn.  If this card is Summoned From the Graveyard it is Banished at the end of the next Turn.  If this card is Summoned From the Banish Zone it is Returned to the Deck at the end of the next Turn.

Orb Lit Time Orb
LV 1 / TIME / Energy / Tuner
ATK 0 / DEF 0
Twice per turn, when Orb Lit Time Orb is destroyed or removed from the field by battle or card effect, the phase it was removed from the field in is skipped by the player that removed it during their next turn.  During each of your Standby Phases increase the Level/Rank of this card by one (Max 12).   If this card is Summoned From the Deck it is sent to the Graveyard at the end of the next Turn.  If this card is Summoned From the Graveyard it is Banished at the end of the next Turn.  If this card is Summoned From the Banish Zone it is Returned to the Deck at the end of the next Turn.

Orb Lit Light Orb
LV 1 / LIGHT / Energy / Tuner
ATK 0 / DEF 0
If this card is destroyed or removed from the field by battle or card effect other than its own, LIGHT Monsters cannot attack the rest of the turn and you gain the controller of this card gains 1000 Life Points.  If this card is Summoned From the Deck it is sent to the Graveyard at the end of the next Turn.  If this card is Summoned From the Graveyard it is Banished at the end of the next Turn.  If this card is Summoned From the Banish Zone it is Returned to the Deck at the end of the next Turn.

Orb Lit Dark Orb
LV 1 / DARK / Energy / Tuner
ATK 0 / DEF 0
If this card is destroyed or removed from the field by battle or card effect other than its own, destroy the card that removed this one from the field if it is still on the field.  During each of your Standby Phases increase the Level/Rank of this card by one (Max 12).  If this card is Summoned From the Deck it is sent to the Graveyard at the end of the next Turn.  If this card is Summoned From the Graveyard it is Banished at the end of the next Turn.  If this card is Summoned From the Banish Zone it is Returned to the Deck at the end of the next Turn.

Orb Lit Earth Orb
LV 1 / EARTH / Energy / Tuner
ATK 0 / DEF 0
If this card is destroyed or removed from the field by battle or card effect other than its own, all non-EARTH monsters of the player that removes it lose 1000 ATK/DEF until the end phase.  During each of your Standby Phases increase the Level/Rank of this card by one (Max 12).  If this card is Summoned From the Deck it is sent to the Graveyard at the end of the next Turn.  If this card is Summoned From the Graveyard it is Banished at the end of the next Turn.  If this card is Summoned From the Banish Zone it is Returned to the Deck at the end of the next Turn.

Orb Lit Wind Orb
LV 1 / WIND / Energy / Tuner
ATK 0 / DEF 0
If this card is destroyed or removed from the field by battle or card effect other than its own, return the card that removed it from the field to the owner's hand if it is still on the field.  During each of your Standby Phases increase the Level/Rank of this card by one (Max 12).  If this card is Summoned From the Deck it is sent to the Graveyard at the end of the next Turn.  If this card is Summoned From the Graveyard it is Banished at the end of the next Turn.  If this card is Summoned From the Banish Zone it is Returned to the Deck at the end of the next Turn.

Orb Lit Water Orb
LV 1 / WATER / Energy / Tuner
ATK 0 / DEF 0
If this card is destroyed or removed from the field by battle or card effect other than its own, the owner of the card that removes this card from the field reveals one card in their hand.  During each of your Standby Phases increase the Level/Rank of this card by one (Max 12).  If this card is Summoned From the Deck it is sent to the Graveyard at the end of the next Turn.  If this card is Summoned From the Graveyard it is Banished at the end of the next Turn.  If this card is Summoned From the Banish Zone it is Returned to the Deck at the end of the next Turn.

Orb Lit Fire Orb
LV 1 / FIRE / Energy / Tuner
ATK 0 / DEF 0
If this card is destroyed or removed from the field by battle or card effect other than its own, the owner for the card that removes this one from the field loses 1000 life point.  During each of your Standby Phases increase the Level/Rank of this card by one (Max 12).  If this card is Summoned From the Deck it is sent to the Graveyard at the end of the next Turn.  If this card is Summoned From the Graveyard it is Banished at the end of the next Turn.  If this card is Summoned From the Banish Zone it is Returned to the Deck at the end of the next Turn.



Before someone tries to hang me here's the reasoning behind the extra type and attributes.  The Orb Lit Archetype's true type and attribute is Energy but they only take on other attributes or types when it makes sense and they aren't close to Component Form.  Also Orb Lits with the Energy Type or Attribute will have a common effect because of it.

Energy Attribute,Type,Sub-type Common Effects:
Energy Attribute: Each time this card's effect is activated increase your Life Points by 500.
Energy Type: During each of your Standby Phases increase the Level/Rank of this card by one (Max 12).  
Energy Sub-Type: During each of your Standby Phases roll a 6 sided die and add one card to you hand from the top of the Deck, Graveyard, or Banish Zone based on the roll.  1 or 4 = Deck, 2 or 5 = Graveyard, 3 or 6 = Banish Zone

As you can tell rather than just the sub-type having the nice little effect all 3 have their own.  Also this makes them more dangerous than normal, since Orb Lits with one or more of these have their normal effects and these.  If one should have all 3 it also still has the effects that aren't related to these 3 as well making it extremely hard to deal with.  As for the TIME and SPACE attributes these cards are always going to have effects related to their attributes.

Here's an example of a card with the full Energy set. Razz 
Also putting sub types down on their own line.

Orb Lit Energy Formation
LV 1 / ENERGY / Energy
Energy
ATK 0 / DEF 0
Each time this card's effect is activated increase your Life Points by 500.  During each of your Standby Phases increase the Level/Rank of this card by one (Max 12).  During each of your Standby Phases roll a 6 sided die and add one card to you hand from the top of the Deck, Graveyard, or Banish Zone based on the roll.  1 or 4 = Deck, 2 or 5 = Graveyard, 3 or 6 = Banish Zone.  Each time an Orb Lit Card's Effect activates other than Orb Lit Energy Formation increase the ATK & DEF of all Orb Lit Monsters by 100 X their Level/Rank X the number of Card Effect Activations this turn (Energy Monsters are not included in this count).  This card's ATK Increases are removed from all Orb Lit Monsters during your End Phase and its DEF Increases are removed from all Orb Lit Monsters during your Opponent's End Phase.  If this card is Summoned From the Deck it is sent to the Graveyard at the end of the next Turn.  If this card is Summoned From the Graveyard it is Banished at the end of the next Turn.  If this card is Summoned From the Banish Zone it is Returned to the Deck at the end of the next Turn.

lol it is shorter than it seems, 6 lines of text from the 3 Energy Effects and the 3 Common Orb Lit Monster effects and we haven't even gotten to the card's real effect yet.  Embarassed There is a reason I excluded Energy Monsters from the Activation Count of the number of activations and that's because the player cannot stop or even if they could why would they.

Here's how its main effect plays out for itself or other 0 ATK/DEF Level/Rank 1 cards.
0 + 100 * 1 * 1 = 100
100 + 100 * 1 * 2 = 300
300 + 100 * 1 * 3 = 600
600 + 100 * 1 * 4 = 1000
1000 + 100 * 1 * 5 = 1500
1500+ 100 * 1 * 6 = 2100
2100+ 100 * 1 * 7 = 2800
2800+ 100 * 1 * 8 = 3600
3600+ 100 * 1 * 9 = 4500
4500 + 100 * 1 * 10 = 5500


If someone wants to try and clean that mess of a card effect up be my guest since I'm a little stumped. XD
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AoO

AoO


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PostSubject: Re: An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype   An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype - Page 2 Icon_minitimeFri Sep 05, 2014 9:42 pm

I wouldnt call an attribute "Space" or "Time" because I associate these more as Dimensions than attributes :/  
Energie or Gravity sounds more suitable as an Attribute and sth. Like Time- and Spacetraveler more suitable as an Type than Energie.
I would also recomend to make all artworks for your previous cards, because at least I counted 67 cards so far.
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StormWing0




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PostSubject: Re: An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype   An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype - Page 2 Icon_minitimeSat Sep 06, 2014 12:19 am

lol wasn't keeping count of the cards but any I've moved to the OP are done aside from images.  As for the others just think of them as test runs for the ones that might end up in the main collection. Smile Also not sure what can work as a back up for Adobe Illustrator since I was using it on the school computers but don't have use of it when at home. >.>
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AoO

AoO


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PostSubject: Re: An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype   An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype - Page 2 Icon_minitimeSat Sep 06, 2014 12:13 pm

Why not use the freeware GIMP then (not so much features, but hey its free^^)??
Or you find an old version of Adobe Illustrator for free in the internet (but not sure, whether you are allowed to just download it:/)??
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StormWing0




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PostSubject: Re: An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype   An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype - Page 2 Icon_minitimeSun Sep 07, 2014 6:19 am

Well Since I was using a vector art program I'd need one to replicate what I have been doing so does GIMP use vectors or Pixels? O_o
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AoO

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PostSubject: Re: An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype   An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype - Page 2 Icon_minitimeSun Sep 07, 2014 10:17 pm

Oh... it is Pixel based...
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StormWing0




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PostSubject: Re: An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype   An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype - Page 2 Icon_minitimeFri Sep 12, 2014 4:22 am

Well I guess I'm going to use Paint.net to cook up some temp images for now than someone can try and beat me to redrawing them if they want to. Razz 


Also anything that isn't in the OP isn't ready yet to be given an image or code so don't stress yourselves out thinking all of these are going into the archetype. Smile
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StormWing0




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PostSubject: Re: An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype   An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype - Page 2 Icon_minitimeSat Sep 13, 2014 3:58 am

Going to try and revamp Drone, Wisp, and Shield a bit more in a few and finalize more of the Orb Lit card images.  If anything seems odd or needs work point it out but for the most part the Orb Lits in the Topic Post aren't likely to be changed unless needed.
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StormWing0




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PostSubject: Re: An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype   An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype - Page 2 Icon_minitimeSat Sep 13, 2014 5:35 am

Second pass on these cards. Razz 
Monsters:
Orb Lit Jump Drone:
LV2 / LIGHT / Machine / Tuner
ATK 0 / DEF 0
During your standby phase you can activate this card's effect from your Deck, Graveyard, or Banish Zone; You can only activate the effect of Orb Lit Jump Drone once per turn from the same zone (Deck, Grave, Banish).  When this card changes zones by its own effect or the effect of another Orb Lit Jump Drone between the Deck, Graveyard, or Banish Zone you take 1000 LP in damage.  If this card's effect is ever negated while in the Deck, Graveyard, or Banished it stays negated until it is summoned to the field than removed from it without being negated.  If you activate this card's effect and there are less than 6 cards in the zone it is in (excluding itself) special summon it to the field from that zone in attack position instead of its normal effect activating, any battle or effect damage you take while this card is on you field is multiplied by the number of draw phases that still have to be skipped divided by 2.
DECK: If this card's effect was activated you'll skip a number of your next draw phases equal to the number of total activations of this card effect.  This card must have been returned to the deck in order to activate this effect from the deck.
GRAVEYARD: If this card was activated from your deck your opponent picks 1 random card from your deck to add to your hand, than picks 5 random cards to send to your graveyard from your deck.  If this card was activated from your graveyard your opponent picks 1 random card from your graveyard to add to your hand, than picks 5 random cards to banish from your graveyard.  
BANISHED: If this card was activated from your banish zone your opponent picks 1 random card from your banish zone to add to your hand, than picks 5 random banished cards to send to shuffle back into your deck. 

Reworded a lot of Jump Drone's effect and moved some things around.


Orb Lit Wisp:
FIRE / Fairy / Tuner
LV2 / ATK 0 / DEF 0
You can activate one of the following effects as long as its conditions are met and there are no monsters on your field.  If this card is destroyed by a monster or a spell or trap card that is still on the field after this card is destroyed you gain control of that card and its Archetype is changed to Orb Lit while it is on the field.
If this card is Summoned From the Deck it is sent to the Graveyard at the end of the next Turn.  If this card is Summoned From the Graveyard it is Banished at the end of the next Turn.  If this card is Summoned From the Banish Zone it is Returned to the Deck at the end of the next Turn.
If this card was Special Summoned by its own effect special summon 2 LV 2 or lower Orb Lit monsters from the same location this card was summoned from also take 500 damage for each card summoned including this card.  (Valid Locations: Deck, Graveyard, Banish)  
DECK: If your opponent declares a direct attack while this card is in your deck you can evacuate 1 card from the top of your deck to special summon this card from your deck.  
GRAVEYARD: If your opponent activates a Spell Card while this card is in your graveyard you can banish 1 card randomly from your graveyard to Special Summon this card from your graveyard.
BANISHED: If your opponent activates a Trap Card while this card is banished you can shuffle 1 random banished card back into your deck to Special Summon this card from your banish zone


Orb Lit Shield: 
LV3 / EARTH / Rock / Tuner
ATK 0 / DEF 0
You can only activate this card's effects once per turn. You can activate one of the following effects when its Conditions are met.  Also when this card is special summoned by its own effect you can special summon 2 Orb Lit Shield Tokens to your side of the field (Orb Lit Shield Token | LV3 / EARTH / Rock | ATK 0 / DEF 0 | Effect: This card Cannot be destroyed by effects twice per turn and the controller takes no battle damage involving this card.). 
While this card is face-up on your side of the field it and the monsters summoned by it cannot be destroyed by battle, also you take no battle damage from battles involving them or this card.  If this card is Summoned From the Deck it is sent to the Graveyard at the end of the next Turn.  If this card is Summoned From the Graveyard it is Banished at the end of the next Turn.  If this card is Summoned From the Banish Zone it is Returned to the Deck at the end of the next Turn.
HAND: If your opponent Special Summons a monster while this card is in your hand and you have no monsters on your field you can evacuate 2 cards from the top of your deck to special summon this card from your hand.
GRAVEYARD: If this card is in your graveyard and a card(s) on your side of the field is going to be destroyed by a spell card effect you can banish this card and 2 other cards from your graveyard to negate the spell card's effect. 
BANISHED: If this card is Banished and your opponent activates a trap card you can return this card to the deck to negate the trap card and flip it face-down.


Spells:
Orb Lit Thunder Strike
Quick-Play Spell
You can activate this card from the field or hand to return it to your deck face up.  You can activate this card from you deck, graveyard, or banish zones by discarding one card from your hand and applying one of the following effects if it's conditions are met.  This card can only be activated once per turn and cannot be activated if another Orb Lit Thunder Strike was activated from the same zone this turn.  When this card changes zones between the Deck, Graveyard, or Banish Zone by it's own effect you take 500 LP in damage.
DECK: This card can only be activated from the deck if face up in it. If activated from your deck send this card to the graveyard and destroy one monster on the field.
GRAVEYARD: If activated from your graveyard banish this card and destroy one spell card on the field.
BANISHED: If activated from your banish zone return this card to your deck and destroy one trap card on the field.

Orb Lit Temporal Raigeki Break
Quick-Play Spell
You can activate this card from the field or hand to return it to your deck face up.  You can activate this card from you deck, graveyard, or banish zones to activate one of the following effects.  This card can only be activated once per turn and cannot be activated if another Orb Lit Temporal Raigeki Break was activated from the same zone this turn.  When this card changes zones between the Deck, Graveyard, or Banish Zone by it's own effect you take 500 LP in damage.
DECK: If activated from your deck send this card to the graveyard, target 2 cards in each player's hand and roll a 6 sided die.  The targeted cards are banished face down for a number of turns equal to the number rolled and return to their owner's hands during the end phase of the rolled turn.  To active this card from the deck it must be face up in the deck and you must have 2 cards in your hand.
GRAVEYARD: If activated from your graveyard banish this card and Target one spell or trap card on each players field than roll one 6 sided die and banish all selected cards facedown for a number of turns equal to the number rolled.  The zones cards banished by this effect were in cannot be used while the cards are banished and return during the last turn's end phase.
BANISHED: If activated from your banish zone return this card to your deck and Banish 3 cards from the top of each player's Deck and Graveyard facedown than roll a 6 sided die for each one banished by this effect.  Card banished by this effect return to their original locations during the endphase a number of turns after the number rolled for them. (Meaning a card returns when the number of turns passes that was rolled for it)

OK this might do for a second pass on the above cards but if anyone has some ideas I'm open. Smile


Last edited by StormWing0 on Wed Sep 17, 2014 9:41 pm; edited 1 time in total
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AoO

AoO


Member Title : Noob4ever
Posts : 241
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Location : I only know that it is dark :/

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PostSubject: Re: An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype   An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype - Page 2 Icon_minitimeSat Sep 13, 2014 3:13 pm

even the spellcards can be activated form the deck?? *.*
If I would play this deck my brain would burst as these decks allowes to much combination Razz
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StormWing0




Member Title : Over Creative Card Ideas
Posts : 451
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PostSubject: Re: An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype   An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype - Page 2 Icon_minitimeSat Sep 13, 2014 10:08 pm

AoO wrote:
even the spellcards can be activated form the deck?? *.*
If I would play this deck my brain would burst as these decks allowes to much combination Razz
Well they can only be used from the deck if they are face-up in it and that would only happen if they were activated from the field. Smile  I think that would be a good starting restriction for any Orb Lit card.  If it is sent to the deck by its own effect it would be sent face up and as long as it is face up in the deck it could be activated when the conditions are met. Smile 

Also one thing I've started doing is coming up with more hand discarding and LP lose for using their effects.  Hopefully this will slow down users of the deck slightly to make up for their powerful effects. Razz 


Here's some Fusions, Synchros, and XYZs to go along with the mess I've got so far.  Now the Main Deck Cards are powerful yes but also they are actually the weakest of the Orb Lit Archetype.  I would put some Fusion Spell and Trap cards into the archetype but since we don't have that ability to do so yet those will have to wait. Razz 

Also I got no clue how to do Pendulums for the Orb Lit cards yet so have fun on that note.  Don't think it would be a good idea given how much power for summoning they have already. XD

Orb Lit Eerie Shadow Gigas
Fusion / DARK / Rock
LV 4 / ATK 0 / DEF 0
1 Orichalcos Gigas (or 1 DARK Monster whose Archetype is being treated as Orb Lit due to an effect) + 1 Orb Lit Monster
This card gain 500 ATK X the number of times it was summoned by its own effect or the effect of another Orb Lit Card during this duel, this boost resets if its effect is ever negated while in the Graveyard or Banish zone.  When this card is destroyed you can either discard one card from your hand or take 500 LP Damage to special summon this card immediately.  If this card is Summoned From the Extra Deck by a non Orb Lit Card Effect it is sent to the Graveyard at the end of the next Turn.  If this card is Summoned From the Graveyard by an effect other than its own it is Banished at the end of the next Turn.  If this card is Summoned From the Banish Zone by an effect other than its own it is Returned to the Deck at the end of the next Turn.

You'll see why I didn't make it the same ATK/DEF as Stardust here in a moment and if you look up the Orb Lit Monster Rules. Razz 
Orb Lit Eerie Storm Stardust Dragon
Fusion / WIND / Dragon 
LV 8 / ATK 1000 / DEF 1000
1 Stardust Dragon (or 1 Level/Rank 8 WIND Monster whose Archetype is being treated as Orb Lit due to an effect) + 1 Orb Lit Monster
This card's Original ATK & DEF are increased by that of Stardust Dragon's Original ATK & DEF while it is face up on the field. When a Card's Effect is activated that would destroy a card(s) on the field you can tribute this card to negate that card's effect activation and destroy it.  During the End Phase if this card negated an effect this way during this turn : You can Special Summon this card from your Graveyard or Banish Zone.  If this card is Summoned From the Extra Deck by a non Orb Lit Card Effect it is sent to the Graveyard at the end of the next Turn.  If this card is Summoned From the Graveyard by an effect other than its own it is Banished at the end of the next Turn.  If this card is Summoned From the Banish Zone by an effect other than its own it is Returned to the Deck at the end of the next Turn.

Basically it's attack goes up by 2500 and defense goes up by 2000 making it 3500/3000 by the end of that boost but that boost can be taken away from it too if you know what you are doing. Smile 

Orb Lit Eerie Flash Warrior Lady
Fusion / LIGHT / Warrior
LV 4 / ATK 0 / DEF 0
1 D.D. Warrior Lady (or 1 LIGHT Monster whose Archetype is being treated as Orb Lit due to an effect) + 1 Orb Lit Monster
When this card battles an opponent's monster you can banish that monster and this one after damage calculation.  Twice per turn you can discard one card from your hand to banish one monster on the field and have this card gain ATK & DEF equal to half the banished monster's.  If this card is Summoned From the Extra Deck by a non Orb Lit Card Effect it is sent to the Graveyard at the end of the next Turn.  If this card is Summoned From the Graveyard by a non Orb Lit Card Effect it is Banished at the end of the next Turn.  If this card is Summoned From the Banish Zone by a non Orb Lit Card Effect it is Returned to the Deck at the end of the next Turn.


Orb Lit Eerie Quake Catapulter  
Fusion / EARTH / Machine
LV 4 / ATK 0 / DEF 0
1 Dark Catapulter (or 1 EARTH Monster whose Archetype is being treated as Orb Lit due to an effect) + 1 Orb Lit Monster
During each Standby Phase if this card is in attack position it gains 500 DEF.  During your Standby Phase if this card is in Defense Position place 1 Counter on this card.  You can Evacuate a number of cards from your deck, or Banish a number of cards from your Graveyard, or Return to your deck a number of your Banished cards; up to the number of counters on this card to remove the same number of counters from this card and banish a number of cards on the field equal to the number of counters removed, also remove any remaining counters on this card after this effect's resolution and change this card into Attack Position, this card's position cannot be changed except by card effect until your next standby phase.  If this card is Summoned From the Extra Deck by a non Orb Lit Card Effect it is sent to the Graveyard at the end of the next Turn.  If this card is Summoned From the Graveyard by a non Orb Lit Card Effect it is Banished at the end of the next Turn.  If this card is Summoned From the Banish Zone by a non Orb Lit Card Effect it is Returned to the Deck at the end of the next Turn.

I think I broke an already annoying card just by letting someone pick how many counters are removed but at least it clears any remaining counters after that effect is used. Smile 

Orb Lit Eerie Wave Soldier
Fusion / WATER / Aqua
LV 4 / ATK 0 / DEF 0
1 Abyss Soldier (or 1 WATER monster whose Archetype is being treated as Orb Lit due to an effect) + 1 Orb Lit Monster
Twice per turn you can discard one WATER or Orb Lit Monster from your hand and target one monster on the field and return it to its owner's hand.  This card gains 500 ATK and DEF for each monster successfully returned to its owner's hand while this card in face up on the field.  If this card is Summoned From the Extra Deck by a non Orb Lit Card Effect it is sent to the Graveyard at the end of the next Turn.  If this card is Summoned From the Graveyard by a non Orb Lit Card Effect it is Banished at the end of the next Turn.  If this card is Summoned From the Banish Zone by a non Orb Lit Card Effect it is Returned to the Deck at the end of the next Turn.

Yes I'm using some random selections of cards for the fusions but there is a reason behind it and that's mainly because there are some Orb Lits that can be used in other decks. Also they can be brought out by using a monster of the same attribute that has had its Archetype changed to Orb Lit.

Orb Lit Eerie Flare Dragon
Fusion / FIRE / Pyro
LV 4 / ATK 0 / DEF 0
1 Solar Flare Dragon (or 1 FIRE monster whose Archetype is being treated as Orb Lit due to an effect) + 1 Orb Lit Monster
While there is another Pyro-Type or Orb Lit Monster on your side of the field this card cannot be attacked.  During the End Phase either Increase this card's ATK by 500 or do 500 LP Damage to your Opponent.  If this card is Summoned From the Extra Deck by a non Orb Lit Card Effect it is sent to the Graveyard at the end of the next Turn.  If this card is Summoned From the Graveyard by a non Orb Lit Card Effect it is Banished at the end of the next Turn.  If this card is Summoned From the Banish Zone by a non Orb Lit Card Effect it is Returned to the Deck at the end of the next Turn.


And here's a few more cards for summoning the Fusions in the first place.  yes you can use the usual means of summoning fusions with them as well but this gives a way to keep them around when fusion summoned. Smile 

Orb Lit Fusion Force - Field
Normal Spell
Send to the Graveyard or Banish Fusion Material Monsters on your field or in your hand listed on an Orb Lit Fusion Monster Card than Fusion Summon that Fusion Monster from your Extra Deck.

Orb Lit Fusion Force - Grave
Normal Spell
Banish Fusion Material Monsters from your Graveyard or the top 10 cards in your deck listed on an Orb Lit Fusion Monster Card than Fusion Summon that Fusion Monster from your Extra Deck.

Orb Lit Fusion Force - Void
Normal Spell
Return to the Deck Fusion Material Monsters from your Banish Zone or the top 10 cards in your Graveyard listed on an Orb Lit Fusion Monster Card than Fusion Summon that Fusion Monster from your Extra Deck.


I'll stop there on those for now since someone is only likely to use one or two of them depending on their Deck setup if any at all. Smile
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StormWing0




Member Title : Over Creative Card Ideas
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PostSubject: Re: An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype   An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype - Page 2 Icon_minitimeSun Sep 14, 2014 11:06 pm

Anyone want to help finish this archetype up?  Needing ideas on other cards to put in and what ones to get images for first. Smile The Orb Lit Archetype rules are a page or two back if I remember right just be sure to mark with Main or Optional to let me know where you think it should be. Smile 


Here's the rules again for those that can't find them. Smile 
StormWing0 wrote:
Monsters:
LV/Rank 6 or less have 0 original ATK/DEF
LV/Rank 7 - 8 have up to 1000 original ATK/DEF
LV/Rank 9 - 10 have up to 3000 original ATK/DEF
LV/Rank 11 - 12 have up to 5000 original ATK/DEF
Orb Lit Special Summoned from the Main Deck is sent to the graveyard during the end phase of the next turn.  If Special Summoned from the Graveyard they are Banished during the next turn's end phase.  If Special Summoned from the Banish Zone they are returned to the main deck during the next turn's end phase.
Orb Lits Special Summoned from the Extra Deck by a Non-Orb Lit card Effect are sent to the graveyard during the end phase of the next turn.  Extra Deck Orb Lits Special Summoned by an effect other than their own (If they have one that special summons itself) from the Graveyard are banished during the end phase of the next turn.  Extra Deck Orb Lits Special Summoned by an effect other than their own (If they have one that special summons itself) from the Banish Zone are Returned to the Extra Deck during the end phase of the next turn.
Most can be special summoned by their own effects when in the Deck, Grave, or Banish zones and some condition(s) is/are met.
Most can activate other effects while in or shifting between the Deck, Grave, or Banish zones but doing so causes damage to the owner.
Hint the two above rules apply to the more simplistic effect Orb Lits more often than it does to the complicated effects.  Also for summoning from the deck either the monster must be face-up in the deck or special conditions must be met first.  For Activating from the Deck it is the same thing, Special conditions or face-up.  If they get negated while in the Deck, Grave, or Banish Zone they cannot activate their effects until summoned to the field again.
The power of most Orb Lit monsters lies in their effects first and foremost and only a rare few actually have ATK & DEF above 1000.
Quote :
Orb Lits do have Boss Monsters but the few they do have are normally of God Level and near unstoppable or at the very least extremely unpredictable.


Spells & Traps: 
Orb Lit S&T Cards that have effects that can be activated from the field normally won't have any effects to be activated from the Deck, Grave, or Banish Zones.
Orb Lit S&T Cards that can be activated from the Deck, Grave, or Banish Zones normally don't have any effects that can be used on the field other than one to send them off it to where they can be useful and normally need to use their field effect at least once to do anything from those zones.
Most of the Orb Lit's Boss cards aren't monsters but their S&T Cards. These are normally the S&T Card equivalent of Boss monsters and like them can normally tip the balance to their users but due to their unpredictable effects it won't be known who the balance was tipped in favor of until their effects come to an end.
Like Orb Lit Monsters, Orb Lit S&T cards that have effects that trigger or activate with in or shifting between the Deck, Grave or Banish zones will cause damage to their owner when doing so.
Orb Lit Spell & Trap cards that have effects that activate in the Deck, Grave, or Banish Zones if negated have to be reactivated from the field again and sent to their appropriate location before they'll have use of their effects in those locations again.

Space Controllers: 
Space Controllers either manipulate the field, deck, grave, banish, and/or hand zones in some way for themselves or other cards.  Can range from sealing up zones to simply shifting cards around.

Time Controllers:
Time Controllers have power over the Turn, its Phases, the counters tracking time, a card's number of uses per turn/duel, or when they can be used.  They are slightly more powerful due to mainly what they control and the fact if not dealt with fast can end up totally sealing someone's ability to do anything.

General:
Most Orb Lits have semi-random effects that are mostly luck based but that being said even if you get the bad end of things tend to have ways of taking advantage of their random rolls they have turning luck into power even if all the rolls are negatively affecting them.  While the negative downside to failing a random roll can be painful it only hurts if the player using the cards doesn't keep their cool.
Only Orb Lits with a specific purpose for them won't have random rolls on their effects but if they are powerful enough the random roll is replaced with a powerful cost or in worse cases cripple effect that nothing can be done about.
In general most Orb Lits are geared to take control of the duel by messing with the opponent's head and being able to back up illusions with reality.
Most Orb Lits tend to shift themselves, other cards, or both between the Deck, Grave, and Banish zones to either allow for effects to be used form them or setup the cards on the field to be able to do anything.  Their main strength of activating card effects from the Deck, Grave, and Banish zones in combination with shifting between them is what makes them highly dangerous.  It doesn't however make them unbeatable, just hard to deal with if you aren't willing to think and win the mind game first.  Most orb lit decks won't go in for the kill until they've won the war of the minds first or the opponent is totally overpowered at some point during the duel.

Meantime, here's some more Extra Deck cards. Smile 


Orb Lit Doom Lancer
Synchro / DARK / Warrior
LV 6 / ATK 0 / DEF 0
1 Orb Lit Tuner or 1 Tuner Monster whose Archetype is being treated as Orb Lit due to an effect + 1 one or more Orb Lit and/or DARK Monsters
Once Per Turn discard a number of cards from you hand up to the number of monsters face up on the field and select the same number of monsters face up on the field; this card gains ATK and DEF equal to the selected monster(s) total ATK and total DEF.  When this monster attacks it also attacks the monsters in the zones to the right and left of the attacked monster at the same time.  Battle is conducted fully with all monsters attacked by this monster, if this monster where to be destroyed by any of those battles it isn't destroyed until battle with all monsters attacked (if any) is over.  If this card is Summoned From the Extra Deck by a non Orb Lit Card Effect or without Synchro Summoning it is sent to the Graveyard at the end of the next Turn.  If this card is Summoned From the Graveyard by a non Orb Lit Card Effect it is Banished at the end of the next Turn.  If this card is Summoned From the Banish Zone by a non Orb Lit Card Effect it is Returned to the Deck at the end of the next Turn.


Orb Lit Spark Dragon
Synchro / LIGHT / Dragon
LV 6 / ATK 0 / DEF 0
1 Orb Lit Tuner or 1 Tuner Monster whose Archetype is being treated as Orb Lit due to an effect + 1 one or more Orb Lit and/or LIGHT Monsters
This card Cannot be destroyed by battle or effects as long as you have an Orb Lit Spell or Trap Card Face Up on your side of the field.  When this card is attacked by a monster(s) it gains the attackers' ATK after the damage step.  If this card has 3000 or more ATK and is attacked you can discard 2 cards from your hand to have this card attack the monster that attacked it after its battle with this card during your opponent's battle phase, also after this card attacks during your opponent's battle phase reduce its ATK and DEF to 0.  If this card is Summoned From the Extra Deck by a non Orb Lit Card Effect or without Synchro Summoning it is sent to the Graveyard at the end of the next Turn.  If this card is Summoned From the Graveyard by a non Orb Lit Card Effect it is Banished at the end of the next Turn.  If this card is Summoned From the Banish Zone by a non Orb Lit Card Effect it is Returned to the Deck at the end of the next Turn.


Orb Lit Core Gate
Synchro / EARTH / Rock
LV 6 / ATK 0 / DEF 0
1 Orb Lit Tuner or 1 Tuner Monster whose Archetype is being treated as Orb Lit due to an effect + 1 one or more Orb Lit and/or EARTH Monsters
This card Cannot be destroyed by battle or effects as long as you have an Orb Lit Spell or Trap Card Face Up on your side of the field.  When this card is attacked by a monster(s) it gains the attackers' DEF after the damage step.  During your turn you can lower this card's DEF by 1000 to return one monster on the field your opponent controls to its owner's hand.  If this card is Summoned From the Extra Deck by a non Orb Lit Card Effect or without Synchro Summoning it is sent to the Graveyard at the end of the next Turn.  If this card is Summoned From the Graveyard by a non Orb Lit Card Effect it is Banished at the end of the next Turn.  If this card is Summoned From the Banish Zone by a non Orb Lit Card Effect it is Returned to the Deck at the end of the next Turn.


Orb Lit Cyclone Harpie
Synchro / WIND / Winged-Beast
LV 6 / ATK 0 / DEF 0
1 Orb Lit Tuner or 1 Tuner Monster whose Archetype is being treated as Orb Lit due to an effect + 1 one or more Orb Lit and/or WIND Monsters
When this card is Summoned to the field flip two cards on the field face down, these cards cannot be flipped face up as long as this card is on the field, if a monster is flipped face down by this effect this card gains its ATK and DEF, if a Spell or Trap card is flipped face down by this effect this card gains its effects.  Once per turn you can discard one card from your hand to flip one card on the field Face Down, if a monster is flipped face down by this effect this card gains its ATK and DEF, if a Spell or Trap card is flipped face down by this effect this card gains its effects.  If this card is Summoned From the Extra Deck by a non Orb Lit Card Effect or without Synchro Summoning it is sent to the Graveyard at the end of the next Turn.  If this card is Summoned From the Graveyard by a non Orb Lit Card Effect it is Banished at the end of the next Turn.  If this card is Summoned From the Banish Zone by a non Orb Lit Card Effect it is Returned to the Deck at the end of the next Turn.


Orb Lit Abyss Ray
Synchro / WATER / Fish
LV 6 / ATK 0 / DEF 0
1 Orb Lit Tuner or 1 Tuner Monster whose Archetype is being treated as Orb Lit due to an effect + 1 one or more Orb Lit and/or WATER Monsters
This card Cannot be destroyed by battle or effects as long as you have an Orb Lit Spell or Trap Card Face Up on your side of the field.  Each time this card is attacked you can draw one card from the top of your deck or add one card from the top of your graveyard or banish zone to your hand.  If this card is attacked 2 or more times in one turn your opponent discards one card from their hand for each attack on this card in addition to the previous effect.  If this card is Summoned From the Extra Deck by a non Orb Lit Card Effect or without Synchro Summoning it is sent to the Graveyard at the end of the next Turn.  If this card is Summoned From the Graveyard by a non Orb Lit Card Effect it is Banished at the end of the next Turn.  If this card is Summoned From the Banish Zone by a non Orb Lit Card Effect it is Returned to the Deck at the end of the next Turn.


Orb Lit Flare Soldier
Synchro / FIRE /Pyro
LV 6 / ATK 0 / DEF 0
1 Orb Lit Tuner or 1 Tuner Monster whose Archetype is being treated as Orb Lit due to an effect + 1 one or more Orb Lit and/or FIRE Monsters
This card Cannot be destroyed by battle or effects as long as you have an Orb Lit Spell or Trap Card Face Up on your side of the field.  Each time this card is attacked either inflict damage equal to the attacking monster's attack or destroy one spell or trap card on the field.  If this card is attacked 2 or more times in one turn you can either banish 1 card from your opponent's graveyard or send to the grave 1 card from your opponent's banish zone in addition to the previous effect for each attack.  If this card is Summoned From the Extra Deck by a non Orb Lit Card Effect or without Synchro Summoning it is sent to the Graveyard at the end of the next Turn.  If this card is Summoned From the Graveyard by a non Orb Lit Card Effect it is Banished at the end of the next Turn.  If this card is Summoned From the Banish Zone by a non Orb Lit Card Effect it is Returned to the Deck at the end of the next Turn.


Well this should be interesting.  Like I said they are a lot more dangerous than normal and can be very annoying but most in this set can't do anything without the opponent being foolish. Smile 

Speaking of some of the God Cards of the Orb Lits here's one of them. Smile 

Sealed Orb Lit God Silver Nightshade
Fusion / DIVINE / Divine-Beast
LV 12 / ATK Infinite / DEF Infinite
1 LIGHT Orb Lit Monster + 1 DARK Orb Lit Monster + 1 EARTH Orb Lit Monster + 1 WIND Orb Lit Monster + 1 WATER Orb Lit Monster + 1 FIRE Orb Lit Monster:  You can also use monsters of the named attributes that have their Archetype being treated as Orb Lit due to an effect.
This monster can only be special summoned by fusion summon, and if fusion summoned or special summoned by a non-Orb Lit card effect it is returned to the Extra Deck during the End Phase.  This card's summoning cannot be negated or stopped, also its effects cannot be activated in response to the turn it is summoned.  When this card is Special Summoned by an Orb Lit Effect banish all of your Opponent's spell and trap cards, the zones that had spell and trap cards banished from them are unusable as long as this card is on the field, spell and trap effects or cards cannot be activated in response to this effect.  When this card declares and attack it attacks all monsters on your opponent's side of the field at once, battle is conducted fully with all monsters attacked by this monster, during damage calculation the battle damage done by this card is equal to the attacked monster's attack.  If this card attacks directly and successfully deals damage you win the duel.  

Yes I was watching Vanguard today and got the idea for this and needless to say it wipes the field twice the turn it is summoned if it manages to attack. Smile Also yes this is only the sealed version of it so I'm guessing you can guess what the fully unsealed version would be like. Razz If it is broken now you got no idea how broken a God card of the Orb Lits can get. Very Happy
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StormWing0




Member Title : Over Creative Card Ideas
Posts : 451
Join date : 2013-07-14
Age : 32
Location : Tacoma, WA

An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype - Page 2 Empty
PostSubject: Re: An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype   An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype - Page 2 Icon_minitimeThu Sep 18, 2014 12:14 am

Well I saw some Fusion Spells made by using one of the Legendary Dragons so I figured I drop the Fusions in along with their materials that haven't been made yet.


Orb Lit Advanced Art Fusionist
XYZ / WATER / Fairy 
R 2 / ATK 0 / DEF 0
2 or more LV2 Orb Lit Monsters
Once per turn you can remove 1 XYZ Material from this card to send Fusion Material Listed on a Fusion Spell or Trap Card from your Hand or Field to the Graveyard to Set or Active that Fusion Spell or Trap card. (Fusion Traps must be set like normal Traps before they can be activated on the field)

Really no clue how to phrase this effect. O_o  confused confused confused  Needless to say I was trying to come up with what a Fusion Activation or Set would be like based off of what we normally do for monsters. Smile 

Orb Lit Spires of Summoning
Fusion / Continuous Spell 
1 Orb Lit Deck Spire + 1 Orb Lit Grave Spire + 1 Orb Lit Void Spire
Each time a monster is Summoned or Special Summoned to the field except by this card's effect the controller of this card gains 500 LP.  Once per turn you can discard a number of cards from you hand and Special Summon the same number of monsters from your Deck, Graveyard, and/or Banish Zones Randomly.

Needless to say this card is more or less the fusion of the other 3 spires and a random summon from location and targets within it.  To give programmers an idea how it works, for each summon it randomly rerolls Deck, Grave, or Banish zone than picks on monster randomly from that zone if there are any in it.  If none it rolls the zone target again until it gets a zone where one is.  After this it should have summoned a number of monsters equal to the number of discarded cards if able.  Only reasons it won't be able to summon is if there are no monsters in your Deck, Graveyard, or Banish zones, or if all monster zones are full. Smile 


Orb Lit Tempest Bolt Shrine 
Fusion / Continuous Trap
1 Orb Lit Deck Bolt Shrine + 1 Orb Lit Grave Bolt Shrine + 1 Orb Lit Void Bolt Shrine
When a Monster(s) is Summoned or Special Summoned you can pay 1000 X the number of monsters summoned and flip 1 coin for each of them, you can pay an addition 1000 LP for a given Summoned Monster to pick the result of the coin toss, also you can pay another 500 LP in addition to that to render the zone the monster was removed from unusable while this card is face-up on the field.  If Heads for a given monster and its Rank/Level is even or if Tails and its Rank/Level is Odd you can Return it to the Deck, Send it to the Graveyard, or Banish it; your choice.

Key words for Tempest Bolt Shrine, "Let everything Vanish in a Blinding Flash" Razz 

Had to reword a cards that needed to be for the next one. Smile 

Orb Lit Phase Rewind Clock
Normal Spell
You can activate this card from the field or hand to return it to your deck face up.  You can activate this card from you deck, graveyard, or banish zones to activate the following effect.  This card can only be activated once per turn and cannot be activated if another Orb Lit Phase Rewind Clock was activated from the same zone this turn. If activated from your deck send this card to the graveyard.  If activated from your graveyard banish this card.  If activated from your banish zone return this card to your deck.  To activate this card from your deck it must be face up first in your deck.  
When this card is activated from the Deck, Graveyard, or Banish Zones discard 3 cards from you hand and roll one 6 sided die. Depending on the roll the named phase for that roll will play through 1 additional time for each player during their next turn.  1 = Draw Phase, 2 = Standby Phase, 3 = Main Phase 1, 4 = Battle Phase, 5 = Main Phase 2, 6 = Nothing.  

Orb Lit Phase Accelerator Clock
Continuous Spell 
Once per turn while this card doesn't have Time Counters on it you can discard a number of cards from your hand to place a number of Time Counters on it equal to the number of cards discarded.  Your Opponent Skips a number of phases equal to the number of Time Counters on this card.  Each time they skip a phase due to this card's Effect remove 1 Time Counter from this card.

Orb Lit Time Bender
LIGHT / Machine / Tuner
LV 3 / ATK 0 / DEF 0
When this card is used for a successful Synchro Summon or if it is destroyed by Battle or Effect your opponent skips their next phase of the phase this was used for a synchro summon or destroyed in.  Once per turn you can discard one card from your hand to roll 1 six sided die; your opponent skips the next unskipped of the rolled phase; 1 = Draw Phase, 2 = Standby Phase, 3 = Main Phase 1, 4 = Battle Phase, 5 = Main Phase 2, 6 = Nothing. 


OK now that I got those. Smile 

Orb Lit Master Time Clock
Fusion / Continuous Spell
1 Orb Lit Phase Rewind Clock + 1 Orb Lit Phase Accelerator Clock + 1 Orb Lit Time Bender
Once per turn if this card doesn't already have Time Counters on it you can discard a number of cards from your hand to place a number of Time Counters on this card equal to the number of Cards discarded.  Your Opponent Skips a number of turns equal to the number of Time Counters on this card, for each turn skipped remove one of the Time Counters.  If this card is destroyed or Banished you can Evacuate 5 cards from the bottom of your deck to the Graveyard, Banish 5 cards from the bottom or your Graveyard, and Return to the Deck 5 Cards from the bottom of your Banish Zone.


Now for the last set of the post for now.

Orb Lit Spatial Disruption
Continuous Trap
When a card leaves the field you can pay 500 LP to make the zone it was in unusable while this card is face-up on the field.  (If multiple cards leave the field at once the cost is 500 X the number of cards and all zones that were formally used by them are rendered unusable.)

Orb Lit Space Hole
Normal Trap
When a monster is Summoned or a Spell or Trap card Activates you can activate this card.  When the Summoned Monster or Activated Spell or Trap Card leaves the field the zone it was in is rendered unusable for 2 turns of that card's controller.

Orb Lit Fabric Erosion  
Fusion / Field Trap
1 Orb Lit Spatial Disruption + 1 Orb Lit Space Hole
When this card is activated all zones without cards in them are rendered unusable while this card is face-up on the field.  When a card(s) leaves the field you can pay 500 X the number of cards that just left the field in Life Points to Render the zones they were in unusable until the end phase of the second turn after this effect was activated.


Well these last ones are OP as heck but lets just say be glad the last one is a Fusion Trap and yes you aren't seeing things it is the Trap version of a Field Spell and for good reason. Smile Needless to say the main Reason it is a Field Trap rather the a Field Spell is partly to make it able to be hit by Trap Negaters and destroyers but also the fact it is a fusion of 2 traps.
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StormWing0




Member Title : Over Creative Card Ideas
Posts : 451
Join date : 2013-07-14
Age : 32
Location : Tacoma, WA

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PostSubject: Re: An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype   An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype - Page 2 Icon_minitimeSun Sep 28, 2014 5:40 pm

Getting ready to start up again after finding a new vector art program: http://www.inkscape.org/en/
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StormWing0




Member Title : Over Creative Card Ideas
Posts : 451
Join date : 2013-07-14
Age : 32
Location : Tacoma, WA

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PostSubject: Re: An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype   An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype - Page 2 Icon_minitimeSat Oct 18, 2014 3:35 am

was checking inkscape out using a school computer and it looks like it'll take a while to learn to say the least but has some uses. Pics are going to look way different in textures though but once I start up again is should be fine. Smile 


Meantime needing a little help with the Energy Sub-Type for the Orb Lits.  Was trying to make the effect something that auto triggers but can become unstable under some conditions but end up making the user near untouchable if left alone too long but not so hard to kill it would end up broken.  

Meanwhile trying to setup some Orb Lits with effects that have some good positive effects with just as dangerous negative effects if used wrong or more like abused, sort of like Jump Drone in how you can use the effect a lot and profit but in jump drone's case if you stop using it the tax collectors come to say hi so to speak. Razz
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StormWing0




Member Title : Over Creative Card Ideas
Posts : 451
Join date : 2013-07-14
Age : 32
Location : Tacoma, WA

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PostSubject: Re: An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype   An Ammusing idea for a Summon/Activate, Lose, Recyle Archetype - Page 2 Icon_minitimeThu Jan 29, 2015 6:42 am

OK back to being a madman with these orb-lit's.  Razz  Twisted Evil Twisted Evil Twisted Evil


The little trick with the Pipe Symbol is something I saw on another card in the game.  It represents a dual type.  It can also be used for attributes but I lost track of the one that uses that one. Sad 

Orb Lit Cyber Jar
LIGHT / Rock | Pyro
Level 4 / ATK 0 / DEF 0
Flip: Destroy all cards on all players' fields and in their hands, than roll 1 die.  Depending on the roll both players randomly select a number of cards from the named zone equal to the number of cards destroyed on their side of the field and special summon or set any monster cards or spell and trap cards that are selected; 1 or 4 = Deck, 2 or 5 = Graveyard, 3 or 6 = Banish.  Any cards that cannot be special summoned or set for whatever reason are shuffled back into the named zone they are selected from.



Orb Lit Phantom Chains
Counter Trap
This card can only be activated from your hand or graveyard.  When your opponent activates a card effect you can activate this card by discarding 3 cards from your hand randomly (except this card) to negate that effect.  The first activation of this card in a duel from hand or grave allows the controller to negate permanently 2 cards of their choosing on their opponent's field or in their graveyard, second activation onward randomly adds 2 cards from their deck to their hand at the end of the second turn after the use of this card's effect.  If this card is activated from the graveyard it is banished.


Orb Lit Turn Eater
FIRE / Fiend
Level 5 / ATK 0 / DEF 0
Each time this card is attacked you discard 1 card from your hand, as long as you are able to discard cards from your hand this card cannot be destroyed by battle.  When this card attacks banish 4 cards from the top of your deck to equip the attacked monster and if banished all cards are Orb Lit, skip your opponent's next turn.  If the opponent's turn is skipped they draw the same number of cards that where banished by this effect.  This card gains the ATK and DEF of any equipped monsters, by destroying an equipped monster you can activate its effect but this card's effects are negated for 1 turn afterwords.



OK now I know I might have missed something within the card effects so could someone have a look at the format or hunt for things I might have missed since sometimes I miss these things. Smile 


Also meantime I am working on the images just school is eating up my time. Sad
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