Ojamalphabet Soup - A Tangible Nightmare
By ToasterPig
Note:
Ojamalphabet Soup is the second deck I ever used when learning yugioh and it became my favourite.
I couldn't find the original ygoprodeck post I got the deck from but, whoever you are OP, thank you.
An additional thanks to Karmalime for helping me improve the deck even more.
Overview
Ojamalphabet Soup is a deck comprised of 3 separate archetypes that originally, had no correlation to each other except Chazz Princeton used all of them in the anime. Then in 2018, all 3 archetypes got support from Legendary Duelists: Ancient Millennium to make all of them usable in one big trainwreck of a deck.
The deck is based around the Ojama "engine" giving you massive card advantage to allow your boss monsters to use their abilities to discard and destroy, banish, bounce, and negate cards. All of your combos and monsters are extremely frail even with protection available, a single distruption can shut down your entire gameplan almost anywhere in your combo as all of the card advantage you gain is just a bunch of vanilla monsters. Playing this slop against any competent deck and/or player is extremely hard unless you open full combo and they pull their worst hand ever and have no disruptions. You need to know this deck like the back of your hand for little shortcuts and what your possible boardstate can be at any moment, sometimes there is nothing you can do, and sometimes you read your opponent like a book. Each win you get is earned, savour it, rub it in your opponent's face, you outplayed them.
Main Deck
So, around 3/4ths of your deck is Garnets, most cards do nothing on their own and are terrible to have in hand, you honestly only want to see your Spell and Trap cards in hand, your Monsters should only be in your hand if you've added them with an effect. That being said I'll go over each card and tell you where they fit in and what their purpose is.
Main Ojamas: Ojama Green, Ojama Yellow, Ojama Black
These three goobers are the main attraction of your deck, being completely useless as normal monsters but also being the most useful resource you have for summoning. I play 2 of each as 3 of each leaves too little space in an already tight deck for any good cards and having them at 1 makes Ojamagic frequently unusable if you draw even a single main Ojama.
Secondary Ojamas: Ojama Red, Ojama Blue, Ojama Pink
Ojama Red is one of your main combo tools, searching it off of Ojamatch and summoning it after Ojamagic resolves allows you to instantly go into Saryuja to fix your hand off of a single normal summon. If you don't have all three main Ojamas in hand feel free to use Ojama Red as a gateway into other extra deck monsters, usually you'll want to go into either of your Rank 2s for either protection or board breaking with Zeus, however you can also link climb up to Knightmare Unicorn if Zeus can't cut it. Watch out for missing activation timing if normal summoning this off of Ojamatch's effect as Ojama Red does say "When" and not "If". I used to play 2 Ojama Red but found that 1 copy is just as good and allows the deck to be cut down to 40 cards.
Ojama Blue is one of the best cards in your deck being your best searcher but also your least reliable. Getting 2 Ojama cards is an amazing effect, however, it MUST be destroyed by battle to activate in the first place, though this does allow it to trigger even if negated as it leaves the field. If you are able to crash Ojama Blue into your opponent with no repercussion, feel free to keep doing it as Ojamatch can be searched and activated in the battle phase for you to repeatedly summon Ojama Blue and get any card you'd ever need.
Ojama Pink is not in the deck as it is not worth the space it takes up at all, drawing and discarding is amazing for this deck but it also allows your opponent to draw and discard which giving your opponent literally anything at all could cause your doom. Also, it's zone locking effect does literally nothing, if it locked two zones or something it'd be good but just a single zone does **** all.
ABC Unions
ABC Unions are slightly better than the VWXYZ Unions as they have effects that add cards or special summon, on top of that ABC-Dragon Buster can be summoned using materials in the GY so you're able to freely link these off without giving up ABC-Dragon Buster as an option. The side deck specifically gives these cards some more love but I will go over that in more detail later.
VWXYZ Unions
Just like the main Ojamas, these cards do effectly nothing and are even worse as they don't allow you to use your spell cards which require Ojamas as resources. XYZ-Dragon Cannon is just here for either back up if ABC-Dragon Buster goes down, OR to go into A-to-Z-Dragon Buster Cannon to make your oppoennt unable to play the game. VW is uselss, even the fusion monster, these are only here for Armed Dragon Catapult Cannon which you will very rarely make.
Armed Dragons
The Armed Dragons are here to let you use Ojamatch and additionally allow you access into Armed Dragon Thunder LV10, a great disruption, and Armed Dragon Catapult Cannon, your "I win the game now" card. I only use the Armed Dragon retrains, Armed Dragon Thunder, as they are just better versions of the Armed Dragon cards.
Rescue Cat
Has some niche uses, this little fella is mainly here for consistency as it is a 1 card combo into Zeus. Sometimes Rescue Cat can be used to summon two extra monsters for the push into Underworld Goddess or Saryuja. It's also a good card to summon after your full combo with Saryuja so you can make Ronin and make a token with around 4000ATK.
Generic Spells
For spells I run Harpie's, Raigeki, and Called By. I dislike being locked out of Lightning Storm and find both Raigeki & Harpie's to be way more useful in board breaking. I had a free slot after cutting the second Ojama Red so I threw in Called By to check Ash Blossom.
Ojama Spells/Traps
Ojamagic is the card you will discard the very most in this deck as its effect only activates when being sent from the hand or field to the GY and is a main part of your combo as it adds all the main Ojamas to your hand upon resolving.
Ojamatch is the best combo starter in your entire deck, allowing you to discard a card and search an Ojama and Armed Dragon then normal summon one for free. Normally the two cards you search off of this are Ojama Red and Armed Dragon Thunder LV3, and you normal summon Armed Dragon Thunder LV3 with the effect and then use your normal summon on Ojama Red after Ojamgic resolves to get 5 monsters on board allowing you to make Saryuja, then use Ojamassimilation for ABC-Dragon Buster allowing for a multitude of plays with the on board materials. As mentioned earlier this card is a Quick Play spell and is usable during the battle phase, allowing you to repeatedly summon Ojama Blue to search a bunch of cards. I like to search Armed Dragon Thunder LV7 and forego the normal summon effect as Saryuja can special summon 1 card from your hand, not only allowing you to get to Armed Dragon Thunder LV10 with just 2 cards instead of 4 but also making Armed Dragon Catapult Cannon summonable. Also this card has the same GY effect as Ojamassimilation, I don't know why, you can't recycle any spell cards so what's the point?
Ojamassimilation, the card that makes the deck work. Banishing 3 Ojamas from hand, field and/or GY to summon 3 materials of a revealed Light Machine Fusion monster allows for access into the contact fusable Union Fusions that are your boss monsters. The only real "tech" with this card is you can banish just 2 Ojamas if you have another piece of ABC-Dragon Buster or XYZ-Dragon Cannon in hand or to overlay into a Rank 4 to get Regulus or for Utopia in the side deck, and even then these are last resorts as you would much rather banish 3 Ojamas for the full fusion and also get to draw 1 card with the GY effect of Ojamassimilation.
Ojama Pajama is the second best searcher in your deck and is the most consistent as it allows you to search 1 Ojama card and then discard 1 card from your hand during either player's turn and it additionally provides protection for your Armed Dragons and Light Machine Fusion monsters by banishing 1 Ojama card from your hand, field, or GY. Additonally Ojama Pajama has a third effect where if it is sent to the GY and you haven't searched with it this turn you can special summon as many of your banished Ojamas as possible!
Finally, Ojama Duo. Ojama Duo is here as discard fodder and a matchup specific counter. Ojama Duo is primarily used for it's GY effect where it can special summon 2 Ojama monsters during either players turn, allowing for clutch blocks with Ojama Blue to start your combo next turn. The matchup specific uses are just for any deck that requires cards to activate without monsters in the main monster zone and activating Ojama Duo can negate those effects.
Extra Deck
Most of the extra deck is taken up by your Union Fusion monsters and Saryuja who is integral to your combo, leaving you with around 6 slots to play with, though you probably won't switch it much too much as there aren't many good replacements.
The Fusion monsters here should be self explanitory, they are your main boss monsters, having 2 copies of ABC-Dragon Buster for its tag out effect and then 1 copy of each other fusion monster as they aren't as important.
The XYZ monsters, not to be confused with XYZ-Dragon Cannon, are here to supplement your plays if you are short on material and still give you something strong to build into, with full combo or not.
The Link monsters are all very accessable thanks to how many materials this deck can produce throughout its combo. Main combo leaves you with Masq & Saryuja on field for disruption with Unicorn & Underworld Goddess. I would like to run more links such as Phoenix however the space just isn't available.
I played around with the extra deck monsters quite a few times, trying to swap in and out XYZ and Link monsters but I found that Sky Cavelry is your best Rank 2 and Assimilation gives enough material for Masq and a Regulus search. I don't think the deck can have any better generic Link monsters without cutting the VWXYZ stuff.
Side Deck
The side deck is a special built kit that allows you to transform your deck into a slightly more consistent version of it self, centering entirely on ABC-Dragon Buster. You have the exact amount of cards to replace all the VWXYZ Unions plus some Armed Dragons if you feel like it.
I'll talk about the extra deck choices a little, the Utopia package is good if you find that you cannot beat over untargetable high ATK/DEF monsters, Downered is to make a 4 material Zeus, and Platinum Gadget is apart of your Union Hangar combo. Feel free to play with these monsters as any additional interuption is also very appreciated.
The 2 Dark Ruler and Droplet are replacable with any negate you want really, I like these due to the mass negate for those decks that set up a million things and droplet for more targeted things and it also discards a card.
Conclusion
We finally come to the end of my Ojamassimilation encyclopedia, if you've read it all thank you very much for your time and attention. This is a rewrite of the original version of this overview where I missed out on a couple of things and more importantly had more than 40 cards, and after careful testing and tweaking I finally got it down to a solid 40 to make it as consistant as possible. I also originally had a combo guide section where I wrote down 3 or so combos that were essentially just the same thing but slightly different depending on your hand. The combos in this deck are so linear that any person who just takes the time to read the cards and through this guide can figure out what you're supposed to do with each card. If anyone has any trouble with the deck and wants the basic combo just leave a comment and I'll see to it eventually. I hope everyone who uses this deck has fun and most importantly leaves their opponent shocked that they got served Ojamalphabet Soup. Thank you.