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Revival Jam Retrain [Written]


kevintriedge

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For some weird reasons, I just got the idea to remake Malik's puppet's slimes, with a few new cads. I doubt these are enough to make a deck revolving them though, but so be it. It's just an exploration I guess, lol.

 

 

Cohesive Revival Jam

WATER / Aqua / Level 4 / ATK 1500 / DEF 500

 

If this card is destroyed by battle or card effect and sent to the Graveyard: You can pay 1000 LP; Special Summon it from your Graveyard at your next Standby Phase. If this card was tributed for a Tribute Summon: You can pay 2000 LP; Special Summon it from your Graveyard at your next Standby Phase.

 

Replicating Humanoid Slime

WATER / Aqua / Level 4 / ATK 800 / DEF 2000

 

(This card's name is always treated as "Humanoid Slime")

If this card is Normal or Special Summoned, except by its own effect: You can destroy this card, and if you do, Special Summon 1 "Revival Jam" monster from your Deck in face-up Defense Position. Once per turn, during the End Phase, if this effect was activated this turn (and was not negated): You can Special Summon this card from your Graveyard. A WATER Fusion monster summoned using this card as a Fusion Material gains these effects: * This card gains 300 ATK and DEF. Once per turn, the first time this card would be destroyed by battle or card effect, it is not destroyed, then it loses 100 ATK and DEF.

 

Emulsion Catalyst

Field Spell

 

You pay half the LP cost needed to activate the effects of "Jam" or "Slime" monsters. The Summon of "Jam" or "Slime" monsters are not affected by the effect of "Jam Breeding Machine." If a "Jam" or "Slime" monster(s) is Fusion Summoned from your Extra Deck, or Special Summoned from your Graveyard: Place 1 Emulsion Counter on this card. Up to twice per turn, you can remove Emulsion Counters to activate 1 of these effects:

* 1 Counter: Target 1 "Jam" or "Slime" monster; it gains 300 ATK and DEF until the end of the turn.

* 2 Counters: Draw 1 card.

* 3 Counters: Special Summon 1 Fusion Monster from your Extra Deck that lists a "Jam" or "Slime" monster as its Fusion Material. The Special Summoned monster's effects are negated, also destroy it at the end of the turn. 

 

Sticky Hold

Continuous Trap

 

Once per turn: Target 1 face-up "Revival Jam" or "Slime" monster you control and 1 face-up card your opponent controls; destroy the first target, and if you do, the second target cannot attack or change its battle position (if it is a monster), and it cannot activate its effects on the field, until the end of the next turn. If this card you control is destroyed by your opponent's card effect and is sent to the Graveyard: You can banish this card, then target 1 "Revival Jam" monster in your Graveyard; Special Summon it. You can only use each effect of "Sticky Hold" once per turn.

 

Jiggly Humanoid Worm Drake

WATER / Aqua / Fusion / Level 7 / ATK 2200 / DEF 2000

 

1 Reptile-type monster + 1 Level 4 or higher "Jam" or "Slime" monster

Monsters destroyed by this card by battle cannot activate their effects in the Graveyard while this card is face-up. Once per turn: You can banish 1 "Revival Jam" monster or 1 "Humanoid Slime" from your Graveyard, then target 1 card on the field; Return it to its owner's hand.

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Sticky Hold is really good for dealing with monsters or some floodgate card the opponent has. The fusion is leagues above the original humanoid worm drake, with all of the small boosts these cards can get, it could destroy a lot of monsters and prevent all those floating effects, plus it has some extra utility to bounce cards. Though I guess you'd need to include Worm Drake in this deck, or make yourself a reptile-type monster that could synergyse with this set. Your field spell is probably the best addition, it works with all the monsters that you'll be bringing back, plus getting 2 uses each turn is extra good. The first or second effect seems like the ones you'll want to use most often, but if you got Jiggly out and used the third counter effect to summon the TCG humanoid worm drake  you could pooooossibly use them for a rank 7. Some good card to further Revival Jam's ability of coming back whenever it dies.

 

Now that I think, it's kind of funny how Marik's puppet Strings used a bunch of puppet/slime monsters that replaced themselves. 

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