Kokoroshi Posted April 25, 2022 Report Share Posted April 25, 2022 The Slime Archetype These gooey creatures of unknown substances can morph and evolve into any attribute and have different abilities depending on the attributes on the field, that way not one duel is ever the same with these little globs of goop let’s start shall we?… Slime Discovery Field Spell When this card is activated, you can add 1 “Slime” card from your deck to you hand, except “Slime Discovery”. Once per turn, when the attribute of a monster is changed, you can target 1 “Slime” monster in your GY, attach it to a “Slime” xyz monster you control. During your opponent’s turn, if your opponent destroyed a “Slime” monster this turn and you control no cards, you can special summon 1 xyz monster from you extra deck, ignoring it’s summoning conditions, and attach this card to it as material. Predator Slime WATER/Aqua/Level 1/Effect You can special summon this card from your hand by discarding 1 “Slime” monster. Once per turn, this card can activate 1 of the following effects based on the attributes of monsters on the field: *FIRE- Send 1 “Slime” monster from your deck to the GY. *WATER- Change this card’s level to 4 *EARTH- Discard 1 card, target 1 spell/trap on the field, destroy it. *WIND- Special summon 1 “Slime” monster from your hand. *DARK- Special summon 1 “Slime” monster from your Deck. *LIGHT- Special summon 1 “Slime” monster from your GY. ATK 500/DEF 600 Engulfing Slime WATER/Aqua/Level 1/Effect While this card is in your hand, you can target 1 monster your opponent controls, change it’s attribute and special summon this card. Once per turn, this card can activate 1 of the following effects based on the attributes of monsters on the field: *FIRE- Inflict 500 damage to your opponent. *WATER- Change this card’s level to 4 *EARTH- Discard a card, then target 1 monster on the field, destroy it. *WIND- Special summon 1 “Slime” monster from your GY. *DARK- Special summon 1 “Slime” monster from your hand. *LIGHT- Special summon 1 “Slime” monster from your deck. ATK 1300/DEF 300 Mirror Slime WATER/Aqua/Level 1/Effect When this card is normal summoned, you can target 1 card on the field, this card’s ATK/DEF becomes equal to that monster’s original ATK/DEF. Once per turn, this card can activate 1 of the following effects based on the attributes of monsters on the field: *FIRE- Inflict damage to you opponent equal to this card current DEF. *WATER- Change this card’s level to 4 *EARTH- Double this card’s ATK until the end phase. *WIND- Special summon 1 “Slime” monster from your deck. *DARK- Special summon 1 “Slime” monster from your GY. *LIGHT- Special summon 1 “Slime” monster from your hand ATK 0/DEF 0 Dragon Slime WATER/Aqua/Level 1/Effect When this card is normal summoned, you can add 1 “Slime” monster from your GY to your hand. Once per turn, this card can activate 1 of the following effects based on the attributes of monsters on the field: *FIRE- This card gains 700 ATK. *WATER- Change this card’s level to 4 *EARTH- Target 1 monster in your opponent’s GY, banish it. *WIND- Draw 1 card. *DARK- Add 1 ”Slime” spell/trap from your deck to your hand. *LIGHT- Target 1 “Slime” monster in your GY, add it to your hand. ATK 1200/DEF 100 Monster Slime WATER/Aqua/Level 1/Effect When this card is normal summoned, you can add 1 “Slime” spell/trap from your GY to your hand. Once per turn, this card can activate 1 of the following effects based on the attributes of monsters on the field: *FIRE- Have this card lose 700 ATK, Then destroy 1 card your opponent controls. *WATER- Change this card’s level to 4 *EARTH- Both players draw a card, then discard a card. *WIND- Target 1 “Slime” monster in your GY, add it to your hand. *DARK- Draw 1 card *LIGHT- Add 1 “Slime” spell/trap from your deck to your hand. ATK 1400/DEF 100 Next are Spell/Trap cards because I want to save the xyz monsters for last! There’s not many though so don’t worry. Slime Converter Continuous Trap Once per turn, you can discard a card, target 1 monster on the field, change its attribute and halve it’s ATK until the end of the turn. If this face-up card is sent from the field to the GY, you can special summon 1 “Slime” monster from your hand or deck with a different name from the monsters in your GY. Slime Traphole Normal Trap When your opponent normal summons or special summons a monster from the extra deck, you can return that monster to the extra deck, then target 1 monster on the field, change it’s attribute. Slime Reborn (Personal Favorite Art) Normal Spell Target 1 monster in your GY, special summon that monster in defense position, then change its attribute. You can only activate 1 “Slime Reborn” per turn Finally, the xyz monsters! Willow Slime WATER/Aqua/Rank 1/Xyz/Effect 2 level 1 monsters When this card is xyz summoned, you can attach 1 “Slime” monster from your graveyard to this card as material. Once per turn, you can detach an xyz material from this card, monsters you control cannot be destroyed by battle or card effects except by a monster whose rank is lower than this card’s. If this monster leaves the field, you can draw a card, then discard a card. ATK 1700/DEF 0 Slime Chimera WATER/Aqua/Rank 1/Xyz/Effect 3+ level 1 monsters This monster gains 500 ATK for every material attached to it. Once per turn, (quick effect) you can detach an xyz material, target 1 monster on the field, change it’s attribute and negate it’s effects until the end of the turn. When this card is destroyed by battle or card effect, you can special summon 1 “Slime” monster from your GY except “Slime Chimera”. ATK 500/DEF 500 Slime King WATER/Aqua/Rank 4/Xyz/Effect 2+ level 4 monsters During the standby phase, you can target 1 spell/trap card your opponent controls, attach that card to this card as material. Once per turn, during either player’s turn, (Quick Effect) you can detach up to 2 xyz materials, apply the appropriate effects in order depending on the type of card detached (monster, spell, or trap). *Monster- special summon 1 “Slime” monster from your GY. *Spell- change the attribute of one card on the field. *Trap- aqua monsters cannot be targeted or destroyed by card effects. You can only activate each effect of “Slime King” once per turn. ATK 2300/DEF 2500 Slime Behemoth WATER/Aqua/Rank 4/Xyz/Effect 3+ level 4 monsters During either player’s turn, (Quick Effect) you can detach an xyz material, activate 1 of these effects based on the attributes of monsters on the field: *FIRE- Draw a card, then discard a card. *WATER- you can target 1 card on the field, negate it’s effects until the end of the turn. *EARTH- Double this card’s DEF *WIND- monsters your opponent controls cannot attack until the end of the turn. *DARK- Double this card’s ATK until the end of the turn. *LIGHT- This card gains 500 ATK for each “Slime” monster with a different name in your GY until the end of the turn. ATK 2500/DEF 3000 And that’s the “Slime” archetype! There might be some more card’s added in the future (especially spells) but for now, this is the archetype. As always, feedback is appreciated (or you can joke around, they are literal blobs after all). See y’all later! Link to comment Share on other sites More sharing options...
Loleo Posted April 25, 2022 Report Share Posted April 25, 2022 6 hours ago, Kokoroshi_Games said: The Slime Archetype These gooey creatures of unknown substances can morph and evolve into any attribute and have different abilities depending on the attributes on the field, that way not one duel is ever the same with these little globs of goop let’s start shall we?… Slime Discovery Field Spell When this card is activated, you can add 1 “Slime” card from your deck to you hand, except “Slime Discovery”. Once per turn, when the attribute of a monster is changed, you can target 1 “Slime” monster in your GY, attach it to a “Slime” xyz monster you control. During your opponent’s turn, if your opponent destroyed a “Slime” monster this turn and you control no cards, you can special summon 1 xyz monster from you extra deck, ignoring it’s summoning conditions, and attach this card to it as material. No once per turn on the activation effect, SOPT on the attach effect should be happenening often, third effect can't activate because you will always control the field spell so it so it should say "no other cards", or "no (Face-up) monsters", or "no other faceup cards/S or T". HOPT to first effect, remove the OPT on the second and fix the last one and this is wonderful. Predator Slime WATER/Aqua/Level 1/Effect You can special summon this card from your hand by discarding 1 “Slime” monster. Once per turn, this card can activate 1 of the following effects based on the attributes of monsters on the field: *FIRE- Send 1 “Slime” monster from your deck to the GY. *WATER- Change this card’s level to 4 *EARTH- Discard 1 card, target 1 spell/trap on the field, destroy it. *WIND- Special summon 1 “Slime” monster from your hand. *DARK- Special summon 1 “Slime” monster from your Deck. *LIGHT- Special summon 1 “Slime” monster from your GY. ATK 500/DEF 600 I see you didn't take my previous suggestions on the effect. This is balanced, but I feel it doesn't reward you as much for putting the effort to get many types. FIRE - EARTH quick, WIND-LIGHT Discard cost. Engulfing Slime WATER/Aqua/Level 1/Effect While this card is in your hand, you can target 1 monster your opponent controls, change it’s attribute and special summon this card. Once per turn, this card can activate 1 of the following effects based on the attributes of monsters on the field: *FIRE- Inflict 500 damage to your opponent. *WATER- Change this card’s level to 4 *EARTH- Discard a card, then target 1 monster on the field, destroy it. *WIND- Special summon 1 “Slime” monster from your GY. *DARK- Special summon 1 “Slime” monster from your hand. *LIGHT- Special summon 1 “Slime” monster from your deck. ATK 1300/DEF 300 EARTH quick, gain all, last 3 discard cost Mirror Slime WATER/Aqua/Level 1/Effect When this card is normal summoned, you can target 1 card on the field, this card’s ATK/DEF becomes equal to that monster’s original ATK/DEF. Once per turn, this card can activate 1 of the following effects based on the attributes of monsters on the field: *FIRE- Inflict damage to you opponent equal to this card current DEF. *WATER- Change this card’s level to 4 *EARTH- Double this card’s ATK until the end phase. *WIND- Special summon 1 “Slime” monster from your deck. *DARK- Special summon 1 “Slime” monster from your GY. *LIGHT- Special summon 1 “Slime” monster from your hand ATK 0/DEF 0 WATER quick, gain all, W D L discard cost. Dragon Slime WATER/Aqua/Level 1/Effect When this card is normal summoned, you can add 1 “Slime” monster from your GY to your hand. Once per turn, this card can activate 1 of the following effects based on the attributes of monsters on the field: *FIRE- This card gains 700 ATK. *WATER- Change this card’s level to 4 *EARTH- Target 1 monster in your opponent’s GY, banish it. *WIND- Draw 1 card. *DARK- Add 1 ”Slime” spell/trap from your deck to your hand. *LIGHT- Target 1 “Slime” monster in your GY, add it to your hand. ATK 1200/DEF 100 FIRE effect should be constant, WATER EARTH should be quick, gain all, DARK LIGHT should have Discard cost. Monster Slime WATER/Aqua/Level 1/Effect When this card is normal summoned, you can add 1 “Slime” spell/trap from your GY to your hand. Once per turn, this card can activate 1 of the following effects based on the attributes of monsters on the field: *FIRE- Have this card lose 700 ATK, Then destroy 1 card your opponent controls. *WATER- Change this card’s level to 4 *EARTH- Both players draw a card, then discard a card. *WIND- Target 1 “Slime” monster in your GY, add it to your hand. *DARK- Draw 1 card *LIGHT- Add 1 “Slime” spell/trap from your deck to your hand. Would make first 3 quick, give all effects, and add discard cost for WIND and LIGHT. ATK 1400/DEF 100 A long time ago there were Geminis that tried to pull off something similar, these would at least be viable. Next are Spell/Trap cards because I want to save the xyz monsters for last! There’s not many though so don’t worry. Slime Converter Continuous Trap Once per turn, you can discard a card, target 1 monster on the field, change its attribute and halve it’s ATK until the end of the turn. If this face-up card is sent from the field to the GY, you can special summon 1 “Slime” monster from your hand or deck with a different name from the monsters in your GY. Perfect Trap for the deck! Almost wish it was a continuous spell or had a condition that allowed it to immediately be played from hand, especially considering most of the Slimes effects aren't Quick effects (which they probably should be) Slime Traphole Normal Trap When your opponent normal summons or special summons a monster from the extra deck, you can return that monster to the extra deck, then target 1 monster on the field, change it’s attribute. Nice! Traptrix synergy >.> Slime Reborn (Personal Favorite Art) Normal Spell Target 1 monster in your GY, special summon that monster in defense position, then change its attribute. You can only activate 1 “Slime Reborn” per turn Wish it had a bonus effect if you revived a slime. Finally, the xyz monsters! Willow Slime WATER/Aqua/Rank 1/Xyz/Effect 2 level 1 monsters When this card is xyz summoned, you can attach 1 “Slime” monster from your graveyard to this card as material. Once per turn, you can detach an xyz material from this card, monsters you control cannot be destroyed by battle or card effects except by a monster whose rank is lower than this card’s. If this monster leaves the field, you can draw a card, then discard a card. ATK 1700/DEF 0 I don't think there is a card in the game that changes rank, so that tag on effectively does nothing... wait Utopics exist... damn you literally allowed 1 hard counter. also wish it could change attribute of something upon leaving. Slime Chimera WATER/Aqua/Rank 1/Xyz/Effect 3+ level 1 monsters This monster gains 500 ATK for every material attached to it. Once per turn, (quick effect) you can detach an xyz material, target 1 monster on the field, change it’s attribute and negate it’s effects until the end of the turn. When this card is destroyed by battle or card effect, you can special summon 1 “Slime” monster from your GY except “Slime Chimera”. ATK 500/DEF 500 wish it changed attribute of the summoned monster. Slime King WATER/Aqua/Rank 4/Xyz/Effect 2+ level 4 monsters During the standby phase, you can target 1 spell/trap card your opponent controls, attach that card to this card as material. Once per turn, during either player’s turn, (Quick Effect) you can detach up to 2 xyz materials, apply the appropriate effects in order depending on the type of card detached (monster, spell, or trap). *Monster- special summon 1 “Slime” monster from your GY. *Spell- change the attribute of one card on the field. *Trap- aqua monsters cannot be targeted or destroyed by card effects. (end of this turn or next?) You can only activate each effect of “Slime King” once per turn. ATK 2300/DEF 2500 I feel this guy should Nab a S/T either player controls up to the number of unique attributes on the field, and can detach up to 3. Slime Behemoth WATER/Aqua/Rank 4/Xyz/Effect 3+ level 4 monsters During either player’s turn, (Quick Effect) you can detach an xyz material, activate 1 of these effects based on the attributes of monsters on the field: *FIRE- Draw a card, then discard a card. *WATER- you can target 1 card on the field, negate it’s effects until the end of the turn. *EARTH- Double this card’s DEF *WIND- monsters your opponent controls cannot attack until the end of the turn. *DARK- Double this card’s ATK until the end of the turn. *LIGHT- This card gains 500 ATK for each “Slime” monster with a different name in your GY until the end of the turn. ATK 2500/DEF 3000 This guy feels like he should get an effect per detach, and the FIRE effect can just be a draw without discard this guy is already hard enough to summon. His DEF is a little high for a rank 4. And that’s the “Slime” archetype! There might be some more card’s added in the future (especially spells) but for now, this is the archetype. As always, feedback is appreciated (or you can joke around, they are literal blobs after all). See y’all later! A few things: I think it's interesting you specifically chose to have rank 1 & 4 synergy. I wish they gained ALL the effects and just had cost associated with them. (from GY or Deck should have a Discard cost) More of the effects should probably be quick effects to see the real power (all the ones that don't add or remove cards from the field or draw). There should be more change attribute effects, particularly on some of the low level monsters. I still think the go to level 4 effect should be a little more versatile. (like increase by up to 3, if you do this a couple level 4s [maybe they require 3 different attributes on field] that can increase or decrease their level would be cool, and a level 7 [requires 5 or 6 different attributes] that allows for Quick effect XYZ summon) Continuing 5, A Rank 7 BOSS with some POWERFUL effects, Floodgating, protection, and get big for OTK style. Instead of Special from hand effects they should allow additional normal summons. All in all, it's versatile and has great synergies. It would be fun in casual play but doesn't seem to be able to compete with most meta. I might be way off in my estimation of the deck, and it might be an absolute terror. I'm all for decks of varied types and or attributes so love to see that! Note: I made a lot of comments in the quote but it's mostly summed up down here Link to comment Share on other sites More sharing options...
Kokoroshi Posted April 26, 2022 Author Report Share Posted April 26, 2022 15 hours ago, Loleo said: A few things: I think it's interesting you specifically chose to have rank 1 & 4 synergy. I wish they gained ALL the effects and just had cost associated with them. (from GY or Deck should have a Discard cost) More of the effects should probably be quick effects to see the real power (all the ones that don't add or remove cards from the field or draw). There should be more change attribute effects, particularly on some of the low level monsters. I still think the go to level 4 effect should be a little more versatile. (like increase by up to 3, if you do this a couple level 4s [maybe they require 3 different attributes on field] that can increase or decrease their level would be cool, and a level 7 [requires 5 or 6 different attributes] that allows for Quick effect XYZ summon) Continuing 5, A Rank 7 BOSS with some POWERFUL effects, Floodgating, protection, and get big for OTK style. Instead of Special from hand effects they should allow additional normal summons. All in all, it's versatile and has great synergies. It would be fun in casual play but doesn't seem to be able to compete with most meta. I might be way off in my estimation of the deck, and it might be an absolute terror. I'm all for decks of varied types and or attributes so love to see that! Note: I made a lot of comments in the quote but it's mostly summed up down here Honestly really like the ideas you put on the table and I can see a lot of the stuff I did wrong here. I like the Rank 7 idea but I may just stick to 4 and make either a bigger win condition boss or buff Slime Behemoth. I do know that there does need to be more attribute change cards but I was having trouble looking for Art for these cards in the first place and that’s usually where I get the ideas for their effects. I’ll work on it though. I’m glad you like the archetype and thanks for the feedback Loleo! Link to comment Share on other sites More sharing options...
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