Oja Defender: Now just give me a reliable way to toss Ojamagic without Snipe Hunter and I'll be with you. And don't say "Dark World Dealings".
Oh, let's see now...Phoenix Wing Wind Blast, Back to Square One, Lightning Vortex, Magic Jammer, Cursed Seal of the Forbidden Spell, Divine Wrath, Chiron the Mage...oh, and did I mention that Furnace Dragon (the only one of these you didn't dignify with a comment) is about the most glaringly obvious discard outlet around? With all these bluff sets about, it's not at all unlikely for it to nail something like Card of Safe Return or Heavy Storm. (Both sets I've seen in coverage from actual tournaments) Also, we do still have that one copy of Snipe Hunter to fall back on. :3
And yeah, I made Oja Recall what Ojamandala should have been. After all, the best thing you can do with an Ojama is toss it for a discard effect. =O As for Finale, I placed Delta Hurricane as a requirement because without it that card would not only be completely outclassed (like it already is) but also have a clearly superior substitute. I intended for it to be crazily situational so I'll stick to the current effect. ;3
For each of the geminis, that's 'monster', not 'mosnter', also 'Fusion Deck' not 'Dusion Deck'. Careful with those typos. ;3
Monarch Neos: a.k.a. E-Hero Pot of Greed. Yeah, pretty crazy effect, but you need to run the suctastic Neo-Space field to use it so I think it balances out. Plus, the fusion material is pretty tedious in its own right.
Neo-Spacian Viceroy Butterfly: Certainly better than Monarch Butterfly, but the fact that it's a tribute monster sort of puts a damper on the picnic. Still, I guess it's usable, if only to bring out Monarch Neos.
Neo-Spacian Flare Scarab Ultimus: Omg, it's like, usable. I could see these being run in a non-Neo Space committed gemini deck simply because it's a reliable beatstick with an additional burn effect. Dunno', I think you should cut down the burn to 400 because this one has plenty of strength anyway, and it's 4-star to boot.
Neo-Spacian Ultimate Grand Mole: It's not Grand Mole anymore. T_T This one should have a bounce effect of some sort. (Ohh...how about making it so that when it's removed from the field, you yet to put one of your opponent's monsters at the top of their deck? That would be nasty. x3
Neo-Spacian Aura Glow Moss: Wording problem, as it is you get to reveal the card
before calling its type, so the guesswork gets pretty simple. ;3
Holy flip...I just realized that Common Soul has turned pretty freakin' haxxy. Free summon of Viceroy Butterfly combined with a 1700 Atk boost to a monster on your field, anyone? And that's not getting into Flare Scarab Ultimus either.
Ventuno²: Very easy way to pull out Card Trooper, and it has passable stats in its own right so fair enough.
Graphride: Sort of...very expensive effect, but then again you can AN Gauge and LR it for a crapload of damage, so I won't complain.
Brinsta: It has potential to be annoying, even though senet effects in general sort of fail. Got to ask, though: can you do this trick on your opponent's turn too? Now that is turning this into a serious pain in the behind. xD Too bad that it's in the recruiter threat range, though. (1400 means that any recruiter can tie with it then do it's Special Summon trick =O)
Citronette: The prospect of smacking down two opponents at once is tempting, but the senet dependence here is bothersome since it will usually require your opponent to have played at least three monsters. (add that to the fact that these monsters need to have a lower Atk than 1600 and we've got quite the situation to sort out) I suppose it's a decent way to clear out goat tokens and such, though.
Orangette: looks mostly like a weaker Dark Stego to me. I'd say up the defense on this thing to give it an edge.
Triad: Meh, most decks will just keep on plunking new monsters down to replace the temporarily stunned old ones. At least give this enough Atk to trump Cyber Dragon.
Costrato: Yay for built-in Blasting Fuse. This has the potential to spring a nasty situation on your opponent, though the tribute requirement is a bit of a bother. Dunno...I'd almost be more tempted to run Blasting Fuse in my deck so I can make sure the monster I detonate is something like Sangan.
Azureus: So not worth it. Considering that we only have one source of counters there's no way I'd waste them for 100 Atk each. (I'd much rather run a monarch, which has the strength to at least tie with basically any given monster played in the format and comes with a neat summoning effect that already compensates for it or possibly Jinzo or Blowback Dragon if I want a pure machine deck) Give it something with a bit more 'umph'.
Booster of Over-armed Shell System: Saaaay OTKO. This basically turns any given machine on your field into a one-turn Chimeratech Overdragon with protection benefits and if you don't manage to pound down your opponent for some absurd reason all you needs is a Barrel Behind the Door waiting in the wings to fling those 4000 points of burn at your opponent. Yeah...this needs some serious rebalancing.
Charge Gauge: Basically what makes these monsters tick, though the low counter maximum could cause problems.
Close Combat: Wording problem here, is it
any number of monsters or a number of monsters up to the number of counters on your field? The two won't always coincide. We also have the problem of placing multiple monsters in one monster card zone (obviously a no-go). Just go with "Select a number of monsters on your opponent's Field up to the number of Charge counters on your Field and rearrange them in any manner you like.". That should do the trick. :3
Barrage: Again, too low return for your precious counters. Either increase the gain per counter or extend this effect to all monsters on your opponent's field.
Armor Gauge: Fair enough.
Antifield: Not worth it. Waboku already negates all battle damage from one turn and protects your monsters from battle destruction to boot. It doesn't place any requirements for its activation either.
Yay for Phanima posting here again! ^0^ Now so as to not break my time-honored tradition of throwing in a card of my own with practically every post:
Ojamorphosis
Normal Spell
Tribute one "Ojama" monster from your Field in order to Special Summon one level 6 or lower Fusion Monster from your Fusion Deck.
Okay, I seriously need to lay off the Ojama cards. xD Let's see...
Dark Rose of the Blackland
Plant/Effect
2 Star/Dark
500 Atk / 1600 Def
All Battle Damage from battles involving this card is inflicted to your opponent. When this card would be destroyed by battle, you may remove two Monster Cards in your Graveyard from play instead.
Thistle Fairy
Plant/Effect
5 Star/Earth
1900 Atk / 1200 Def
Whenever this card battles, even if this card is destroyed, inflict damage to your opponent equal to the Atk of the monster this card battles with.
Poisonous Thorns
Continuous Spell
Each time your opponent receives Battle Damage as the result of a battle involving a Plant type monster on your Field, place one Poison Counter on this card (Maximum 5). During each of your opponent's Standby Phases, inflict 200 damage to your opponent for each Poison Counter on this card.
Wonder Seed
Normal Spell
Select one Plant type monster from your Deck and remove it from play. After a number of turns equal to the level stars of the monster removed by this effect, Special Summon the monster to your Field.
Aroma Lure
Continuous Trap
If there are no face-up Plant type monsters on your Field, this card is destroyed. While this card is face-up on the Field, your opponent may not Set monster cards. During each of your opponent's Standby Phases, select one face-up Plant type monster on your Field. All face-up monsters on your opponent's Field must attack the selected monster this turn if able.