Ojamas. What isn't to love about them? They're ugly, half-naked, beasts with no ATK points, pitiful DEF points, and no effect... Okay maybe there is a lot not to love about them, but that didn't stop me making a deck around them, and with the added Ojama Support from Raging Battle, I am here to show you how to make an Ojama Deck properly.
We'll start with an overview of the monsters:
Ojama Yellow/Ojama Black/Ojama Green
Light
Beast
**
0/1000
Description: While they seem useless, these cards are vital to using the effects of most of the other Ojama cards, and provide good hand advantage when combined with Ojamagic.
Ojama Blue
Light
Beast/Effect
**
0/1000
Effect: When this card is destroyed by battle and sent to the graveyard you can add 2 "Ojama" cards from your deck to your hand (this can include Ojamuscle).
Description: This card is gold in cardboard form, it basically starts the deck going, provides hand advantage and is a good candidate fro revival by Ojama Country.
Ojama Red
Light
Beast/Effect
**
0/1000
Effect: When this card is Normal Summoned, you can Special Summon up to 4 "Ojama" cards from your hand in Attack Position.
Description: Swarms the field, gets you ready for Ojama Delta Hurricane, who doesn't like this little critter?
Ojama King
Light
Beast/Fusion/Effect
******
0/3000
Effect: Select up to 3 of your opponent's Monster Card Zones. The selected zones cannot be used.
Description: Most of the time is a late-game beatstick when combined with Ojama Country, but can also be used for lockdown and defense.
Ojama Knight
Light
Beast/Fusion/Effect
*****
0/2500
Effect: Select up to 2 of your opponent's Monster Card Zones. The selected zones cannot be used.
Description: Is easier to bring out than Ojama King, but isn't as good effect and stats wise, it is useful to fuse a useless Ojama Red that has already served it's purpose.
Ojama Country
Spell
Field
Effect: Once per turn you can send 1 "Ojama" card from your hand to the Graveyard to Special Summon 1 "Ojama" monster from your Graveyard. While you control a face-up "Ojama" monster, switch the Original ATK and DEF of all monsters on the field.
Description: It's first effect is ideally used with Ojamagic. In a basic Ojama Deck, you can't win without this card. It provides our beasts with ATK points necessary to beat the opponent down.
Ojamagic
Spell
Normal
Effect: When this card is sent from the hand or field to the graveyard, add 1 each of "Ojama Yellow", "Ojama Black" and "Ojama Green" from your deck to your hand.
Description: This card is amazing, it provides hand advantage, sets you up for Ojama King and Ojama Delta Hurricane and it's discard effect can be easily triggered by Phoenix Wing Wind Blast, Sniper Hunter, Lightning Vortex and even Ojama Country.
Ojama Delta Hurricane!!
Spell
Normal
Effect: You can only activate this card when "Ojama Yellow", "Ojama Black" and "Ojama Green" are face-up on your side of the field. Destroy all card's on your opponent's side of the field.
Description: Forget Dark Armed Dragon, forget Judgment Dragon, this card is awesome. You only really meet this card's conditions with Ojama Red, but an Ojama Deck is practically a toolbox for getting out Ojamas, so that isn't an issue.
Ojamuscle
Spell
Normal
Effect: Select 1 face-up "Ojama King" on the field. Destroy all monster(s) on the field that include "Ojama" card in their card name, except the selected "Ojama King". Increase the ATK of the selected "Ojama King" by 1000 points for each destroyed monster.
Description: I won't lie, I think this card is terrible. It requires you to lose field advantage, to boost up a monster that is probably going to die next turn to an Exiled Force/D.D. Warrior Lady/ Smashing Ground or any other monster destroying card (there's lots of those by the way), it's also a dead draw. My advice: Don't use it.
Ojama Trio
Trap
Normal
Effect: Special Summon 3 "Ojama Tokens" (Beast-Type/LIGHT/Level 2/ATK 0/ DEF 1000) in Defense Position on your opponent's side of the field. The tokens cannot be Tributed for a Tribute Summon. When an "Ojama Token" is destroyed, the controller of that token takes 300 points of damage.
Description: Clogs up the field, burns your opponent, can be used for a Fusion Summon of Ojama Knight when combined with Super Polymerization, it's an okay card, not brilliant, but okay.
Now that you know what the Ojama Cards are, it's time to learn about some of the Ojama's buddies, and some backstabbers in the next section:
FRIENDS AND IMPOSTERS
First we'll cover the cards that go well with Ojamas, and describe why they are used.
Snipe Hunter
Dark
Fiend/Effect
****
1500/1000
Effect: You can discard 1 card to select 1 card on the field and roll a six-sided die. If the result is not 1 or 6, destroy the selected card.
Description: With the hand advantage this kind of deck has, this card is brilliant. Combined with Ojamagic you can destroy up to 4 cards on the field if you're lucky, is good for getting rid of strong late-game monsters.
Green Baboon, Defender of the Forest
Earth
Beast/Effect
*******
2600/1800
Effect: When a Beast-Type monster you control is destroyed and sent to the graveyard, you can pay 1000 Life Points to Special Summon this card from your hand or Graveyard.
Desription: Works really well with any deck that runs beasts, it is a beatstick, it's Special Summonable and can take down a Monarch. Unfortunately it is easy for this card to miss the timing when Ojama Blue or Rescue Cat are destroyed, but that doesn't make this card any less deserving of a place in your Ojama Deck.
Rescue Cat
Earth
Beast/Effect
****
300/100
Effect: You can send this face-up card to the Graveyard to Special Summon 2 Level 3 or lower Beast-Type monsters from your Deck. These monsters are destroyed during the End Phase.
Description: This card is great for Synchroing and Fusoning, and it's a beast to boot!
X-Saber Airbellum
Earth
Beast/Tuner/Effect
***
1600/200
Effect: If this card succesfully attacks directly, your opponent randomly discards 1 card.
Description: For a 3-Star he has pretty high ATK points, but this guy is mainly used for synchroing when combined with Rescue Cat. It isn't released in the TCG yet, but it's coming out in Starter Deck 09.
Sangan
Dark
Fiend/Effect
***
1000/600
Effect: When this card is sent from the field to the graveyard, add 1 monster with 1500 ATK or less from your Deck to your hand.
Description: This guy can search out most of the monsters in our deck, and is good for synchroing as he still gets his effect.
Elemental Hero Prisma
Light
Warrior/Effect
****
1700/1100
Effect: Once per turn, you can reveal 1 Fusion Monster from your Extra Deck and send 1 Fusion Material monster listed on the card from your deck to the graveyard. Until the End Phase, this card's name is treated as the sent monster's name.
Description: Has decent ATK points and can be used for fusions, also gets an Ojama in teh graveyard to revive later with Ojama Country.
King of the Swamp
Water
Aqua/Effect
***
500/1100
Effect: You can substitute this card for any 1 Fusion Material Monster. When you do this the other Fusion Material Monster(s) must be the correct one(s). You can discard this card from your hand to the Graveyard to add a "Polymerization" from your Deck to your hand. The Deck is then shuffled.
IMPOSTERS
You might think they are good, but don't run them.
Shield and Sword
Spell
Normal
Effect: Switch the original ATK and DEF of all face-up monsters on the field.
Description: It only lasts for 1 turn, is a dead draw, and doesn't effect monsters that are summoned after it's activated.
Super Polymerization
Spell
Quick-Play
Effect:
Blog Archive
Friday, May 29, 2009
Deck Theory 1 - Recycle Deck
The other day I was looking through my commons and found an interesting card called Recycle. Recycle let you add a non-monster card from your graveyard to the bottom of your deck once per turn at the cost of 300 Life Points. I began to think of how useful it would be to continually reuse a broken card like Raigeki, or Pot of Greed, and this post was born.
Firstly I needed to get past the issue of the card being placed on the bottom of your deck, Card Shuffle and Convulsion of Nature came to mind, but neither of these cards were splashable and had their disadvantages. My next brain wave was to mill myself so the bottom of my deck and the top of my deck became one in the same, and what archetype mills your own deck better than Lightsworns? (Not to mention they are currently a Tier 1 deck). So I had my basic Lightsworn/Recycle build in place.
My next thought was what cards would I WANT to Recycle anyway? Traditional Format provides much more spammable cards than Advanced so I took a look through the Forbidden List and found what I was looking for. Raigeki, Change of Heart, Harpie's Feather Duster, Pot of Greed and Graceful Charity quickly made it onto my list. I decided that I would need to make up for Recycle not recycling monsters, so I put a Pot of Avarice in there for the monsters.
I decided that I could mill myself with other cards to, not just the Lightsworns. Painful Choice, Reasoning and the ever so broken Sixth Sense found a nice little spot in the deck.
So without further or do, I present to you Lightsworn Recycle v1.0
Monsters: 18
x1 Magician of Faith
x1 Ehren, Lightsworn Monk
x2 Garoth, Lightsworn Warrior
x3 Honest
x1 Jain, Lightsworn Paladin
x2 Judgment Dragon
x3 Lumina, Lightsworn Summoner
x2 Lyla, Lightsworn Sorceress
x3 Wulf, Lightsworn Beast
Spells: 18
x2 Charge of the Light Brigade
x1 Monster Reincarnation
x3 Solar Recharge
x1 Monster Reborn
x1 Reasoning
x1 Raigeki
x1 Change of Heart
x1 Harpie's Feather Duster
x1 Pot of Greed
x1 Graceful Charity
x3 Recycle
x1 Pot of Avarice
x1 Painful Choice
Traps: 4
x3 Solemn Judgment
x1 Sixth Sense
I hope you enjoyed the first of my Deck Theories section, and if you have an questions/suggestions about the deck you can contact me at grimtuesday@hotmail.com.
~SuperiorSaturday
Firstly I needed to get past the issue of the card being placed on the bottom of your deck, Card Shuffle and Convulsion of Nature came to mind, but neither of these cards were splashable and had their disadvantages. My next brain wave was to mill myself so the bottom of my deck and the top of my deck became one in the same, and what archetype mills your own deck better than Lightsworns? (Not to mention they are currently a Tier 1 deck). So I had my basic Lightsworn/Recycle build in place.
My next thought was what cards would I WANT to Recycle anyway? Traditional Format provides much more spammable cards than Advanced so I took a look through the Forbidden List and found what I was looking for. Raigeki, Change of Heart, Harpie's Feather Duster, Pot of Greed and Graceful Charity quickly made it onto my list. I decided that I would need to make up for Recycle not recycling monsters, so I put a Pot of Avarice in there for the monsters.
I decided that I could mill myself with other cards to, not just the Lightsworns. Painful Choice, Reasoning and the ever so broken Sixth Sense found a nice little spot in the deck.
So without further or do, I present to you Lightsworn Recycle v1.0
Monsters: 18
x1 Magician of Faith
x1 Ehren, Lightsworn Monk
x2 Garoth, Lightsworn Warrior
x3 Honest
x1 Jain, Lightsworn Paladin
x2 Judgment Dragon
x3 Lumina, Lightsworn Summoner
x2 Lyla, Lightsworn Sorceress
x3 Wulf, Lightsworn Beast
Spells: 18
x2 Charge of the Light Brigade
x1 Monster Reincarnation
x3 Solar Recharge
x1 Monster Reborn
x1 Reasoning
x1 Raigeki
x1 Change of Heart
x1 Harpie's Feather Duster
x1 Pot of Greed
x1 Graceful Charity
x3 Recycle
x1 Pot of Avarice
x1 Painful Choice
Traps: 4
x3 Solemn Judgment
x1 Sixth Sense
I hope you enjoyed the first of my Deck Theories section, and if you have an questions/suggestions about the deck you can contact me at grimtuesday@hotmail.com.
~SuperiorSaturday
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