Instructions for Playing Tenyi

Instructions for Playing Tenyi

The Tenyi group has two pretty good effects in common:
+ if you do not control an effect monster: you can jump this monster from your hand onto the field => you have no monsters or normal monsters (normal monsters have 1 free jump)

+ if you have a monster with no effects (normal monster), you can banish this card from your hand or grave to use each card's unique effect


This is a deck like Infinitrack, not too dependent on skills to survive but must bring skills with you to optimize. The deck has banish, destroy, shuffle, return everything and has strong OTK ability, high level of ability to search and mix staples.

Sections covered in this guide:




Skill

Doesn't depend too much on skill, but must be brought along to optimize the deck

Three Effects! (Skill Card) (55%)

UR Rarity
Three Effects! (Skill Card)
UR Rarity
Three Effects! (Skill Card)
Three Effects! (Skill Card)
Three Effects! (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


Select 1 Link Monster you control, and apply one of the following effects of your choice: ● For one time only until the end of your opponent's next turn, that monster will not be destroyed by battle. ● Until the end of your opponent's next turn, you take no battle damage from attacks involving that monster. ● Increase your Life Points by an amount equal to the ATK of that monster. This Skill can only be used once per Duel.


is a very versatile skill, with just 1 skill you have up to 3 effects, but can only be used once per duel.

Choose a link monster, then use 1 of the following 3 effects:

+ until the end of opp's next turn and cast exactly once, your monsters are not destroyed by battle
+ Until opp's next turn, you take no battle damage related to monsters you select
+ Increase your Life Points (LP - Life Point) by the ATK of the link monster you choose

Usually I will use the third effect of this skill to increase the chance of survival when going turn 1 and OTK in the next turn.

The Tie that Binds (25%)

 Rarity
The Tie that Binds
 Rarity
The Tie that Binds
The Tie that Binds
The Tie that Binds
  • ATK:

  • 0

  • DEF:

  • 0


Until the end of your turn, the ATK of all face-up monsters on your field increases by the number of monsters on your field times 100. This Skill can only be used once per turn.


National skill, any deck can be used, increases 100 ATK corresponding to each monster on the field => 3 monsters increase 300 ATK, 4 monsters, all 4 monsters increase 400 ATK, helping the total ATK increase and OTK easier or simpler Higher than 100 ATK wins mirror match :)

Destiny Draw (Skill Card) and LP Boost Alpha (15%)

UR Rarity
Destiny Draw (Skill Card)
UR Rarity
Destiny Draw (Skill Card)
Destiny Draw (Skill Card)
Destiny Draw (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


[If you lose 2000 or more LP, you can activate this Skill during your next Draw Phase.] During your Draw Phase, you may search your Deck for any card, reveal it to your opponent, and add it to your hand instead of drawing. If you do that, flip this card over.


 Rarity
LP Boost Alpha
 Rarity
LP Boost Alpha
LP Boost Alpha
LP Boost Alpha
  • ATK:

  • 0

  • DEF:

  • 0


Increases starting Life Points by 1000.


Other skills, any skill that suits your taste, can be brought



CORE

 

Tenyi Spirit - Ashuna (x3)

UR Rarity
Tenyi Spirit - Ashuna
UR Rarity
Tenyi Spirit - Ashuna
Tenyi Spirit - Ashuna
LIGHT 7
Tenyi Spirit - Ashuna
  • ATK:

  • 1600

  • DEF:

  • 2600


If you control no Effect Monsters: You can Special Summon this card from your hand. If you control a face-up non-Effect Monster: You can banish this card from your hand or GY; Special Summon 1 "Tenyi" monster from your Deck, except "Tenyi Spirit - Ashuna", also you cannot Special Summon monsters for the rest of this turn, except Wyrm monsters. You can only use each effect of "Tenyi Spirit - Ashuna" once per turn.


has the ability to jump and call up a Tenyi from the deck, activating it is also very easy because jumping this one up, summoning link and clicking the effect will add 1 more body to continue the combo and definitely have to x3 because this is a search for 1 monster. field, in return you can only attack Wyrm monsters if you use this effect

Tenyi Spirit - Adhara (x3)

R Rarity
Tenyi Spirit - Adhara
R Rarity
Tenyi Spirit - Adhara
Tenyi Spirit - Adhara
EARTH 1
Tenyi Spirit - Adhara
  • ATK:

  • 0

  • DEF:

  • 0


If you control no Effect Monsters: You can Special Summon this card from your hand. If you control a face-up non-Effect Monster: You can banish this card from your hand or GY, then target 1 of your banished Wyrm monsters, except this card; add it to your hand. You can only use each effect of "Tenyi Spirit - Adhara" once per turn.


is a Tuner and has a self-jumping effect as well as an effect to pick up a banished Wyrm monster in your hand. The good thing here is that you can simply pick up the monster again to backup for the next turn or to combo or pick up the boss again (as long as the Wyrm is and not required to be Tenyi)

Tenyi Spirit - Vishuda (x2-3)

SR Rarity
Tenyi Spirit - Vishuda
SR Rarity
Tenyi Spirit - Vishuda
Tenyi Spirit - Vishuda
DARK 7
Tenyi Spirit - Vishuda
  • ATK:

  • 1500

  • DEF:

  • 2500


If you control no Effect Monsters: You can Special Summon this card from your hand. If you control a face-up non-Effect Monster: You can banish this card from your hand or GY, then target 1 card your opponent controls; return it to the hand. You can only use each effect of "Tenyi Spirit - Vishuda" once per turn.


has self-jumping and the ability to push monsters/spells/traps back to the hand is very difficult. Pushing cards to this hand will help against bosses that cannot be destroyed or cards that have protection (like Sea Stealth Attack).

Tenyi Spirit - Shthana (x1-3)

N Rarity
Tenyi Spirit - Shthana
N Rarity
Tenyi Spirit - Shthana
Tenyi Spirit - Shthana
WATER 4
Tenyi Spirit - Shthana
  • ATK:

  • 400

  • DEF:

  • 2000


If you control no Effect Monsters: You can Special Summon this card from your hand. If a face-up non-Effect Monster(s) you control is destroyed by battle or card effect: You can banish this card from your hand or GY, then target 1 of those destroyed monsters; Special Summon it, then you can destroy 1 monster your opponent controls. You can only use each effect of "Tenyi Spirit - Shthana" once per turn.


There is auto-jump but the level is a bit bad compared to the present time. There is protection and card shooting but only applies to cases of destruction, banish or send,... so get lost but in return this card is in the grave then opp is very pressured

Tenyi Spirit - Mapura (x0-1)

N Rarity
Tenyi Spirit - Mapura
N Rarity
Tenyi Spirit - Mapura
Tenyi Spirit - Mapura
FIRE 4
Tenyi Spirit - Mapura
  • ATK:

  • 600

  • DEF:

  • 1500


If you control no Effect Monsters: You can Special Summon this card from your hand. When your opponent activates a card or effect that targets a face-up non-Effect Monster(s) you control (Quick Effect): You can banish this card from your hand or GY; negate the activation, and if you do, destroy that card. You can only use each effect of "Tenyi Spirit - Mapura" once per turn.


Can jump and protect from target effects but the level is bad compared to the current build

Vessel for the Dragon Cycle (x3)

R Rarity
Vessel for the Dragon Cycle
R Rarity
Vessel for the Dragon Cycle
Vessel for the Dragon Cycle
Spell Normal
Vessel for the Dragon Cycle

    Send 1 Wyrm monster from your Deck to the GY, then, if you control a face-up non-Effect Monster, you can add from your Deck to your hand 1 "Tenyi" monster with a different name from the monster sent to the GY. You can only activate 1 "Vessel for the Dragon Cycle" per turn.


    has the ability to throw Wyrm monsters straight from the deck to the grave (meaning if you want to jump monsters, restore goods, protect,... then ask this card to send them all down) and if you have monsters with no effects on the field, you can You can add 1 more Tenyi monster, with a different name from the monster you threw to the grave


    With just 1 card, you get +2 resources, 1 card in the grave can trigger effects, 1 card added to hand to jump into combos or use effects and it has a rarity of R.

    Heavenly Dragon Circle (x3)

    N Rarity
    Heavenly Dragon Circle
    N Rarity
    Heavenly Dragon Circle
    Heavenly Dragon Circle
    Spell Quick
    Heavenly Dragon Circle

      Tribute 1 Wyrm monster; add 1 Wyrm monster from your Deck to your hand, or if you Tributed a non-Effect Monster to activate this card, you can Special Summon it instead, but negate its effects. During your Main Phase, if you control a face-up non-Effect Monster: You can banish this card from your GY; add 1 "Tenyi" card from your Deck to your hand. You can only use 1 "Heavenly Dragon Circle" effect per turn, and only once that turn.


      It's an instant magic so it can be used to dodge targets. The effect of sacrificing 1 Wyrm to add 1 Wyrm from the deck to your hand is quite good, especially when dodging spell/trap cards and searching, usually you will search for Tenyi - those Monsters that search can jump onto the field


      and if you sacrifice a monster that has no effect then you can jump the Wyrm monster straight onto the field instead of searching (but the effect is blocked), since you only jump Tenyi once by its own effect so this card can help You add a copy of that card to the field

      and it also has an effect from the grave, when you have a normal monster, you can banish this card into the main phase and search for 1 more Tenyi card from your deck to your hand :)

      Flawless Perfection of the Tenyi (x0-1)

      R Rarity
      Flawless Perfection of the Tenyi
      R Rarity
      Flawless Perfection of the Tenyi
      Flawless Perfection of the Tenyi
      Spell Field
      Flawless Perfection of the Tenyi

        All non-Effect Monsters on the field are unaffected by monster effects. Once per turn, if your opponent Special Summons an Effect Monster(s), while you control a face-down monster or non-Effect Monster (except during the Damage Step): You can draw 2 cards.


        This field has a protection effect and the ability to draw 2 is quite good, but at the moment few people use it because they leave this card slot to add other staples because this deck should only play 20 cards and monsters/spells/traps take up a lot. many slot decks


        p/s: I put 1 slot of this card because it's searchable, drawing 2 is good but if opp OTK then the other 2 cards can't do anything (unless you draw cards like DD Crow or handtrap, which Tenyi usually doesn't bring )

        Monk of the Tenyi (x2-3)

        SR Rarity
        Monk of the Tenyi
        SR Rarity
        Monk of the Tenyi
        Monk of the Tenyi
        EARTH
        Monk of the Tenyi
        • ATK:

        • 1000

        • LINK-1

        Link Arrow:

        Bottom


        1 non-Link "Tenyi" monster


        gigachad, like EARTH Machine's Goliath, it also has a very OP effect: if you want any one to go to the grave, just link to this one and you're done, not only does not subtract a body on the field, but also has the effect of going to the grave. sai


        This is not a monster with effects, so Tenyi and his group can use effects

        Shaman of the Tenyi (x1-2)

        SR Rarity
        Shaman of the Tenyi
        SR Rarity
        Shaman of the Tenyi
        Shaman of the Tenyi
        FIRE
        Shaman of the Tenyi
        • ATK:

        • 1600

        • LINK-2

        Link Arrow:

        Bottom-Left

        Bottom-Right


        2 Wyrm monsters You can discard 1 card, then target 1 Wyrm monster in your GY; Special Summon it, also, for the rest of this turn, you cannot activate the effects of monsters Special Summoned from the Extra Deck, except "Tenyi" monsters. When an attack is declared involving your face-up non-Effect Monster: You can target 1 card your opponent controls; destroy it. You can only use each effect of "Shaman of the Tenyi" once per turn.


        The effect is quite powerful, throw a card you don't use (monsters/spells/traps are fine, it doesn't have to be named Tenyi), jump 1 Wyrm from the grave (including bosses), even though you don't use the effect of monsters jumping from the grave for the entire turn. extra deck except Tenyi monsters but... who asked? (except Baxia, everyone is Tenyi)


        If there is an attack involving a face-up monster without effects, you shoot 1 of opp's monsters/spells/traps.

        The fact that this one is link 2 is very easy to get and has the effect of climbing the link (jumping a monster from the grave to get to link 3), or the pressure when opp attacks is very good for a link 2 monster, it's easy to get, only 2 Wyrms.

        Berserker of the Tenyi (x1)

        UR Rarity
        Berserker of the Tenyi
        UR Rarity
        Berserker of the Tenyi
        Berserker of the Tenyi
        DARK
        Berserker of the Tenyi
        • ATK:

        • 3000

        • LINK-3

        Link Arrow:

        Top

        Top-Right

        Bottom-Right


        2+ monsters, including a Link Monster


        If you think that 1 item that doesn't have an effect costs 3 ingredients, then that's right, I think so too.


        1> This monster has no effects, so it can be protected by many cards or played together if there are no-effect monsters on the field

        2> suck skill three effects we free 3000 LP opp very difficult to OTK, plus draw 2 from the field then turn 2 you OTK very easily

        3> easy to level with just 1 or 2 combo cards (with 1 discard from Shaman)

        Draco Masters of the Tenyi (x1)

        R Rarity
        Draco Masters of the Tenyi
        R Rarity
        Draco Masters of the Tenyi
        Draco Masters of the Tenyi
        LIGHT
        Draco Masters of the Tenyi
        • ATK:

        • 2600

        • LINK-3

        Link Arrow:

        Bottom-Left

        Bottom

        Bottom-Right


        2+ monsters, including a Link Monster Cannot be destroyed by battle with an Effect Monster. If you control no other Effect Monsters: You can destroy Effect Monsters your opponent controls, up to the number of non-Effect Monsters you control and/or in your GY. You can only use this effect of "Draco Masters of the Tenyi" once per turn.


        Remember, this one needs a link monster as a raw material to be able to get it up. I often missplay stupidly, but it's quite easy because with just 1 monster you already have the handsome 1 link guy.


        Not being destroyed by effect monsters is quite dirty (because the monsters that bombard you give BoM or other staples).

        has the ability to cosplay raigeki, destroy monsters with opp's effects using monsters without effects that you are controlling or in the grave, this effect does not target (because at this time he is normal ax raider -.-) if your monster None of your items have any effects (except this one).


        Draco Berserker of the Tenyi (x1)

        UR Rarity
        Draco Berserker of the Tenyi
        UR Rarity
        Draco Berserker of the Tenyi
        Draco Berserker of the Tenyi
        DARK 8
        Draco Berserker of the Tenyi
        • ATK:

        • 3000

        • DEF:

        • 0


        1 Tuner + 1+ non-Tuner monsters When your opponent activates a monster's effect (Quick Effect): You can banish it. If this attacking card destroys an Effect Monster by battle and sends it to the GY: This card gains ATK equal to the destroyed monster's original ATK, also it can make a second attack on a monster during this Battle Phase. You can only use each effect of "Draco Berserker of the Tenyi" once per turn.


        mercenary


        Easy to upgrade, one has a Tuner, the other doesn't have a Tuner, Wyrm or not, I don't care

        opp activate the effect? banish, and because this is a quick effect, you can harass opp quite well. Even though it won't negate, losing the normal summon or missing an ingredient Xyz, Synchro, Fusion (normal aleister) is also fun.

        If this card kills an effect monster (obviously), it gains ATK equal to the original ATK of the destroyed monster and punches 1 more time (but only on monsters), but even so 1 usually has over 5000 ATK The second punch is very difficult to survive



        Staple

         

        staple

        UR Rarity
        Ice Dragon's Prison
        UR Rarity
        Ice Dragon's Prison
        Ice Dragon's Prison
        Trap Normal
        Ice Dragon's Prison

          Target 1 monster in your opponent's GY; Special Summon it to your field, but its effects are negated, then, you can banish 1 monster from both players' fields that have the same Type as each other. You can only activate 1 "Ice Dragon's Prison" per turn.


          UR Rarity
          Book of Moon
          UR Rarity
          Book of Moon
          Book of Moon
          Spell Quick
          Book of Moon

            Target 1 face-up monster on the field; change that target to face-down Defense Position.


            UR Rarity
            Compulsory Evacuation Device
            UR Rarity
            Compulsory Evacuation Device
            Compulsory Evacuation Device
            Trap Normal
            Compulsory Evacuation Device

              Target 1 monster on the field; return that target to the hand.


              UR Rarity
              Cosmic Cyclone
              UR Rarity
              Cosmic Cyclone
              Cosmic Cyclone
              Spell Quick
              Cosmic Cyclone

                Pay 1000 LP, then target 1 Spell/Trap on the field; banish it.


                You can play these cards to optimize turn 1 to be more defensive or turn 2 to be easier to play, because the deck only plays 20 cards and many cores, so the staple is usually 3-6 copies, and it is common to build 16 copy cores, 4 copy staples.

                Baxia Brightness of the Yang Zing (x1)

                UR Rarity
                Baxia, Brightness of the Yang Zing
                UR Rarity
                Baxia, Brightness of the Yang Zing
                Baxia, Brightness of the Yang Zing
                LIGHT 8
                Baxia, Brightness of the Yang Zing
                • ATK:

                • 2300

                • DEF:

                • 2600


                1 Tuner + 1 or more non-Tuner Wyrm-Type monsters When this card is Synchro Summoned: You can target cards on the field, up to the number of different original Attributes of the Wyrm-Type monsters used for the Synchro Summon of this card; shuffle them into the Deck. Once per turn: You can target 1 card you control and 1 Level 4 or lower monster in your Graveyard; destroy that card on the field, and if you do, Special Summon that other monster from the Graveyard.


                It's a wyrm so there's no lock at all. Level 8 is a very nice level because it's easy to reach. It has the ability to push cards back to the deck which is very annoying. Furthermore, you can also shoot a card you control and jump a card to level 4 or lower from grave => you can shoot opp's floodgate card and jump 1 body from the grave to continue the combo

                Aleister the Invoker, Invoked Magellanica and Invocation (greasy)

                UR Rarity
                Aleister the Invoker
                UR Rarity
                Aleister the Invoker
                Aleister the Invoker
                DARK 4
                Aleister the Invoker
                • ATK:

                • 1000

                • DEF:

                • 1800


                (Quick Effect): You can send this card from your hand to the GY, then target 1 Fusion Monster you control; it gains 1000 ATK/DEF until the end of this turn. If this card is Normal Summoned or flipped face-up: You can add 1 "Invocation" from your Deck to your hand.


                SR Rarity
                Invoked Magellanica
                SR Rarity
                Invoked Magellanica
                Invoked Magellanica
                EARTH 8
                Invoked Magellanica
                • ATK:

                • 3000

                • DEF:

                • 3300


                "Aleister the Invoker" + 1 EARTH monster


                R Rarity
                Invocation
                R Rarity
                Invocation
                Invocation
                Spell Normal
                Invocation

                  Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand as Fusion Material. If Summoning an "Invoked" Fusion Monster this way, you can also banish monsters from your field and/or either player's GY as Fusion Material. If this card is in your GY: You can target 1 of your banished "Aleister the Invoker"; shuffle this card into the Deck, and if you do, add that card to your hand. You can only use this effect of "Invocation" once per turn.


                  The one who never disappears, the one who only temporarily hides in a cave



                  Normal aleister is a very strong thing, behind the aluber set
                  🐧
                  . Since your deck doesn't use normal summons much, you can play Aleister, mixing aleister also helps you punch up to 3000 ATK, and by sending aleister from hand down it will reach up to 4000 ATK, enough to punch opp to death if the board opp is not strong enough

                  But bricks are still bricks




                  Companion unit:

                  - Yu-Gi-Oh! Guidance Vietnam





                  https://metaduelist.com/
                  Top