While I like the theory of
Kaiser Colosseum, I would suggest you be very wary of anything that maintains a permanent presence on your field. Its very easy for you to accidentally clog up your own field. Your opponent only needs one stubborn or trampling monster to kind of wreak your day.
3
Nightmare's Steelcage
3
Messenger of Peace
Swords of Revealing Light
Those are great stallers because you can get them off your field more easily when you need to play another card later in the game.
attacking should be the last thing on your mind, and if at all possible, try limiting the amount of summoning you do as well. You don't want to accidentally run into
Torrential Tribute, or some form of
Trap Hole. However, if you can set up the
Ojama Trio lockout, then
Inaba White Rabbit could be lovely.
Stealth Bird is probably faster, and
Wave-Motion Cannon is ideal.
I cannot agree with Inaba/
Creature Swapping though. The last thing you want to do is free up an extra space for your opponent to do more things. Taking away a monster, means they have an available slot to summon something, or activate a s/t card.
Mushroom Man #2 has potential, and now that I think of it, so does
D.D. Guide. The weakness of those two card being that you give your opponent easy access to summoning Mobius. So, I would only run those 2 if you had
Mask of Restrict available, or
Solemn Judgment, or something else to prevent Mobius. Im more partial to
Solemn Judgment because, again, it wont sit and clog your own field up.
As for monsters to defend, I have had more success with DDWL and
Yomi Ship than anything else. But if you can afford
D.D. Warrior, go for it. Just try and keep your monsters in defense whenever the Ojama tokens are out. An opponent can easily suicide a token early on to break the lock and allow them to summon something devastating, like Breaker. But any other time, those monsters will kill off any threat your opponent may summon.
other cards that I found absolutely invaluable to me when I was running
Spatial Collapse/
Ojama Trio were:
Offerings to the Doomed (I cannot stress how good this card is here. Spatial decks can stall out for the most part, and I have actually decked myself before. Plus, you can activate it fast on a recently summoned Ojama token to free up that one vital space for another Trio trap)
A Cat of Ill Omen (not
An Owl of Luck, slither, that's the other effect for Field Spells)
Maryokutai (could be more than crucial now with 2 NoX targeting your face down flips and stallers)
A-Team: Trap Disposal Unit (do not let
Dust Tornado/
Royal Decree mess your day up)
Fiend's Hand Mirror (worked well for me, but would probably be better replaced with things that can respond to wider types of removal today, to deal with increased presence of more modern s/t killers)
Wave-Motion Cannon (mentioned that, but it was my main win condition)
Final Countdown (alternative win condition)
I dont have the
Anti-Spell Fragrance, but would have loved to try it out.
Maybe these days I would be more likely to try something like
Ancient Gear Cannon.
God! I miss that deck. I am so tempted to re-shape that thing just talking about it.