“Bujin” is an archetype of Level 4 LIGHT monsters that are mostly based on Japanese folklore. There are four Beast-Warrior-Type monsters in this archetype and they are the primary focus of any “Bujin” deck.
The Winged Beast and Beast-Type monsters (“Bujingi”), are generally used to protect the Beast-Warrior-Type ones or to destroy cards on the opponent’s side of the field; Beast-Type “Bujingi” monsters can activate their effects only while they are in the Graveyard by being banished, whereas the Winged Beast ones can only do it while they are in the hand by being discarded.
There are two main ways to run this deck: the standard 20 cards version, which relies mostly on Bujin Yamato to fill the Graveyard with Beast-Type “Bujingi” monsters, and the 30 cards version, which takes advantage of That Grass Looks Greener.
Note: :To see the past Bujin decklist, please click the link below:
I think it’s only fair we start from the latest addition to the archetype, as it is also the main difference from any previous version of this deck. Bujingi Crane is a great Hand Trap that can be used during either player's turn to double the ATK of one of your Beast-Warrior-Type “Bujin” monster, but you might be wondering how exactly it is better than Bujingi Sinyou, as they have very similar effects afterall.
Bujingi Sinyou’s effect can only be activated from the Graveyard, which makes it very predictable, and, as a drawback, it also halves all damage inflicted during the battle it is used in; while I don’t really see the second part as that big of an issue, you have to admit that having something available that your opponent doesn’t necessarily know of is very appealing.
Remember that, when you add a card from the Deck to the hand with Bujin Yamato's effect, you also have to reveal it, which means that your opponent will always know what you decided to pick and will try to play around it. This is good because, if you added Bujingi Crane to your hand, the opponent will likely not attack you until he has a follow-up play available, but even starting off with Crane or drawing it later is great because it will be unexpected.
Another thing that really sets Bujingi Crane apart from Bujingi Sinyou is the fact that its effect can be activated during damage calculation rather than during the Damage Step, which means outside of the window of opportunity within which cards like Forbidden Chalice and Mirror Wall can be used.
Keep in mind that Bujingi Crane turns the ATK of your monster into double its original ATK: if a Field Spell or an Equip Spell is currently affecting the monster, it will be ignored.
If we are talking about the That Grass Looks Greener 30 cards version of the deck, then Bujingi Sinyou is still arguably a better option compared to Bujingi Crane, as the latter would be pretty much useless if it was sent to the Graveyard by the Spell Card, but I have to point out that the fact that the two cards have similar effects doesn’t necessarily imply that you can’t run both of them.
These monsters are very important because controlling one of them face-up on the field is usually the minimum requirement for the activation of the effects of the Beast and Winged Beast-Type ones.
If you did not start with Bujin Yamato, you can use Ties of the Brethren to Special Summon it from the Deck at the cost of 2000 Life Points. It may seem like a hefty cost, but it does also allow you to activate Destiny Draw on the next turn.
During your End Phase, Bujin Yamato allows you to add a “Bujin” monster from your Deck to your hand and then send a card from your hand to the Graveyard.
This card can search your Beast-Type “Bujin” monsters and put them straight into the Graveyard, where they have to be for their effects to be activated, it can add Bujingi Crane to your hand, ready to be used during the opponent’s turn, or it can search another Beast-Warrior-Type “Bujin” monster like Bujin Mikazuchi, Bujin Arasuda or even another Bujin Yamato.
Needless to say, Bujin Yamato is a key component of this deck and a card you definitely want to have three copies of, despite the fact that you can only control one.
If a “Bujin” monster in your Graveyard or face-up on the field is banished, you can Special Summon Bujin Arasuda from your hand; considering the fact that all Beast-Type monsters of this archetype have to be banished from the Graveyard in order to activate their effects, you are going to be able to do this quite often.
While it’s true that, with Amazons being gone, this particular effect may have lost a bit of significance, Spellbook of Fate is still a thing and being able to get another monster on the field after your Bujin Yamato is banished, is great.
Once per turn, if a “Bujin” card was added from your Deck to your hand outside of your Draw Phase, during the End Phase, Bujin Arasuda allows you to draw a card and then discard a card. This effect gives Bujin Arasuda great synergy with both Bujin Yamato and Bujin Mikazuchi, but, since we don’t run any “Bujin” Spell/Trap Cards in this version of the deck, the latter doesn’t actually matter.
Bujin Mikazuchi, similarly to Bujin Arasuda, can be Special Summoned from the hand if a Beast-Warrior-Type “Bujin” monster is destroyed by battle or card effect and sent to the Graveyard. The second part of the effect of Mikazuchi, as I said, doesn’t really matter, but it has synergy with Bujin Yamato, Bujin Arasuda and all of the Winged Beast-Type “Bujin” monsters.
If you control a face-up Beast-Warrior-Type “Bujin” monster, you can banish Bujingi Centipede from your Graveyard to destroy a Spell/Trap Card your opponent controls.
Keep in mind that Centipede has an Ignition Effect, meaning you can only activate it during your Main Phase.
Destiny Draw has synergy with both Ties of the Brethren and Mirror Wall, it can be used for both the 20 cards and the 30 cards version of the deck.
Given how consistent the 20 cards version of the deck is, Restart is not really needed, but the increase in consistency it provides to the That Grass Looks Greener one is notable.
Bujingi Hare can protect your monsters from Vampire Kingdom and Treacherous Trap Hole and Vampire Vamp can’t get rid of your monsters as the highest ATK they are going to reach outside of damage calculation is 1900 ATK (Bujin Mikazuchi).
The main issues you are going to encounter when facing this deck are likely going to be Enemy Controller, unless you started with Ties of the Brethren, which would make taking control of one of your monsters pointless, and a Treacherous Trap Hole activated before you were able to set up your Graveyard.
Reducing your Life Points with Ties of the Brethren is risky against this deck, as a double Mask Change play and two direct attacks would end the game pretty quickly. Backrow removal is not as effective against Bujins as it is against other decks: the cards used for protection, aside from Mirror Wall, are kept in the hand or in the Graveyard, so both Cosmic Cyclone and Hey, Trunade! (for the few people that still run it) are useless.
Bujingi Crane and Mirror Wall can easily prevent your monsters from being destroyed by battle by a Masked HERO Anki and they will likely catch your opponent off guard (playing with the Toggle Button OFF is advised for Mirror Wall to be truly effective).
Bujingi Crane and Mirror Wall are again great forms of protection: neither Blue-Eyes White Dragon nor Cosmo Brain will be able to get over any of your Beast-Warrior-Type “Bujin” monsters thanks to these cards. As always, if your opponent manages to get rid of your Yamato/Arasuda/Mikazuchi, you won’t be able to activate the effects of your “Bujingi” monsters.
Bujingi Hare can protect one of your monsters from Yubel - Terror Incarnate board wipe effect. Use Centipede to get rid of Fire King Island and then Quilin to destroy Yubel - The Ultimate Nightmare. If this is the deck that causes the most trouble, consider adding Forbidden Chalice or Treacherous Trap Hole.