Yosenju Deck Guide | Duel Links

This is a guide for building a Yosenju Deck in Yu-Gi-Oh! Duel Links. Learn which cards are needed to build this Deck, how to play the Yosenju, as well as counters, and more!

Yosenju Deck Guide Banner.png

This is a guide for building a Yosenju Deck in Yu-Gi-Oh! Duel Links. Learn which cards are needed to build this Deck, how to play the Yosenju, as well as counters, and more!

Yosenju Deck Information

Yosenju Basic Information

Rating Core Card
Attack
Defense
One Kill
Stability
★★★★☆
★★☆☆☆
★★★★☆
★★★☆☆
Yosenju Kama 1

Strengths

  • Most players will have a hard time trying to destroy the monsters from this archtype due to them constantly returning to the hand.
  • Nearly no high-level monsters in the Main Deck needed so there is no trouble about getting monsters on the field just from Normal Summons.
  • Rank 4 Xyz Monsters are some of the best Extra Deck monsters in the game and Yosenjus heavily use them due to most monsters being Level 4.

Deck Concept

If there was a Deck that defined the strategy of hit-and-run, the Yosenjus are the archtype that perfected it. Their monsters' ability to return to the hand at the end of the turn makes their swarming ability a rather pesky one, and unless players find a way to catch the slippery Main Deck monsters (never mind their additional prowess in the Extra Deck), they may just swindle their way to victory.

Boxes and Structure Decks Needed

Main Box
Mini Box
Structure Deck
Others
Box/Structure Deck Image Box/Structure Deck Name
Shark Fang Shark Fang
Eternal Stream Eternal Stream
Box/Structure Deck Image Box/Structure Deck Name
Spirit of the Beast Spirit of the Beast
Rage of Volcano Rage of Volcano
Photon of Galaxy Photon of Galaxy
There are no Boxes or Structure Decks for this Deck.
There are no Boxes or Structure Decks for this Deck.

Yosenju Deck Build

Skill

General
Exclusive
Draw Sense: WIND
Can be used each time your Life Points decrease by 1500. In the Draw Phase, instead of doing a normal draw, draw a random WIND-attribute monster.
Mokuba Kaiba (DSOD)Mokuba Kaiba (DSOD) Yugi MutoYugi Muto Tea GardnerTea Gardner
Seto KaibaSeto Kaiba Jaden YukiJaden Yuki Mako TsunamiMako Tsunami
Yusei FudoYusei Fudo Mai ValentineMai Valentine Paradox BrothersParadox Brothers
Weevil UnderwoodWeevil Underwood Alexis RhodesAlexis Rhodes Bastion MisawaBastion Misawa
Syrus TruesdaleSyrus Truesdale Jesse AndersonJesse Anderson Mokuba KaibaMokuba Kaiba
The Tie that Binds
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.
Yugi MutoYugi Muto Jaden YukiJaden Yuki Jaden/YubelJaden/Yubel
Yusei FudoYusei Fudo Jesse AndersonJesse Anderson Yuya SasakiYuya Sasaki
Character Skill
Tea Gardner (DSOD)Tea Gardner (DSOD) Up for the Fight
All monsters you control that were Summoned this turn gain 200 ATK until the end of the turn. This Skill can only be used once per turn and twice per Duel.
Character Skill
Sylvio SawatariSylvio Sawatari Blowing Up Yosen
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.)
Character Skill
Sylvio SawatariSylvio Sawatari Neo New Sylvio
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.)

Main Deck

Card Alternatives

Main Deck Monsters

  • The Mayosenju subarchetype give the Yosenju monsters an even stronger means to swarm the field, especially with two essential Pendulum Monsters in Shinchu R and Shinchu L, who have effects and Pendulum Scales that were designed to bring out Daibak and Hitot a lot more frequently.
  • While the prime monsters are the Kama variations, you can still use the other Level 4 "Yosenju" monsters if you feel like they can be of use.
  • Izna lets you either draw a card or discard this card to deny the opponent a chance to activate card effects upon Normal Summoning "Yosenju" monsters; Tsujik can provide a massive ATK boost to a fellow "Yosenju" monster.
  • As a means to redirect attacks away from "Yosenju" monsters, Bujingi Wolf protects all Beast-Warrior monsters from battle destruction.

Spells

  • Because of their Beast-Warrior card type, the various Continuous Spells from the Fire Formation can effectively work, depending on what are the counters needed in anticipation against the Deck.
  • The Yosenjus have their own plethora of Spells to help out; Yosen Whirlwind sends cards back to your opponent's hand, while Yosenju Wind Worship returns your cards to your hand, and even lets you draw until you have 5 cards in your hand.
  • Wild Nature's Release is the all-or-nothing card for a high-ATK Beast-Warrior monster; only play this if your boss monster is all clear to win the game with an attack.
  • While it forbids you from using other Spells or Traps for the rest of the turn, The Big Cattle Drive can let you draw up to 3 cards depending on the number of Beast-Warrior monsters you have on the field.
  • Helping out with the Yosenju's pesky playstyle is Spiritual Forest, letting them be protected from battle destruction for one time if they don't get sent back to the hand from their own effects.

Traps

  • Because of their Beast-Warrior card type, the various Continuous Spells from the Fire Formation can effectively work, depending on what are the counters needed in anticipation against the Deck.
  • Common bottleneck and bait Traps are going to help out the Yosenjus be as annoying as possible. Cards like Wall of Disruption, Karma Cut, Floodgate Trap Hole and Drowning Mirror Force are all viable in this Deck.

Extra Deck Monsters

  • Say you have a couple of Warrior-Type monsters teched into this Deck outside of recommendations to play Xyz Monsters faster; Zubaba General can make use of that and boost its own ATK, which is pretty good normally in its own.
  • Number 39: Utopia can be played both offensively for its stats, and defensively for its ability to negate attacks up to the number of Xyz Material it has attached.
  • At the cost of sacrificing one of your own Beast-Warrior monsters, Diamond Dire Wolf can destroy a card on the field.
  • Number 44: Sky Pegasus can put pressure on your opponent by making them choose between sacrificing Life Points or having one of their card effects.
  • If your opponent runs a Xyz-heavy Deck, Night Papilloperative can benefit from all the Xyz Materials present on the field to boost their own ATK for each one.
  • Maestroke the Symphony Djinn is a more defensive option that can force a face-up Attack Position monster back to face-down Defense Position, neutralizing whatever effects they have.
  • While not as offensively potent as other options, Number 10: Illumiknight can let you draw a card if you need additional draw power.
  • Evilswarm Ouroboros has a plethora of effects that can add to the annoyance of this Deck, and still have a pretty respectable statline to stay on the field.

How to Play Yosenju

Standard Combo

Yosenju Kama 1.png

1. Activate Fire Formation - Tenki from your hand, and search a Level 4 Beast-Warrior monster, based on which monsters are already on your hand.
2. Activate Yosen Training Grounds from your hand.
3. Normal Summon Yosenju Kama 2 from your hand, and activate its effect to conduct another Normal Summon.
4. Normal Summon Yosenju Kama 1, and activate its effect to conduct another Normal Summon.
5. If your opponent has a face-up card(s) on the field, chain the other effect of Yosenju Kama 1 to return one of those face-up cards back to the opponent's hand.
6. Once the effect chain is resolved, conduct the third Normal Summon to bring out Yosenju Kama 3.
7. Depending on the field's situation, you can:
Conduct an Xyz Summon using any number of your Yosenju Kama monsters, or;
if the field is clear, activate the effect of Yosen Training Grounds having Tokens after the Normal Summons to boost the ATK of your monsters, then conduct the Battle Phase and attack using all three monsters.

NOTE: Ideally, you should have Fire Formation - Tenki, Yosen Training Grounds and two different variations of Yosenju Kama in your hand to pull off this standard combo.

Counters for Yosenju

Weaknesses

  • There are openings that leave the Deck completely open for an offensive all-in.
  • If someone can neutralize the constant returning of Yosenju monsters back to the hand, the Deck is as good as done.
  • There can be an overreliance of Extra Deck monsters, depending on the situation.

Stop The Monsters

Given how these monsters keep returning to the hand when Normal Summoned, the Deck is very slippery. The best way to neutralize the strength of this Deck is to negate their effects beforehand or as they come, and deny them the chance to return back to the hand.

Outpower the Power

For the most part, the Main Deck monsters have rather weak statline, outside of Yosenju Oyam. Because of this, against Decks that are overwhelmingly powerful stat-wise the Yosenjus will have a hard time. Simply, when the opening presents itself, unleash all your high-ATK monsters and end the game before the opponent gets a chance to Normal Summon the Yosenjus again.

Related Links

Deck Types

Control Beatdown Burn
Deck Destruction Special Victory

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