Card Game
Card of the Day
TCG Fan Tips
Top 10 Lists
Banned/Restricted List
Yu-Gi-Oh News
Tourney Reports
Duelist Interviews
Featured Writers
Baneful's Column
Anteaus on YGO
General Zorpa
Dark Paladin's Dimension
Retired Writers
Releases + Spoilers
Booster Sets (Original Series)
LOB |
MRD |
MRL |
PSV
LON |
LOD |
PGD |
MFC
DCR |
IOC |
AST |
SOD
RDS |
FET
Booster Sets (GX Series)
TLM |
CRV |
EEN |
SOI
EOJ |
POTD |
CDIP |
STON
FOTB |
TAEV |
GLAS |
PTDN
LODT
Booster Sets (5D Series)
TDGS |
CSOC |
CRMS |
RBGT
ANPR |
SOVR |
ABPF |
TSHD
STBL |
STOR |
EXVC
Booster Sets (Zexal Series)
GENF |
PHSW |
ORCS |
GAOV
REDU |
ABYR |
CBLZ |
LTGY
NUMH |
JOTL |
SHSP |
LVAL
PRIO
Starter Decks
Yugi |
Kaiba
Joey |
Pegasus
Yugi 2004 |
Kaiba 2004
GX: 2006 |
Jaden | Syrus
5D: 1 | 2 | Toolbox
Zexal: 2011 | 2012 | 2013
Yugi 2013 | Kaiba 2013
Structure Decks
Dragons Roar &
Zombie Madness
Blaze of Destruction &
Fury from the Deep
Warrior's Triumph
Spellcaster's Judgment
Lord of the Storm
Invincible Fortress
Dinosaurs Rage
Machine Revolt
Rise of Dragon Lords
Dark Emperor
Zombie World
Spellcaster Command
Warrior Strike
Machina Mayhem
Marik
Dragunity Legion
Lost Sanctuary
Underworld Gates
Samurai Warlord
Sea Emperor
Fire Kings
Saga of Blue-Eyes
Cyber Dragon
Promo Cards:
Promos Spoiler
Coll. Tins Spoiler
MP1 Spoiler
EP1 Spoiler
Tournament Packs:
TP1 /
TP2 /
TP3 /
TP4
TP5 /
TP6 /
TP7 /
TP8
Duelist Packs
Jaden |
Chazz
Jaden #2 | Zane
Aster | Jaden #3
Jesse | Yusei
Yugi | Yusei #2
Kaiba | Yusei #3
Crow
Reprint Sets
Dark Beginnings
1
| 2
Dark Revelations
1 |
2 |
3 | 4
Gold Series
1 | 2 | 3 | 4 | 5
Dark Legends
DLG1
Retro Pack
1 | 2
Champion Pack
1 | 2 | 3 | 4
5 | 6 | 7 | 8
Turbo Pack
1 | 2 | 3 | 4
5 | 6 | 7
Hidden Arsenal:
1 | 2 | 3 | 4
5 | 6 | 7
Checklists
Brawlermatrix 08
Evan T 08
X-Ref List
X-Ref List w/ Passcodes
Anime
Episode Guide
Character Bios
GX Character Bios
Video Games
Millennium Duels (2014)
Nighmare Troubadour (2005)
Destiny Board Traveler (2004)
Power of Chaos (2004)
Worldwide Edition (2003)
Dungeon Dice Monsters (2003)
Falsebound Kingdom (2003)
Eternal Duelist Soul (2002)
Forbidden Memories (2002)
Dark Duel Stories (2002)
Other
About Yu-Gi-Oh
Yu-Gi-Oh! Timeline
Pojo's YuGiOh Books
Apprentice Stuff
Life Point Calculators
DDM Starter Spoiler
DDM Dragonflame Spoiler
The DungeonMaster
Millennium Board Game
Magic
DBZ
Pokemon
Yu Yu Hakusho
NeoPets
HeroClix
Harry Potter
Anime
Vs. System
Megaman
This Space
For Rent
|
|
Pojo's Yu-Gi-Oh Card of the Day
|
|
Ojama Trio
Common
Special Summon 3 "Ojama Tokens" (Beast-Type/LIGHT/2
Stars/ATK 0/DEF 1000) in Defense Position on your
opponent's side of the field. The tokens cannot be
used as a Tribute for a Tribute Summon. When an "Ojama
Token" is destroyed, inflict 300 points of damage to
the controller's Life Points.
Type - Trap
Card Number - DCR-047
Card Ratings
Traditional: 2.5
Advanced:
3.55
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 02.07.05 |
Coin Flip |
Yeah, just to start things off, Final Countdown is
NOT part of sideboard week, somehow like how Cold
Wave is not exactly a great card in Harpie decks but
was included in Harpy Week #2351 anyways. Some
people were confused there. I would like to thank my
fellow reviewers for putting me to shame (for the
most part) in going in-depth on the card. :)
Anyway, today we start off with what may just be one
of the most annoying cards in the game in the right
deck.. Most people don't really like this card at
first look, as it loses you 1 card for a measly 900
damage maximum to your opponent. Those people have
obviously never understood the pain of facing a
really annoying burn deck. The premise of a burn
deck is controlling the field for the weaker
monsters and cards so that stuff like, say, Solar
Flare Dragon can continue hurting the opponent while
Wave Motion Cannon builds up.
Well, this does a good job of limiting your
opponent's power. You may not realize it, but there
IS a maximum number of cards one can have on the
field at a time (11, actually) I've seen painful
moves pulled off with two Ojama Trios and a Lava
Golem. It really is funny to see someone not be able
to summon while Lava Golem and Stealth Bird burn
them to death.
This thing also has a good deal of synergy with Just
Desserts, where you lose 2 cards for your opponent's
lack of field control and 1500+ LP. It'll stop a
pesky Scapegoat outside of burn, but the only deck
that you would want to run Trio in besides burn or a
similar concept deck is Final Attack Orders, and it
doesn't matter either way.
This is really an expert-use card. It's difficult to
tell how good a card like this is when most of the
players of the game think in strict terms of card
advantage. Intangible advantage over your opponent
does exist.
That said, Tranorix will tell you this doesn't help
most burn.
Personally, I'd think that it would, but to each his
own. Know that you will NEVER, EVER do 300 damage by
the effect of Ojama Trio unless you Torrential or
get Exchanged/Swapped a monster remover like Tribe
or Lightning Vortex (coming out next set, to the
excitement of many people).
Anyway, it is true that this doesn't provide a huge
advantage in burn power to burn. It's just a less
tangible form of protection than Gravity Bind or
Messenger of Peace and assistance in summoning Lava
Golems. The other use this has is in the Spatial
Collapse deck, where this cuts your opponent's game
power down to 2 cards at a time maximum. Spatial
Collapse burn and normal burn will both be given
ratings.
It is, nevertheless, a good card if used properly,
which is pretty much what every card we review here
is.
Normal Burn Deck:
Traditional: Why the hell are you playing this/5
(Read: 2.7/5)
Advanced: 3.6/5
Spatial Collapse Burn Deck:
Traditional: 4.5/5
Advanced: 4.5/5
|
ExMinion OfDarkness |
Ojama Trio
This card is WAY better than people give it credit
for.
On its own, this card isn't anything spectacular --
it gives the opponent 3 wothless monsters on their
side of the field, and they take 300 whenever one's
destroyed. It's the combos that make this thing
work.
Ojama Trio + Gyaku-Gire Panda -- Gyaku becomes a
2300 trampler (2800 if the opponent had a monster on
the field previous) which does 2100 through a token
(1800 trample damage and 300 for the token being
destroyed)
Ojama Trio + Ground Collapse: Opponent is unable to
summon any monsters.
Ojama Trio + Ojama Trio (after you killed 1 of the
first Ojama Trio's monsters) + Spatial Collapse =
perfect lock. Each player can only have 5 total
spaces occupied, and the token are taking up all 5.
Play any monster with a continual burn effect and
you win.
http://www.k2xlgames.com/games/Avalanche2/
A few other things that Ojama Trio does:
*Slows down the Warrior Swarm deck -- since they
can't have more than 2 real monsters on the field
after the Trio, this lets you control the game at
your own pace.
*The fact that the tokens are Level 2 means they
can't be removed from the field via Metamorphosis.
There's TER at level 1, and enough crappy Level 3
LOB fusions, but no Level 2's.
*Gives a player a way to kill a low-LP opponent
other than attacking through whatever monster they
have on the field.
It takes a good player to use Ojama Trio well, but
those who build decks with it in mind can suprise a
lot of people and win many games (before the
decklist gets copied, hehehe...)
3.75/5 in the right deck
|
Tranorix |
Ojama Trio
Well, everyone, welcome to one of the few Burn Weeks
not chosen by me! Today’s card is Ojama Trio, a
relatively useful card for certain Burners and/or
specialized Field Control Decks. It’s a Normal Trap,
and chainable, but it doesn’t really give you field
control; in fact, it gives your opponent three
monsters.
These Ojama Tokens don’t have any ATK but they start
in DEF, where they boast a decent 1000 (which means
if you ram a Spear Dragon into one, your opponent
will take 1200 damage instead of 2200). Still not
bad. There are also ways to get around the
inconvenience of having these tokens in DEF, such as
Zero Gravity and Final Attack Orders.
Those, however, are uses for Ojama Trio in offensive
decks; in a Burner, the most obvious use is with
Lava Golem, as you can tribute these tokens to
summon him (but your opponent won’t take damage from
them when you do). Other, perhaps less frequently
realized uses are Secret Barrel (the tokens add
another 600 damage) and Just Desserts (1500 more
damage!). You can also conceivably lock up your
opponent’s entire field (play Ojama Trio, get rid of
one token then play another – your opponent can’t
summon anything).
It’s a card with potential, but don’t use it just
anywhere.
Traditional – CCCC: 2.5/5
Traditional – Burn: 3/5
Advanced – CCWC: 3/5
Advanced – Burn: 3.5/5
OVERALL RATING: 3/5
|
Snapper |
Ojama Trio
Welcome to Burn Week. This week we’ll be taking a
look at some of the less commonly played Burn Cards.
Today’s card is Ojama Trio, a Trap that has a
welcomed effect in various Decks.
When Ojama Trio is activated, 3 Ojama Tokens are
Special Summoned in Defense Position to your
opponent’s side of the field. The Tokens stats are
less than spectacular, which only adds to Ojama
Trio’s uses. In a few LV Decks, Ojama Trio shines as
a means to easily summon a higher LV of a specific
monster by giving a the lower LVs an easy prey.
Ojama Trio is also a welcome addition to Decks with
lots of Trample Cards, giving you easy monsters to
destroy with your Airknight Parsath.
Along with Ojama Trio’s obvious ability to fill up
your opponent’s Monster Zones in order to prevent
them from summoning new monsters, Ojama Trio comes
with some added effects to make the Tokens stay on
the field. For one, the Tokens can’t be Triubted for
a Tribute Summon, stopping your opponent from
getting rid of their new Ojama Tokens by summoning
Jinzo or a Mobius. The Tokens also have the added
effect of inflicting 300 points of damage to the
controller of the Token’s Life Points when one is
destroyed, giving a potential of a 900 Life Points
loss to the opponent.
Despite Ojama Trio’s numerous uses in a Burn Deck,
it isn’t a commonly played card. Burn Decks prefer
more immediate means of damage rather than the slow
death of the Ojama Tokens. And the tokens don’t get
a great deal more use in other Decks either. Other
than the examples of Decks that I gave earlier as
well as a few rarely seen Deck-Types, most Decks shy
away from Ojama Trio mainly because they’d prefer
the opponent had zero monsters, giving them access
to the opponent’s Life Points. So even though Ojama
Trio has some great effects, popular culture turns
it down.
Advanced: 3/5. Neat effects but there are few who
want to use them.
Traditional: 3/5. Neat effects but there are few who
want to use them.
Overall: 3/5.
Art: 1/5. There really isn’t anything wrong with the
Ojama monsters but they’re just so hard on the eyes.
|
sHecKii |
Welcome to Burner week...in theory it seems like
it's the BEST deck in the format because of no
Harpie's Feather Duster, 1 Mystical Space Typhoon,
etc...but it can never really win can it?
I don't think we'll find the best build for this
deck because the Heavy Storm top deck and/or Mobius
the Frost Monarch hitting the right two and/or the
luck of opponent's owning a Royal Decree and such...
*shrugs*
But the card we are reviewing today is what I
consider to be a STAPLE in this type of deck...
Ojama Trio...now all experienced burner players will
tell you that this is the NUTS in this deck...giving
your opponent creatures not only helps you with burn
cards such as Just Desserts but minimizes the amount
of creatures your opponents can have on the field...
In burner, the problem is the field control. Now if
your opponent pulls off a simple 2for1 on any of
your cards, you are in trouble...and sometimes just
playing Ojama Trio and Lava Goleming a single
creature and an Ojama token might win you the game.
Remember that your goal is to never be attacked
(which doesn't mean you run 3 of all the stall
cards) and to deal enough "burn" to win the game.
Also, since you are limited in 2for1 cards yourself
(since all your cards basically burns the opponent)
you really need to control your opponents field. And
think about it...only 2 creatures attacking you
during the whole game? they eventually run out of
exiled force, nobleman of crossout, tribe infecting
virus, and/or torrential tribute right?
Try playing with Ojama Trio (for players that
haven't tried it out yet) over simple burn cards
like Poison of the old man, or cut some Messenger of
Peace and/or Gravity Bind to find room for it...
I consider it a staple because if you can get your
opponent on an "Ojama Lock," which includes 5 Ojama
tokens on the field, then you'll win the game.
With this card, you COULD try running Ground
Collapse/Spatial Collapse and try to lock them but
to tell you the truth, it's not worth it. Just burn
them as quickly as possible...
Ratings
Constructed: 4.5/5
Limited: 0.5/5
|
Otaku |
Stats :
Ojama Trio is a Normal Trap card. It
might be a hair more useful as a Quick-Play
Spell, as you could use it the turn you drew it…
then again, it also would be much easier to
negate. Outside of Jinzo and Royal
Decree, Trap negation tends to be rather
pricey, and those two affect all players.
Compare this is things like Magic Jammer
and Magic Drain.
Effect(s) :
Ojama Trio creates three Level 2
Light/Beast Tokens in Defense mode with rather
puny stats (0/ATK and 1000/DEF). They can’t be
used for Tribute Summons, and what’s more, they
inflict 300 points of damage (per token) to
their controller when destroyed? Why would you
want such things on your side of the field? You
don’t: good thing Ojama Trio creates the
tokens on your opponent’s side of the
field. On its own, this is a solid effect, as
it can score a little burn damage or let you
drop your opponent down to two Monsters zones.
Combos and some rulings make it even more
useful, and note that as long as your opponent
has at least three open Monster Zones (fairly
likely unless they are good at swarming) then
this card is as “chainable” as anything else.
Rulings:
Here are the rulings straight from
the official UDE Yu-Gi-Oh FAQ:
OJAMA TRIO
You cannot activate "Ojama Trio" if there are
not 3 vacant Monster Zones on your opponent's
side of the field.
You cannot activate "Ojama Trio" if "Scapegoat"
or "The Last Warrior from Another Planet" is
preventing you from Summoning.
If there are Ojama Tokens on your opponent's
side of the field, and "Remove Brainwashing" is
activated, the Ojama Tokens are switched to your
side of the field. If you don't have enough
Monster Zones for them, some of the Ojama Tokens
are destroyed and the damage is inflicted to the
opponent.
When you chain Ojama Trio to your opponent's
"Call of the Mummy" effect, the effect of "Call
of the Mummy" is negated.
When your opponent activates "Snatch Steal", and
you chain "Ojama Trio" to fill up his/her
remaining Monster Zones, then there is no room
for the stolen monster, and it is destroyed.
Uses and Combinations :
As you can see, the Ojama Trio can mess
up a lot of your opponent’s plans. This isn’t
bad, but it’s not really good. Fortunately,
there are several tiny but useful combos.
Running a lot of “trample” Monsters like
Enraged Battle Ox? You’ll do 700 points of
trample damage and 300 points burn damage. It
also gives you some safe targets for Berserk
Gorilla if you need it. It would be nice
if these guys got summoned into ATK mode instead
of DEF mode… so why not use either a
Windstorm of Etaqua, a strategic Trap good
for both offense and defense in its own right,
to spin them all into ATK mode? Is that too
short term? Try Final Attack Orders
instead. Running a Stall/Burner? Keep them
from summoning any possible TecH monsters (like
Sonic Duck), provide yourself with extra
burn (every little bit helps), and combo with an
underused Trap for stall burn: Just Deserts.
Guarantee a minimum 1500 damage from an
unrestricted Trap. One almost universal combo
is to combine it with Torrential Tribute.
You’ll have to either tack it onto a normal
Torrential activation or make certain you
have time for Ojama Trio to resolve their
summoning, but those two cards would let you
clear the field of Monsters and inflict 900 LP
damage. It also means you can safely activate
Torrential on your turn without having to
use your own Summon to trigger it. Finally, if
you wanted to make an “Ojama” deck using this
and the other Ojama cards, it’d be rather
useful.
Ratings
Traditional :
2/5-This may seem high, but no open Monster
Zones means your opponent can’t summon Chaos
Monsters. It also gives your own Chaos Monsters
more time to materialize.
Advanced :
3.5/5-If that seems high (especially compared to
last weeks), remember those were mostly specific
deck cards and side deck cards: this card
actually isn’t too bad for general use. I’d
still stick to decks that can utilize two or
three of the combos I listed in the Uses and
Combinations section.
Limited :
4/5-Beauty here it is. Your opponent will have
a hard time getting rid of the tokens. This
means your opponent will essentially have just
two Monster slots until you decide you want 300
points of burn damage.
Summary
A good card that is both fun to play and
reasonably effective. It’s not for every deck,
but it rarely will be totally useless… as long
as you can activate it.
|
|