Instructions for playing Yosenju
Sections covered in this guide:
overview
STRENGTH
- Most players will have difficulty trying to destroy these archetypal beasts due to their constant turnover.
- There is almost no need for high-level monsters in the Main Deck so there is no difficulty in capturing monsters on the field from Normal Summon alone.
- Rank 4 Xyz monsters are some of the best Extra Deck monsters in the game, and Yosenju uses them a lot due to most of the monsters being Level 4.
WEAKNESS
- Because it is a Spirit monster, the Yosenju monster's ability to return to the hand will leave your field empty and without solid protection. Therefore, you will need a lot of cards to help preserve your life (not to mention it will cost a lot of money).
Skills
Destiny Draw (Skill Card) (94% used)
The Tie that Binds (65% used)
A small buff to the ATK of Yosenju monsters is not a weak ability either. This skill will help you ensure more OTK turns if facing monsters with high ATK without any backrow protection.
Neo New Sylvio (Skill Card) and Blowing Up Yosen (Skill Card) (60% used)
Neo New Sylvio (Skill Card)
ATK:
0
DEF:
0
At the beginning of the Duel, add 1 "Yosenju Shinchu L", and 1 "Yosenju Shinchu R" to the bottom of your Deck. In addition, the following effect can be used once per Duel after your Life Points decrease by 2000. Return 1 "Yosenju" card in your hand to your Deck and add 1 "Yosenju Oroshi Channeling" to your hand from outside of your Deck. This Skill can only be used if you begin the Duel with a Deck that contains at least 9 "Yosenju" cards. (Extra Deck does not count.)
Blowing Up Yosen (Skill Card)
ATK:
0
DEF:
0
Select 1 "Yosen Training Grounds" you control and place Yosen Counter(s) on it equal to the number of "Yosenju" monsters on your field. This Skill can only be used once per Duel. In addition, add a Pendulum Zone to your field if you began the Duel with a Deck that has 9 or more "Yosenju" monsters. (Extra Deck does not count.)
Core Cards
Yosenju Kama 1 (3x)
Yosenju Kama 1
ATK:
1600
DEF:
500
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. Once per turn, during the End Phase, if this card was Normal Summoned this turn: Return it to the hand.
Yosenju Kama 3 and Yosenju Kama 2 (1-2x)
Yosenju Kama 3
ATK:
1500
DEF:
800
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. Once per turn, during the End Phase, if this card was Normal Summoned this turn: Return it to the hand.
Yosenju Kama 2
ATK:
1800
DEF:
200
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. Once per turn, during the End Phase, if this card was Normal Summoned this turn: Return it to the hand.
Yosenju Izna (2-3x)
Yosenju Izna
ATK:
800
DEF:
1200
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 Oyam (1-2x)
Yosenju Oyam
ATK:
0
DEF:
0
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.
Yosenju Tsujik (1-2x)
Yosenju Tsujik
ATK:
1000
DEF:
0
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.
Yosenjus' Sword Sting (2-3x)
Yosen Training Grounds (1-2x)
Yosen Training Grounds
Each time a "Yosenju" monster(s) is Normal or Special Summoned, place 1 Yosen Counter on this card. You can remove any number of Yosen Counters from this card; apply this effect, depending on the number of Yosen Counters removed. You can only use this effect of "Yosen Training Grounds" once per turn. ● 1 Counter: All "Yosenju" monsters you currently control gain 300 ATK until the end of this turn (even if this card leaves the field). ● 3 Counters: Add 1 "Yosenju" card from your Deck or Graveyard to your hand.
- 1 counter will help your monster's ATK increase significantly, helping to finish off the opponent faster
- 3 counters get you the card you need to decide the match (usually Sword Sting )
Fire Formation - Tenki (2-3x)
Extra Deck
Abyss Dweller (1x)
Abyss Dweller
ATK:
1700
DEF:
1400
2 Level 4 monsters While this card has a material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn (Quick Effect): You can detach 1 material from this card; your opponent cannot activate any card effects in their GY this turn.
Number 52: Diamond Crab King (1x)
Number 52: Diamond Crab King
ATK:
0
DEF:
3000
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card; change this card's DEF to 0, and if you do, change its ATK to 3000. These changes last until the end of this turn. If this card attacks, it is changed to Defense Position at the end of the Battle Phase. If this card is attacked, change it to Attack Position at the end of the Damage Step if it has no Xyz Materials. You can only control 1 "Number 52: Diamond Crab King".
Number 70: Malevolent Sin (1x)
Number 70: Malevolent Sin
ATK:
2400
DEF:
1200
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.
Steelswarm Roach (1x)
Number 50: Blackship of Corn (1x)
Number 50: Blackship of Corn
ATK:
2100
DEF:
1500
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls with ATK less than or equal to this card's; send it to the Graveyard, and if you do, inflict 1000 damage to your opponent. This card cannot attack the turn you activate this effect.
Number 18: Heraldry Patriarch (1x)
Number 18: Heraldry Patriarch
ATK:
2200
DEF:
2200
2 Level 4 monsters Once per Chain, during either player's turn, if 2 or more monsters with the same name are on the field: You can detach 1 Xyz Material from this card; choose 1 monster among those with the same name, and destroy all other monsters with that name. While this card remains face-up on the field, your opponent cannot Summon monsters with the same name as any of the monster(s) chosen for this card's effect. If this card is sent to the Graveyard: You can send 2 "Heraldic Beast" monsters from your Deck to the Graveyard.
Number 39: Utopia and Number C39: Utopia Ray (1x)
Number C39: Utopia Ray
ATK:
2500
DEF:
2000
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 using a single Utopia as material. Take advantage of this when you're attacking, trading in Utopia's guard effect for Utopia Ray's ATK action.
- Utopia is a good versatile choice to take on your first turn. Utopia's protective effect can be used to defend against enemy attacks. And later you can convert Utopia into Utopia Ray.
Number 91: Thunder Spark Dragon (1x)
Daigusto Emeral (1x)
Gagaga Samurai (1x)
Gagaga Samurai
ATK:
1900
DEF:
1600
2 Level 4 monsters Once per turn: You can detach 1 material from this card, then target 1 "Gagaga" monster you control; it can make a second attack during each Battle Phase this turn. When another monster you control is targeted for an attack while this card is in Attack Position: You can change this card to face-up Defense Position, and if you do, change the attack target to this card and perform damage calculation.
Diamond Dire Wolf (1-2x)
Gagaga Cowboy (1x)
Gagaga Cowboy
ATK:
1500
DEF:
2400
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card; apply this effect, depending on this card's current battle position. ● Attack Position: If this card attacks an opponent's monster this turn, it gains 1000 ATK, also the opponent's monster loses 500 ATK, during the Damage Step only. ● Defense Position: Inflict 800 damage to your opponent.
Maestroke the Symphony Djinn (1x)
Maestroke the Symphony Djinn
ATK:
1800
DEF:
2300
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up Attack Position monster your opponent controls; change it to face-down Defense Position. If a "Djinn" Xyz Monster you control would be destroyed, you can detach 1 Xyz Material from that monster instead.
Most commonly used monsters have lower DEF than their ATK. Turning them face down can help you get through them more easily or use this effect to reset some effects that were used on them like ATK boost cards or equipment. This is basically a Book of Moon in the form of an Xyz monster.
Stellarknight Delteros (1x)
Stellarknight Delteros
ATK:
2500
DEF:
2100
3 Level 4 monsters While this card has Xyz Material, your opponent cannot activate cards or effects when you Normal or Special Summon a monster(s). Once per turn: You can detach 1 Xyz Material from this card, then target 1 card on the field; destroy it. If this card is sent from the field to the Graveyard: You can Special Summon 1 "tellarknight" monster from your hand or Deck.
Brotherhood of the Fire Fist - Tiger King (1x)
Brotherhood of the Fire Fist - Tiger King
ATK:
2200
DEF:
1800
2 Level 4 Beast-Warrior monsters When this card is Xyz Summoned: You can Set 1 "Fire Formation" Spell/Trap directly from your Deck. Once per turn: You can detach 1 material from this card; negate the effects of all face-up Effect Monsters currently on the field, except Beast-Warriors, until the end of your opponent's turn. When this card is sent from the field to the GY: You can send 3 "Fire Formation" Spells/Traps you control to the GY; Special Summon 2 Level 4 or lower Beast-Warrior monsters with the same ATK from your Deck, in face-up Defense Position.
Tech Cards
Sphere Kuriboh, Battlin' Boxer Veil and Kiteroid (Handtrap controls life points)
Kiteroid
ATK:
200
DEF:
400
During damage calculation, if your opponent's monster attacks directly (Quick Effect): You can discard this card; you take no battle damage from that battle. During damage calculation, if your opponent's monster attacks directly (Quick Effect): You can banish this card from your Graveyard; you take no battle damage from that battle.
- Special Summon Veil after taking massive damage, regain your LP and place it on the field. Veil can suffer a follow-up attack, or if it survives until your turn, you can use it as an Xyz material.
- Kiteroid gives you up to 2 survival times. That's why it is limited to 2 because the format of Duel Links will not allow too many attacks like in Master Duel.
- Sphere Kuriboh is a handtrap used in almost every deck of every archetype. The ability to provide both defense and return the opposing monster to defense position so you can deal with it later is absolutely amazing.
Fire Formation - Gyokkou (Good use for the Beast-Warrior line)
Fire Formation - Gyokkou
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.
Necrovalley (Grave lock)
Cosmic Cyclone, Mystical Space Typhoon and Night Beam (Backrow Removal)
- MST gives you backrow removal at no cost. Even if the backrow activates in response, it will be negated and destroyed.
- Cosmic Cyclone is the option you use to activate Skill Destiny Draw . Not only that, it also provides the ability to evict backrows. This will be useful against decks where backrows can come back from the Grave like Evil Eyes.
- Night Beam will give you a more certain kill ability than MST, but it's not Quick-Play so you won't be able to use it during your opponent's turn like the two cards mentioned above.
Book of Moon (Other defense measures)
Drowning Mirror Force (Main defense)
Main Combos
Yosen Training Grounds, Fire Formation - Tenki and Blowing Up Yosen (Skill Card) (Combo #1 (Draw combo))
Yosen Training Grounds
Each time a "Yosenju" monster(s) is Normal or Special Summoned, place 1 Yosen Counter on this card. You can remove any number of Yosen Counters from this card; apply this effect, depending on the number of Yosen Counters removed. You can only use this effect of "Yosen Training Grounds" once per turn. ● 1 Counter: All "Yosenju" monsters you currently control gain 300 ATK until the end of this turn (even if this card leaves the field). ● 3 Counters: Add 1 "Yosenju" card from your Deck or Graveyard to your hand.
Blowing Up Yosen (Skill Card)
ATK:
0
DEF:
0
Select 1 "Yosen Training Grounds" you control and place Yosen Counter(s) on it equal to the number of "Yosenju" monsters on your field. This Skill can only be used once per Duel. In addition, add a Pendulum Zone to your field if you began the Duel with a Deck that has 9 or more "Yosenju" monsters. (Extra Deck does not count.)
- You'll want to activate Fire Formation - Tenki first and bring a Yosenju monster into your hand depending on the monster you have in hand.
- Activate Yosen Training Grounds
- Normal summon Karma 2, its ability will allow you to normal summon Karma 1, right now, Karma 1 allows you to both summon Karma 3 and allows you to choose a face-up opponent's card to return. hand again. Summon Karma 3
- At this point you will want to activate your Skill to add counters to Yosen Training Grounds. You will have up to 6 counters if used correctly. Use 3 counters to search for cards (Can be Sword Sting or Tsujik) or use 1 counter to increase ATK. Depending on the situation, you will use your counters appropriately.
- At this time, you can go into an OTK turn if the opponent's field is too empty or the opponent's field still has some annoying monster, Xyz summon a strong monster like Number 70, for example. Take down and quickly OTK.
Yosen Training Grounds and Yosenju Izna (Combo #2 (Draw combo))
Yosen Training Grounds
Each time a "Yosenju" monster(s) is Normal or Special Summoned, place 1 Yosen Counter on this card. You can remove any number of Yosen Counters from this card; apply this effect, depending on the number of Yosen Counters removed. You can only use this effect of "Yosen Training Grounds" once per turn. ● 1 Counter: All "Yosenju" monsters you currently control gain 300 ATK until the end of this turn (even if this card leaves the field). ● 3 Counters: Add 1 "Yosenju" card from your Deck or Graveyard to your hand.
Yosenju Izna
ATK:
800
DEF:
1200
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.
- Continue with your usual summoning, but this time you should summon Izna last.
- Use 3 counters on Yosen Training Grounds to search for cards (Should be Sword Sting)
- Using Izna allows you to draw an additional card. At this time, you will have 2 more cards in your hand, on the field there will be 3 Yosenju monsters and a spell card.
Yosenjus' Sword Sting, Yosenju Kama 1 and Yosenju Izna (Combo #3 (Combo to turn on cards))
Yosenju Kama 1
ATK:
1600
DEF:
500
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. Once per turn, during the End Phase, if this card was Normal Summoned this turn: Return it to the hand.
Yosenju Izna
ATK:
800
DEF:
1200
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.
- Summons Karma 1 and Izna last. Karma 1 allows you to return 1 face-up card back to your opponent's hand, Izna allows you to draw 1 additional card.
- Place the Sword Sting face down on the field (If you have both Sword Stings in your hand, don't hesitate to place them on the field)
- Assuming you control a Karma 2, you should use it to deal small damage to your opponent first.
- At the end of the turn the Yosenju will return to the hand. At this point, you can wait until your opponent's Standby Phase or wait until Battle Phase and then activate Sword Sting. Knock back up to 2 cards your opponent controls to interrupt their combo. This is Yosenju's constant annoyance. If you have a second Sword Sting, wait for your turn and then clear their field, because Sword Sting can only activate once per turn, so you need to keep this in mind.
Drowning Mirror Force, Yosenju Tsujik and Yosenju Kama 2 (Combo #4 (Combo to turn on cards))
Yosenju Tsujik
ATK:
1000
DEF:
0
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.
Yosenju Kama 2
ATK:
1800
DEF:
200
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. Once per turn, during the End Phase, if this card was Normal Summoned this turn: Return it to the hand.
- Summons Karma 2 first and Karma 3, always ending in Izna or another Karma up to you but Izna will allow you to draw more cards so this is considered a great bargain and is used more often.
- Set Drowning Mirror Force onto the field and prepare for your opponent's turn
- Assuming you draw more Tsujik, you should use it to increase Karma 2's ATK and use Karma 2 to punch your opponent. Although the amount of damage is small, it is enough to seriously injure your opponent. At this point, Karma 3 will allow you to bring another Yosenju card to your hand (Depending on the situation, you should choose wisely).
- At the end of your turn, the Yosenju return to your hand. What is waiting for the opponent now is DMF, if they attack, their field is once again empty, making way for you to OTK them next turn.
Yosenju Oyam, Yosenju Tsujik and Yosenju Kama 2 (Combo #5 (Protection combo))
Yosenju Oyam
ATK:
0
DEF:
0
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.
Yosenju Tsujik
ATK:
1000
DEF:
0
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.
Yosenju Kama 2
ATK:
1800
DEF:
200
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. Once per turn, during the End Phase, if this card was Normal Summoned this turn: Return it to the hand.