LIGHT
2Ojama Red
Archetype:
Ojama
ATK:
0
DEF:
1000
View:
4043
When this card is Normal Summoned: You can Special Summon up to 4 "Ojama" monsters from your hand in Attack Position.
Ojama Red — Power Evaluation
Final Score: 58 ± 8 · Confidence: Medium
- Intrinsic: 53 · Deck: 61 · Meta: provisional
- Primary role: Combo Enabler · Secondary: Starter, Material body
Why it scores here
Ojama Red is a specialized Normal Summon that swarms up to 4 Ojama monsters from hand, providing strong tempo and board presence within its archetype. However, the card is entirely dependent on having Ojama hand fuel and suffers from a 0 ATK statline that makes it fragile as a standalone body or material. Its 100% inclusion rate in the tracked Ojama archetype (3 typical copies) and appearance in 243 decks confirms strong archetype synergy, but its minimal utility outside Ojama limits its generic power. The moderate score reflects genuine strength within a narrow scope balanced against significant archetype dependence and missing combo evidence.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 45 | Normal Summon is generally accessible, but this card requires Ojama monsters already in hand to function, limiting practical access; appears in only 30% pure Ojama decks despite 243 total appearances (observed). |
| Combo & Conversion | 65 | Summoning up to 4 monsters simultaneously builds strong board presence; inferred to combine with Ojama Knight, Ojama King, and support cards based on 97%+ co-deck rates with core Ojama monsters (inferred). |
| Resource Economy | 68 | Converts 1 card into up to 4 bodies, a +3 economy swing if hand fuel exists; top partner Ojamagic (87.2%) confirms no GY refueling mechanism (verified: card text and top partners). |
| Effect & Interaction | 5 | Pure swarming effect with no opponent-facing disruption, removal, or negation (verified: card text). |
| Material Utility | 35 | 0 ATK Beast Level 2 is extremely weak as material or standalone body; Synchro and Fusion potential exist but are not the intended play pattern (inferred from 0 ATK and archetype structure). |
| Resilience & Flexibility | 50 | Special Summon effect resolves immediately upon Normal Summon with no interruption cost, but resulting 0 ATK bodies are vulnerable to removal; limited to one Normal Summon per turn (verified: card text). |
| Deck-Building Efficiency | 55 | 100% inclusion in tracked Ojama archetype with 3 typical copies; appears in 40 distinct archetypes but primarily as Ojama variants or tech, suggesting significant brick rate outside pure Ojama shells (observed: appears in 40 archetypes but gameplay type 7 is 62.6%). |
Calculation
Weight profile: Combo Enabler primary role. Intrinsic ≈ 53, Deck ≈ 61, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Massive swarming potential: up to 4 special summons from hand per single Normal Summon
- Essential enabler for Ojama archetype with 100% inclusion rate in tracked variant (3 typical copies)
- Near-perfect synergy with core Ojama support: Yellow (97.1%), Green (95.1%), Black (94.7%), Blue (90.5%)
- Combines with Ojama Knight, Ojama King, and Ojama Country to build strong boards
- No once-per-turn clause on the special summon effect itself
Weaknesses
- Completely dependent on Ojama monsters already in hand; dead without fuel
- 0 ATK makes it extremely vulnerable to removal and unsuitable as material or defensive body
- Normal Summon cost conflicts with other deck's Normal Summon requirements and limits plays per turn
- Entirely archetype-dependent with minimal utility outside pure Ojama decks despite appearing in 40 archetypes
- Effect can be negated by hand traps (Ash Blossom & Joyous Spring, Solemn Strike)
Counters / choke points
- Ash Blossom & Joyous Spring (negates the special summon effect)
- Maxx C (limits value of subsequent special summons)
- Solemn Judgment / Solemn Strike (negates effect or special summons)
- Hand disruption effects that force discards before this card resolves
- Anti-swarming floodgates that prevent multiple special summons in a single turn
Best use
Combo Enabler / Starter. Decks: Ojama, Ojama Control, Ojama Hybrid. Suggested copies: 3.
Evidence & gaps
- Verified: Card text: When Normal Summoned, can Special Summon up to 4 'Ojama' monsters from hand in Attack Position; Appears in 243 decks averaging 1.69 copies per deck (range 1-3); 100% inclusion rate in tracked Ojama archetype (usage statistics) with 3 typical copies; Appears only in main deck (243 main, 0 side); Top 5 co-running cards are all Ojama monsters: Yellow, Green, Black, Blue, Ojamagic; No banlist restrictions noted; assumed unlimited (3 copies maximum by nature)
- Observed: Appears in 40 distinct archetypes, suggesting some portability beyond pure Ojama; 62.6% of decks using it are Gameplay Type 7 (typically control/archetype-focused strategies); Appears in secondary archetypes: Armed Dragon (9.5%), ABC (7.4%), Unchained (2.5%), Melffy (2.1%); Co-runs with Ojama Knight (63.4%) and Ojama King (63%) at very high rates, confirming end-board synergy
- Inferred: Summoning 4 bodies simultaneously provides significant tempo and board development toward fusion bosses; Intended to combine with Ojama Knight (Fusion of 3 Ojama + 1 other monster) or Ojama King (Fusion of 5 Ojama); 0 ATK statline makes card vulnerable as standalone body and generally unsuitable as material; Actual win-rate and meta impact inferred from archetype strength and inclusion rates rather than direct combo evidence
- Data gaps: No combos supplied — combo conversion and actual board outcomes inferred from text and partner data only No guides supplied — human strategy context and role explanation unavailable No banlist data — assumed unlimited (3 copy maximum); format-specific restrictions unknown No metagame context — Ojama archetype's current strength, win rate, and meta position unknown No combo examples to verify what the 4-summon actually builds (Ojama Knight vs King vs other end boards)






