Ghost Ogre: The Talk of the Town! Because of the Adventurer engine, one sleeping soldier awakens to challenge its reign. I'm proud to say that it's finally Ghost Ogre & Snow Rabbit's t

It's been about a month since the release of Grand Creators and one thing is for certain, the Adventurer engine has completely warped the metagame! Because of its dominance, one sleeping soldier awakens to challenge its reign. I'm proud to say that it's finally Ghost Ogre & Snow Rabbit's time to shine once more!
Welcome to the second installment of the Talk of the Town series! Feel free to check the first one here. Without further ado, let's talk more about this unique hand trap!
Special thanks to Yugipedia for some of the images, and the r/yugioh Discord for their help in this article!

Yuki in a Nutshell

Ghost Ogre is a fairly simple card at its core. It acts as a strong method of interruption that can deal with already face-up threats. GOSR does not negate the card, which is something to keep in mind.
At times, she can find herself outclassed by Veiler or Gamma. Because of this, Ogre's usage relies on the trends of the format. Luckily, being able to shut down Continuous Spells/Traps and Field Spells gives her a unique edge over the two. There's also nothing wrong with using 2 or even all three of them in a deck.
Additionally, certain monsters can also be halted if destroyed by Ghost Ogre. A classic example is Apollousa, Bow of the Goddess. I'll be going over it in more detail later as we take a look at her applications versus the metagame.

Outside of her usual job of slaying the opposition, GOSR is a Level 3 Psychic Tuner, making it so both her level and type are quite convenient. This is all because of the newly unlimited Quick-Play spell, Emergency Teleport! Because of this, a couple of decks are able to use her as a tuner extender! For example, Tenyi Swordsoul often uses her with a negated level 4 Swordsoul to go into Yazi, Evil of the Yang Zing, or a Crystron Halqifibrax play if needed.

Last but not the least, she can use her effect from the field! This can definitely clutch you some games in the right scenarios.

Adventurer's End

FatefulAdventure-GRCR-EN-UR-1E.png

The prominence of Adventurer being splashed into nearly every deck made Ogre's viability skyrocket! While the engine is almost Tier 0 at this point there are some ways to deal with it.

Fateful Adventure is a mammoth of a card that ties everything together for the engine. It can give a ton of value with a hard to deal with Equip card, SEGOC effects, and even provide play extension with Enchantress or a negate with Gryphon. The latter is able to negate any card or effect by shuffling itself back into the Deck if the token is face-up.
If your opponent activates the effect of Fateful Adventure, you can respond with Ogre to destroy it! This completely denies them access to the engine. Most players only play 1 of the Continuous Spell, meaning that other copies of Rite of Aramesir can't get another Fateful from the Deck, nor can they get Dracoback/Gryphon on a whim.
If you don't see Ogre in the opener and instead draw it for the turn, not all is lost! Seeing as Gryphon has to shuffle itself back in order to negate, chaining Ghost Ogre will stop it dead in its tracks! A good example would be when Adventurer PK attempts to Scythe lock you in the Draw Phase.
CL1 Bardiche effect to target their own Artifact Scythe. CL2 Cosmic Cyclone their Scythe. CL3 Gryphon Rider to negate the Cosmic, last but not the least Cl4 Ghost Ogre to destroy Gryphon. The chain would resolve backward, Ogre deals with Gryphon and Cyclone banishes the Scythe, stopping it from pulling off the ED lock. You still have to deal with DPE and/or a Fog Blade, although it's better than not being able to play at all.

Public Enemy #1

Halqifibrax has returned as one of the top threats in the current meta, appearing in many competitive decks. Tenyi Swordsoul, Virtual World, and Synchro GS just to name a few. It summons Deskbot 001 and enables these decks to do Auroradon shenanigans. They'll still be able to summon a tuner if you chain Ogre to Halq, but denying the Link-3 play sets them back by a fair amount.

Some VW players opt not to use Halq, so Ogre can be relegated to deal with their other threats. Chuche is the big one, as its quick effect pop is notoriously backbreaking to deal with. Chaining Ogre to Charge Warrior's draw effect can also be clutch at times to stop them from using the body.
For Tenyi Swordsoul, hitting Yazi is quite important as since Ogre destroys it as Chain Link 2, it won't be able to summon from the Deck! You can also interrupt Baxia if the Sword player chooses to target it for its revival effect. Lastly, hitting Mo Ye depending on its reveal or Taia as it banishes isn't a bad idea either.
Synchro GS often leads with Rite of Aramesir, so shutting down the Adventurer package is often the move. With these branching decisions, what you choose to Ghost Ogre is often dictated by the rest of your hand.

Storm the Field

Continuing on in our list of decks in the current meta, we have Floowandeereze and Dragon Link! Both are tricky decks to duel against, and not a lot of cards interact with their Field Spells. Ghost Ogre can be clutch in this regard as she can easily mow down these fields.
Magnificent Map is one of the strongest Field Spells to date, easily able to overwhelm players in an instant while insulating the birds from certain disruptions. Therefore, slamming it with Ghost Ogre can give you a fighting chance against them. This cuts Floowandeereze off a free Normal Summon and stops a name from getting banished from the Deck.
Another possible spot to use Ghost Ogre is if they start with Robina add Eglen. You can potentially hit Eglen and end their turn, but this play is weak to Advent of Adventure. I would stick to hitting Map unless Ogre is the only HT you have and they go for that line.


Dragon Ravine and Boot Sector Launch are solid targets to hit, as Dragon Link often banks on having either Field Spell resolving. Destroying the former denies Tracer access, while the latter can stop them from swarming and cuts off some follow-up. If one prefers to eliminate one of their end board pieces instead, you can use Ghost Ogre as CL2 on Borreload Savage Dragon as it tries to equip a Link Monster in the GY. Because Savage has no counters yet, Ogre dumpsters it entirely!

Miscellaneous Targets

Here are some of the other Decks you might run into moving forward, depending on your locals scene. We won't be able to cover them all, so here are some honorable mentions.
Cyberse Eldlich's chokepoint is often the first Link Devotee, as none of their extenders are actually Cyberse. Destroying Devotee cuts them off Dagda and Scythe! At best they'll just have to settle for a Verte DPE play.
Mekk-Knights recently got a YCS Top and was tearing through the regionals scene. Hitting Purple Nightfall that targets itself and Morning Star come to mind, as it's hard for them to recover from that spot. Destroying Lib means they're cut off from both a column and a powerful shuffle effect. Good stuff!
Ignister is having some hype with the release of Heatsoul in Ghosts From the Past 2, so you may see it more often soon! In any case, popping Dark Templar @Ignister with Ogre is the best choice.
For D/D/D there are a lot of options on what you should Ogre, so here's a quick rundown courtesy of Glover!

"Ghost Ogre on Contract with the Gate is a fine choice, and hitting either Genghis is a possibility. Two more options to consider are chaining it to Ragnarok's scale effect, or holding it for your turn to deal with Machinex. Because their new Xyz needs to be face-up in order to attach your monsters, GOSR can cleanly deal with it. This is a popular choice that a lot of people flock to."

Conclusion

And that marks the end of our look at Ghost Ogre's applications in the current format! One thing we should not overlook though is that it can't do everything for you unlike turn-ending hand traps, so don't be too harsh on it when it doesn't completely stop your opponent from playing.
Join us next time as we take a look at a different hot topic in the metagame. How do you feel about Ghost Ogre? How many copies would you play? Feel free to comment down below, Renren out!

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