Guide for Combos and Plays for Mr. Goob
Ojama Monsters
Ojama black/yellow/green - These 3 normal monsters themselves don't do much on their own. They have to be normal summoned, they have low stats, and they are not effect monsters. Therefore you typically use these as fuel for your other cards and as fodder for your fusion monsters or the field spell. Typically you don't want to open with these monsters. Recommend to play at 2 each because you need one of each in your deck to play Ojamagic, one of your key spell cards.
Ojama blue - This card is one of your best starters in the whole deck. If it is destroyed by battle you can search any 2 Ojama CARDS. Not just monsters. So depending what you have in your hand you can get your field spell or any of the spell cards that give you value. Or you can get Ojama monsters to discard for the field spell. Typically you will want to grab the field spell (Ojama Country) as your deck centers around it. Recommend to play at 3.
Ojama red - This card will typically be used in combination with another spell or two. The best play for this one would be to discard Ojamagic using Ojama Country effect, add three Ojama monsters. Summon Ojama Red and then all other monsters from your hand. Then if you have Polymerization you can make Ojama King or Ojama Knight. Or if you have a tuner on the field you can synchro summon a wide variety of different monsters, depending on what you need. This is still pretty niche though. Recommend to run at 2 or 3.
Tuners
X-Saber Airbellum - This will be one of your primary tuners, cards that are used to synchro summon monsters from your extra deck. To synchro summon you must have a tuner and non-tuner monster and their levels (stars on the top right) must add up to the star level of the synchro summoned monster. This card will give you access (mostly) to odd-numbered synchro monsters since this is 3 stars. It has decent attack but will primarily be used for synchro summoning. This has such great synergy with Rescue Cat. Recommend to run at 2-3, depending on how much you like this vs. Junk Synchron below.
Junk Synchron - Another level 3 tuner, this card has a great effect where it can special summon a level 2 monster from your graveyard which pretty much gives you a 1-card level 5 synchro summon. Your primary target will be Junk Warrior who is pretty strong. Recommend to run at 3.
Plaguespreader Zombie - This is your level 2 tuner, this card can special summon itself from the graveyard which allows you to also normal summon another level 4 or lower monster from your hand for a synchro summon. This will give you good access to your even leveled synchro monsters.
Searcher Options
Super-Nimble Mega Hamster - This card has a flip effect, which means the effect won't activate unless it is flipped from face-down defense position. This will occur either by battle on your opponent's turn or by you on the turn after you set it. This card can special summon a level 3 or lower beast monster (which all your ojama monsters are) in face-down defense position. Your primary target for this would be Ojama Blue so you can use it's effect on your next turn. This card synergizes well with the Ojama monsters, recommend to run at 2-3.
Sangan - A classic YuGiOh card. If this card is sent from the field to the grave (either by battle, tribute, synchro summon, card effect) it can add a monster with 1500 ATK or less from your deck to your hand but then you can't play it the turn you do this. Although this offers a lot more flexibility, it doesn't synergize quite as well as Hamster above. Recommend to run at 1 or less.
Giant Rat - Another classic YuGiOh card that when destroyed by battle will special summon an earth monster with 1500 ATK or less. Your sole target for this is pretty much Rescue Cat and is great to get that combo line going on your next turn. Recommend to play at 1 or less.
Summoner Monk - This card has some specific synergy in this deck. When Summoner Monk is summoned it allows you to discard a spell to summon a level 4 monster from your deck. Your primary target again would be Rescue Cat which really helps get some combos going. The synergy with Ojama cards is that the spell card Ojamagic needs to be sent to the GY (aka discarded in almost every circumstance) in order for its effect to trigger. So you can send Ojamagic for Summoner Monk's effect and it will allow both cards to activate their effects.
Rescue Cat - This is one of the strongest cards in your deck. You can normal summon Rescue Cat and then send it from field to grave to special summon 2 level 3 or lower beast monsters from deck. This is almost always used for synchro summoning. So you can add X-Saber Airbellum and one of your Ojama monsters and synchro summon into a level 5 synchro or higher.
Edison Staples
Honest - This is a card specifically played in decks with light monsters. It is what is commonly referred to as a 'handtrap'. When either you attack with a light monster or your opponent attacks your light monster, you can discard 'Honest' from your hand and if you do, increase the attack of your monster by the attack stat of the opponent's monster. Very useful because your opponent won't know you have this when they declare an attack. Only useful if your monster is in attack position.
Dandylion - Whenever this card is sent to the graveyard (sent meaning no matter how it got there whether destroyed by battle or tributed or whatever) it leave two low level 'tokens' which represent normal monsters essentially. Those tokens can't be tributed but they can be used for a synchro summon which turns out to be very useful! This is one of the more powerful cards in this format.
Snipe Hunter - This is a great card for removal. The strength of this card lies in the fact that it can target any card on the field (monster, spell, or trap), you have a 66% chance to destroy it and the most powerful part is it is not once per turn.
Caius the Shadow Monarch - This monsters has an effect where if you tribute a monster to summon it (such as any of your Ojama monsters) then you can banish any card on the field. This is particularly powerful as banished cards are much more difficult to get back than cards in the graveyard. With the added effect that it inflicts 1000 lifepoints (LP) of damage ot your opponent if it resolves.
Tragoedia - Another one of the more powerful cards in the format. This card really turns the tide when things are looking bleak. When your opponent inflicts battle damage you get to respond by summoning this card. This card works well in this deck because its attack is based on the number of cards you have in hand x 600 and this deck has many ways to get cards to your hand. Its effect is niche but very useful, you can discard a monster with a particular level and then take control of an opponent's monster with the same level. Very flexible. You can also modulate the level of this card to match one that is in the graveyard once per turn.
Spell Cards
*note you can get any of these Ojama spells to hand if you summon Ojama Blue! Giving them lots of versatility.
Ojama Country - This is your field spell which really turns the tides on your opponent. One of the most impactful effects is that it switches the attack and defense of all monsters on the field. This is great for your Ojama monsters which have no attack and lots of defense. Also I made sure to give you synchro monsters with strong defense stats for this reason! Additionally you can send one card to the graveyard in order to special summon an Ojama monster from grave. Your targets will often be your Ojama fusion mosnters like Ojama Knight and Ojama King. This card pairs very well with your Ojamagic card which HAS to be sent to the graveyard in order for its effect to be activated.
Ojamagic - As I mentioned above this card can only be activated by sending from hand (or rarely field) to grave. There are several cards in your deck that do this including Ojama Country, Card Destruction, and Hand Destruction. This will get you three cards from deck to hand which can either be used to fusion summon Ojama King if you have polymerization in hand or could be used to increase the attack of Tragoedia if you have it on field.
Ojama Delta Hurricane - This card has a pretty difficult activation condition but the effect is powerful. If you are able to get Ojama Black, Green, and Yellow to hand you can normal summon Ojama Red. special summon the three Black, Green, and Yellow, and then play Ojama Delta Hurricane to completely wipe your opponents field. It is a little bit niche but cool if you can pull it off!
Ojamuscle - (this is also treated as an Ojama card you can search with Ojama Blue) this is another niche but cool thing you can do. If you control Ojama King then you can target it with this card and destroy all Ojama monsters on the field and have this gain attack equal to the attack of the destroyed monsters. This attack boost is permanent so you can get a massive body that your opponent won't be able to get around unless they remove it. So if you have Ojama King on field you can normal summon Ojama Red, summon up to three more Ojama mosnters from hand and then play Ojamuscle to instantly gain 4000 attack. This effect also works with Ojama tokens summoned off of Ojama Trio.
Instant Fusion - This is another powerful card that allows you to fusion summon a level 5 mosnter by paying 1000 life points. Because the monster is destroyed in the end phase and it cannot attack you will want to use it for a tribute summon or synchro summon with it to get use out of it. This is also an easy way for you to get Ojama Knight into the grave so that you can special summon it with Ojama Country.
Polymerization - This is your fusion spell. You need this in order to fusion summon your Ojama fusion monsters. So you'll need to play this card and then send the specified monsters on the card from hand or field to the grave to special summon your fusion monster. You can play at 2 or 3 depending on how much you want to lean into the fusion mechanic vs. synchro.
Book of Moon - This is a powerful generic spell which is considered a quick play (so you can play it on your turn or chain it to one of your opponents card effects). This can target either your opponent's monster if they are going in for an attack or your own monster if it has stronger defense than attack and you want to get it into defense position. So for example if you have this card set and Ojama Country on field with Ojama King in attack position. Your opponent destroys Ojama Country which means your Ojama King now has zero attack and is susceptible. When your opponent declares an attack you can activate this card and put your own monster into defense position to stop them from destroying and dealing battle damage.
Scapegoat - This is a card that is pretty powerful during this time, it summons 4 tokens to the field which can be used for synchro summoning or just to create a lot of bodies to stall your opponent. It is a quickplay and you can't summon other monsters the turn you activate it so ideally you want to activate it on your opponent's turn.
Mind Control - This card takes one of your opponent's monsters but you can't tribute summon with it. This is good for if you're trying to swing for game and they have a monster in the way or if you want to get rid of an opponent's monster by synchro summoning with it.
Giant Trunade - This is a general removal spell which returns all spells and traps to hand. May be a good idea if you are swinging for battle damage and don't want to swing into a mirror force or magic cylinder. Or if they have a pesky spell or trap that can't be destroyed.
Card Destruction - This is great for if you have a bad hand or if you really need to get your Ojamagic sent to the graveyard to activate its effect. Or if your opponent searched for a card that you know they need the next turn.
Symbols of Duty - This card works in this deck because you'll often have normal monsters on the field with your Ojamas. You can sacrifice one in order to special summon a monster from EITHER players graveyard which can be really powerful later in the game or if they have a pesky monster in the graveyard that keeps coming back.
Hand Destruction - Another generic discard card that allows you to get cards like Ojamagic into the grave or potentially Ojama mosnters from hand to grave that you want to special summon with Ojama Country.
Creature Swap - This is a fun little switcheroo card that can be super fun when you're playing with Ojama Country on the field. Because Ojama Country has to have you control an Ojama monster to switch ATK/DEF. You could have say Ojama King or Ojama Knight on the field (and no other Ojama cards) play creature swap and swap Ojama King with their strong monster which would put Ojama King's attack back to zero and you could inflict some serious battle damage. The situations are niche but fun if you're into that.