conakgrey Posted June 16, 2011 Report Share Posted June 16, 2011 Monsters [b]Jam Shephard[/b] 1/Water/Aqua/500ATK/500DEF/This card can be normal summoned, flip summoned, or special summoned while Jam Breeding Machine is on the field. Once per turn you can place a Slime Counter on a Jam Breeding Machine on the field. If a Jam Breeding Machine with a Slime Counter on it would be destroyed you can instead remove a Slime Counter. [b]Jam Broodmaster[/b] 3/Water/Aqua/1000ATK/1000DEF/This card cannot be normal summoned or set. This card cannot be special summoned except by sending a Jam Breeding Machine on the field to the graveyard. This card can be special summoned while Jam Breeding Machine is on the field. Once per turn you can add one spell card with Ooze in its name from your deck or Graveyard to your hand. [b]Jam Mother[/b] 4/Water/Aqua/1500ATK/1500DEF/This card cannot be normal summoned or set. This card cannot be special summoned except by tributing a Jam Broodmaster on your field. This card can be special summoned while Jam Breeding Machine is on the field. Once per turn you can increase the level of one Slime Token on the field by 1 and increase its ATK and DEF by 300. [b]Jam Synchron[/b] 1/Water/Aqua-Tuner/0ATK/0DEF/This card can be normal summoned, flip summoned, or special summoned while Jam Breeding Machine is on the field. If this card is used to summon a synchro a monster that monster can be summoned even when Jam Breeding Machine is on the field. This card can only be used as a synchro material monster for a Water attribute aqua-type monster. [b]Jam Culture[/b] 2/Water/Aqua/800ATK/800DEF/This card can be normal summoned, flip summoned, or special summoned while Jam Breeding Machine is on the field. Once per turn you can discard one card to add one Jam Breeding Machine from your deck or graveyard to your hand. [b]Jam Armorer[/b] 2/Water/Aqua/800ATK/800DEF/This card can be normal summoned, flip summoned, or special summoned while Jam Breeding Machine is on the field. Once per turn you can place one Sword Counter or one Shield Counter on a "Jam" monster or Slime Token on the field. For every Sword Counter on a monster it gains 200 ATK. For every Shield Counter on a monster it gains 200 DEF. __________________________________________________________________________________________________________________ Spells [b]Slime Incubator[/b] Continuous Spell/This card can only be activated while Jam Breeding Machine is on the field. If a Jam Breeding Machine is not on the field this card is destroyed. Place one Slime Counter on all Slime Tokens you control during each of your standby phases (Max 5 each). Slime Tokens gain 200 ATK and DEF for each Slime Counter on it. [b]Red Ooze[/b] Continuous Spell/All Slime Tokens on your side of the field gain the following effect: When this card inflicts Battle Damage to your opponent's life points, increase your own Life Points by the same amount. [b]Blue Ooze[/b] Continuous Spell/All Slime Tokens on your side of the field gain the following effect: Once per turn, if this card would be destroyed by battle, it is not destroyed. (Damage calculation is applied normally.) [b]Yellow Ooze[/b] Continuous Spell/All Slime Tokens on your side of the field gain the following effect: You do not take battle damage from battles involving this card. [b]Violet Ooze[/b] Continuous Spell/This card can only be activated by sending one Red Ooze and one Blue Ooze from your side of the field to the graveyard. All Slime Tokens on your side of the field gain the following effect: When this card is destroyed by battle decrease the ATK of the monster that destroyed it by 500. [b]Green Ooze[/b] Continuous Spell/This card can only be activated by sending one Yellow Ooze and one Blue Ooze from your side of the field to the graveyard. All Slime Tokens on your side of the field gain the following effect: If you take battle damage from an attack involving this card inflict the same amount of damage to your opponent's life points. [b]Orange Ooze[/b] Continuous Spell/This card can only be activated by sending one Red Ooze and one Yellow Ooze from your side of the field to the graveyard. All Slime Tokens on your side of the field gain the following effect: When this card is destroyed by battle inflict 500 points of damage to your opponents life points and increase your Life Points by 500 points. [b]Brown Ooze[/b] Continuous Spell/This card can only be activated by sending one Red Ooze one Blue ooze and one Yellow Ooze OR one Orange Ooze and one Blue Ooze OR one Violet Ooze and one Yellow Ooze OR one Green Ooze and one Red Ooze from your side of the field to the graveyard. All Slime Tokens on your side of the field gain the following effect: If this card is destroyed by battle destroy the attacking monster after damage calculation and inflict dmage to your opponent's life points equal to 300 x the level of the destroyed monster. __________________________________________________________________________________________________________________ Traps [b]Slime Revival[/b] Normal Trap/Select one Water attribute aqua-type monster in your graveyard. Tribute a number of slime tokens on your side of the field equal to the level of the selected monster and Special Summon it. The selected monster can be Special Summoned while Jam Breeding Machine is on the field. __________________________________________________________________________________________________________________ Synchro/Fusion Monsters [b]Jam Warrior[/b] 5/Water/Aqua-Synchro/???ATK/???DEF/Jam Synchron + 1 or more non-tuner water attribute aqua-type monsters This card gains 500 ATK and DEF for every Jam Breeding Machines on the field. This card gains 300 ATK and DEF for every Slime Token on your side of the field. This card gains 200 ATK and DEF for every Slime Counter on your side of the field. [b]Jam Queen[/b] 6/Water/Aqua-Fusion/2000ATK/2000DEF/Jam Warrior + Jam Mother This card can only be Special Summoned from your Extra Deck by removing from play the above cards from your side of the field. (You do not use "Polymerization".) This card can be special summoned while Jam Breeding Machine is on the field. When this card is summoned remove from play all Jam Breeding Machines on the field and in your graveyard. This card gains one Slime Counter for each Jam Breeding Machine removed from play by this effect. During your stanby phase you can summon a number of Slime Tokens (Aqua-Type/Water/Level 1/500ATK/500DEF) up to the number of Slime Counters on this card. All Slime Tokens on your side of the field gain 500 ATK and DEF. Just an idea i got from making a deck based around Jam Breeding Machine. Not sure if i set this up right since i haven't posted on here in a while so please be gentle on the format Link to comment
conakgrey Posted June 20, 2011 Author Report Share Posted June 20, 2011 Bump Come on 4 days and not a single critique, like, dislike, or even neutral comment Link to comment
conakgrey Posted July 6, 2011 Author Report Share Posted July 6, 2011 Bump. Please critique Link to comment
conakgrey Posted July 11, 2011 Author Report Share Posted July 11, 2011 Bump. Any thought at all on these? Link to comment
infinitysqrd Posted July 12, 2011 Report Share Posted July 12, 2011 *I noticed not many of these cards have regenerating abilities like Revival Jam does. *They power up Tokens like crazy *You should take out the phrase "from the field" because if you have Jam Breeding Machine on the field you can't summon because of the way you wrote the effect for Jam Queen. ByTheWay you don't realy need the phrase "This card can be normal summoned" because you can't Normal summon Fusions *A minor thing I saw was you used "and" when it should of been "or" simple grammer error. Is this your first set? Link to comment
conakgrey Posted July 13, 2011 Author Report Share Posted July 13, 2011 No, i created a set when a first joined but it didn't go anywhere. And thanks for pointing the grammar errors out, i'll have those fixed ASAP. I'm actually wondering what you mean by me not being able to summon Jam Queen, i included the part that says it can be summoned while Jam Breeding Machine is on the field so it shouldn't be an issue. If it's the wording can you please suggest a way to fix it? As for the powering up of tokens, that's what they're supposed to do, it's supposed to be a way to make Jam Breeding Machine a viable card to build a deck around. These are not supposed to have regenerating abilities either, Revival Jam is the only monster that does that and while it's technically part of the set i don't include it in the Jam archtype. Link to comment
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