It’s rare for Konami to create entirely new Types. They’ve got almost two dozen of them, and the ones they have sometimes barely make any sense: sea serpent, fish, and aqua are all different types for reasons which remain a mystery.
But what’s less surprising is why Yang Zings are Wyrms—because they’re too good already, and Dragons have enough support. It’s an entire archetype of floaters—destroy one by battle or card effect and another can be special summoned from the deck in either attack or defense position, making them an army of monsters that continuously come at the opponent.
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Bi’an is the Earth representative for Yang Zing. He’s got a decent sized ATK for the archetype and his level is at 1600. But of course he’s not there to be used as a monster to attack with in most cases, but rather as more fodder to synchro with. Oh, and also his absolute best effect, which is any synchro monster that uses him is immune to battle destruction. Not for a turn, nor once per battle phase. They’re permanently immune, which is going to make getting rid of whatever it is quite the pain.
9. SUANNI, FIRE OF THE YANG ZING
Easily the largest Yang Zing monster that’s going to see frequent play in the deck, Suanni has many of the same effects as most Yang Zing. When destroyed by battle or by card effect, the player can summon a Yang Zing from the deck in defense mode. It can also make a synchro summon on the opponent’s turn if the player only has Yang Zing monsters. But the big thing that matters about it is any monster synchro summoned using Suanni automatically gains 500 ATK and DEF. This boosts a lot of them above that magic 3000 ATK number.
Creation feels a bit like overkill, but it’s at the right spot to accomplish the job that needs to be done. It’s a continuous trap that lets the player special summon a Yang Zing from the deck if the player loses a monster by battle or card effect.
Yes, that means with the Yang Zing monsters all having that ability, the player can special summon two different monsters from the deck if this is active. The big problem with creation is it only allows the special summon of synchro monsters, which is a problem in the Link era...but not so much in April, when the Link rules change.
7. DENGLONG, ORIGIN OF THE YANG ZING
A level 5, this was perhaps the easiest monster to make in the deck, and it was a tuner monster so it was easy to climb up into higher level monsters with it. First off, no matter how it hits the field, the player could search out a Yang Zing card from their deck. Then, they could send a Wyrm type monster from the deck to the grave to make Denglong’s level become whatever they wanted. Lastly, no matter how Denglong leaves the field, the player can special summon a Yang Zing from their deck. This card was absurd, and it’s not a surprise it got banned from the game.
One of the deck’s main tuners is a level one monster. Chiwen’s special ability is bringing itself back from the graveyard if a Yang Zing monster is destroyed by battle or card effect. It gets banished if brought back like that, but ultimately this is just the kind of additional resource the deck needs. It can be brought back for a quick synchro summon to make one of the deck’s bosses, which swings the battle in the player’s favor.
5. JIAOTU, DARKNESS OF THE YANG ZING
Jiaotu is exactly what Yang Zing needs to start their plays off. If the player doesn’t control any other monsters, they can send any two Yang Zing cards to the graveyard from their hand, then special summon two Yang Zing monsters from their deck—one with 0 ATK, the other with 0 DEF. They get banished at the end of the turn, but realistically that’s only if the player doesn’t do what they’re supposed to and either destroy them or synchro summon with them. Since Jiaotu is a level 2 tuner, getting a synchro on the field with them won’t be that difficult.
Gotta love a monster that starts off with the effect “cannot be targeted by card effects,” making it immune to most ways a player would get rid of it. Once every turn, the player can target a Yang Zing monster and a card their opponent controls to destroy them, which of course activates any Yang Zing’s effect to special summon a monster from the deck.
And even if this card is somehow destroyed, the player can still special summon another Wyrm-Type monster from their deck in defense position. This card can be almost impossible to get rid of if the opponent doesn’t know what they’re doing.
Yang Zing Path exists as a draw spell and to quell concerns this deck will run through it’s monsters in deck too quickly. It can grab three Yang Zing monsters in the grave, shove them back into the deck, then allows the player to draw two cards. It’s not going to be live first turn, but generally by second it’s automatically playable, and it stops the player from ever running dry on cards or Yang Zing monsters in deck. If only every deck had a draw spell this good.
2. BAXIA, BRIGHTNESS OF THE YANG ZING
This card’s a monster. Thanks to the low level Yang Zing in the deck, it tends to take at least three monsters to synchro summon and make it. Once it hits the field, the player targets cards up to the number of monsters with different Attributes used to make Baxia, and shuffles them into the deck. This will likely mean, on summon, the opponent loses three cards on the field. And that’s just it’s on summon ability. While on the field, it can destroy a card the player controls to special summon a level 4 or lower monster from the graveyard. This is a good way to push for big damage in the right circumstances.
1. NINE PILLARS OF THE YANG ZING
Absolutely disgusting. Every deck gets a counter trap, but few work so well with the deck’s mechanics. Nine Pillars of the Yang Zing can negate a spell/trap, or monster effect while the player has a Yang Zing. But not only can it do that, it shuffles the card into the deck—meaning there’s no way to recur it from the grave—but it destroys a Yang Zing card on the field, which will allow the special summon of yet another Yang Zing. This card is amazing.
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