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GooGooGoo Slime


Alastar Rainford

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This card can not be Special Summoned from your Deck or Graveyard.You cannot activate this Card's effect the turn you Special Summon this Card. Once per turn, equip 1 monster from you hand to this card. Treat this card's Attribute and Archetype as the equipped monster(s).this card also gains effect(s) based on the Attribute equipped to this card:
EARTH: This Card cannot be destroyed by Card effects.
WATER: This card is unaffected by your opponent's Spell and Trap Cards.
FIRE:Once per turn, during your own End Phase: You can inflict 300 damage to each player for each card on the field.
LIGHT: You can activate Normal Trap Cards from your hand on your turn.
WIND: You can send 1 Card you control to the Graveyard to return 1 Card to the owner's hand.
DARK: Your opponent must Set Spell Cards before activating them, and cannot activate them until their next turn.
DIVINE: Switch this Card's ATK and DEF.
If this card has 5 different Attributes equipped to it, you can Banish each monster equipped to this card and Banish both player's Extra Deck and Graveyard.
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Ummm....I'd say some of this card's effects are OP.Like the Fire one,and especially the divine one.I think this card shouldn't be that level.There are the same cards with a lot of DEF and are Level 2.I reccoment you make both ATK and DEF "?" I have a re-write :

 

 

This card cannot be Special Summoned from your Deck or Graveyard.You cannot activate this Card's effect the turn you Special Summon this Card. Once per turn, equip 1 monster from you hand to this card. Treat this card's Attribute,Archtype,ATK and DEF as the equipped monster(s).this card also gains effect(s) based on the Attribute equipped to this card:
EARTH: This Card cannot be destroyed by Card effects.
WATER: This card is unaffected by your opponent's Spell and Trap Cards.
FIRE: During each of your End Phases,add 100 ATK to this card.
LIGHT: You can activate Normal Trap Cards from your hand on your turn
WIND: Discard one card,then choose one Level 4 or lower monster and send it back to your hand.
DARK: Your opponent must Set Spell Cards before activating them, and cannot activate them until their next turn.
DIVINE: Add 1000 ATK to this card.
If this card has 5 different Attributes equipped to it, you can remove them all from play and banish all the cards in both player's graveyards

If I have any balancing mistakes,feel free to correct them.

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Idk about the unknown ATK and DEF because I could just equip boss monsters to it for outrageous ATK. I mean Dreadroot and Obelisk will already pitch its ATK to 9k DSig :/.
I think the last effect should stay as well bc of how hard it will be to pull off. Fire I want to keep a burn effect for the sole fact that its fire...so I might just put 200 per card on field or something

 

EDIT:Fixed OP with updated Effect

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