In this article
- What are the Ojamas?
- How do you use Ojamas?
- The Core - All Variants
- The Core - All Land of the Ojamas Variants
- Recommend Builds
- The Game Plan – Cyber Style XYZ Version
- The Core - XYZ (Both Variants)
- The Core - Cyber Style Variant
- Other Notable Cards for Cyber Style Variant
- The Core - Crystron Citree Variant
- The Core - Junk Synchro Variant
- The Core - Armed Dragon Catapult Cannon Variant (runs Land Of Ojamas Core)
- Tech Cards for Armed Dragon Catapult Cannon Variant
- Optional Engine – Invoked (Recommended for the XYZ Variant)
- Optional Engine - Fusion Variant
- Optional Engine – Neos (Recommended for Citree Variant)
- 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 tuner monsters like Junk Synchron and Crystron Citree.
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 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.
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.
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.
For the current meta, I recommend a Cyber Style XYZ build of Ojamas. Thus, I will go into that build first.
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 the XYZ-Dragon Cannon with Cyber Style and/or Cyberload Fusion (that may have been searched with Cyber Dragon Core) can assist in the OTK.
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.
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.
A Cyber Dragon monster who has its name become Cyber Dragon while on the field and adds 1 “Cyber” Spell or Trap when normal summoned. Used to search Cyberload Fusion to help secure game.
A quick-play fusion spell that allows you to fuse into 1 monster that lists a “Cyber Dragon” as a material using your field and face-up banished monsters. However only that monster may attack for the rest of this turn. In this deck it will most often be used to make Chimeratech Overdragon to follow up the XYZ-Dragon Cannon.
The most useful Cyberload Fusion target for this build, Chimeratech Overdragon gains 800 Atk times the amount on materials used to summon it and may attack monsters that many times. What makes it very impactful in this deck is that it requires 1 “Cyber Dragon” and 1 or more machine monsters to make. This means you make it with 1 Cyber Dragon Core or 1 Proto-Cyber Dragon summoned from Cyber Style plus XYZ-Dragon Cannon along this the banished X-Head Cannon, Y-Dragon Head, and Z-Metal Tank. This alone results in a 4000 Atk Chimeratech Overdragon.
A normal trap card that may only be used during the main phase at the cost of 2000 life points. It makes both players send their cards to the grave at the end of the third Battle Phase after its activation. This is a useful card in the sense not only does it set-up for a Cyber Style play but it gives you a win condition by allowing you to conduct a turn on an empty board. What one would normally do with this card is activate during the opponent’s turn and if they use their battle phase, one would then enter battle phase and not attack the next turn. If running 30 cards (or just have more cards in deck), this would likely put the opponent in a position where the can only win by their Battle Phase. If they should fail to win in their very next Battle Phase, they would lose their entire board and would be wide open for a major push provided Ojamassimilation is set-up and/or Cyberload Fusion is in hand.
A 4000 Atk Cyberload Fusion target that does piercing damage. This card comes up every now and again and is worth running as a fusion target on the off chance it comes up.
The second most common Cyberload Fusion target to make as is useful to make in the Battle Phase to attack twice for 2800 Atk in addition to the attacks already made that turn.
While one of the better fusions in a Cyber Dragon deck, this monster is rarely made in a Cyber Style Ojama deck. There are 3 main reasons for this: backrow is usually already answered by the time Cyberload Fusion is used (either by XYZ-Dragon Cannon or by Extinction on Schedule), it only has 2100 atk (making it often the weakest target to go into) and for it to gain multiple attacks, its effect must be used during Main Phase 1 making it the only monster that can attack during the turn if it was made with Cyberload Fusion.
Great card to use for protection during the 3rd Battle Phase after Extinction on Schedule has been used.
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. For now, it is most useful for floating into an Ojama Blue.
A monster that is used to remove 2 threats your opponent has and deals burn damage to them during each of their turns. Plays well with your strategy of using Extinction on Schedule as Lava Golem will put the opponent on a clock and force them to battle (and potentially giving you Ojama Blue’s effect).
Very strong backrow card that can both prevent a monster from attacking and negate its effects. Useful for dealing with threats.
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 7 Machine monster that not only prevents activation of cards and effects when it battles a monster but also negates that monster’s effects during the battle phase. It can be made during the opponent’s turn with Crystron Citree and Armed Dragon Lv 5 or Crystron Ametrix. If Samurai Destroyer would leave the field due to the opponent’s card effect, you can revive one of your Machine monsters from your graveyard including the Samurai Destroyer that was removed from the field.
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).
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.
The ultimate win condition of this variant of the deck Armed Dragon Catapult Cannon is the reason to try to use this variant. This card can win the game on its own having 3500 ATK, the ability to banish the opponent’s field and grave during their turn and lock the opponent out from using the effects of any card that shares the same name of any face-up banished cards.
One of the required steps to bring out Armed Dragon Catapult Cannon. This card will be made with either two Fusion Tags or one Fusion Tag and XYZ-Dragon Cannon. The in-game text of this card is misleading. Note that the card targets with both its banish effect and its change battle position effect. It can also be revived with Keeper of Dragon Magic.
Used to summon VWXYZ-Dragon Catapult Cannon. Consider running a second copy if running the XYZ package in the main deck.
A card the can help secure the summon of Armed Dragon Catapult Cannon during the turn one decides to attempt to bring it out.
The key card of the Invoked engine. It allows you to search Invocation when it is normal summed or flipped up. It doubles as a hand trap that can be discarded to raise the Atk and Def of one of your fusion monsters by 1000 until the end of the turn. This works on any of your fusion monsters and not just the invoked fusions.
Your fusion spell for the engine. You can actually go into non invoked fusions with it like Ojama Knight though I don’t find this to normally be a good use of the card.
The Water Invoked fusion. It cannot be targeted or destroyed by your opponent’s card effects. It can attack in defense applying its Atk for damage calculation. This card is your win condition against Amano-Iwato decks as they don’t necessarily have an answer if you summon this and wait for deck out.
The Earth Invoked Fusion. It serves as large 3000 Atk beat stick but can also serve a 3300 Def wall against decks like Ancient Gears.
The Dark Invoked Fusion. Not usually made but it can put in some work with its stun effect of limiting monster effects and attacks. Its most useful application is banishing a Dark from the opponent’s grave in order to summon it.
The Fire Invoked Fusion. The XYZ build currently does not have a natural Fire Monster to main deck and thus this card would most likely use the opponent’s Fire Monster to summon it. With piercing damage and the ability to attack multiple times, this card should have an impact if you can make it and are not too far behind.
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. For now, it is most useful for floating into an Ojama Blue. This is your main deck Water monster for Invoked Cocytus.
A level 4 Beast Earth monster that has the flip effect of summoning a level 3 or lower Beast monster facedown. Useful for floating into Ojama Blue. This is your main deck Earth monster for Invoked Magellanica.
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 2 Zombie tuner who can bring itself back from the graveyard by putting one card in your hand on top of your deck but is banished when it leaves the field if you do so. Sending it with Neos Fusion makes for good setup for following turns. A useful note is that it is good practice to put a card you are going to mill or search on top of your deck when summoning this monster from the grave.
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.
Only useful in the Neos engine when mixing it with the Citree build. That being said, it is a great addition to the build. Cyrstron Thystvern if sent off Neos Fusion lets you search Crystron Citree for a normal summon or use for another turn. It also has an on field effect that lets you pop a card and summon Crytron Citree. Do note that if you use this effect you will be locked into Machine Synchro monsters if using the extra deck for the remainder of the turn and can’t use the grave effect that turn.
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 8 dragon synchro with 2800 Atk and 2000 Def that can destroy 1 card you control and 1 card your opponent controls. A potential target for Debris Dragon to make if not a bit awkward to make. Still spot removal is good to have.
A level 11 dragon synchro with 3200 Atk and 2800 Def whose summon cannot be responded to nor negated. When it declares an attack, it also becomes unaffected by other cards until the end of the Damage Step. A great target to make if you can make it and serves as a good target for Debris Dragon to make along with an Ojama and Armed Dragon LV5.
A useful monster to summon for a fusion variant. It allows you to not only set-up the grave by discarding a card, but also allows you to search normal fusion spells like Neos Fusion. Not required for a fusion build but can help boost consistency.
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).
- This match-up is favored for Blackwings but is still manageable with the Cyber Style XYZ build of Ojamas. Used handtraps and Armored White Bear to survive long enough for Extinction on Schedule to resolve or long enough to push with XYZ-Dragon Cannon + Chimeratech Overdragon.
- This is probably the worst meta match-up for the Cyber Style XYZ build of Ojamas as they can destroy your monsters via card effects and Blue-Eyes Spirit Dragon can negate your grave effects. Lava Golem can be valuable for removing threats. Stall out as best you can and possibly use Extinction on Schedule in order to turn the game around and win.
- This match-up is difficult but isn’t impossible. The main problems are Darklord Desire and The Sanctified Darklord. Darklord Desire can prevent you from searches off of Ojama Blue by simply sending it to the grave. Aim to end the game sooner rather than later so you won’t get out grinded.
- This match-up can go either way. While Cybernetic Overflow can be a problem, it is possible to survive long enough with cards like Armored White Bear and Kiteroid until you can make your push if using the Cyber Style XYZ build of Ojamas.
- Difficult match-up for the Cyber Style XYZ build of Ojamas. This is most due to Dark Magical Circle banishing your cards making it hard to get Ojama Blue’s effect. If they have the opening play of Magician Navigation and Dark Magical Circle this is a very uphill battle.
- This match-up is quite doable with the Cyber Style XYZ build of Ojamas thanks to cards like Kuriboh (to protect from Invoked Purgatrio’s piercing over cards like Ojama Blue ) and Extinction on Schedule (which serves as a win condition if it resolves).
- Probably one of the best match-ups with the Cyber Style XYZ build of Ojamas provided the opponent doesn’t make use of Shiranui Samurai or Revived King Ha Des. Resolving Extinction on Schedule at the right time will often pave the way to victory the turn after.
- In this match-up the Cyber Style XYZ build of Ojamas need to win in one decisive push past Witchcrafter Madame Verre using cards like Lava Golem, Fiendish Chain, or Extinction on Schedule to enable to push with XYZ-Dragon Cannon and Chimeratech Overdragon
- This match is similar to the Elementsaber Invoked match-up but is a bit more difficult do to Invoked Neos decks often running Ultimate Providence. While there isn’t a great counter for the card with the current build of the Cyber Style XYZ build of Ojamas, Sphere Kuriboh can help force it out if being backed-up with Kuriboh or Kiteroid.
- Similar to the Shiranui match-up but instead of the main threats being Shiranui Samurai or Revived King Ha Des, the main threat is Necrovally. Since the current version of the Cyber Style XYZ build of Ojamas doesn’t normally run backrow removal you will need to keep that card in mind when making your plays from the start of the duel.
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.
Updated by RandomPl0x