Mysty Posted July 28, 2012 Report Share Posted July 28, 2012 I thought up the basic building blocks of each. I'll put up spoilers with descriptions of each group such that you reading this don't get overwhelmed with one big block of text. First, let's start off with the basic Sludge cards. These cards are your starting blobs of Sludge. They may all look weak, but the Field Spells (more on them later) help with finding the one you need for the right situation. As you'll see, they each have two parts to their name, an assigned title at the beginning, and a secondary name. Each of these characteristics help with figuring out the ATK, DEF, Attribute, and basic flavor of effect. However, both of those names will also be very important. [spoiler="Basic Sludge cards"] [size=3]Acid Sludge – Mireshell WATER Level 4 [Aqua / Effect] When a monster you control is targeted for an attack: the attacking monster loses 500 ATK. ATK 1000 DEF 1600 Acid Sludge – Bogmind WATER Level 4 [Aqua / Effect] Once per turn: you can shuffle any number of cards from your hand into your deck; draw that many cards. ATK 700 DEF 900 Balloon Sludge – Bogmind WIND Level 4 [Aqua / Effect] Once per turn, you can activate this effect: For each player, target as many cards as possible in their Graveyard, up to 4; shuffle the targets into the owners’ Decks. ATK 800 DEF 800 Balloon Sludge – Bloodclaw WIND Level 4 [Aqua / Effect] Once per turn, you can activate this effect: choose 1 face-up monster you control, and if you do, destroy all monsters, except this card, whose DEF is lower than the chosen monster’s ATK. ATK 1300 DEF 1300 Scorched Sludge – Gorespike FIRE Level 4 [Aqua / Effect] Once per turn: you can inflict damage to your opponent equal to half this face-up card’s original ATK. This card can’t attack the turn you activate this effect. ATK 1800 DEF 800 Scorched Sludge – Mireshell FIRE Level 4 [Aqua / Effect] Monsters your opponent controls can’t attack. During each of your End Phases: you take damage equal to this face-up card’s ATK. ATK 1400 DEF 1200 Metallic Sludge – Gorespike EARTH Level 4 [Aqua / Effect] This card cannot attack the turn it is Normal or Special Summoned. During each of your Standby Phases: this card gains 500 ATK. ATK 2000 DEF 600 Metallic Sludge – Bloodclaw EARTH Level 4 [Aqua / Effect] When this card is summoned: target 1 Set card your opponent controls; destroy it. Cards and effects cannot be activated in response to this effect’s activation. ATK 1800 DEF 800 Tainted Sludge – Gorespike DARK Level 4 [Aqua / Effect] Once per turn: you can target 1 monster you control with 2000 or less ATK; the target can attack directly this turn. Other monsters you control cannot attack the turn you activate this effect. ATK 1600 DEF 1000 Tainted Sludge – Bogmind DARK Level 4 [Aqua / Effect] Once per turn, during any player’s turn: you can return 1 card set in your Spell/Trap Card Zone and set 1 card you can set in your Spell/Trap Card Zone from your hand. The set card is treated as having been set as long as the returned card was, and all effects that targeted or applied to the returned card now target or apply to this set card. ATK 900 DEF 700 Treated Sludge – Mireshell LIGHT Level 4 [Aqua / Effect] You can Normal Summon this card in face-up Defense Position. Once each Battle Phase, when another monster you control is targeted for an attack: You can make this card the attack target instead. During each of your Standby Phases: this card gains 500 DEF. ATK 600 DEF 2000 Treated Sludge – Bloodclaw LIGHT Level 4 [Aqua / Effect] Once each Battle Phase, if this card is targeted for an attack: you can target the attacking monster; destroy the attacking monster. ATK 800 DEF 1800[/size][/spoiler] Next in importance is the Field Spells. Each of them can activate in a special way of returning your previous Field Spell to your hand first before starting to be activated (so that you don't lose your field spells and you can swap them out when you need to). Also, they each have two effects: one that turns any Sludge into a Sludge corresponding to the Lair type, and another effect special to the kind of Lair it is. [spoiler="Lair Field Spells"] [size=3]Aeration Lair Field Spell You can return 1 face-up “Lair” Field Spell you control to the hand and activate this card (from your hand). You can only activate 1 “Lair” Field Spell per turn. Once per turn, you can activate 1 of these effects. • Shuffle 1 “Sludge” monster you control into the Deck (or Extra Deck, if appropriate); Special Summon 1 “Balloon Sludge” monster from your hand or Deck. • Each player targets a monster they control (if any); shuffle them into the Decks. Chemical Lair Field Spell You can return 1 face-up “Lair” Field Spell you control to the hand and activate this card (from your hand). You can only activate 1 “Lair” Field Spell per turn. Once per turn, you can activate 1 of these effects. • Shuffle 1 “Sludge” monster you control into the Deck (or Extra Deck, if appropriate); Special Summon 1 “Acid Sludge” monster from your hand or Deck. • During the Battle Phase, when a monster you control deals Battle Damage to your opponent: you can target 1 monster your opponent controls; reduce the target’s ATK by the amount of Battle Damage dealt. Incinerator Lair Field Spell You can return 1 face-up “Lair” Field Spell you control to the hand and activate this card (from your hand). You can only activate 1 “Lair” Field Spell per turn. Once per turn, you can activate 1 of these effects. • Shuffle 1 “Sludge” monster you control into the Deck (or Extra Deck, if appropriate); Special Summon 1 “Scorched Sludge” monster from your hand or Deck. • Target 1 face-up “Sludge” monster you control; inflict damage to your opponent equal to half the target’s original ATK. Metal Dump Lair Field Spell You can return 1 face-up “Lair” Field Spell you control to the hand and activate this card (from your hand). You can only activate 1 “Lair” Field Spell per turn. Once per turn, you can activate 1 of these effects. • Shuffle 1 “Sludge” monster you control into the Deck (or Extra Deck, if appropriate); Special Summon 1 “Metallic Sludge” monster from your hand or Deck. • Target 1 face-up “Sludge” monster you control; the target gains 500 ATK. Nightmare Lair Field Spell You can return 1 face-up “Lair” Field Spell you control to the hand and activate this card (from your hand). You can only activate 1 “Lair” Field Spell per turn. Once per turn, you can activate 1 of these effects. • Shuffle 1 “Sludge” monster you control into the Deck (or Extra Deck, if appropriate); Special Summon 1 “Tainted Sludge” monster from your hand or Deck. • Your opponent banishes a card from their hand facedown at random, until your next Standby Phase. Treatment Lair Field Spell You can return 1 face-up “Lair” Field Spell you control to the hand and activate this card (from your hand). You can only activate 1 “Lair” Field Spell per turn. Once per turn, you can activate 1 of these effects. • Shuffle 1 “Sludge” monster you control into the Deck (or Extra Deck, if appropriate); Special Summon 1 “Treated Sludge” monster from your hand or Deck. • Shuffle 1 “Treated Sludge” monster you control into the Deck (or Extra Deck, if appropriate); Special Summon 1 “Sludge” monster from your hand or Deck.[/spoiler][/size] Now that you've gotten used to these, let's get to the Advanced Sludges - Xyz monsters that require three of a specific kind of sludge. That shouldn't be too hard to accomplish with the Toolbox system, right? [spoiler="Advanced Sludges"] [size=3]Advanced Sludge – Bloodclaw WIND Rank 4 [Aqua / Xyz / Effect] 3 Level 4 “Bloodclaw” monsters This card’s Attribute is always treated as EARTH and LIGHT. Once per turn: you can detach any number of materials and shuffle them into the Deck (or Extra Deck if appropriate) to target that many cards on the field; destroy them. ATK 1900 DEF 1900 Advanced Sludge – Bogmind WATER Rank 4 [Aqua / Xyz / Effect] 3 Level 4 “Bogmind” monsters This card's Attribute is always also treated as DARK and WIND. You can detach 3 Xyz Material and shuffle them into the Deck (or Extra Deck if appropriate); your opponent sends the top 14 cards of their deck to the Graveyard. ATK 1400 DEF 1400 Advanced Sludge – Gorespike EARTH Rank 4 [Aqua / Xyz / Effect] 3 Level 4 “Gorespike” monsters This card’s Attribute is always also treated as FIRE and DARK. You can detach 1 Xyz Material and shuffle it into the Deck (or Extra Deck, if appropriate) to target a monster not targeted by this effect this turn; the target gains 1000 ATK. ATK 3000 DEF 800 Advanced Sludge – Mireshell FIRE Rank 4 [Aqua / Xyz / Effect] 3 Level 4 “Mireshell” monsters This card’s Attribute is always also treated as WATER and LIGHT. When an opponent’s monster declares an attack: you can detach 1 Xyz Material and shuffle it into the Deck (or Extra Deck, if appropriate) to target the attacking monster; inflict damage to your opponent equal to half the ATK of the attacking monster and, if you do, return that monster to the hand. ATK 1400 DEF 2400[/size][/spoiler] And just for kicks, since even one of those seems difficult enough, why not make Fusions that, if you get any two out, gives you a monster that can basically win you the game? As a reference to Quasar, I decided to name them Overlimit Advanced Sludges. [spoiler="Overlimit Advanced Sludges"] [size=3]Overlimit Advanced Sludge – Bogblood Mindclaw WIND Level 8 [Aqua / Fusion / Effect] “Advanced Sludge – Bogmind” + “Advanced Sludge – Bloodclaw” Must be Special Summoned by shuffling the Fusion Material Monsters you control and their Xyz Materials (if any) into the Extra Deck (or Deck, if appropriate), and cannot be Special Summoned by other ways. (You do not use “Polymerization”.) When this card is Special Summoned: Banish all cards from your opponent's graveyard, then look at that player's hand, deck, and field (including face-down cards) for any number of cards with the same name as any of those banished cards and banish them. ATK 1800 DEF 1800 Overlimit Advanced Sludge – Bloodmire Clawshell LIGHT Level 8 [Aqua / Fusion / Effect] “Advanced Sludge – Bloodclaw” + “Advanced Sludge – Mireshell” Must be Special Summoned by shuffling the Fusion Material Monsters you control and their Xyz Materials (if any) into the Extra Deck (or Deck, if appropriate), and cannot be Special Summoned by other ways. (You do not use “Polymerization”.) When this card is Special Summoned: you gain 80,000 Life Points. ATK 1600 DEF 3000 Overlimit Advanced Sludge – Goremire Spikeshell FIRE Level 8 [Aqua / Fusion / Effect] “Advanced Sludge – Gorespike” + “Advanced Sludge – Mireshell” Must be Special Summoned by shuffling the Fusion Material Monsters you control and their Xyz Materials (if any) into the Extra Deck (or Deck, if appropriate), and cannot be Special Summoned by other ways. (You do not use “Polymerization”.) If this card is on the field or in the Graveyard and was sent there from the field after being properly summoned, the following effects activate or apply. • Your opponent must enter their Battle Phase. • During your opponent’s Battle Phase, your opponent’s monsters are changed to face-up Attack Position, and each monster must attack. • When a monster you control is targeted for an attack: the attack target gains ATK equal to the ATK of the attacking monster and you gain that many Life Points. ATK 2600 DEF 2000 Overlimit Advanced Sludge – Gorebog Spikemind DARK Level 8 [Aqua / Fusion / Effect] “Advanced Sludge – Bogmind” + “Advanced Sludge – Gorespike” Must be Special Summoned by shuffling the Fusion Material Monsters you control and their Xyz Materials (if any) into the Extra Deck (or Deck, if appropriate), and cannot be Special Summoned by other ways. (You do not use “Polymerization”.) Other monsters you control gain 3000 ATK and inflict Piercing Damage when attacking a Defense Position monster. If a monster you control attacks, your opponent cannot activate any cards or effects until the end of the Damage Step. ATK 2100 DEF 1500 Overlimit Advanced Sludge – Bogmire Mindshell WATER Level 8 [Aqua / Fusion / Effect] “Advanced Sludge – Bogmind” + “Advanced Sludge – Mireshell” Must be Special Summoned by shuffling the Fusion Material Monsters you control and their Xyz Materials (if any) into the Extra Deck (or Deck, if appropriate), and cannot be Special Summoned by other ways. (You do not use “Polymerization”.) This card can't be destroyed by battle and is unaffected by effects of other cards. When a monster attacks: your opponent loses life points equal to half the attacking monster’s ATK and you gain that many Life Points. ATK 1500 DEF 2100 Overlimit Advanced Sludge – Bloodgore Clawspike EARTH Level 8 [Aqua / Fusion / Effect] “Advanced Sludge – Bloodclaw” + “Advanced Sludge – Gorespike” Must be Special Summoned by shuffling the Fusion Material Monsters you control and their Xyz Materials (if any) into the Extra Deck (or Deck, if appropriate), and cannot be Special Summoned by other ways. (You do not use “Polymerization”.) This card can’t leave the field and is unaffected by effects of other cards. When this card is summoned: Destroy all monsters your opponent controls whose ATK is lower than this card’s ATK, then this card gains 1000 ATK for each monster destroyed this way. When your opponent sets a monster, or summons a monster with less ATK than this card: Destroy it, and if you do, this card gains 1000 ATK. ATK 3000 DEF 1600[/size][/spoiler] And now for the extra Support cards. [spoiler="Support Cards"] Lair Finding Normal Spell Add 1 "Lair" Field Spell from your Deck or Graveyard to your hand. Bloodclaw's Wrath Normal Spell If you control a "Gorespike" monster(s): activate 1 of the following effects. • Add 1 "Gorespike" monster from your Deck to your hand. • Target 1 card your opponent controls; destroy it. Mireshell's Sloth Normal Spell If you control a "Mireshell" monster(s): activate 1 of the following effects. • Add 1 "Mireshell" monster from your Deck to your hand. • You gain 2000 Life Points. Bogmind's Greed Normal Spell If you control a "Bogmind" monster(s): activate 1 of the following effects. • Add 1 "Bogmind" monster from your Deck to your hand. • Target 1 monster your opponent controls; take control of it until the End Phase. This turn, it cannot attack, be Tributed, or be used as a Material for a summon. Gorespike's Pride Normal Spell If you control a "Gorespike" monster(s): activate 1 of the following effects. • Add 1 "Gorespike" monster from your Deck to your hand. • Target any number of "Gorespike" monsters you control; the targets each gain 500 ATK. Lair Excavation Normal Trap Discard 1 card, then target up to 3 "Lair" Field Spells in your graveyard; add them to the hand. Sludge Reform Normal Spell Discard 1 "Sludge" monster; Draw 2 cards. Sludge Recover Normal Spell Target up to 3 "Sludge" cards in your Graveyard; shuffle them into the Deck, then draw a card. [/spoiler] I think I may have gone a little overboard, but please comment/rate/fix, etc. I know some of the cards are a little confusing, so I'll answer cards based on how they're supposed to function (or perhaps shouldn't function) and you guys can help me fix them. Thank you for any comments, criticism, etc., you give. Link to comment
newhat Posted July 28, 2012 Report Share Posted July 28, 2012 I don't think it's a good idea to open up your thread to free posting. Anyways: Nightmare Lair's second effect is excessive. Aeration Lair should probably specify that it has to be a monster that player controls. Otherwise you'd just use it before you Summon and target the same opposing monster that your opponent must target. You need a restriction on the Overlimit Advanced Sludges that prevents them from being Summoned by the Prisma/Hero's Bond combo. Bloodmire Clawshell is hilarious. Link to comment
Mysty Posted July 28, 2012 Author Report Share Posted July 28, 2012 [quote name='newhat' timestamp='1343514870' post='5991314'] I don't think it's a good idea to open up your thread to free posting. Anyways: Nightmare Lair's second effect is excessive. Aeration Lair should probably specify that it has to be a monster that player controls. Otherwise you'd just use it before you Summon and target the same opposing monster that your opponent must target. You need a restriction on the Overlimit Advanced Sludges that prevents them from being Summoned by the Prisma/Hero's Bond combo. Bloodmire Clawshell is hilarious. [/quote] I suppose I should take away the semi-"Community Thread" kind of thing. I have to admit, I thought Nightmare Lair's last effect was a little OP. I'll fix that, although the fix won't be too much different. As for what prevents Overlimits from being abused with Prisma: the Advanced Sludges are Xyz monsters and therefore can't be sent with Prisma. EDIT: Fixed Nightmare Lair. Now it just snares a random card from your opponent's hand (facedown) until your next Standby Phase. Link to comment
newhat Posted July 29, 2012 Report Share Posted July 29, 2012 [quote name='Mysty' timestamp='1009216933' post='5991329'] As for what prevents Overlimits from being abused with Prisma: the Advanced Sludges are Xyz monsters and therefore can't be sent with Prisma. [/quote] Didn't realize that. OK, you're good, short of some absurd Gale Dogra/Phantom of Chaos/Hex-Sealed combo. Link to comment
Mysty Posted July 30, 2012 Author Report Share Posted July 30, 2012 Added some cards and fixed the Aeration Lair's problem that I forgot to fix. Cards added include a slightly better "Lair"-specific Terraforming and support for each 'kind' of sludge. Link to comment
Mysty Posted August 3, 2012 Author Report Share Posted August 3, 2012 Bump, added 3 more support cards. Link to comment
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