Yu-Gi-Oh!: 10 Best Yosenju Cards
While Yu-Gi-Oh! offers players a wide array of cards to choose from, these are the best of the best Yosenju cards.
Yosenju is an archetype introduced during the Pendulum era. A group of monsters that are visually recognized as yokai, what makes them unique is they take advantage of how special summon focused everything is. Each monster has the ability to normal summon another Yosenju monster from the hand, and they also gain additional abilities in combat. Then, at the end of the turn, these monsters disappear if they were normal summoned, going back to the hand to avoid being destroyed.
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Yosenju are a great deck for players that prefer to play things slowly, as it’s easy to keep a small core of Yosenju monsters and use largely traps to play around the opponent’s monsters and slow them down, while summoning monsters to attack them every turn to eventually take them down.
10. YOSENJU OROSHI CHANNELING
If the player has no monsters, this card can add a level 5 or higher Yosenju monster from the deck to the hand, or place a Yosenju Shinchu R and L in the Pendulum Zones, but destroy them in the end phase.
After using this card, the player is locked into only special summoning Pendulum monsters for the remainder of their turn. Still, for players who want to experiment with Pendulums, this card is the best.
9. YOSENJU MAGAT
A level six with 2000 ATK, Magat has the ability when Normal Summoned to special summon any Yosenju monster directly from the deck.
If Magat is special summoned it returns to the hand at the end of the turn. But Magat’s real goal is to pull out whatever’s necessary for the situation, which can vary depending on how the duel’s going.
8. YOSENJU SHINCHU R
The Pendulum cards are a bit weird, but nonetheless useful. Shinchu R has the ability to make it’s Pendulum Scale become 11 for the turn, but it locks the player into special summoning Yosenju monsters.
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This is how the deck can get out the Pendulum boss. As a monster, if it’s Normal Summoned, it instantly goes into defense position, and monsters the opponent controls can’t attack other Yosenju besides Shinchu R.
7. YOSENJU SHINCHU L
Shinchu L serves as more of a defensive card. As a Pendulum scale, it can stop Yosenju monsters from being destroyed by battle or card effect, destroying itself instead.
If it’s normal summoned, it becomes a defense position monster and all Yosenju cards on the field are unable to be targeted with card effects aside from Shinchu L. This is a far more useful card, shutting down any potential dangers both as a Pendulum scale and as a monster.
6. YOSEN TRAINING GROUNDS
A powerful continuous spell, Yosen Training Grounds gains a Yosen Counter each time a Yosenju monster is summoned. It can remove any number of Yosen counters to gain certain abilities. By removing one counter, Yosenju monsters all get an additional 300 ATK for the remainder of the turn.
By removing three counters though, the player can search out another Yosenju card from the deck or the graveyard, recovering some of their lost advantage. This card is reminiscent of Gateway of the Six, only not nearly as powerful.
5. MAYOSENJU DAIBAK
The big boss of Yosenju, this card is a level 10 monster that has 3000 ATK. As a Pendulum scale, it can make any Yosenju monster gain 300 ATK if it’s attacking, which lasts until the end of the battle phase. Daibak can’t be special summoned except by Pendulum summoning.
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Its Pendulum summon can’t actually be negated, so the opponent is going to have to deal with it regardless. If it’s normal or special summoned, Daibak can target up to two cards on the field and bounce them back to hand. Then, if it was special summoned, it returns to the hand as well.
4. YOSENJU KAMA 1
Yosenju Kama 1 is the base card of the deck. When it’s normal summoned, it can immediately normal summon another Yosenju from the hand besides itself.
Then, if the player controls another Yosenju monster, Kama 1 can target a face-up card on the field and bounce it back to the hand. Lastly, if Kama 1 was normal summoned, it can bounce itself back to the hand on its own turn.
3. YOSENJU KAMA 2
Yosenju Kama 2 can also normal summon another Yosenju from the hand besides itself. It can attack directly as part of its effect, but the battle damage it does is halved. Still, it’s the most powerful monster among them with 1800 ATK, so it’s still inflicting 900 damage.
Then during the End Phase, if the card was normal summoned, it gets to return to the hand.
2. YOSENJU KAMA 3
Perhaps the most important of the Yosenju, Kama 3 has the ability to normal summon other Yosenju to the field. But whenever a Yosenju inflicts battle damage to the opponent, Kama 3 is capable of searching the deck for Yosenju cards.
This means it can search out spells and traps as well. And of course when it’s during the End Phase it goes right back to the hand. This card works best with Kama 2, which can simply attack directly without an issue.
1. YOSENJUS' SECRET MOVE
All archetypes eventually get some counter trap.
Yousenjus’ Secret Move activates if an opponent activates a spell, trap, or monster effect while the player controls at least one Yosenju card, and all monsters on the field are Yosenju cards. The card negates the activation of the effect, then destroys the card.
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