Deck Expansion: Chazz Princeton/Jun Manjoume

qwert

New Member
Well, we've made significant strides in covering Pro. #1 and his rival, and we've covered a fair amount with Pro. #2. Now let's cover #2's rival, shall we?

EDIT: Think Ojamas, dimensional mechs (VWXYZ and the like), and dragons but especially the Armed Dragon

Ojamagnet
Normal Spell
Activate only while "Ojama Green", "Ojama Yellow" and "Ojama Black" are face-up on your side of the field. Special Summon 1 Machine or Rock-Type monster in either player's Graveyard in face-up Attack Position.
 
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Ojamath
Normal Spell
Activate only while "Ojama Green", "Ojama Yellow" and "Ojama Black" are face-up on your side of the field. Your opponent sends a number of cards from the top of his or her Deck to the Graveyard equal to half the number of cards in his or her Graveyard.
 
Levelution
Normal Spell
Select 1 "LV" monster in your hand. Send Normal Monsters from your Deck to the Graveyard whose total Levels are equal to the selected monster's. Special Summon a card with the name of the selected monster from your hand.
 
Level Time
Normal Spell
Your opponent draws 2 cards. Send 1 face-up "LV" monster you control to the Graveyard. For each card with the same name as the sent card but different "LV" written in the card text of that card, Special Summon 1 card from your Deck or Graveyard that has the same name as that card, ignoring any and all summoning conditions. Monsters that were Special Summoned by this effect cannot attack, nor activate or apply their effects this turn.
 
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Martyred Ghoul
Level 4; Zombie-Type; DARK; Effect; 1000/1500
You can Normal Summon this card if it's in your Graveyard. This effect does not let you Normal Summon more times in a turn than normal.
 
Ojamight
Normal Spell
Each face-up "Ojama" monster you control gains ATK equal to its original DEF. During the End Phase, destroy all monsters that were affected by this effect.
 
Shrapnel Golem
Level 4; Rock-Type; EARTH; Effect; 2000/100
This card cannot attack. If this card is discarded for the cost of an "Armed Dragon" monster, inflict damage to your opponent equal to half of the combined ATK of any monsters destroyed by the effect of that "Armed Dragon" monster.
 
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Darklight Wyvern
Level 4; Dragon-Type; DARK; Effect; 1400/1200
As long as you control a face-up LIGHT monster, this card cannot be destroyed. By removing from play this card and a face-up "Brightshade Wyvern" you control, Special Summon 1 "Light and Darkness Dragon" from your hand, Deck or Graveyard, ignoring the summoning conditions.

Brightshade Wyvern
Level 4; Dragon-Type; LIGHT; Effect; 1400/1200
As long as you control a face-up DARK monster, this card cannot be destroyed. By removing from play this card and a face-up "Darklight Wyvern" you control, Special Summon 1 "Light and Darkness Dragon" from your hand, Deck or Graveyard, ignoring the summoning conditions.
 
Hyperblast
Continuous Trap
After activation, this card becomes an Equip Card. Equip only to a "V", "W", "X", "Y", or "Z" Machine-Type monster. When a card your opponent controls becomes the target of an attack or effect of the equipped monster, inflict 1000 damage to your opponent.
 
Miracle Union
Normal Spell
Select 1 Fusion Monster in your Fusion Deck that can only be Special Summoned by removing from play its Fusion-Material Monsters. Remove from play, on your side of the field or in your Graveyard, Fusion-Material Monsters that are listed on the selected monster, then Special Summon it. That monster is treated as having been Summoned normally.

And this works for Armitael too.
 
Chthonian Upset
Normal Trap
Activate only when a Level 6 or higher monster is Normal Summoned or Special Summoned. You and your opponent each discard 2 cards randomly.
 
Probably won't matter later, but I'm sure he'd use it if he knew about 'em.

Level Tune
Normal Spell
Activate only by selecting 1 face-up "LV" monster you control. While that card is face-up on the field, it is treated as a Tuner Monster.
 
Ojama Templar
Level 5; Beast-Type; LIGHT; Fusion/Effect; 0/2000
1 "Ojama" monster + 1 "Ojama" monster
Select up to 3 of your opponent's Spell & Trap Card Zones. The selected zones cannot be used.
 
Darklight Infusion
Continuous Spell
As long as you have a removed from play Dragon-Type DARK monster, LIGHT monsters you control gain 400 ATK for each of your removed from play DARK monsters. This card is unaffected by "Light and Darkness Dragon".
 
Brightshade Endowment
Continuous Spell
As long as you have a removed from play Dragon-Type LIGHT monster, DARK monsters you control gain 400 ATK for each of your removed from play LIGHT monsters. This card is unaffected by "Light and Darkness Dragon".
 
Ojama Emperor
Level 6; Beast-Type; LIGHT; Fusion/Effect; 0/3000
"Ojama Green" + "Ojama Yellow" + "Ojama Black"
This card can only be Special Summoned by Fusion Summon. This card gains ATK equal the combined DEF of each face-up Normal Monster on the field.
 
Dimensional Boot-Up
Normal Trap
Select 1 Union Monster you have removed from play and equip it to an appropriate monster you control.
 
Fusion Junkyard
Normal Spell
Remove from play 1 Machine-Type Fusion Monster you control. Special Summon Machine-Type monsters from your Deck in face-up Defense Position whose combined Levels are equal to or less than the Level of the removed from play monster. The summoned monsters cannot attack, and their effect(s) are negated.

For a little reassembly assuming one dimensional mech doesn't work out.
 
ojama jam
continous trap card
when an ojama monster is destoyed by battle put one jam token the attacking monster(max of 10). a monster with a jam token can not attack for 3 turns.
 
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