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ArcDesLHK

Oriarmor

Jul 6th, 2023
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  1. Armor monster ability
  2. -Only 1 Armor monster can attack each turn.
  3. -If you have 2 or more Armor monsters and 1 is targeted for that attack, you can redirect the attack to another Armor monster.
  4.  
  5. Oriarmor Guard
  6. Level 4 LIGHT Machine/Armor/Effect
  7. 1000/2500
  8. Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of an "Oriarmor" card. Cannot be used as a material for a Fusion, Synchro, or Link Summon. If this card is Special Summoned in Attack Position: You can target 1 Spell/Trap your opponent controls; change this card to Defense Position, and if you do, destroy that target. You can only use this effect of "Oriarmor Guard" once per turn.
  9.  
  10. Oriarmor Shield
  11. Level 4 LIGHT Machine/Armor/Effect
  12. 0/2500
  13. Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of an "Oriarmor" card. Cannot be used as a material for a Fusion, Synchro, or Link Summon. If this card is Special Summoned in Attack Position: You can target 1 face-up monster your opponent controls; change it to face-down Defense Position, and if you do, change this card to Defense Position. You can only use this effect of "Oriarmor Shield" once per turn.
  14.  
  15. Oriarmor Blow
  16. Level 4 LIGHT Machine/Armor/Effect
  17. 2000/2000
  18. Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of an "Oriarmor" card. Cannot be used as a material for a Fusion, Synchro, or Link Summon. If this card is Special Summoned: You can target 1 face-up monster on the field; negate that target's effects until the end of this turn. You can only use this effect of "Oriarmor Blow" once per turn.
  19.  
  20. Oriarmor Knuckle
  21. Level 4 LIGHT Machine/Armor/Effect
  22. 2500/0
  23. Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of an "Oriarmor" card. Cannot be used as a material for a Fusion, Synchro, or Link Summon. If this card is Special Summoned: You can add 1 "Oriarmor" Spell/Trap from your Deck to your hand. You can only use this effect of "Oriarmor Knuckle" once per turn.
  24.  
  25. Oriarmor Pyle
  26. Level 4 LIGHT Machine/Armor/Effect
  27. 1500/2000
  28. Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of an "Oriarmor" card. Cannot be used as a material for a Fusion, Synchro, or Link Summon. If this card is Special Summoned: You can target 1 "Oriarmor" card in your GY, except "Oriarmor Pyle"; add it to your hand. You can only use this effect of "Oriarmor Pyle" once per turn.
  29.  
  30. Oriarmor Gauntlet
  31. Level 4 LIGHT Machine/Armor/Effect
  32. 2500/0
  33. Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of an "Oriarmor" card. Cannot be used as a material for a Fusion, Synchro, or Link Summon. If this card is Special Summoned: You can target 1 face-up monster on the field; halve its ATK/DEF until the end of this turn. You can only use this effect of "Oriarmor Gauntlet" once per turn.
  34.  
  35. Oriarmor Helmet
  36. Level 4 LIGHT Machine/Armor/Effect
  37. 0/2000
  38. Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of an "Oriarmor" card. Cannot be used as a material for a Fusion, Synchro, or Link Summon. If this card is Special Summoned: You can target 1 face-up monster on the field; switch its ATK/DEF until the end of this turn. You can only use this effect of "Oriarmor Helmet" once per turn.
  39.  
  40. Oriarmor Torso
  41. Level 4 LIGHT Machine/Armor/Effect
  42. 2000/2000
  43. Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of an "Oriarmor" card. Cannot be used as a material for a Fusion, Synchro, or Link Summon. If this card is Special Summoned: You can target 1 Set Spell/Trap your opponent controls; that Set card cannot be activated this turn. You can only use this effect of "Oriarmor Torso" once per turn.
  44.  
  45. Oriarmor Gear
  46. Level 4 LIGHT Machine/Armor/Effect
  47. 2000/2000
  48. Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of an "Oriarmor" card. Cannot be used as a material for a Fusion, Synchro, or Link Summon. (Quick Effect): You can target 1 of your "Oriarmor" Equip Spells equipped to a monster; equip it to 1 other "Oriarmor" monster you control. You can only use this effect of "Oriarmor Gear" once per turn.
  49.  
  50. Oriarmor Colospiritum
  51. Field Spell
  52. The first time each Armor monster you control would be destroyed by card effects each turn, it is not destroyed. You can only use each of the following effects of "Oriarmor Colospiritum" once per turn. If a monster(s) is Special Summoned to your opponent's field (except during the Damage Step): You can Special Summon 1 "Oriarmor" monster from your Deck. When an "Oriarmor" monster(s) you control is destroyed by battle and sent to the GY: You can inflict damage to your opponent equal to half its ATK or DEF (depending on the battle position it was in).
  53.  
  54. Oriarmor Spiritemple
  55. Field Spell
  56. All Armor monsters you control gain 300 ATK. You can only use each of the following effects of "Oriarmor Spiritemple" once per turn. If a monster(s) is Special Summoned to your opponent's field (except during the Damage Step): You can Special Summon 1 "Oriarmor" monster from your hand or GY. You can banish 1 "Oriarmor" monster from your GY; inflict damage to your opponent equal to half its ATK or DEF (whichever is higher).
  57.  
  58. Oriarmor Fist
  59. Equip Spell
  60. Activate this card by targeting 1 "Oriarmor" monster in your GY; Special Summon it, and if you do, equip this card to it. It cannot be destroyed by battle. You can only activate 1 "Oriarmor Fist" per turn.
  61.  
  62. Armored Oriarmor
  63. Equip Spell
  64. Special Summon up to 2 "Oriarmor" monsters with different names from your hand in Defense Position, and if you do, equip this card to 1 of those monsters. If the equipped monster attacks a Defense Position monster, inflict piercing battle damage. You can only control 1 "Armored Oriarmor".
  65.  
  66. Full-Armored Oriarmor
  67. Equip Spell
  68. Special Summon up to 2 "Oriarmor" monsters with different names from your GY in Defense Position, and if you do, equip this card to 1 of those monsters. If the equipped monster battles, your opponent cannot activate Spell/Trap Cards until the end of this turn. You can only control 1 "Full-Armored Oriarmor".
  69.  
  70. Hyper-Armored Oriarmor
  71. Equip Spell
  72. Special Summon up to 2 "Oriarmor" monsters with different names from your Deck in Defense Position, and if you do, equip this card to 1 of those monsters. If the equipped monster destroys a monster by battle: Draw 1 card. You can only control 1 "Hyper-Armored Oriarmor".
  73.  
  74. Oriarmor Blaster
  75. Continuous Trap
  76. You can target 1 of your "Oriarmor" Equip Spells equipped to a monster; equip it to 1 other "Oriarmor" monster you control. You can only use this effect of "Oriarmor Blaster" once per turn. Each time a Armor monster(s) is Special Summoned, while this card is already face-up in your Spell & Trap Zone: Inflict 400 damage to your opponent.
  77.  
  78. Oriarmor Laser
  79. Continuous Trap
  80. You can target 1 other face-up card you control; destroy it, and if you do, Special Summon 1 "Oriarmor" monster from your Deck. You can only use this effect of "Oriarmor Laser" once per turn. Each time a Armor monster(s) is Special Summoned, while this card is already face-up in your Spell & Trap Zone: Target 1 card your opponent controls; destroy it.
  81.  
  82. Oriarmor Strike
  83. Normal Trap
  84. Tribute 1 "Oriarmor" monster; inflict damage to your opponent equal to the ATK that monster had on the field, and if you do, draw 1 card. If this card is in your GY, except the turn it was sent there: You can banish this card, then target 1 of your "Oriarmor" Equip Spells equipped to a monster; equip it to 1 other "Oriarmor" monster you control. You can only use each effect of "Oriarmor Strike" once per turn.
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