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Yosenju: deck recipe [Oct 10]

Duel Links Yosenju deck, Yosenju in the current meta, how to use.
Duel Links Breaking News
Structure Deck EX: Thousand Illusion
update 10/10/2022

Overview

“Yosenju” is an archetype of primarily Beast and Beast-Warrior WIND monsters that are capable of quickly swarming the field through sequenced Normal Summons, but, similarly to Spirit monsters, they usually return themselves to the hand during the End Phase.

The strategy of this deck is pretty straightforward: we are going to continuously empty our opponent’s side of the field by returning their monsters and Spell and Trap Cards to their hand until we are able to finish them off.

Required Card Boxes

Main Deck

Galactic Origin Spirit of the Beast Masters of Shadow Eternal Stream Antinomic Theory Energy of Gigarays

Extra Deck

Shining Hope Voltage of the Metal Infinite Ray Photons of Galaxy Phantom of Rebellion

Example Deck

Standard Version

Yosenju Kama 1Yosenju Kama 1Yosenju Kama 1Yosenju Kama 2Yosenju Kama 2Yosenju Kama 3
KiteroidKiteroidYosenju IznaYosenju IznaPot of DualityPot of Duality
Mystical Space TyphoonMystical Space TyphoonMystical Space TyphoonFire Formation - TenkiFire Formation - TenkiYosenjus Sword Sting
Yosenjus Sword StingYosenjus Sword Sting----
Dark Rebellion Xyz DragonAbyss DwellerNumber C39: Utopia RayNumber 39: UtopiaNumber 70: Malevolent SinSteelswarm Roach
Super Quantal Mech King Great MagnusNumber 27: Dreadnought Dreadnoid----

Set Skill

[Skill] descriptionUser
Destiny Draw
Can be used when your Life Points decrease by 2000. In the Draw Phase, instead of conducting your normal draw, draw a card of your choice. This Skill can only be used one per Duel.
Yami Yugi
Yami Yugi

How to Play

Yosenju Kama 1

Yosenju Kama 1
Yosenju Kama 1
WIND Beast-Warrior ★4
ATK 1600 / DEF 500
Masters of Shadow [SR]
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Yosenju" monster from your hand, except "Yosenju Kama 1". If you control another "Yosenju" monster: You can target 1 face-up card your opponent controls; return it to the hand. This effect can only be used once while this card is face-up on the field. During the End Phase, if this card was Normal Summoned this turn: Return it to the hand.

Yosenju Kama 1 works in the same way Kama 2 and 3 do: if it’s Normal Summoned, it allows you to Normal Summon another “Yosenju” monster from your hand. The sole addition of another monster that can start the sequence of Normal Summons is huge for the archetype because it directly translates into a notable increase consistency, but that’s obviously not the only thing Kama 1 is bringing to the table.

If you control another “Yosenju” monster, Yosenju Kama 1 allows you to target 1 face-up card your opponent controls and return it to their hand. More removal that can be used to allow one of your monsters to attack your opponent directly (synergy with Yosenju Kama 3) and potentially close out a game very early. There’s even some potential synergy here with Lava Golem that I am not going to get into since I think the card can be awkward at times in this deck.

Yosenju Kama 2 and Yosenju Kama 3

If you Normal Summon Yosenju Kama 2 or Yosenju Kama 3, you can Normal Summon another “Yosenju” monster from your hand. Once per turn, when another “Yosenju” monster you control inflicts battle damage to your opponent, Yosenju Kama 2 allows you to add 1 “Yosenju” card from your Deck to your hand. Since Yosenju Kama 3 is able to attack your opponent directly, triggering Kama 2’s effect will be extremely easy.

During the End Phase of the turn they were Normal Summoned, both Yosenju Kama 2 and Yosenju Kama 3 will return to your hand, leaving no monsters on your side of the field, so, if you don’t already have Drowning Mirror Force or Yosenju’s Sword Sting available, you can always search Yosenju Oyam via Yosenju Kama 2’s effect to protect you during your opponent’s turn. If you have no need for protection, you can search Yosenju’s Sword Sting or another “Yosenju” monster.

Yosenju Kama 2
Yosenju Kama 2
WATER Beast-Warrior ★4
ATK 1800 / DEF 200
Spirit of the Beast [SR]
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Yosenju" monster from your hand, except "Yosenju Kama 2". This card can attack your opponent directly, but when it does so using this effect, the battle damage inflicted to your opponent is halved. During the End Phase, if this card was Normal Summoned this turn: Return it to the hand.
Yosenju Kama 3
Yosenju Kama 3
WIND Beast-Warrior ★4
ATK 1500 / DEF 800
Spirit of the Beast [SR]
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Yosenju" monster from your hand, except "Yosenju Kama 3". When another "Yosenju" monster you control inflicts battle damage to your opponent: You can add 1 "Yosenju" card from your Deck to your hand, except "Yosenju Kama 3". You can only use this effect of "Yosenju Kama 3" once per turn. During the End Phase, if this card was Normal Summoned this turn: Return it to the hand.

Yosenju’s Sword Sting

Yosenjus Sword Sting
Yosenjus Sword Sting
Normal Trap
Spirit of the Beast [UR]
If you control no monsters: Reveal up to 2 "Yosenju" monsters with different names in your hand, then target the same number of face-up cards your opponent controls; return them to the hand. You can only activate 1 "Yosenjus' Sword Sting" per turn.

Yosenju’s Sword Sting allows you to return up to 2 face-up cards your opponent controls to their hand. In order to activate this Trap Card, you need to control no monsters and you also have to reveal up to 2 “Yosenju” monsters with different names in your hand.

The number of face-up cards on your opponent’s side of the field that you get to bounce is equal to the number of monsters you revealed, so, even if you have only 1 “Yosenju” monster in your hand, you can still use Sword Sting.

You can Tribute 2 monsters your opponent controls to Summon a Lava Golem and then after the Level 8 Fiend has inflicted 1000 damage to them during their Standby Phase, you can return it to your hand. I wouldn’t exactly advise you to run Lava Golem since it prevents you from Normal Summoning the turn you Special Summon it, but I can definitely see the fundamentals for an extremely fun experience for your opponent here.

Get rid of your opponent’s monsters with Drowning Mirror Force and Yosenju’s Sword Sting, Hey, Trunade! their back row away, swarm the field via Kama 2 and 3 and end the game.

Yosenju Izna

Yosenju Izna
Yosenju Izna
WIND Beast-Warrior ★4
ATK 800 / DEF 1200
Spirit of the Beast [R]
Once per turn, during the End Phase, if this card was Normal Summoned this turn: Return it to the hand. You can only use each of the following effects of "Yosenju Izna" once per turn.
● You can discard this card; this turn, your opponent cannot activate cards or effects when a "Yosenju" monster(s) is Normal or Special Summoned.
● If you control another "Yosenju" monster: You can draw 1 card.

Yosenju Kama 2 or 3 and Yosenju Izna are sorts of the ideal opening hand. You are going to Normal Summon Kama 2 or 3 and then use their effect to Normal Summon Izna. If you control another “Yosenju” monster, Izna allows you to draw a card, essentially increasing your chances of finding Drowning Mirror Force and Yosenju’s Sword Sting, which you will definitely need since, with the exception of Yosenju Oyam, all of your monsters return to the hand during the End Phase of the turn they were Normal Summoned.

You can also discard Izna during your Main Phase to prevent your opponent from activating cards or effects when a “Yosenju” monster is Normal or Special Summoned this turn. I doubt you are ever going to use this effect unless you know for sure that your opponent has a Floodgate Trap Hole or a Solemn Scolding, but I guess it’s always nice to have more options.

Kiteroid

Kiteroid
Kiteroid
WIND Machine ★1
ATK 200 / DEF 400
Card Trader [SR]
Activate when you discard this card from your hand during damage calculation after a direct attack. Any Battle Damage you would receive from that direct attack becomes 0. Only once, if you remove this card from the game when it is in your Graveyard, any Battle Damage you would receive from a direct attack becomes 0.

Prevents OTKs similar to Sphere Kuriboh. Keep it in your hand to avoid damage from a direct attack, then later banish it from the graveyard to avoid damage from another direct attack.

Fire Formation - Tenki

Fire Formation - Tenki
Fire Formation - Tenki
Continuous Spell
Eternal Stream [SR]
When this card is activated: You can add 1 Level 4 or lower Beast-Warrior-Type monster from your Deck to your hand. All Beast-Warrior-Type monsters you control gain 100 ATK. You can only activate 1 "Fire Formation - Tenki" per turn.

Fire Fist and Fire Formation cards have proven to be excellent techs in Beast-Warrior heavy Decks such as this. Tenki lets you fetch any low-Leveled Beast-Warrior monster so you can more easily complete the Yosenju Kama combo.

Pot of Duality

Pot of Duality
Pot of Duality
Normal Spell
Link Revolution [UR]
Excavate the top 3 cards of your Deck, add 1 of them to your hand, also, after that, shuffle the rest back into your Deck. You can only activate 1 "Pot of Duality" per turn. You cannot Special Summon during the turn you activate this card.

Good Searcher Tech for adding Key Card as soon as possible from your Deck to your hand since Yosenju doesn't require much Special Summoning sometimes.

Extra Decks

Because the Yosenju Kamas are effective at spamming your field with level-4 monsters, this deck gets easy access to a standard Rank-4 toolbox. Making an Xyz monster can also be crucial to field presence during the opponent's turn, since your Yosenjus return to the hand during End Phase.

Dark Rebellion Xyz Dragon
Dark Rebellion Xyz Dragon
DARK Dragon ★4
ATK 2500 / DEF 2000
Phantom of Rebellion [UR]
2 Level 4 monsters
You can detach 2 Xyz Materials from this card, then target 1 face-up monster your opponent controls; its ATK becomes half its current ATK, and if it does, this card gains that lost ATK.

General Rank 4 Xyz Monster for players to use so far. Its effect essentially lets you deal 2500 (its own ATK) damage if this attacks the monster you targeted. The advantage is that your opponent's monster's ATK is also lowered, allowing you to attack over it with your other weaker monsters.

Abyss Dweller
Abyss Dweller
WATER Sea Serpent ★4
ATK 1700 / DEF 1400
Photons of Galaxy [UR]
2 Level 4 monsters
While this card has an Xyz Material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; any card effects that activate in your opponent's Graveyard cannot be activated this turn.

Abyss Dweller is an anti-Graveyard interaction tech, intended to hinder Decks that activate a ton of effects from the graveyard. It's best to activate this at the start of the opponent's turn, so make sure to toggle Chain to "ON" and activate Abyss Dweller's effect during the opponent's Draw Phase.

Number C39: Utopia Ray
Number C39: Utopia Ray
LIGHT Warrior ★4
ATK 2500 / DEF 2000
Infinite Ray [UR]
3 Level 4 LIGHT monsters
You can also Xyz Summon this card by using a "Number 39: Utopia" you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) You can detach 1 Xyz Material from this card; it gains 500 ATK and 1 monster your opponent controls loses 1000 ATK, until the End Phase. You must have 1000 Life Points or less to activate and to resolve this effect.

Utopia Ray can be summoned by using a single Utopia as material. Do this when you're going on the offensive, effectively exchanging Utopia's protection effect for Utopia Ray's ATK manipulation.

Number 39: Utopia
Number 39: Utopia
LIGHT Warrior ★4
ATK 2500 / DEF 2000
Shining Hope [UR]
2 Level 4 monsters
When any player's monster declares an attack: You can detach 1 Xyz Material from this card; negate the attack. When this card is targeted for an attack, while it has no Xyz Materials: Destroy this card.

Usually used for Xyz Summoning Utopia Ray

Number 70: Malevolent Sin
Number 70: Malevolent Sin
DARK Insect ★4
ATK 2400 / DEF 1200
Photons of Galaxy [SR]
2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3.

Malevolent Sin is an anti-Xyz tech. Summon Malevolent Sin and use its effect to temporarily banish an enemy Xyz monster. The Xyz monster will return with no materials attached to it.

A good flexible option to make on your first turn. Utopia's protection effect can be used to defend against enemy attacks. And later you can switch Utopia into Utopia Ray.

Steelswarm Roach
Steelswarm Roach
DARK Fiend ★4
ATK 1900 / DEF 0
Photons of Galaxy [SR]
2 Level 4 monsters
During either player's turn, when a Level 5 or higher monster would be Special Summoned: You can detach 1 Xyz Material from this card; negate the Special Summon, and if you do, destroy it.

Good as a turn 1 monster to summon when going against certain decks that can Roach can be used against like thunder dragons.

Super Quantal Mech King Great Magnus
Super Quantal Mech King Great Magnus
LIGHT Machine ★12
ATK 3600 / DEF 3200
Shining Sunrise [R]
3 Level 12 monsters
If this card is sent to the Graveyard: You can Special Summon 3 "Super Quantal Mech Beast" Xyz Monsters with different names from your Graveyard. This card gains these effects, based on the number of Xyz Materials with different names attached to it.

● 2 or more: Once per turn, during either player's Main Phase: You can detach 1 Xyz Material from this card; shuffle 1 card on the field into the Deck.
● 4 or more: It is unaffected by card effects, except "Super Quant" cards.
● 6 or more: Your opponent cannot add cards from the Deck to the hand by card effects.

Decent ATK and defensive effect to help survive. Bring this out if your opponent only has 1 monster on the field that you know you can get over. Destroying a monster by battle will let you Xyz summon a rank 10, which can be used to bring out Great Magnus with 3 materials.

Number 27: Dreadnought Dreadnoid
Number 27: Dreadnought Dreadnoid
WATER Machine ★4
ATK 2200 / DEF 1000
Maximum Gustav [R]
2+ Level 4 monsters
At the end of the Battle Phase, if this card destroyed an opponent's monster by battle: You can Special Summon from your Extra Deck, 1 Rank 10 or higher Machine Xyz Monster by using this face-up card you control as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only use this effect of "Number 27: Dreadnought Dreadnoid" once per turn. If this face-up card on the field would be destroyed by battle or card effect, you can detach 1 material from this card instead.

Decent ATK and defensive effect to help survive. Bring this out if your opponent only has 1 monster on the field that you know you can get over. Destroying a monster by battle will let you Xyz summon a rank 10, which can be used to bring out Great Magnus with 3 materials.

Other useful cards

Yosenju Tsujik

Yosenju Tsujik
Yosenju Tsujik
WIND Beast-Warrior ★4
ATK 1000 / DEF 0
Spirit of the Beast [R]
During the End Phase, if this card was Normal Summoned this turn: Return it to the hand. You can only use each of these effects of "Yosenju Tsujik" once per turn.
● During either player's Damage Step, when a "Yosenju" monster you control battles an opponent's monster: You can discard this card; that monster you control gains 1000 ATK until the end of this turn.
● You can target 1 "Yosenju" monster on the field; it gains 1000 ATK until the end of this turn.

When a “Yosenju” monster you control battles an opponent’s monster, during either player’s Damage Step, you can discard Yosenju Tsujik in order to increase the ATK of your monster by 1000 until the end of the turn. Alternatively, if you control Yosenju Tsujik, during your Main Phase, you can target a “Yosenju” monster you control and increase its ATK by 1000 until the end of the turn. One thing that should be noted is that Tsujik can target itself with its own effect, meaning it can reach 2000 ATK on its own, which will make it easier to finish off your opponent.

Yosenju Oyam

Yosenju Oyam
Yosenju Oyam
WIND Beast ★6
ATK ? / DEF ?
Spirit of the Beast [N]
When an opponent's monster declares a direct attack: You can send 1 "Yosenju" monster from your hand to the Graveyard, except "Yosenju Oyam"; Special Summon this card from your hand. You can only use this effect of "Yosenju Oyam" once per turn. At the start of the Damage Step, if this card battles an opponent's face-up monster: You can make this card's ATK and DEF become equal to the original ATK of the opponent's monster it is battling, until the end of this turn. When this card is destroyed by battle and sent to the Graveyard: You can add 1 "Yosenju" card from your Deck to your hand.

Almost a handtrap like Sphere Kuriboh or Kiteroid, Oyam can be used to protect your LP. It can be hard to get over because of its ATK and DEF effect, but it will only take the original ATK and DEF values of the attacking monster. Attacking monsters with an increased ATK from their original values will be able to get over Oyam.

If your opponent's monster only has 1 monster and they have no ATK increasing effect, you can special summon Oyam and hope that they crash into you so that you can get the search effect off.

Battlin Boxer Veil

Battlin Boxer Veil
Battlin Boxer Veil
FIRE Warrior ★4
ATK 0 / DEF 1800
Rage of Volcano [R]
When you take battle damage: You can Special Summon this card from your hand, and if you do, gain Life Points equal to the damage you took.

Due to Yosenjus' tendency to return to the hand there's a high chance that your field will be left empty on the opponent's turn. This leaves you highly vulnerable to OTKs unless you run defensive options like Battlin Boxer Veil.

Special Summon Veil after receiving a large amount of damage, regaining your LP and putting a body on board. Veil can catch a subsequent attack or, if it survives till your turn you can use it as Xyz material.

Wightprincess

Wightprincess
Wightprincess
DARK Zombie ★3
ATK 1600 / DEF 0
Energy of Gigarays [R]
This card’s name becomes "Skull Servant" while it is in the Graveyard. If this card is Normal or Special Summoned: You can send 1 "Wightprince" from your Deck to the Graveyard. During either player's turn: You can send this card from your hand or field to the Graveyard; all monsters currently on the field lose ATK and DEF equal to their own Level/Rank x 300, until the end of this turn.

Can be used during either players' turn makes this card more useful to prevent OTK from your opponent by reducing their ATK regarding to their own Level/Rank.

Necrovalley

Necrovalley
Necrovalley
Field Spell
Selection Box Vol. 02 [UR]
Dark Dimension [UR]
All "Gravekeeper's" monsters gain 500 ATK and DEF. Cards in the Graveyard cannot be banished. Negate any card effect that would move a card in the Graveyard to a different place. Negate any card effect that changes Types or Attributes in the Graveyard.

Since the deck barely uses the graveyard, having this can be good to disrupt your opponent's plays. This can also save your set Sword Sting since opponents that rely on their graveyard will want to focus on Necrovalley first.

Fire Formation - Gyokkou

Fire Formation - Gyokkou
Fire Formation - Gyokkou
Continuous Spell
Blades of Spirits [SR]
Selection Box Vol. 01 Mini [SR]
Activate this card by targeting 1 Set Spell/Trap Card your opponent controls. Your opponent cannot activate the targeted card in response to this card's activation. While this card is face-up on the field, that Set card cannot be activated. All Beast-Warrior-Type monsters you control gain 100 ATK.

Prevents your opponent from activating cards such as Floodgate Trap Hole and Void Vanishment. Other than that, the generic removal effect is also highly useful.

Storm

Storm
Storm
Normal Spell
Odion [R]
Ranked Rewards [R]
Destroy as many Spell/Trap Cards you control as possible, then destroy as many Spell/Trap Cards your opponent controls as possible, up to the number of cards destroyed by this effect.

Storm can allows you to destroy your Tenki on your Field which will clog on your backrow after you use Tenki's effect to search out Yosenju monsters and destroy min 1 backrow of your opponent controls.

Other Extra Decks

Trishula, the Dragon of Icy Imprisonment
Trishula, the Dragon of Icy Imprisonment
WATER Dragon ★9
ATK 2700 / DEF 2000
Arena of Sanctuary [UR]
3 monsters with different names
Must first be either Fusion Summoned using only monsters in your hand and/or field, or Special Summoned (from your Extra Deck) by banishing the above cards you control (in which case you do not use "Polymerization"). If this card was Special Summoned using only monsters that were originally Dragons: You can reveal and banish 3 cards (1 from your Deck, 1 from the top of your opponent's Deck, and 1 from their Extra Deck). You can only use this effect of "Trishula, the Dragon of Icy Imprisonment" once per turn.

Trishula has become a staple against debuffs that aim to clog your monster zone such as Floodgate Trap Hole and Fiendish Chain. These cards effectively shut down your monster's effect, so Yosenju's returning to hand effects won't help.

Comments

Hot New Top
Anonymous
This deck is pretty much invincible now with Xyzs. They used to have a problem with being vulnerable if their backrow got removed and if their normal summons/Oyam got interrupted. But now they get to clear opponent field and have big beaters instantly. I don't know how to even think of beating this. The formula of floodgates and backrow removal isn't cutting it anymore.
<< Anonymous
Anonymous Reply
nah just take a breath and think about the duel calmly;

*if they get an xyz then they can't activate the counter trap
*Oyam only copies original atk, any buff in your monsters is enough to get over it.
*Take each monster out one by one; it is clear which one should be priority. They can't recover stuff from gy.
*Poke them each turn make them waste their oyam and drowning in random weak monsters
<< Anonymous
Anonymous Reply
Ok thanks. I have a better idea of what to do next time.
<< Anonymous(Henny)
Anonymous Reply
Shows improvement. It's inspiring
Candend
I just wish Konami makes new yosenju support especially for dealing with backrow. Like yosenju sword sting do but it bounce the set cards instead face-up. But it should not be trap card and it's quick-play spell or normal spell instead because the point is to get rid of opponent's backrow. Like MST or galaxy cyclone but it's yosenju card so it can be searched. Overall, they are good but the weakness is dealing with backrow since trunade is banned, they have problem with this.
<< Anonymous(Candend)
Anonymous Reply
I wish they don't everyone is tired of handtrap destiny draw bs
Anonymous
what is better? classical or pendulum version?
<< Anonymous
Anonymous Reply
classical, pendulum version is vast inferior, only the classical version makes it far in tournaments
<< Anonymous
Candend Reply
Agreed. Wait for Sabu and Oroshi Channeling is playable, then the pendulum version might as competitive as classical.
Not KoG
Sylvio's skill made the Pendulum deck Tier 2. It shall get a nerf like Cyber Dragons once the quota is reached.
Anonymous
By this point I'm wondering if they plan to discontinue this game before Arc V world is released. Pretty much every character is having all of their cards fully available in boxes... who wants to play as only Yuma and the beautiful girls?
<< Anonymous
Anonymous Reply
1. We still don't have the Yosenju Pendulums yet

2. Sawatari also played Abyss Actors

3. Zexal and Arc-V both have plenty of characters whose cards are not available yet
<< Anonymous
Anonymous Reply
They released even Yuya's cards, and even though the pends are missing, it's still worrisome.
candend
22 cards yosenju? Experience with yosenju here. No need to put 2 drowning, 1 is fine also tenki is not needed, just add more kama 2, he is probably the best out of three because he can always do battle damage. Kama 1 is also good, but his effect is still target. Also put 1 more backrow removal (yes, 4 removals), if you play misawa with "quick as the wind" as skill, then cosmic is preferable to trigger it. If you don't have chalice, play hammer shot or smashing ground to get rid of bounzer/rhinosebus/cyber slash harpie/gaia/sabre dancer
Whos who
2x kama1
2x kama2
2x kama3
2x oyam
2x izna
2x kiteroid

2x tenki
2x cylone
2x necrovalley

What else to put?
<< Anonymous(Whos who)
Anonymous Reply
Drowning Mirror Force (1-2)
<< Anonymous(Whos who)
strijder Reply
I think you have to put 2-3 Sword Sting to make more survive against worst match up: triamid, witchcrafter. Or you may put 2 parallel twisters instead of cyclones
Anonymous
Any chance of this deck getting hit because of tenki?
<< Anonymous
Anonymous Reply
yes.
<< Anonymous
mako Reply
I think they might hit Utopia Ray instead. It's very easy to 4 xyz summon and stealing the win with this deck
<< Anonymous(mako)
Anonymous Reply
My take is that they are gonna go for either the one that searches or the one that returns to hand just to force you into buying tenki
<< Anonymous
Anonymous Reply
yes
Anonymous
A banlist material since introduction. This deck isn't fun, it is just can cer when people can run all kinds of cards from the hand. I couldn't count how many cards deserved to be banned here after they release Arc V.
<< Anonymous
Anonymous Reply
It's fun for the yosenju users that beat you
<< Anonymous
Anonymous Reply
pure can cer, anyone who use this should just get covid
Dave
traps like floodgate, canadia trecharous help.
Otherwise Powersinkstone or effects that negate effects like Witchcrafter. Are strong against them
<< Anonymous(Dave)
Anonymous Reply
:D
<< Anonymous(Dave)
dr. Zomboss Reply
Most Yosenju decks play 2-3 copies of Drowning Mirror Force. It makes them more predictable, but people still fall into that trap.
<< Anonymous(Dave)
Anonymous Reply
Who the hell uses Powersink Stone?
<< Anonymous
dr. Zomboss Reply
Some Triamid players do.
Anonymous
this deck deserve a nerf, how broken it is to activate effect from the hand
<< Anonymous(Yosenju Kontol Deck)
Anonymous Reply
They just need to limit some of their sr then it can be balance.
<< Anonymous
Yosenju Kontol Deck Reply
Which SR?
They should limit 2 Fire Formation - Tenki instead.
<< Anonymous(Yosenju Kontol Deck)
Anonymous Reply
Ha tell that to lunalight that di ed while even more broken decks (blue eyes) were left untouched

Are you new? Konami limits the problem card at the very last, first they massacre entire decks to keep the cash flowing, example: elementsaber di ed then keeper of dragon magic, then fusion reserve, all just to save aleister
<< Anonymous
Yosenju Kontol Deck Reply
Yes, I'm new.
A few weeks ago I started playing with Evil Eye deck and got bored of win streak. So I started over with Yosenjus. It is fun too.

Nice to know about that pattern. That's sick.
Anonymous
I like how nobody reads oyam's effect
<< Anonymous
Anonymous Reply
This deck won't get hit because no one uses it, despite how OP it can be
<< Anonymous
Anonymous Reply
haha most people who want oyam to get nerf is because they always uses otk deck, like cyber dragon. As long your monster atk get boosted, tie that binds for example. Oyam can be countered easily
<< Anonymous
Anonymous Reply
After oyam dead, kiteroid, sword sting, and drowning say hi
<< Anonymous
Anonymous Reply
nothing to do with otk, this broken deck is like only you can attack but all your opponent's attack will be negated, drowning is fine but sword sting is much more broken than dual wield

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The Ultimate RisingAge of DiscoveryNeo-ImpactFlame of the TyrantValkyries Rage
Wonders of the SkyChaotic ComplianceLand of the TitansCrimson KingdomDawn of Destiny
Electric OverloadEchoes of SilenceServants of KingsGalactic Origin
Blades of Spirit Primal BurstResonance of ContrastAbyss EncounterRampage of the Forest
Valiant SoulsVisions of IceCrusaders BattlegroundClash of WingsBurning Nova
Empire of ScarletGaia GenesisStardust AccelerationPower of BraveryBlackstorm Rising
Secrets of the AncientsRevolution BeginningTornado of PhantomsAbsolute InfernoDimension of the Wizards
Warriors UniteLords of ShiningBlazing RoseGuardians of RockCybernetic Rebellion
Curse of DreadValhalla CallingDark DimensionSpirit of the BeastAerial Assault
Soul of ResurrectionFuture HorizonMasters of ShadowJudgement ForceFortress of Gears
Truth UniverseFlames of the HeartWitchs SorceryChronicle of GloryInfernity Destruction
Arena of SanctuaryShining HopeVoltage of the MetalShark FangRage of Volcano
Infinite RayPhotons of GalaxyAntinomic TheorySign of HarpiesEternal Stream
The King of VermillionDarkness GimmickArts of AtlantisPendulum GenesisIdea of Armageddon
Chaotic SoldiersForce of InfinityFantastic ArcPhantom of RebellionMaximum Gustav
Heart of XyzShining SunriseStars of SynchroLink RevolutionStage of Trickstar
Braver Victory

Selection Box

Selection Boxes
Selection Box Vol. 01Selection Box Vol. 01 MiniSelection Box Vol.01 Super MiniSelection Box Vol. 02Selection Box Vol. 02 Mini
Selection Box Vol. 03Selection Box Vol.03 MiniSelection Box Vol.04Selection Box Vol.04 MiniSelection Box Vol.05

Structure decks

Structure decks
Sorcerers AllianceDragonic ForceHero RisingLegendary WarriorsDestiny Rulers
Dragonic KnightsSpellbound SilenceSynchro ConnectionThe White Dragon of LegendSwordbound Silence
Ancient Gear AwakeningNeos FusionReturn of the Red-EyesFull Metal DesperadoMaster of Chaos
Kings ResonanceDragunity OverdriveGladiators StormHERO GenerationReturn of the Fire Kings
Gagaga XyzTales of the Noble KnightsBlue-Eyes EvolutionStardust NexusRise of Gaia
Evil DominationMagicians ArcD/D/D ApocalypseCyber Style ExtremeSword of Paladin
Tellarknight AdventBrave HopeRuddy Rose BurningCyberse CodeThousand Illusion

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Standard duelists & Legendary Duelist Lvl 30

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Comments (updated every hour)

Dunno why but this dude looks like he's a massive s|mp of someone
Not like they had plans for it to be meta to begin with
Nononono pls don't add useless garbage to the next box
We have shark and rio
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