“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.
[Skill] description | User |
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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 |
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.
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 | 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 | 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. |
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 | 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 | 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 | 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 | 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.
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 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 | 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 | 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 | 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 | 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 | 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 | 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. |
Great Magnus will becomes powerful controller on board with min. 3 materials which can be Xyz Summoned easily by using Dreadnoid's effect.
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.
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 | 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 | 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 | 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 | 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 | 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 | 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.
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.
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