Silly Ojama Trio idea

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Digital Jedi said:
And being a four star 1500 ATKer makes him less f a liabiltiy then the cards I usualy use form field clogging. He's a sucker for a Level Limit - Area B and Gravity Bind. I was looking at him yesterday for consideration in my upcoming Jank Deck. I don't think I've confused the most recent batch of CoGgers with my deck postings yet. <Evil Grin>

As always, we look forward to be confused. And amused. :)

Hmmm- d.d.guide/Helpoemer deck? Discard card to the graveyard then remove it?
 
With Mushroom Man #2 they can pay 500lp to send it back to you....in the END phase, making it too late to summon another monster in it's place. If you already have your 5 cards on the field though and Spatial Collapse active ....it would seem to me that your opponent would not be able to send it back to you....though I haven't really investigated the ramifications at all.

I'm looking at it as..."Go ahead, spend the 500lp a turn to send it back to me, I'll burn you worse in the end"
 
John Danker said:
With Mushroom Man #2 they can pay 500lp to send it back to you....in the END phase, making it too late to summon another monster in it's place. If you already have your 5 cards on the field though and Spatial Collapse active ....it would seem to me that your opponent would not be able to send it back to you....though I haven't really investigated the ramifications at all.

I'm looking at it as..."Go ahead, spend the 500lp a turn to send it back to me, I'll burn you worse in the end"

So, as I see it there are several possibilities here:
1. if you have 5 cards on your side of the field, Spatial Collapse will prevent your opponent from sending mushroom man to your side of the field. I dont know that it will prevent your opponent from activating the effect, just that the effect cannot resolve due to Spatial Collapse.
2. If Spatial Collapse is not an issue, but your monster zones are full of monsters, when mushroom man resolves, will mushroom man be destroyed due to having no place to go (ref: Ojama Trio/Snatch Steal), or does this only happen if there is space to go to when the effect is activated, but due to chains there is not space upon resolution?
 
D.D. Guide could come in handy in achieving your strategy. Also Wave-Motion Cannon might help out as well. Don't forget the possiblity of a Des Wombat and Dark Snake Syndrome combination as well playing an important role in this. Secret Barrel or Nightmare Wheel might work fairly well in this kind of a deck too. Since their field and hand will maintain a total of 5 cards, it makes for a nice card to try out.

Just some ideas after all. Sounds like a very fun deck to run. I might come up with my own version of it and try it out. =P
 
english chef said:
So, as I see it there are several possibilities here:
1. if you have 5 cards on your side of the field, Spatial Collapse will prevent your opponent from sending mushroom man to your side of the field. I dont know that it will prevent your opponent from activating the effect, just that the effect cannot resolve due to Spatial Collapse.
2. If Spatial Collapse is not an issue, but your monster zones are full of monsters, when mushroom man resolves, will mushroom man be destroyed due to having no place to go (ref: Ojama Trio/Snatch Steal), or does this only happen if there is space to go to when the effect is activated, but due to chains there is not space upon resolution?

The way I see it would be the same as if your monster zones were full and you tried to activate Snatch Steal, it would be an illegal activation....both of Snatch Steal and Mushroom Man #2

Only HERE would anyone go into depth of the rulings on Mushroom Man #2!! <laffin>
 
Well, I threw it together last night and was playing around with it (vs. myself using a few other decks)

1:
D.D. Guide kind of hurt me. It gave the opponent a monster that was just weak enough to slip under Messenger of Peace, and I didn't have but 1 SorL and 1 Steelcage to try and draw into. Basically, it just hurt me. Didn't help that one of the decks I was playing on the other end was a DW deck with a United We Stand. Soon as I played Ojama Trio for the Lock deck, the DW deck was able to abuse the UWS.

2:
Mushroom Man #2 is in one of the binders I left in the states last week (moving back up), so I couldn't try that. I would say that the Snatch Steal thing is different when you clog your own field. If your Stolen monster attempts to return to your side when Snatch Steal leaves play, and your monster zones are full, its not like you have a choice. The monster must return to your side or go to the Grave. MM#2 has the option of not being activated at all, if the condition of having an available slot doesn't exist. I would think it would just be a waste of 500 LP.

3:
Secret Barrel. I had tossed in 2 copies because my Stealth Birds, Des Koala and such were also in the states. It actually worked ok as a supplement to WMC. I got the lock against my RFP deck early (1 D.D. Survivor, 1 Big Bang Shot, then activated Ojama Trio during the next draw)

What I found was that if the lock was on, you had a guaranteed 5 cards on their field. Wait a turn or two for them to build their hand, and when they draw to 7 cards, just activate Secret Barrel before they discard in the End Phase. Thats a hit of 2400 LP. Plus, Secret Barrel is easy to move off your field when you need to play another effect.

If I can remember to write down the list, Ill toss it out for some advice.
 
John Danker said:
The way I see it would be the same as if your monster zones were full and you tried to activate Snatch Steal, it would be an illegal activation....both of Snatch Steal and Mushroom Man #2

Only HERE would anyone go into depth of the rulings on Mushroom Man #2!! <laffin>
And I'm crazy enough to look into Mushroom Man #2's rulings on an in depth level!

Btw squid, if my opponent controls my Mushroom Man #2 and I have five cards on my field for Spatical Collapse, he can't activate it. It isn't a matter of the effect being optional or not. It's a matter if the effect can even resolve. Mushroom Man #2 can only activate if there's room on the other player's field for it during activation and resolution. If there's no room on the other player's field during resolution, then Mushroom Man #2's effect Disappears. There has to be an eligible Monster Zone for Mushroom Man #2 to switch over to. If no Monster Zone is open during resolution, then Mushroom Man #2's effect Disappears.

Solar Flare Dragon and Des Lacooda are two other cards to consider for this deck John. =)
 
I have been thinking of another way to fill up your opponents field:
Spear Cretin. If you have one in the graveyard, and one f/d on the field, you might be able to tempt the opponent into filling up (via Spear Cretin's effects) his field before activating a Spatial Collapse on him. But you would probably only be able to do this once against any given opponent...
 
Tkwiget said:
And I'm crazy enough to look into Mushroom Man #2's rulings on an in depth level!

Btw squid, if my opponent controls my Mushroom Man #2 and I have five cards on my field for Spatical Collapse, he can't activate it. It isn't a matter of the effect being optional or not. It's a matter if the effect can even resolve. Mushroom Man #2 can only activate if there's room on the other player's field for it during activation and resolution. If there's no room on the other player's field during resolution, then Mushroom Man #2's effect Disappears. There has to be an eligible Monster Zone for Mushroom Man #2 to switch over to. If no Monster Zone is open during resolution, then Mushroom Man #2's effect Disappears.

Solar Flare Dragon and Des Lacooda are two other cards to consider for this deck John. =)

I should be more specific with my words. I totally agree with you, mind you. Rather than "option" though, I probably should have said "ability to use its ignition effect". But there needs to be some kind of distinction made between what you are saying.

In one part, you refer to it not being able to activate at all. Therefore, even attempting to pay the 500 LP cost would be illegal, no? But later, if the activation had been legal (because of an open zone), then the resolution of the effect would dis.appear, but the cost was legally paid. Its kind of two separate matters, isn't it?

DJ:
I am always leery of permanent Continuous s/t cards. I was noting my stuff and I seemed to always minimum 3 s/t cards (Spatial, staller, 1 set) and 1 monster (usually Yomi Ship, since I don't use Reaper). That means I have one space, on average to do anything. If I want to put Wave Motion Cannon on the field, then I can't summon Inaba White Rabbit or anything else.

With MoP, I can clear a space to activate 2 cards, then drop another defensive stall.

I took out the D.D. Guide altogether in favor of a slightly thinner, faster deck.

You know, I just don't own Nightmare Wheel. Otherwise, I agree that would be nice to have, no matter the Continuous icon. Im not a 2-1, 1-1 kind of person, but its hard to deny the power of killing two birds with one stone. (huh, thats the 3rd time I have used that phrase today)

Oh, and before I forget, English Chef, I am liking Inaba White Rabbit. It only came up once, but it was able to just keep chipping my opponent away from 10,000 down to 0, all by itself (10,000 is because I used 2 Upstart Goblin)
 
Is there any reason why no one has mentioned Raging Flame Sprite? Or id I miss that?

I understand the need to want to have a removable card. I find that when I play a lot of Continuous, especially when the stall is dependant for the win condition, then the Continuous needs to stay more ofte then not. Even then, your opponent will likely get rid of it for you. Even so, when running continuous, you should never have more then three occupied zones, unless your certain that tey are not going to last long. Your forth, should be something chainable.
 
true, true. And the more I think about Nightmare Wheel, the more I think I need to get 3 of them.

As for Raging Flame Sprite, I have no idea why it hasnt been mentioned. I havent run attack based strategies very much in my own experiments, which could be why I never think of it. I should try testing that out. It would make an excellent source of power vs so many different monsters. Not to mention putting the pressure on an opponent due to the Direct hits.
 
Plus she has the optinal ability to attack a monster, as opposed to Inaba, who has no choice but to attack dircetly. Each one has there own foils and fables, but in this case, I think Rage might cut to the chase more quickly.
 
I agree that inaba's inability to attack except directly is a drawback sometimes (although it is nice in certain situations e.g Patrician of Darkness). However, there are other advantages and disadvantages:
1. It returns to hand at end of turn, thereby avoiding Smashing Ground etc. Also means that it cant be Snatch Stealed and used against you.
2. The problem with this is that it wont stay of the field and protect your LP, unless you set it.
3. As it returns to your hand, it opens up a monster zone which can be used for something different next turn, rather than taking up space until it is destroyed. This versatility works well with Spatial Collapse.
4. It stays at a constant 700 attack, and is rarely worth equips to boost this. Although Cybernetic Magician, Poison Fangs, Gaia Power and Rising Energy can be both useful and amusing.
 
#4 would be for using Inaba in a much different manner, that's for sure. not quite a Spatial concept.

Ill see if I can test Raging Flame Sprite this weekend and let you all know if it is worth the effort.
 
I love all these ideas that everyone has given. I built a Chazz deck only to decide to take it apart for a Ojama dedicated deck.

Will you let me know how yours works out John?
 
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