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Malevolent Goo (wip)


juju890

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Deck: Malevolent Goo

Spells:

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Malevolent Goo Grove (Field Spell)

During each player's Standby Phase, Special Summon one Malevolent Goo Token (Fiend/Token/Normal/DARK/Level 2/ATK 0/DEF 0) to your side of the field in Defence Position. If a Malevolent Goo monster you control is destroyed by your opponent's monster by battle or card effect, place one Malevolent Counter on that monster. While a monster with a Malevolent Goo Counter is on either field, increase the number of counters on that monster by the number of Malevolent Goo monsters on either field. Depending on the number of counters on the monster, apply one of the following effects until your next Standby Phase:

1 or more: Your opponent cannot tribute that monster or use it as material for a Fusion/Synchro/Xyz/Link/Ritual Summon.

3 or more: You take no battle damage from attacks involving that monster. After damage calculation, gain Life Points equal to that monster's ATK.

5 or more: Reduce the number of counters on that card to 1. Place 1 or more counters on each monster your opponent controls, up to the number of counters you removed from that card.

7 or more: That monster is treated as a Malevolent Goo monster.

9 or more: Take control of that monster.

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Malevolent Goo Assimilation (Quick-Play Spell):

If both players control a monster with the same name and level, both players must send those monsters to the graveyard. You can banish this card from your graveyard; target one monster in your opponent's graveyard, banish it, and Special Summon one monster from your graveyard with the same name and level as the banished monster.

Monsters:

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Malevolent Goo Token (Fiend/Normal/Token/DARK/Level 2/ATK 0/DEF 0):

This card can be used as a "Malevolent Goo" Token

A mysterious substance found in the farthest and most forgotten places of the world. It lays dormant, until one unfortunate adventurer disturbs it's slumber.

I. Main Deck:

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Malevolent Goo Mimic (Fiend/Effect/DARK/Level 4/ATK 500/DEF 500):

You can Special Summon this card from your Deck by sending two Level 2 Malevolent Goo monsters from your field to the graveyard. Once per turn, target a monster with at least 1 Malevolent Goo counter on it; remove one counter from the monster. This card copies that monster's name and level, and gains ATK and DEF equal to that monster's ATK and DEF values.

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Malevolent Goo Brain (Fiend/Effect/DARK/Level 8/ATK 1000/DEF 1000)

You can Special Summon this card from your Deck by sending either two Level 4 or four Level 2 "Malevolent Goo" monsters from your field to the Graveyard. If your opponent activates a card effect that would remove a Spell/Trap from your field (Quick Effect): You can negate the activation and effect; send this card to the Graveyard. While this card is in the Graveyard, each time a card on either field gains a "Malevolent Goo" counter, this card gains a counter as well. During either player's turn, you can remove counters from this card; negate that many card effects and activations. If this card is removed from the Graveyard, the turn player can only use cards up to the number of counters this card had before being removed.

II. Extra Deck:

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Malevolent Goo King (Fiend/XYZ/Effect/DARK/Rank 8/ATK 3000/DEF 3000)

3 or more Level 8 Malevolent Goo monsters

Once per turn, you can also Xyz Summon "Malevolent Goo King" by using all "Malevolent Goo" monsters and monsters with a "Malevolent Goo" counter on either field as materials, if you control a Malevolent Goo Extra Deck monster, except "Malevolent Goo King". If summoned this way, add the combined number of "Malevolent Goo" counters of the monsters used to this card.

While this card is face-up on the field, you can choose the attack target your opponent selects during the Battle Phase.

Up to thrice per turn (Quick Effect), you can detach 1 material from this card: Special Summon that material to your side of the field; it is treated as a "Malevolent Goo" monster.

If your opponent activates a card or effect (Quick Effect): You can remove 1 "Malevolent Goo" counter from this card; negate the activation. Depending on the type of the card, you can:

• Add 2 more counters to this card, for Spell/Trap cards.

• Attach it as a material to this card, for Monster cards.

If another monster on either field gains a "Malevolent Goo" counter, this card gains a "Malevolent Goo" counter as well.


Traps:

Edited by juju890
Added the Boss Monster of the archetype
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