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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.

 

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