Thomas★Zero Posted May 3, 2019 Report Share Posted May 3, 2019 So this set is inspired by the Kappa's of the super weird show Sarazanmai where their coloured scarfs make me think of Ojama's (hence the name and the theme of them). This set focus's on getting Red, Blue and Yellow on the field to apply the effects of the themes various Spell and Trap cards where if you also control Okappa White you can also make your main deck Okappa's gain a decent amount of attack. In addition to the decks decent setup its balanced by consistently locking you into WATER Aqua monsters while Okappa White will lock you into summoning those monsters by with 500 ATK or less. Okappa Red lv 2 WATER Aqua/Effect When this card is Normal or Special Summoned: you can add 2 "Okappa" monsters with different names from your Deck to your hand. During the turn you activated this effect, you cannot summon monsters from your Extra Deck except WATER Aqua monsters. You can only activate this effect of "Okappa Red" once per turn. ATK/500 DEF/500 Okappa Blue lv 2 WATER Aqua/Effect When this card is Normal or Special Summoned: you can add 1 "Okappa" Spell/Trap Card from your Deck to your hand. During the turn you activated this effect, you cannot summon monsters from your Extra Deck except WATER Aqua monsters. You can only activate this effect of "Okappa Blue" once per turn. ATK/500 DEF/500 Okappa Yellow lv 2 WATER Aqua/Effect When this card is Normal or Special Summoned: you can Special Summon up to 2 "Okappa" monsters with different names from your hand or GY. During the turn you activated this effect, you cannot summon monsters from your Extra Deck except WATER Aqua monsters. You can only activate this effect of "Okappa Yellow" once per turn. ATK/500 DEF/500 Okappa White WATER Link: D Aqua/Link/Effect 1 non-Link "Okappa" monster While you control this card, you cannot summon monsters except WATER Aqua monsters with 500 or less ATK. Increase the ATK of all Level 2 "Okappa" monsters you control equal to the number of "Okappa" monsters you control with different names x 500. When a Level 2 "Okappa" monster destroys a monster by battle and sends it to the GY: add 1 card from your deck to your hand. You can only activate this effect of "Okappa White" once per turn. ATK/0 LINK-1 Okappa Call Spell Card Special Summon 1 "Okappa" monster from your Deck or GY to your side of the field. During the turn you activated this card, you cannot summon monsters from your Extra Deck except WATER Aqua monsters. You can only activate "Okappa Call" once per turn. Okappa Delta Hurricane Spell Card Activate this card while you control "Okappa Red", "Okappa Blue" and "Okappa Yellow". Destroy all monsters on your opponents side of the field. During your Main Phase while you control "Okappa Red", "Okappa Blue" and "Okappa Yellow": you can banish this card; destroy all Spell/Trap Cards on your opponents side of the field. You can only activate 1 "Okappa Delta Hurricane" effect per turn and only once that turn. Okappa Sarazanmai Spell Card Activate this card while you control "Okappa Red", "Okappa Blue" and "Okappa Yellow". Your opponent reveals their entire hand until the End Phase this turn, then, apply the following effects. * Increase your LP by 500 for each monster card in your opponents hand. * Inflict 500 points of damage to your opponent for each Spell card in their hand. * Draw 1 card for each Trap card in your opponents hand. You can only activate 1 "Okappa Sarazanmai" per turn. Okappa Spiral Shell Trap Card "Okappa" monsters you control cannot be destroyed by battle or by card effects and all battle damage you take involving a "Okappa" monster you control becomes 0 until the End Phase this turn. During your Main Phase except the turn this card was sent to the GY: you can banish this card from your GY; add 1 "Okappa" monster from your Deck to your hand. You can only activate this effect of "Okappa Spiral Shell" once per turn. Okappa Waterspout Counter Trap Card Activate this card when your opponent activates a card or effect while you control "Okappa Red", "Okappa Blue" and "Okappa Yellow". Negate that cards effects and destroy it. If a monster is Special Summoned from your opponent's Extra Deck, while this card is in the GY (except during the Damage Step): You can Set this card, but banish it when it leaves the field. Link to comment Share on other sites More sharing options...
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