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Coolest Exodia EVAR (YGO RMD)

Alter Ego

that evil mod from hell
  • 5,751
    Posts
    19
    Years
    Two a day, whoa, I obviously never get tired of talking to myself, but this deck was just too priceless not to post.

    Monsters (18)
    1x Exodia the Forbidden One
    1x Left Arm of the Forbidden One
    1x Left Leg of the Forbidden One
    1x Marshmallon
    1x Morphing Jar
    2x Ojama Black
    2x Ojama Green
    2x Ojama Yellow
    1x Right Arm of the Forbidden One
    1x Right Leg of the Forbidden One
    1x Sangan
    1x Spirit Reaper
    3x Thunder Dragon

    Spells (19)
    1x Card Destruction
    2x Dark Factory of Mass Production
    1x Excavation of Mage Stones
    1x Graceful Charity
    1x Level Limit - Area B
    3x Magical Mallet
    1x Monster Reincarnation
    3x Ojamagic
    3x Sealed Gold Coffer
    1x Swords of Revealing Light
    2x Upstart Goblin

    Traps (3)
    1x Gravity Bind
    2x Magical Hats

    Yes, you read correctly, folks; Ojama meets Exodia. Being who I am, I knew I had to try this crazy idea I heard of simply because it had Ojamas in it, but it's actually far more efficient at what it does than I thought it would be. So basically the idea here is to create a ginormous hand size by means of dumping those copies of Ojamagic through Magical Hats or one of the discard and draw effects here and then tossing the ojamas for Magical Mallet or Card Destruction to draw lots and lots of cards. (Ideally, I want all Ojamas and two Thunder Dragon in my hand, follow by Card Destruction) Thunder Dragon is there for much the same reason while Dark Factory serves both to pump up the hand size and to recover lost Exodia pieces. Since this is for Spirit Caller, a game made in the blissful, slow-tempo days before Dark Armed Dragon, Allure, Cyber Valley and all that comes with those cards, the continuous stalls work quite well here, buying me those few extra turns I need to draw into another mallet or Card Destruction. Anyways, C & C very much welcome on this one, because running 18 cards that really don't protect me at all is pretty risky business. :3
     
    Last edited:
    graceful charity is banned, making the deck illegal
     
    It's for Spirit Caller DS game which is multiple banlist ago.

    But I actually tried Ojaexodia already on WC08 XD; I gave up on the gravity bind and went with magical hats on that as well, along with a daring 3 of each Ojamas, royal magical library, and of course, CoSR with manticore of darkness. Sucky consistency but pretty fun =P

    I was more daring than you... I ditched absolutely every defense card and made them all toon table contents, max upstart goblin (unless spirit caller only allows 2), snipe hunter, and other things like that. If I don't win by 3 turns, I basically lose XD; (relying that opponent doesn't do 8000 dmg in 2 turns, nyah =P)
     
    Meh, no thanks on three ojama. Having nearly 1/4 of my deck consist of cards that I wouldn't like to topdeck just doesn't sit well with me. Besides, they aren't really that hard to cycle back thanks to mallet and dark factory anyway. As for the Manticore loop...ehh, it just doesn't suit my tastes. I wanna' do my thing without an infinite loop if that makes sense. xD And yeah, Upstart is set at two, otherwise a third copy would be a given.

    Now Royal Magical I've considered, but then I'm really strapped for deckspace as it is and I'm really leery-eyed about only having one Exodia recursion as it is. >.< Ehh...maybe bye-bye Morphing and perma-stalls? The jar is honestly a pain at times, drawing Ojamas so Ojamagic backfires and dumping stuff I'd like to keep and the invincibles do tend to keep things under control long enough. Not touching Toon Table, though; only end targets I'd get for that one are Toon Cannon Soldier and Toon World, neither of which appeals to me. xP

    Now what I'd really like to have is Broww, Hand Destruction and Dark World Dealings. The more draw effects the merrier. x3 I've also been toying with using Diamond Dude since 1) that would let me run Destiny Draw for extra draw power, 2) It spins topdeck Ojamas to the bottom of the deck, and 3) Ojamagic doesn't really care why it gets sent to the graveyard, so it still gets to net its effect without delay. Besides, that way I could run Reinforcement as deck thinner.

    Ahh...but that's something for another decklist, I suppose; I'm too tired to think this through right now. xD
     
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