1 Ojamas here! Ojamas there! Ojamas everywhere!!! Sun Oct 14, 2012 6:39 pm
Buckey
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Ojama Article
Basic Monsters Needed:
3 Ojama Black, Yellow, Green:
By themselves they are nothing special… But are the base of all Ojama decks.
3 Ojama Red:
He is needed for doing most of the combos in the deck. His ability allow you to SS as many Ojamas in your hand as you can.
2-3 Ojama Blue:
Not as powerful as Ojama red. He can be used as just another level 2 for xyzs. When he is destroyed by battle, you can add 2 “Ojama” cards to your hand. Sometimes a suicide attack is a good idea.
Spells:
3 Ojama Country:
Allows you to SS an Ojama from your grave. But its real power lies in its second effect. “While you control a face-up "Ojama" monster, switch the original ATK and DEF of all monsters on the field.” If you have not noticed, all the Ojamas have 0 attack, but 1000 defence.
1-3 Terraform:
Ojama Country is crucial for this deck (in most cases).
1-3 Ojamagic:
Thanks to the effect of Ojama Country, this spell is a double win. You get a SS, plus get to add 1 of Ojama Yellow/Black/Green to your hand. Running three is very risky, because the chance of still having a Ojama Yellow/Black/Green in your deck after using 2 is very low, and a couple of draws.
1-3 Ojama Delta Hurricane:
Getting all three Ojamas on the field is quite easy thanks to Ojama Red. But in case they aren’t on the field, you can always just use it for Ojama Country’s effect. I don’t recommend running 3 in the deck though.
2-3 Polymerization:
Needed to get out Ojama King/Knight.
0-2 Instant Fusion:
If you have a Polymerization, and the cards needed to make Ojama Knight, use instant fusion, and then Polymerization. Then you can use the two Knights to make a rank 5 xyz. Also you can just use Instant Fusion, to get an Ojama Knight in your graveyard, and SS him the next turn with Ojama Country. Side one or both.
0-2 Lightning Vortex:
Good way to dump any cards clogging your hand, such as terraform once you have used up all 3 Ojama Countries. But the best use is Ojamagic.
Traps:
0-2 Ojama Trio:
If your opponent is not running many Synchros, this trap’s effect clogs up their field. Or can just be used for the effect of Ojama Country. Have 1 sided.
Extra:
1-2 Ojama King:
The big guys of a normal Ojama deck. When Country is out, this guy packs a great punch with his 3000 defense (now attack), and most monsters won’t have the 3000+ defense to beat him.
2-3 Ojama Knight:
Instant fusion gets him out, or use poly to free your hand, if you don’t have red. Either way a ok monster to get on the field.
0-2 Stardust Dragon:
With Starlight road, or if you are running tuners, this card is always a plus. Side one if you are running more Synchros.
1 Adreus, Keeper of Armageddon:
His effect is good when facing decks with high defense monsters. Or if no Ojama country is on the field, his attack is good enough to handle the average monster.
3 Gachi Gachi Gantetsu:
With Ojama Country’s second effect, he already has 2200 attack; plus with his ability where he can detach a material and not be destroyed, he can save you many times.
1 Number 19: Freezerdon:
His high defense is a good thing. But the better part is his effect: Once per turn, if you would activate the effect of a face-up Xyz Monster you control by detaching Xyz Materials, you can detach 1 Xyz Material from this card instead. With Adreus or Dark Mist, this can be very helpful.
1 Number 6: Chronomally Atlandis:
Just in case you manage to get two Ojama Kings out. Plan on getting a number card in the graveyard first though, because his epic effect is not one to miss.
1-2 Number 96: Dark Mist:
With the high chance of getting 3+ Ojamas on the field, he can be very useful. Its best to attack the highest attack opposing monster first. (Or the one with the most dangerous ability.) This guy will probably never die from combat, since he gains attack each time, by the third combat he is around 3000+ attack.
Other cards:
Dark Hole
Heavy Storm
1-2 Bottomless Trap Hole
1-2 Mirror Force
0-2 Starlight Road:
Side one.
Other Combo Cards:
0-1 each: Acana Force EX – The Dark Ruler/Acana Force EX – The Light Ruler:
Epic attack and defense; with, or without Ojama country are hardly outmatched. And their effects are sure nothing to complain about. Sadly the coin flip is always against me.
0-2 Debris Dragon:
If you are running Synchros, this guy is needed.
1 Malefic Stardust Dragon:
This guy is a fast summon. And can save your Ojama Country.
0-1 Iron Chain Dragon:
Best level 6 Dragon Synchro for this deck.
0-2 Scrap Dragon.
Effect is amazing. Although Ojama Country hinders him, you can always use Ojama country for the cost of his effect, if you are extremely sure you will win. (Like taking out that only facedown.)
0-2 The Light – Hex-Sealed Fusion:
Because he needs to be summoned, plus all of the other materials, this card tends to slow down the deck. Side it.
0-1 Delta Attacker:
If you can get 3 of the same Ojama… yea just a fun card. Just side it for fun.
0-2 Hand Destruction:
Side them in most cases. Its primary use is for discarding an Ojama so you can use the effect of Ojama Country, or dumping Ojama Magic for its effect.
0-1 Ojamuscle:
Um… yea not really the best card to take a slot in the deck.
I hope you guys enjoy this article on the ojamas. I know Chazz would! XD
Basic Monsters Needed:
3 Ojama Black, Yellow, Green:
By themselves they are nothing special… But are the base of all Ojama decks.
3 Ojama Red:
He is needed for doing most of the combos in the deck. His ability allow you to SS as many Ojamas in your hand as you can.
2-3 Ojama Blue:
Not as powerful as Ojama red. He can be used as just another level 2 for xyzs. When he is destroyed by battle, you can add 2 “Ojama” cards to your hand. Sometimes a suicide attack is a good idea.
Spells:
3 Ojama Country:
Allows you to SS an Ojama from your grave. But its real power lies in its second effect. “While you control a face-up "Ojama" monster, switch the original ATK and DEF of all monsters on the field.” If you have not noticed, all the Ojamas have 0 attack, but 1000 defence.
1-3 Terraform:
Ojama Country is crucial for this deck (in most cases).
1-3 Ojamagic:
Thanks to the effect of Ojama Country, this spell is a double win. You get a SS, plus get to add 1 of Ojama Yellow/Black/Green to your hand. Running three is very risky, because the chance of still having a Ojama Yellow/Black/Green in your deck after using 2 is very low, and a couple of draws.
1-3 Ojama Delta Hurricane:
Getting all three Ojamas on the field is quite easy thanks to Ojama Red. But in case they aren’t on the field, you can always just use it for Ojama Country’s effect. I don’t recommend running 3 in the deck though.
2-3 Polymerization:
Needed to get out Ojama King/Knight.
0-2 Instant Fusion:
If you have a Polymerization, and the cards needed to make Ojama Knight, use instant fusion, and then Polymerization. Then you can use the two Knights to make a rank 5 xyz. Also you can just use Instant Fusion, to get an Ojama Knight in your graveyard, and SS him the next turn with Ojama Country. Side one or both.
0-2 Lightning Vortex:
Good way to dump any cards clogging your hand, such as terraform once you have used up all 3 Ojama Countries. But the best use is Ojamagic.
Traps:
0-2 Ojama Trio:
If your opponent is not running many Synchros, this trap’s effect clogs up their field. Or can just be used for the effect of Ojama Country. Have 1 sided.
Extra:
1-2 Ojama King:
The big guys of a normal Ojama deck. When Country is out, this guy packs a great punch with his 3000 defense (now attack), and most monsters won’t have the 3000+ defense to beat him.
2-3 Ojama Knight:
Instant fusion gets him out, or use poly to free your hand, if you don’t have red. Either way a ok monster to get on the field.
0-2 Stardust Dragon:
With Starlight road, or if you are running tuners, this card is always a plus. Side one if you are running more Synchros.
1 Adreus, Keeper of Armageddon:
His effect is good when facing decks with high defense monsters. Or if no Ojama country is on the field, his attack is good enough to handle the average monster.
3 Gachi Gachi Gantetsu:
With Ojama Country’s second effect, he already has 2200 attack; plus with his ability where he can detach a material and not be destroyed, he can save you many times.
1 Number 19: Freezerdon:
His high defense is a good thing. But the better part is his effect: Once per turn, if you would activate the effect of a face-up Xyz Monster you control by detaching Xyz Materials, you can detach 1 Xyz Material from this card instead. With Adreus or Dark Mist, this can be very helpful.
1 Number 6: Chronomally Atlandis:
Just in case you manage to get two Ojama Kings out. Plan on getting a number card in the graveyard first though, because his epic effect is not one to miss.
1-2 Number 96: Dark Mist:
With the high chance of getting 3+ Ojamas on the field, he can be very useful. Its best to attack the highest attack opposing monster first. (Or the one with the most dangerous ability.) This guy will probably never die from combat, since he gains attack each time, by the third combat he is around 3000+ attack.
Other cards:
Dark Hole
Heavy Storm
1-2 Bottomless Trap Hole
1-2 Mirror Force
0-2 Starlight Road:
Side one.
Other Combo Cards:
0-1 each: Acana Force EX – The Dark Ruler/Acana Force EX – The Light Ruler:
Epic attack and defense; with, or without Ojama country are hardly outmatched. And their effects are sure nothing to complain about. Sadly the coin flip is always against me.
0-2 Debris Dragon:
If you are running Synchros, this guy is needed.
1 Malefic Stardust Dragon:
This guy is a fast summon. And can save your Ojama Country.
0-1 Iron Chain Dragon:
Best level 6 Dragon Synchro for this deck.
0-2 Scrap Dragon.
Effect is amazing. Although Ojama Country hinders him, you can always use Ojama country for the cost of his effect, if you are extremely sure you will win. (Like taking out that only facedown.)
0-2 The Light – Hex-Sealed Fusion:
Because he needs to be summoned, plus all of the other materials, this card tends to slow down the deck. Side it.
0-1 Delta Attacker:
If you can get 3 of the same Ojama… yea just a fun card. Just side it for fun.
0-2 Hand Destruction:
Side them in most cases. Its primary use is for discarding an Ojama so you can use the effect of Ojama Country, or dumping Ojama Magic for its effect.
0-1 Ojamuscle:
Um… yea not really the best card to take a slot in the deck.
I hope you guys enjoy this article on the ojamas. I know Chazz would! XD