In this article
- What are the Ojamas?
- How do you use Ojamas?
- The Game Plan - XYZ Version
- The Game Plan - Synchro Version
- The Core - Both Variants
- The Core - XYZ Variant
- The Core - Junk Synchro Variant
- The Core - Crystron Citree Variant
- Optional Engine - Fusion Variant
- Optional Engine - Neos
- Tech Cards
- Some Neat Tricks
- Some Advice About Playing Ojamas
- Sample Builds
Ojamas are an archetype used by Chazz Princeton in Yugioh GX along with the Armed Dragon LV monsters and the VWXYZ machine monsters (V-Tiger Jet, W-Wing Catapult,X-Head Cannon, Y-Dragon Head, Z-Metal Tank, and the respective contact fusions). For years these archetypes had no synergy but thanks to the cards Ojamatch and Ojamassimilation they make quite a functional deck in Duel Links using Ojamas, Armed Dragons, possibly the XYZ machine monsters, and possibly Junk Synchron.
Their playstyle can vary but for this guide the Ojamas are used for their search power via Ojama Blue and for their ties to the Armed Dragon LV monsters (via Ojamatch)/XYZ machine monsters (via Ojamassimilation).
Why use Armed Dragons?
Armed Dragons give the deck a lot of utility as well as being able to search out Ojama Blue via the card Ojamatch.
Why use the XYZ machine monsters?
They give the deck a very powerful win condition in the form of XYZ-Dragon Cannon (via Ojamassimilation)
Why not the VW machine monsters?
These monsters don’t do enough to warrant space in the deck unfortunately and are better used as slots for other cards.
Why Junk Synchron?
Junk Synchron enables builds that do not focus on the XYZ machine monsters as it can bring back the Ojamas and use them and the Armed Dragons for synchro plays.
Why Crystron Citree?
Crystron Citree is a very strong tuner monster for this deck that can be used both offensively and defensive depending on what you need at the time. It is arguable better than Junk Synchron at the current time.
Why play this deck?
I can’t speak for others but I do find this deck to be pretty enjoyable to play, has a surprising amount of power that allows it to go toe-to-toe with even meta decks, and perhaps simply for the memes.
This deck’s win condition is to use Ojamassimilation to bring out XYZ-Dragon Cannon and use its non-once-per-turn destruction effect to wipe the opponent’s board. Following up with Armed Dragon LV3 results in an OTK. Ojamatch is used to cycle through the deck and put out an Armed Dragon LV3 that is used to special summon Armed Dragon LV5 if desired. While putting Armed Dragon LV5 on the field is not always optimal (if you don’t have one of the XYZ-pieces in hand you won’t be able to make XYZ-Dragon Cannon if Armed Dragon LV5 is still on the field when Ojamassimilation is used), Armed Dragon LV5 is useful for being a 2400 Atk body, having spot removal via its own effect, and can be returned to the hand by A Wingbeat of Giant Dragon to destroy all spell/traps on the field. Union Scramble is good recovery/OTK enabler after XYZ-Dragon Cannon has successfully been summoned. The skill Land of the Ojamas is useful since Ojama Country can be sent off Ojamatch to search out Ojama Blue. Ojama Country is also useful for reviving Ojama Blue, swapping Atk/def, and making it easier for Armed Dragon LV5 to destroy certain monsters using its effect. Sphere Kuriboh/Enemy Controller are good to prevent OTKs.
While this deck functions like the XYZ version but rather than going for the power play with Ojamassimilation, the deck utilizes Junk Synchron to access a synchro toolbox and fills out the remaining deck with good disruption cards like Offerings to the Doomed.
Another key piece of the deck, Ojamatch allows the user to search out an Armed Dragon Monster and an Ojama Monster (Usually Blue) and normal summon one of them. Keep in mind that it is a quick-play spell, which allows a lot of flexibility. Normal summoning Armed Dragon LV3 in the standby phase off Ojamatch allows LV3 to level up into LV5. Can be used to shuffle back 3 banished Ojamas for a draw.
I find two of each of Armed Dragon LV3 and LV5 to be a good ratio, but I have seen 1 Armed Dragon LV3 and 3 Armed Dragon LV5s. A single copy of one of them would mean that you can’t search it off Ojamatch if it is currently in hand.
A normal Ojama name is needed to help resolve Ojamatch as it requires that an Ojama monster is searched than a different name than the card used as cost. Only one is needed.
This is the heart of the deck and is what will be used to win most games won. This allows the player to summon the XYZ pieces by banishing the Ojama Monsters from hand, field, or graveyard. The XYZ pieces can then be contacted fused into the XYZ fusion monsters by banishing them. Can be banished from the grave to put 3 banished Ojamas back into the deck for a draw. Keep in mind that currently this card is only one per account and you must make it count when you use it.
These machine monsters are used to make the fusions and can serve as beaters in a pinch. Should be noted that Y and Z can equip themselves to another piece to free up a zone (this is useful for allowing the third piece to come into play to make XYZ-Dragon Cannon).
The main boss monster that you go into off Ojamassimilation. It can destroy 1 card on field by discarding 1 card and is not once per turn. Use this to wipe the opponent’s board and OTK with the assistance of Armed Dragon LV3. Note: If not using a card like Union Scramble, you will only be able to make XYZ-Dragon Cannon once during a duel. This means that you only need one copy if not using a card like Union Scramble.
This two-piece fusion can pop face-up spell/traps by discarding 1 card. Rarely comes up but might as well have it as an option.
This two-piece fusion can pop set monsters by discarding 1 card. Sometimes comes up and proves to be useful.
This is probably the best two-piece fusion as it can pop set cards by discarding 1 card and has the best stats among the two-piece fusions at 2400 Atk.
Junk Synchron allows for synchro summoning with Ojamas/Armed Dragons. Junk Synchron on normal summon can bring back an Ojama, which would result in a level 5 synchro. Junk Synchron combos well with Ojamatch. This card can be a tech card to the XYZ build (in which case run at x1-3).
Good Synchros to be made with Junk Synchron
Prevents your opponent from activating cards or effects when it battles. Great level 5.
Doesn’t come up that often being level 7 but can help out in a pinch being a able to lower a monster’s attack by 1200 by banishing Junk Synchron and having 2700 attack itself.
A level 5 that can bring back a monster from either player’s graveyard when it is destroyed by battle or an opponent’s card effect. Also can be used as a beat stick when using Ojama Country to swap Atk/Def.
A level 8 synchro that can greatly help out in match-ups like Ancient Gears as it can prevent the destruction of a card once per turn.
A level 2 tuner that has an effect that allows you to synchro summon using a monster in your graveyard during your opponent’s Main Phase or Battle Phase as long as you are synchro summoning a machine monster. This monster is a great addition as it can be used offensively during your turn or defensively during your opponent’s turn. Crystron Citree great extender for the deck.
- Note: Crystron Citree works very well with the Neos optional tech engine (see “Optional Tech Engine: Neos” below)
Good Synchros to be made with Crystron Citree
A level 5 machine synchro that can be made to switch your opponent’s special summoned monsters to defense. Will mostly likely be made during your opponent’s turn with Armed Dragon LV 3.
A level 7 monster that can wipe the entire field. Most often will be made with Armed Dragon LV 5 and works well with Neos Fusion.
A level 9 machine monster that can banish a tuner to pop a card. Will most often be made by using Crystron Citree’s effect using Elemental HERO Neos if running the Neos engine.
A level 9 machine monster with 3000 Def that stop level 8 or lower monsters from attacking the turn they are summoned and revives a level 9 monster from the graveyard on summon (probably Vermillion Dragon Mech).
While the fusion summoning monsters is not the most optimal way to play the deck currently, I have had some success with the following optional cards:
A HERO monster that on summon can add Polymerization. Can be used to make Ojama Knight (by searching the Polymerization) or Elemental HERO Great Tornado.
A level 8 synchro that can greatly help out in match-ups like Ancient Gears as it can prevent the destruction of a card once per turn.
An Ojama Monster that requires two Ojamas and block up to two of your opponent’s zones. A decent going first option depending on the match-up.
Probably the least useful fusion monster you could go into out of the ones here but it still possible to make. It requires a machine and a dragon and can pop a card when it is destroyed.
I don’t really make this card but you can fuse into it with two Elemental HERO Blazemans.
Doesn’t work well with Necro fusion but it's a viable fusion target you can go into.
Like Necro Fusion but can be used during your turn for summoning an Elemental HERO. Doesn’t have the disruption potential of Necro Fusion but can be good.
A nice target to send with Neos Fusion when not sending another monster to set-up for a play later.
A level 1 monster that can revive itself during your standby phase if you don’t control any spell/traps. Works well along with Debris Dragon.
A nice body to put on the board but arguably the mill from Neos Fusion to set-up plays for later is more important. Deck thinning by destroying monsters with it by battle is also good.
A nice end game threat being 4200 ATK with two Elemental HERO Neos being used to make it but doesn’t come up very often.
This is best option to recover if XYZ-Dragon is answered as the monster cannot be revived from the graveyard. Union Scramble lets you summon the banished materials back and make another contact fusion. It can also be banished to add on the banished materials back to the hand. This works well for Treacherous Trap Hole as it removes itself from the graveyard.
2400 Atk body that prevents traps cards and is relatively easy to summon thanks to Ojamatch and Ojama Country being able to revive an Ojama.
Very powerful card that can be used since the deck tends to run very few traps.
Give the deck disruption and thanks to Ojama Blue’s searching effect, the skipping your draw phase part can be mitigated.
A very good card depending on the format. Can be used to get over large monsters either by battle or with Armed Dragon LV5’s effect. Can also be used defensively, giving it additional utility.
This is more of a side-deck card, but this card allows you to return all level 7 or higher monsters to the hand by tributing one of your face-up attack position Ojamas.
A level 3 tuner that can summon itself if there is a level 3 monster you control. It also can destroy a monster on the field that has lower attack than the synchro summoned monster it is used for material. A combo extender.
A 2400 ATK level 6 synchro that can banish a monster along with itself after battle. Useful for outing difficult monsters.
A cute optional one of that prevent players from playing effect monsters until your next turn. It must be activated at the start of main phase one but thanks to Ojamatch, you can summon Armed Dragons in the standby phase before activating Heat Wave. Can provide an advantage in tempo that can game winning.
A level 4 Dragon tuner with 1000 Atk and 2000 Def that when normal summoned revives a monster with 500 Atk or less and can only be used for dragon monsters when synchro summoning. A nice addition to some builds that can be useful for its 2000 Def (which can help otk if Ojama Country is on the field). Some good Synchros to make with it are Iron Chain Dragon, Black Rose Dragon, and Samsara, Dragon of Rebirth (the latter would need something like sphere Kuriboh to make).
A level 4 Beast Water monster with 1800 Atk and 1400 Def that can summon a level 4 or lower Beast Light monster when destroyed. I think this card has future potential being level 4 (for possible synchro plays) and Water (for possible fusion plays with Blazeman). For now, it is most useful for floating into an Ojama Blue.
Summoning Multiple Armed Dragon LV5s off 1 Armed Dragon LV3: This play involves using at least 2 Ojamatches. Use 1 Ojamatch in the standby phase to bring Out Armed Dragon LVL 3 (don’t chain the other Ojamatches), use it to bring out LVL 5, then use the other Ojamatch to bring back the Armed Dragon LV3 and use it to bring back another LVL 5. Tip: Plan the Ojama searches ahead because you normally want to end with an Ojama Blue in hand after this play.
Battle Phase looping: This play involves using Ojamatches to loop an Armed Dragon LV5 with another Armed Dragon LV5 in the battle phase by searching each other out and normal summoning over each other. Since the Armed Dragon LV5s were summoned in the battle phase, they can attack.
Securing the Wingbeat: This play comes up when you use A Wingbeat of Giant Dragon to bounce LV5 but your opponent chains something to prevent the Armed Dragon LV5 from returning to the hand. You can chain Ojamatch to search the other Armed Dragon LV5 and summon it over the first one. This allows the new Armed Dragon LV5 to be returned to the hand to destroy all spell/traps.
Crashing Ojama Blue
While this usually doesn’t seem like a good idea, sometimes crashing Ojama Blue is the correct play (this can allow the player to search out two Ojamatches and possibly clear some threats with them in the battle phase).
- There are two main ways Ojamas will win this match-up: either stop them from getting their set-up with a card like Stardust Dragon or OTK them (usually by crashing Ojama Blue before they can take control of the game).
- Ojamas have a decent match-up against Dinos if played correctly. My advice is to either drop Jinzo when they don’t expect it or (and the more likely scenario) grind them out utilizing Ojamatch to disrupt their chain links (and perhaps use a Jinzo later as a game ender).
A lot of this deck's effectiveness comes from not knowing set combos but knowing how the cards work and how to get the most out of them in a given game state.
For example, I opened a hand going second where I opened (after my draw) armed dragon lvl 3, two Ojamatches, and two Ojama blues. My opponent went normal summon gozuki, mill vampire familiar, and pass turn 1. An Ojama player who knew the plays but didn't look to see what the best play was might have gone Ojamatch pitching Ojama blue, search yellow and lvl three, level up to lvl 5, use another Ojamatch on resolution to pitch Ojama yellow, search blue and the same lvl 3, level up another lvl 5 and go from there. I however considered what my opponent could do before playing a card. I thought he lives two ways, he floats off gozuki or uses Sphere Kuriboh. I decide to test the gozuki float by using 1 Ojamatch to bring out lvl 5, discard my Ojama blue to revive the Ojama blue I pitched off Ojamatch and use lvl 5's effect, pitching lvl 3 to destroy gozuki. My opponent does not use gozuki to float. I then consider the possible Sphere Kuriboh. If he has it and I swing with lvl 5, I don't otk. Knowing this, I summon Ojama yellow, and attack with both Ojamas. Instead of swinging with lvl 5, I use Ojamatch, send yellow to grave, add blue and my other lvl 5, tribute blue for lvl 5, and then win since he would need double Sphere Kuriboh to live and he didn't have two.
tl;dr: Don't just memorize combos. Learn how the cards work, consider how to use them as effectively as possible given the game, and think your plays ahead.