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Found 11 results

  1. 2014 Ban List - This format will only include the format up until the end of North American Nationals Format In this format, we are left with the remnants of mermail-firefist format but toward the end of the format, the diversity of decks will include H.A.T, Mermail, Bujin, Sylvan, Dragon Rulers, Geargia, Infernity, Lightsworn, and Zombie FTK, . Although the format was very diluted at first with such limits and Mermail Abyssgunde and Coach Soldier Wolfbark, the format was given advancments in both creativity of diversity when the set Dragons of Legend was set to be released with defining cards such as Kuribandit, Fire and Ice Hand, Mathematician, Wiretap and the most iconic and one thetranscendant cards in the history of YGO, Soul Charge. Post Dragons of Legend, The first event was ARG Richmond (decklists here), where top the top 16 included Fire Fist, Bujin, Mermail, Geargia, Ghostrick and at last, Patrick Hoban's Dragon Rulers had won over A Loli's Dragon Rulers. Match's G1 and G2-G5. However, the meta had continued to evolve past these decks as we get a new set, Primal Origin, with such key cards being released for future meta defining decks that include Traptrix, Madolche, Sylvan and Artifact cards. However, the following event, YCS Philadelphia (Decklist's Here), the expected decks of Madolche, Dragon Ruler and Infernity would top, however would have unexpected decks making it into top 32 such as Inzektors, the newly discovered H.A.T, and even Evilswarm. A giant clusterfuck of decks and such a diverse wide array of strategies (with the top 3 decks not even playing Soul Charge). The format had only began to evolve. By the end of the format, the diversity decks at this point had began to define the format, with every deck having good and bad match-ups, and with nationals 2014 rolling around, no deck had really stuck out as the best deck. Decks like Mermail with Sehabi Kerradine and Bujins with Jeff Jones had some success in ARG's, Lightsworns being a popular deck in europe (Best Video on Youtube), but no clear deck had defined the format. So it was all up the in air as to what deck was really the best deck. Nationals 2014 was one of the diverse tournaments in the history of YGO. In stark contrast to the year before where Dragon Rulers, Spellbooks and ONE Madolche deck covered the entire 2013 Top 64, up to TEN DECKS had topped 64th the event (decklist here), however not all decklists here but I did what I could find). Decks most well known during this tournament consisted of Infernity, Sylvan, Dragon Ruler (Top 16 Duel), Lightsworn Ruler, Spellbook, Geargia (If you guys have Brandon's decklist, that would be great too), Bujin, The G.O.A.T Deck (AKA Reckless Frog OTK (video profile), Jeff Jones Koa'ki Meiru (Round 10 Duel), Fire Fist Artifact Traptrix (Semi-Final Duel), and eventual winner H.A.T (Deon and McDuffie Decklist) (Final Duel Here). In all, the format had a little of everything for every duelist and play style, from control, aggro, and stun. In my opinion, decks were still in their infancy as far as solving the format, with the format being a smaller, decks still had room to evolve and strategies to combat cards were still being discovered. Shoutout to Konami Yu-Gi-Oh! Trading Card Game http://www.yugioh-card.com/ TCGplayer.com Youtube.com TheCardGuyz Alter Reality Games Yu-Gi-Oh! Wikia TeamShockWaves MegaCapitalG TheDuelRock Vexacus4666 Timothy Bailey TheAronsChannel lfcpotter
  2. Bujin for UK Nationals

    Hey guys, been reading this forum for the past few weeks and couldn't really find anything on the rest of the forum as everyone seems to be focussing on Post Prio.   What do you guys honestly feel is the best or most consistent build for the current format (Pre-Prio)? I'm going to be attending the Nationals in the UK this weekend coming and cant seem to make my mind up. I've currently opted for a trap based build as the decree build that people seem run alot just doesn't seem right.   This is what I've come up with so far:   Monsters: 3x Yamato 2x Mikazuchi 2x Turtle 2x Hare 3x Crane 1x Quilen 1x Centipede 1x Honest 1x Firefist - Bear   Spells: 3x Tenki 3x Upstart 2x Duality 3x MST 2x Forbidden Lance 2x Kaiser Colleseum 1x Bujincarnation 1x Dark Hole 1x Soul Charge   Traps: 2x D.Prison 1x Bottomless Trap Hole 1x Solemn Warning 1x Torrential Tribute 1x Black Horn of Heaven     If anyone could make any recommendations for the deck, I'm not sure myself dropping duality to 2 was a good move but then again during a duel i only ever really see use of 2 anyway.
  3. Out of Time

    <iframe width="560" height="315" src="//www.youtube.com/embed/4l3UiaucqtU" frameborder="0" allowfullscreen></iframe>   <table border="1" cellpadding="0" cellspacing="0" width="100%"> <tbody> <tr> <td width="20%"> <font size="2"><font face="ariel"><font size="2"><font color="#999999">Monsters | 15</font></font></font></font></td> <td width="20%"> <font size="2"><font face="ariel"><font size="2"><font color="#999999">Spells | 18</font></font></font></font></td> <td width="20%"> <font size="2"><font face="ariel"><font size="2"><font color="#999999">Traps | 7</font></font></font></font></td> <td width="20%"> <font size="2"><font face="ariel"><font size="2"><font color="#999999">Extra Deck | 15</font></font></font></font></td> <td width="20%"> <font size="2"><font face="ariel"><font size="2"><font color="#999999">Side Deck | 15</font></font></font></font></td> </tr> <tr> <td valign="top" width="20%"> <font size="2"><font face="ariel"><font size="2"> 3 Bujin Yamato 2 Bujin Mikazuchi 3 Bujingi Crane 2 Bujingi Turtle 2 Bujingi Hare 1 Bujingi Quilin 1 Thunder King Rai-Oh 1 Honest  </font></font></font></td> <td valign="top" width="20%"> <font size="2"><font face="ariel"><font size="2"> 3 Upstart Goblin 3 Pot of Duality 3 Fire Formation - Tenki 3 Mystical Space Typhoon 2 Kaiser Coliseum 2 Forbidden Lance 2 Bujincarnation </font></font></font></td> <td valign="top" width="20%"> <font size="2"><font face="ariel"><font size="2"> 2 Divine Wrath 2 Mirror Force 1 Bottomless Trap Hole 1 Torrential Tribute 1 Solemn Warning </font></font></font></td> <td valign="top" width="20%"> <font size="2"><font face="ariel"><font size="2"> 3 Bujintei Susanowo 1 Bujintei Kagutsuchi 1 Bujintei Tsukuyomi 1 Evilswarm Exciton Knight 1 Diamond Dire Wolf 1 Number 85: Crazy Box 1 Constellar Omega 1 Number 101: Silent Honor ARK 1 Number 50: Blackship of Corn 1 Maestroke the Symphony Djinn 1 Abyss Dweller 1 Gagaga Cowboy 1 Starleige Paladynamo </font></font></font></td> <td valign="top" width="20%"> <font size="2"><font face="ariel"><font size="2"> 2 Maxx "C" 2 Swords of Concealing Light 1 Kaiser Coliseum 1 Bujintervention 3 Black Horn of Heaven 2 Cursed Seal of the Forbidden Spell 2 Mind Crush 2 Debunk </font></font></font></td> </tr> </tbody> </table>   Card explanations | why I play it, why I don't.   Veiler | The deck pool I predict at regionals will be less Fire Fist, more Geargia, and an increase slightly, if not more, in Mermail/Harpie/Prophecy. Veiler does not stop Harpies from hitting the field with name "Harpie Lady" under Hunting Ground as the summon was good and Hunting Ground resolves. Yamato shakes off Veiler at the end phase making him early game against the mirror a dead card.   Divine Wrath | Addressing the issue that Veiler leaves, stopping a monster for a turn and allowing their back row to protect the monster for the turn after mine, Divine Wrath solves that. It kills the Armor that tries to activate, 7 tools is their only out which is 2 cards in most Geargia deck. It kills the Yamato at the end phase which most Bujin players have no outs to, and is devastating. Kills the Dracossack/101/Exciton and being a counter trap ends the chain unless a counter trap is then played. It puts relics in the grave and sets up Carnation.    Thunder King Rai-Oh | Prophecy/Bujin/Geargia/Harpie all have a hard turn 1 against this card + back row. And game 1 it does hurt Mermail to a point. With 1900 atk it clashes with a possible set Armor and they do not get a search. Blue boy cannot search a Spellbook and you have no fear of destroying a set Sign that a Harpie player may use as a bluff as well as their Queen. Yamatos as well cannot add to discard and Duality and Tenki are dead.   Upstart Goblin | To open Yamato or TKR turn 1 is crucial to your set up early game. 3 Duality/Tenki are consistent but adding that Upstart adds more to drawing Yamato and making your deck 37 cards less. You usually play 1-2 per game and Yamato under 2 Tenki is just that. 2 Upstart take away 1 direct attack from Yamato/Mikazuchi/Susanowo with Tenki. The reward is greater than the risk when it comes to this deck's consistency. Later in this post I will post opening hands and what I draw into.   Kaiser Coliseum | At 2, some would argue 3 is a staple. I disagree with testing this deck. It stops early game establishing boards but against Mermail Gunde plays, and she is now at 1. Megalo would tear though that, as well as Undine builds that are rising in my area. Geargia is the deck you want to play it against but as space argues, 3 Upstart makes it 37 cards with Duality to add more of consistency. In testing for the new format, I have drawn this card when I need to and as I draw into the second copy I need to play it. But I have never needed a third copy. I do side a third copy against Geargia in games 2-3.   Mirror Force | People discussed how "no one attacks into a Bujin with the fear of Crane". You either have it or you don't. You bluff it, if your opponent has no options or they call your bluff, Mirror Force can change the tide of games. The grind game, that this deck does so well in, if you have no hand or no Bujin face up, this card can win you the game. Or allow you to rip into a Carnation to make a Kagutsuchi or Omega.   Black Horn of Heaven | I play this over Vanity's. Vanity prevents special summoning, the real threat this card should handle is Geargia, but it doesn't. With Geargia's trap card this card is slow to it. The Black Horn can be set when that is activated and then used to negate their next special summon that throws a wrench in their "gears" (sort of speak). And again their only out (7 Tools), or if they read it early (Trap Stun). To play in 3's against the deck and any other decks that use inherit summons (Priestess/The World/Mermail/Heiratics/ect).   Bujintervention | This is solely in the side to fill the 15th slot. It can be used injunction with Honest/Crane and a Bujin to clear all Grapha's/Yamatos/Accelerators/Harpies (attack the right Harpie from any atk boost) from the game.    In a Vacuum | Power shuffle, riffle shuffle, opponent cuts, draw 6, do I open Yamato?   Hand 1 | Tenki/Kaiser/Kaiser/MST/Wrath/Upstart Tenki into Yamato, Upstart into Honest.   Hand 2 | Upstart/Honest/Turtle/Warning/MST/MST Upstart into Crane.   Hand 3 | Crane/Bottomless/MForce/TKR/Mikazuchi/Upstart Upstart into MST.   Hand 4 | Upstart/Tenki/Carnation/Crane/Kaiser/MForce Tenki into Yamato, Upstart into Warning.   Hand 5 | Torrential/MForce/Upstart/Lance/Crane/Kaiser Upstart into Wrath.   Hand 6 | Bottomless/Yamato/Tenki/Tenki/Mikazuchi/Hare   Hand 7 | Warning/Kaiser/Wrath/Wrath/Yamato/Lance   Hand 8 | Tenki/Warning/Kaiser/MST/Mikazuchi/Honest Tenki into Yamato.   Hand 9 | Duality/Crane/Turtle/Yamato/Mikazuchi/Upstart   Hand 10 | Upstart/Yamato/MForce/Warning/Lance/Kaiser   Out of 10 test hands, the deck opens Yamato 70% of the time. I had each of my friends cut the deck their own way to simulate different shuffling done my opponent's each round.    Please note that this kind of testing wasn't the only testing (vacuum). I playtested on DN against Madolche, Mermail, Prophecy, Bujin, Harpie, Geargia, Constellar and as well as some of those decks irl. My previous builds were trash and the Bujin deck discussion guide remedied that as the posts from other users I tested the last few days and started to understand their points.   I have never felt more comfortable with a deck before, I am open to all suggestions. 
  4. Bujin - Discussion

    Introduction   Bujins are an archtype of LIGHT monsters introduced in Judgment of the Light, with support following in Shadow Spectres, Legacy of the Valiant and, currently revealed in, Primal Origin. Their design is that of energy spirits incased in armor while the cards themselves are based upon Japanese mythology.   The core deck is based around Beast-Warrior type Bujin monsters, modeled upon the main characters of Yu-Gi-Oh! GX and color-coded accordingly. Each Beast-Warrior Bujin monster has several Bujingi "relics" which are thematically associated with it, along with a Beast-Warrior-type Bujintei XYZ monster based upon one of the gods of Shinto mythology.   Your main strategy is to use your Bujin Beast-Warrior monsters  to search out their Bujingi relics; these relics mostly take the form of Beast-type grave spells and Winged-Beast-type hand traps. These are in turn are used to support and power up your Bujin monsters with such effects as monster removal and negation by either banishing from the Graveyard or discarding them from hand.   This is a relatively slow and grindy deck which heavily relies upon its Normal Summon to gain advantage, which usually occurs during the End Phase. Your options for developing as the game go on largely consist of putting multiple Bujin monsters alongside each other to accumulate further advantage, or to overlay for one of the Bujintei XYZ monsters.   Either way, by gathering enough relics to equip your monsters with the deck opens up a wide range of toolbox options for answering threats while forming a soft lock to hinder counter-attacks.     Bujin Beast-Warriors   Bujin Yamato LIGHT Beast-Warrior 1800/200 Once per turn, during your End Phase: You can add 1 "Bujin" monster from your Deck to your hand, then send 1 card from your hand to the Graveyard. You can only control 1 face-up "Bujin - Yamato".   Yamato is the core of the Bujin deck and your principle goal almost every game is to see him as soon as possible as the only Bujin Beast-Warrior that works on his own. You'll immediately notice that for such a crucial card, his ATK and DEF values aren't anything special, increasing his reliance upon your Bujingi support cards.   His effect is optional and occurs during your End Phase, allowing you to play around cards such as Effect Veiler and to dodge the destruction effects of cards like Divine Wrath. While your go-to play will be for Yamato to search and immediately pitch (and thus make live) a protective monster like Bujingi Hare or Turtle or to search Crane and discard a Beast-type relic, note that he can search any Bujin monster, including additional copies of himself, and that in a pinch any card can be sent to the Graveyard.   This card is based upon the legendary prince Yamato Takeru.     Bujin Mikazuchi LIGHT Beast-Warrior 1900/1500 When a Beast-Warrior-Type "Bujin" monster you control is destroyed by battle or by card effect and sent to the Graveyard: You can Special Summon this card from your hand. Once per turn, during the End Phase, if a "Bujin" monster(s) was sent from your hand to your Graveyard this turn while you controlled this face-up card: You can add 1 "Bujin" Spell/Trap Card from your Deck to your hand. You can only control 1 "Bujin Mikazuchi".   Mikazuchi fills an important role in a deck which requires a monster in play at all times to make any real use any of its effects by dropping in whenever your current monster is destroyed. You'll usually be using Mikazuchi to replace Yamato, but he doesn't care which Beast-Warrior is destroyed, and can replace himself in this fashion too.   Where Yamato searches Bujin monsters, Mikazuchi searches Bujin spells and traps. Similarly, his effect is optional, however it can also be activated during your opponent's End Phase, should you manage to discard a Bujin monster. The most common triggers for his effect are sitting alongside Yamato or Arasuda, activating Bujingi Crane or Peacock, or discarding a Bujingi monster with a trap such as Raigeki Break or Divine Wrath.   Your go-to search targets are going to be Bujincarnation or Bujin Regalia - the Sword.   This card is based upon the Shinto god of thunder, Take-Mikazuchi.     Bujin Arasuda LIGHT Beast-Warrior 1600/1900 If a "Bujin" monster you control or in your Graveyard is banished: You can Special Summon this card from your hand in face-up Defense Position. Once per turn, during the End Phase, if a "Bujin" card from your Deck was added to your hand this turn while you controlled this face-up card, except by drawing: You can draw 1 card, then discard 1 card. You can only control 1 "Bujin Arasuda".   Where Mikazuchi special summons when a Bujin is destroyed, Arasuda summons when one is banished, filling a gap to ensure your field is always occupied. It is possible to trigger Arasuda's summon effect and allow for faster XYZ plays, although this strategy will not come into its own until the release of Hirume in Primal Origin.   At this time Arasuda is considered subpar due to the fact he Special Summons in Defence position (thus preventing use of Crane) and as his End Phase effect is considerably weaker than both that of Yamato and Mikazuchi.   You can trigger the Dark World Dealings-esque effect of Arasuda with either Yamato, Mikazuchi or Susanowo's effects, with that of Peacock and also by using more generic search effects such as Fire Formation - Tenki or Pot of Duality.   Arasuda is named after Utaarasuda, the location of the primary shrine of the Shinto god Tsukuyomi.     Bujingi Relics - Winged-Beast Hand Traps   Bujingi Crane LIGHT Winged-Beast 1600/300 During damage calculation, when a "Bujin" Beast-Warrior-Type monster you control battles an opponent's monster: You can send this card from your hand to the Graveyard; the ATK of your battling monster becomes double its original ATK during damage calculation only.   Crane is a searchable Honest, a hand trap variation of Limiter Removal. You want this card available in your hand at all times if possible. Crane stacks with Honest, providing that Honest is a lower Chain link than Crane.   Crane makes your ATK equal to whatever double your original ATK is, canceling out the negative effects of cards such as Forbidden Lance, but also the beneficial effects of Fire Formation - Tenki. When the ATK value returns to normal afterwards, it becomes the original ATK regardless of any other modifiers that were previously being applied.   This card is based upon the Ame-no-Habakiri, one name of the legendary sword of Susanoo.     Bujingi Peacock LIGHT Winged-Beast 1800/700 During your Main Phase 2: You can send this card from your hand to the Graveyard; add 1 "Bujin" monster from your Deck to your hand. You cannot activate other cards and effects during the turn you activate this effect, except "Bujin" cards and effects. You can only use the effect of "Bujingi Peacock" once per turn.   Peacock is a search card used to grab any missing combo piece. Keep in mind it cannot be used on the first turn of the duel as there is no Battle Phase, and that its usage conflcits with more immediate search effects such as Fire Formation - Tenki and Pot of Duality.   This card is based upon the Yasakani-no-Magatama, jewel of the three Imperial Regalia of Japan.     Bujingi Crow LIGHT Winged-Beast 1700/800 When a Beast-Warrior-Type "Bujin" monster you control is targeted for an attack by an opponent's monster: You can send this card from your hand to the Graveyard; negate the attack, and if you do, inflict damage to your opponent equal to half the attacker's ATK. You can only use the effect of "Bujingi Crow" once per turn.   Crow is widely looked upon as an inferior version of Bujingi Crane as it's Magic Cylinder-style effect only negates an attack rather than destroying a monster. it also cannot be used offensively. This makes it a somewhat useful pick against self-recurring threats like Colossal Fighter, but most players do not run it currently.   This card is based upon the infamous Yatagarasu and the Yata no Kagami, mirror of the three Imperial Regalia of Japan.     Bujingi Ibis LIGHT Winged-Beast 1600/300 During your Main Phase 1: You can send this card from your hand to the Graveyard, then target 1 "Bujin" monster you control; this turn, if it attacks a Defense Position monster, inflict piercing battle damage to your opponent.   Ibis hasn't seen play at present, however a single copy is searchable by Susanowo and allows him to inflict considerable damage against a field of defence position monsters or tokens.   This card is based upon the Ame-no-Ohabari, one name of the legendary sword of Susanoo.     Bujingi Pavo LIGHT Winged-Beast 1700/800 When a Beast Warrior-Type "Bujin" monster you control is destroyed by battle and sent to the Graveyard: You can send this card from your hand to the Graveyard; Special Summon 1 "Bujin" monster from your Deck. You can only use the effect of "Bujingi Pavo" once per turn.   The third TCG exclusive after Warg and Raven, Pavo is a fairly mediocre card that lets you trade your on-field Beast-Warrior for any other monster in your deck when it's destroyed by battle. Despite how powerful this effect is, and worth keeping in mind because of it, the inability to get Pavo for free, and difficulty actually resolving the effect in a beneficial manner, pushes it just out of consideration.   This card is based upon the pavo, a genus of peacock, and is an alternate version of the Bujingi of the same name.     Bujingi Relics - Beast Grave Spells/Traps   Bujingi Hare LIGHT Beast 1700/500 During either player’s turn: You can banish this card from your Graveyard, then target 1 Beast-Warrior-Type "Bujin" monster you control; once during this turn, that monster cannot be destroyed by battle or card effects. You can only use the effect of "Bujingi Hare" once per turn.   Hare is the most flexible of the Beast-type Bujingi and therefore tends to be your first choice to pitch to the Graveyard. In particular, it is the only one which protects your monsters from battle and is a chainable quick effect with no specific activation condition other than to have a Beast-Warrior to protect. Keep in mind that this can be a drawback as it cannot be activated in response to effects in the Damage Step which might destroy your monster.   This card is based upon the Kusagusa-no-Mono-no-Hire, one of the ten treasures of Japan, a scarf.     Bujingi Turtle LIGHT Beast 1700/1200 During either player's turn, when a card or effect is activated that targets a "Bujin" monster you control: You can banish this card from your Graveyard; negate that effect.   Until the release of Hare, Turtle is used in pretty much the same fashion. While Hare protects you from a wide range of threats, Turtle covers everything else - Compulsory Evacuation Device, Mind Control, Forbidden Lance. It can also be used in the Damage Step to negate the effects of cards such as Ryko, Lightsworn Hunter. Turtle is unique in that it protects any Bujin monster, not just Beast-Warriors. The negation is also permanent, stopping cards like Fiendish Chain which remain on the field cold.   Lastly, a cute play is available when overlaying Turtle for Susanowo or Tsukuyomi - if Turtle is detatched as the cost for Susanowo's effect and a card is chained, such as Effect Veiler, you may activate the effect of the just-detatched-as-a-cost Turtle to negate that Veiler. In this case, it is correct to play the negation upon summon rather than waiting for the effect activation.   With the debut of Hare, Turtle is being considered as a one-of, with the premise that its very presence in the Graveyard will disuade an opponent from playing the effects it negates. Indeed, most decks do not run many of these effects anyway.   This card is based upon the Hetsu Kagami, one of the ten treasures of Japan, a mirror.     Bujingi Quilin LIGHT Beast 1600/900 If you control a "Bujin" Beast-Warrior-Type monster: You can banish this card from your Graveyard, then target 1 face-up card your opponent controls; destroy that target. You can only use the effect of "Bujingi Quilin" once per turn.   Quilin is used as generic removal for opposing threats. You'll usually put Quilin in the grave to deal with a specific card or once you have protection in the form of Hare or Turtle. In games 2 and 3 it offers flexibility as a means to answer the majority of continuous stun cards if it is already in the Graveyard, although Imperial Iron Wall and DNA Surgery outplay it.   This card is based upon the Kusanagi-no-Tsurugi, sword of the three Imperial Regalia of Japan.     Bujingi Centipede LIGHT Beast 1700/500 If you control a Beast-Warrior-Type "Bujin" monster: You can banish this card from your Graveyard, then target 1 Spell/Trap Card your opponent controls; destroy that target. You can only use the effect of "Bujingi Centipede" once per turn.   Centipede is the archetype's spell/trap removal card. As we go into the new format chainable removal such as Space Typhoon is looking highly important, reducing the need for the Spell Speed 1 effect of Centipede. In games 2 and 3, Quilin doubles up as answers to face-up backrow cards. Nonetheless it is an option worth considering for the deck.   This card is based upon the Hachi-no-Hire, one of the ten treasures of Japan, a scarf.     Bujingi Fox LIGHT Beast 200/2100 During either player's turn: You can banish this card from your Graveyard and send 1 "Bujin" monster from your hand to the Graveyard; you take no damage this turn.   Fox is a themed OTK-stopper that can be searched and pitched to the Graveyard to dissuade opponents from trying to take the game in a single turn. Unlike most Beast-type relics it does not require you to control a Bujin monster of any kind to activate, but you must give up a Bujin from hand.   The banishment of Fox, plus the discard, perfectly fulfil the requirements of Bujincarnation to fight back on the following turn.   However, as you will usually need to put Fox in the Graveyard during your own turn, you lose the surprise factor that Gorz, Swift Scarecrow and Battle Fader have. Accordingly, your opponents might will simply never try to OTK you, or to try to bait Fox out. In this way, Fox can force their hand or change their playstyle, which has unquantifiable benefits, thus it is rather difficult to compare the opportunity cost of setting up Fox over Hare or Turtle in the early game.   This card is based upon the Okitsu-Kagami, one of the ten treasures of Japan, a mirror.     Other Monsters   Brotherhood of the Fire Fist - Bear With Tenki's recent unlimiting Bear looks an attractive option as on-demand monster removal. The core Bujin archetype lacks the ability to pop set monsters such as Geargiarmor and Brotherhood of the Fire Fist - Boar. Bear's ability to search Yamato and be used to make Kagutsuchi gives it some flexibility despite it not being of the Bujin archetype.   Honest This is a deck of all LIGHT monsters that uses support cards to win in battle, Honest fits in nicely. It's worth a mention specifically due to its powerful interaction with Susanowo.   Vivid Knight Vivid Knight's effect seems somewhat useful at a glance, protecting Yamato or other monsters. However, Turtle and Hare cover the effect given by the Knight far more effectively, and its 1700 ATK is weaker than that of any monster it can protect in the deck, meaning a regular battle-response trap would generally do better in that situation. The only advantage it has is the ability to keep your monster protected the entire turn.     Bujin Spells and Traps   Bujincarnation Normal Spell If your opponent controls a monster and you control no monsters: Target 1 "Bujin" monster in your Graveyard and 1 of your banished "Bujin" monsters; Special Summon both targets. They cannot be used as Xyz Materials for an Xyz Summon, except for the Xyz Summon of a Beast, Beast-Warrior, or Winged Beast-Type monster.   Bujincarnation is in a vacuum perhaps the most powerful effect in the deck. But a sentence like that could only be followed up with "however": the activation conditions are tricky and in practice push Bujincarnation into slightly situational territory as it may sit dead in hand for many turns if included in (and making worse) a poor opening. In addition your general aim of keeping a monster in play runs counter to the "Cyber Dragon" nature of the card. Normally you will run at least 1 single copy to search if you resolve Mikazuchi's effect that can bring you back in the game if things go badly.   Although the intent of the card is to allow for an instant XYZ summon, and you will generally use it for that to make Susanowo and demolish an opponent's field, you don't have to. Besides the XYZ restrictions there are no additional limitations on what you can do with the summoned monsters, so take full advantage of this. You can even bring out XYZ monsters.   Besides Susanowo, Kagutsuchi and Tsukuyomi, this card will allow you to make Constellar Omega (and by extension, Ptolmey M7 and Gaia Dragon the Thunder Charger), Diamond Dire Wolf, Brotherhood of the Fire Fist - Tiger King and Ice Beast Zerofyne.   This card depicts the ascension of Yamato into Bujintei Susanowo.     Bujin Regalia - The Mirror Normal Spell At the start of your Main Phase 1, if your opponent controls more monsters than you do and you control a Beast-Warrior-Type "Bujin" monster: Until the end of your opponent's next turn, Spell/Trap Cards, and their effects, cannot be activated.   Bujin Cold Wave is unfortunately rather tricky to play. The hidden catch is that your opponent has to control two or more monsters, and you have to still control a Bujin monster. In the majority of scenarios where this is the case it means you played Mikazuchi or Hare to protect your field. Otherwise your monster was destroyed and this can isn't live, or you killed them and it isn't live. Further, shutting down Spells and Traps doesn't actually deal with the two monsters they control and another removal trap might have been more effective at protecting your field.   This card depicts Bujingi Crow switching between its relic and weapon forms.     Bujin Regalia - The Sword Normal Trap Activate 1 of these effects. ● Target 1 "Bujin" monster in your Graveyard; add that target to your hand. ● Target 1 of your banished "Bujin" monsters; send that target to the Graveyard.   Often just known as "Regalia", The Sword offers considerable flexibility in re-using your expended monsters. It either recycles a removal or negation effect or can be activated during the Battle Step to return Crane to hand. It also can bring back Peacock to search any other monster in your deck, or simply as a Monster Reincarnation for Yamato or Mikazuchi.   Currently The Sword is being played as a Mikazuchi search and to recycle resources. This may or may not be needed with the release of Hare and Peacock.   This card depicts Bujingi Quilin switching between its relic and weapon forms.     Other Spells and Traps   As a slow-paced defensive deck, Bujin tend to run a wide range of "standard" spell and trap cards such as Mystical Space Typhoon and monster removal or negation such as Bottomless Trap Hole, Solemn Warning, Mirror Force and Fiendish Chain in assorted quantities. As always, the shape of a format will determine which of these cards and in what numbers are ideal. In addition, some spells and traps require specific mention.   Fire Formation - Tenki Pretty much required as a means to get to Yamato. If you don't need him, you get Mikazuchi. The ATK boost really helps to make up for Yamato's mediocre stats.   Pot of Duality As a Normal Summon reliant deck that needs to hit certain key cards, Duality is a no-brainer.   Upstart Goblin "Not even a card". Upstart puts you 1 closer to seeing Yamato on your first turn or to a crucial relic. However, it does conflict with Peacock, and with the number of cards mandatory in the deck it can be difficult to find things to cut in order to improve your consistency.   Foolish Burial Dumps any relic from the deck, toolboxing answers on demand and speeding up your soft lock.   Forbidden Lance Lance acts as insurance on crucial Yamato summons. You can wipe away the ATK reduction with Crane. Also consider Trap Stun and Seven Tools of the Bandit as slower options which fill a similar role.   Kaiser Colosseum Colosseum is used at its most efficient when you're sitting on a single monster such as Yamato, something this deck loves to be doing. It's very difficult for many decks to answer a fully-equipped Yamato with just a single monster, allowing you to win the game as and when you're ready to do so.   Raigeki Break/Phoenix Wing Wind Blast/Divine Wrath Bujingi monsters are basically dead in hand and the deck runs enough of them to fuel one or two copies of a discard-costed trap such as these. In addition, the discard of a Bujin monster will trigger Mikazuchi's search effect.   Vanity's Emptiness As the deck doesn't rely upon Special Summoning, Emptiness allows it to lock down those that do. The End Phase effects of Yamato, Mikazuchi and Arasuda carefully circumvent the self-destruction effect, as does the fact you also banish relics from the Graveyard to gain effects rather than using them from the field.   Royal Decree In addition to serving as a way to shut down backrow and get Yamato to stick, Decree shuts down the sided floodgates that inevitably come in against Bujin. A "floodgate for opposing floodgates", Decree is a very powerful option to consider, to the extent that it was able to make the T16 at YCS Atlanta.       Bujintei XYZ Monsters   Bujintei Susanowo LIGHT Beast-Warrior 2400/1600 2 Level 4 "Bujin" monsters This card can attack all monsters your opponent controls once each. Once per turn: You can detach 1 Xyz Material from this card; take 1 "Bujin" monster from your Deck, and either add it to your hand or send it to the Graveyard. You can only control 1 "Bujintei Susanowo".   Susanowo is your go-to XYZ monster, offering both a highly flexible search effect and deceptively powerful continuous effect. You will generally be using Susanowo to search out relics you're missing and to directly answer on-field threats. Because of the way the effect is worded, you can activate it under the stun effects of Mistake and Macro Cosmos, although are limited in where you can place the monster searched in these cases.   The continuous effect to attack each monster your opponent controls wreaks havoc upon a developed field. By combining it with the toolbox search effect it is not uncommon for Susanowo to become Raigeki incarnate - highly fitting for the Shinto god of storms.   Susanowo's effect allows him to attack each monster your opponent controls, even if they were not on the field when he declared his first attack. In this way, battle searchers of all kinds, and hand-traps like Tragoedia are effectively redundant, in addition to the recursion effects of monsters like Sacred Noble Knight of King Artorigus and Gear Gigant X.   This monster is based upon Susanoo, the Shinto god of storms and the sea. He is Bujin Yamato shown as in Bujincarnation equipped with Bujingi Quilin, Bujingi Wolf, Bujingi Turtle, Bujingi Crane and Bujingi Ophidian.     Bujintei Kagtusuchi LIGHT Beast-Warrior 2500/2000 2 Level 4 Beast-Warrior-Type monsters When this card is Xyz Summoned: Send the top 5 cards of your Deck to the Graveyard, also this card gains 100 ATK for each "Bujin" card sent to the Graveyard by this effect. If a Beast-Warrior-Type "Bujin" monster(s) you control would be destroyed by battle or by a card effect, you can detach 1 Xyz Material from this card instead of destroying 1 of those monsters. You can only control 1 "Bujintei Kagutsuchi".   Kagutsuchi is a rare option to play for the deck at present as you will generally want to keep your Bujin Beast-Warriors in play, although Brotherhood of the Fire Fist - Bear can be used for material. You will usually only play Kagutsuchi to wall up or to seal victory, but when he does come out with a suitable quantity of relics to back him up, he can be an unstoppable force that burns opposing resources as they try to deal with him.   While the milling effect is a nice bonus and may push his ATK up to significant values, it should not be relied upon for this purpose or to mill answers to specific threats. Note that Crane resets this attack boost the same way it does Tenki.   This card is based upon Kagutsuchi, the Shinto god of fire. He is Bujin Mikazuchi equipped with Bujingi ibis, Bujingi Crow, Bujingi Boar and Bujingi Centipede.     Bujintei Tsukuyomi LIGHT Beast-Warrior 1800/2300 2 Level 4 LIGHT monsters Once per turn: You can detach 1 Xyz Material from this card; send all the cards in your hand to the Graveyard (min.1) and draw 2 cards. When this card with Xyz Material leaves the field because of an opponent’s card effect: You can target Level 4 Beast-Warrior-Type "Bujin" monsters in your Graveyard, up to the number of Xyz Materials attached to this card when it left the field; Special Summon those targets. You can only control 1 "Bujintei Tsukuyomi".   Despite having the simplest requirements of the three Bujintei XYZ monsters, Tsukuyomi is a niche option that will generally only be summoned when you are desperate to see cards, have many Bujingi monsters to discard or have no other use for a generic LIGHT support card like Honest.   Be aware that his recursion effect does not function if he is destroyed by battle, although it can potentially summon back 2 monsters if you do not use the Card Destruction-esque effect.   This card is based upon Tsukuyomi, the Shinto god of the moon. He is Bujin Arasuda equipped with Bujingi Swallow, Bujingi Fox, Bujingi Hare and Bujingi Peacock.     Other Extra Deck Monsters   As this deck runs all level 4 monsters it has access to the wide rank 4 toolbox. Some more specific options are:     And you might be more familiar with:   Diamond Dire Wolf Abyss Dweller Gagaga Cowboy Maestroke the Symphony Djinn Number 50: Blackship of Corn Photon Papilloperative Evilswarm Exciton Knight (released in Legacy of the Valiant) Number 101: Silent Honors Ark Knight (released in Legacy of the Valiant)       Side Deck Cards   Bujin are capable of running several cards that shut out other strategies such as DNA Surgery, Gozen Match or Royal Prison, or continuous cards you might include in the main deck such as Vanity's Emptiness or Kaiser Colosseum. They can support generic enough cards like Mind Crush, Debunk, The Transmigration Prophecy or D.D. Crow, like the majority of other decks, but are hindered by too many of the other continuous floodgate cards to play them effectively.   DNA Surgery DNA Surgery deserves particular mention for the way it interacts with your relics. In addition to shutting down Prophecy and causing problems for Geargia and any other deck dependant upon type-specific XYZ or Synchros, by changing everything to Beast-Warriors you can use your relics with any Bujin monster. In addition, it unlocks much easier access to the powerful Bujintei Kagutsuchi. Be aware that the very same decks you side DNA Surgery against may in fact be siding it against you too and that the most recently resolved DNA Surgery effect is that one that is applied.   Counter-Siding As many continuous side deck cards hurt Bujin in one way or another it is surely crucial to bring in spell and trap removal to deal with them. Indeed, it is a weakness of the deck that even if an opponent does not have a siding strategy specifically for Bujin, they will almost certainly have cards that hurt you.   These continuous cards fall into two general categories: those which stop you searching relics, and those which stops the relics themselves. In the former category is Mistake and Skill Drain  while the latter includes cards like Dimensional Fissure, Macro Cosmos, Imperial Iron Wall, Soul Drain and Mind Drain. Light-Imprisoning Mirror covers both to an extent and is arguably one of the more difficult sided cards to get around without an immediate removal card.   Remember you can put Quilin and Centipede into the Graveyard from hand by overlaying if you need to use them to pop Fissure.   Dust Tornado, Twister, Trap Stun, Fairy Wind and Seven Tools of the Bandit all can aid in dealing with these cards.   You should also watch out for Divine Wrath, Debunk and Mind Crush as card-for-card answers to your plays. In the case of the first two, only another Counter Trap can deal with them.   Royal Decree, as discussed above, is a powerful counter to almost every sided hate card you might see.       Sample Decklists   Pre-LVAL Decklists   T32 YCS Turin - Dustin Sembach [spoiler] [/spoiler]   T16 Tulsa Regional, Oklahoma - Bryan ? [spoiler] [/spoiler]   T8 El Salvador Regional - Self Knenguez [spoiler] [/spoiler]   1st Place Rochester Regional - Matt Pelletier [spoiler] [/spoiler]   Post-LVAL (current) Decklists   T16 YCS Atlanta - Steven Mercier [spoiler]Monsters (19) 3 Bujin Yamato 2 Bujin Mikazuchi 1 Bujin Arasuda 3 Bujin Crane 2 Bujin Turtle 2 Bujin Hare 1 Bujin Centipede 1 Bujin Quilin 1 Honest 3 Effect Veiler Spells (18) 3 Fire Formation - Tenki 3 Mystical Space Typhoon 3 Kaiser Colosseum 3 Pot of Duality 2 Bujincarnation 2 Forbidden Lance 1 Foolish Burial 1 Book of Moon Traps (3) 3 Royal Decree Side Deck (15) 2 Maxx "C" 2 D.D. Crow 3 Prohibition 2 Swords of Concealing Light 3 Vanity's Emptiness 1 Twister 1 The Transmigration Prophecy 1 Cursed Seal of the Forbidden Spell Extra Deck (15) 3 Bujintei Susanowo 1 Bujintei Tsukuyomi 1 Bujintei Kagutsuchi 1 Evilswarm Exciton Knight 1 Gagaga Cowboy 1 Number 101: Silent Honor ARK 1 Constellar Omega 1 Starilege Paladynamo 1 Abyss Dweller 1 Diamond Dire Wolf 1 Brotherhood of Fire Fist- Tiger King 1 Number 50: Blackship of Corn 1 Number 85: Crazy Box[/spoiler]   T4 Bexhill Regional - Rowan Allen [spoiler] [/spoiler]
  5. Bujin - Discussion

    Introduction   Bujins are an archtype of LIGHT monsters introduced in Judgment of the Light, with support following in Shadow Spectres, Legacy of the Valiant and, currently revealed in, Primal Origin. Their design is that of energy spirits incased in armor while the cards themselves are based upon Japanese mythology.   The core deck is based around Beast-Warrior type Bujin monsters, modeled upon the main characters of Yu-Gi-Oh! GX and color-coded accordingly. Each Beast-Warrior Bujin monster has several Bujingi "relics" which are thematically associated with it, along with a Beast-Warrior-type XYZ monster based upon one of the gods of Shinto mythology.   Your main strategy is to use your Bujin Beast-Warrior monsters  to search out their Bujingi relics; these relics mostly take the form of Beast-type grave spells and Winged-Beast-type hand traps. These are in turn are used to support and power up your Bujin monsters with such effects as monster removal and negation by either banishing from the Graveyard or discarding them from hand.   This is a relatively slow and grindy deck which heavily relies upon its Normal Summon to gain advantage, which usually occurs during the End Phase. Your options for developing as the game go on largely consist of putting multiple Bujin monsters alongside each other to accumulate further advantage, or to overlay for one of the Bujintei XYZ monsters based upon the gods of Shinto mythology.   Either way, by gathering enough relics to equip your monsters with the deck opens up a wide range of toolbox options for answering threats while forming a soft lock to hinder counter-attacks.     Bujin Beast-Warriors   Bujin Yamato   LIGHT Beast-Warrior 1800/200 Once per turn, during your End Phase: You can add 1 "Bujin" monster from your Deck to your hand, then send 1 card from your hand to the Graveyard. You can only control 1 face-up "Bujin - Yamato".   Yamato is the core of the Bujin deck and your principle goal almost every game is to see him as soon as possible as the only Bujin Beast-Warrior that works on his own. You'll immediately notice that for such a crucial card, his ATK and DEF values aren't anything special, increasing his reliance upon your Bujingi support cards.   His effect is optional and occurs during your End Phase, allowing you to play around cards such as Effect Veiler and to dodge the destruction effects of cards like Divine Wrath. While your go-to play will be for Yamato to search and immediately pitch (and thus make live) a protective monster like Bujingi Hare or Turtle or to search Crane and discard a Beast-type relic, note that he can search any Bujin monster, including additional copies of himself, and that in a pinch any card can be sent to the Graveyard.   This card is based upon the legendary prince Yamato Takeru.     Bujin Mikazuchi   LIGHT Beast-Warrior 1900/1500 When a Beast-Warrior-Type "Bujin" monster you control is destroyed by battle or by card effect and sent to the Graveyard: You can Special Summon this card from your hand. Once per turn, during the End Phase, if a "Bujin" monster(s) was sent from your hand to your Graveyard this turn while you controlled this face-up card: You can add 1 "Bujin" Spell/Trap Card from your Deck to your hand. You can only control 1 "Bujin Mikazuchi".   Mikazuchi fills an important role in a deck which requires a monster in play at all times to make any real use any of its effects by dropping in whenever your current monster is destroyed. You'll usually be using Mikazuchi to replace Yamato, but he doesn't care which Beast-Warrior is destroyed, and can replace himself in this fashion too.   Where Yamato searches Bujin monsters, Mikazuchi searches Bujin spells and traps. Similarly, his effect is optional, however it can also be activated during your opponent's End Phase, should you manage to discard a Bujin monster. The most common triggers for his effect are sitting alongside Yamato or Arasuda, activating Bujingi Crane or Peacock, or discarding a Bujingi monster with a trap such as Raigeki Break or Divine Wrath.   Your go-to search targets are going to be Bujincarnation or Bujin Regalia - the Sword.   This card is based upon the Shinto god of thunder, Take-Mikazuchi.     Bujin Arasuda   LIGHT Beast-Warrior 1600/1900 If a "Bujin" monster you control or in your Graveyard is banished: You can Special Summon this card from your hand in face-up Defense Position. Once per turn, during the End Phase, if a "Bujin" card from your Deck was added to your hand this turn while you controlled this face-up card, except by drawing: You can draw 1 card, then discard 1 card. You can only control 1 "Bujin Arasuda".   Where Mikazuchi special summons when a Bujin is destroyed, Arasuda summons when one is banished, filling a gap to ensure your field is always occupied. It is possible to trigger Arasuda's summon effect and allow for faster XYZ plays, although this strategy will not come into its own until the release of Hirume in Primal Origin.   At this time Arasuda is considered subpar due to the fact he Special Summons in Defence position (thus preventing use of Crane) and as his End Phase effect is considerably weaker than both that of Yamato and Mikazuchi.   You can trigger the Dark World Dealings-esque effect of Arasuda with either Yamato, Mikazuchi or Susanowo's effects, with that of Peacock and also by using more generic search effects such as Fire Formation - Tenki or Pot of Duality.   Arasuda is named after Utaarasuda, the location of the primary shrine of the Shinto god Tsukuyomi.   This card is released in Legacy of the Valiant.       Bujingi Relics - Winged-Beast Hand Traps   Bujingi Crane LIGHT Winged-Beast 1600/300 During damage calculation, when a "Bujin" Beast-Warrior-Type monster you control battles an opponent's monster: You can send this card from your hand to the Graveyard; the ATK of your battling monster becomes double its original ATK during damage calculation only.   Crane is a searchable Honest, a hand trap variation of Limiter Removal. You want this card available in your hand at all times if possible. Crane stacks with Honest, providing that Honest is a lower Chain link than Crane.   Crane makes your ATK equal to whatever double your original ATK is, canceling out the negative effects of cards such as Forbidden Lance, but also the beneficial effects of Fire Formation - Tenki. When the ATK value returns to normal afterwards, it becomes the original ATK regardless of any other modifiers that were previously being applied.   This card is based upon the Ame-no-Habakiri, one name of the legendary sword of Susanoo.     Bujingi Peacock LIGHT Winged-Beast 1800/700 During your Main Phase 2: You can send this card from your hand to the Graveyard; add 1 "Bujin" monster from your Deck to your hand. You cannot activate other cards and effects during the turn you activate this effect, except "Bujin" cards and effects. You can only use the effect of "Bujingi Peacock" once per turn.   Peacock is a search card used to grab any missing combo piece. Keep in mind it cannot be used on the first turn of the duel as there is no Battle Phase, and that its usage conflcits with more immediate search effects such as Fire Formation - Tenki and Pot of Duality.   This card is based upon the Yasakani-no-Magatama, jewel of the three Imperial Regalia of Japan.   This card is released in Legacy of the Valiant.     Bujingi Crow LIGHT Winged-Beast 1700/800 When a Beast-Warrior-Type "Bujin" monster you control is targeted for an attack by an opponent's monster: You can send this card from your hand to the Graveyard; negate the attack, and if you do, inflict damage to your opponent equal to half the attacker's ATK. You can only use the effect of "Bujingi Crow" once per turn.   Crow is widely looked upon as an inferior version of Bujingi Crane as it's Magic Cylinder-style effect only negates an attack rather than destroying a monster. it also cannot be used offensively. This makes it a somewhat useful pick against self-recurring threats like Colossal Fighter, but most players do not run it currently.   This card is based upon the infamous Yatagarasu and the Yata no Kagami, mirror of the three Imperial Regalia of Japan.     Bujingi Ibis LIGHT Winged-Beast 1600/300 During your Main Phase 1: You can send this card from your hand to the Graveyard, then target 1 "Bujin" monster you control; this turn, if it attacks a Defense Position monster, inflict piercing battle damage to your opponent.   Ibis hasn't seen play at present, however a single copy is searchable by Susanowo and allows him to inflict considerable damage against a field of defence position monsters or tokens.   This card is based upon the Ame-no-Ohabari, one name of the legendary sword of Susanoo.     Bujingi Relics - Beast Grave Spells/Traps   Bujingi Hare LIGHT Beast 1700/500 During either player’s turn: You can banish this card from your Graveyard, then target 1 Beast-Warrior-Type "Bujin" monster you control; once during this turn, that monster cannot be destroyed by battle or card effects. You can only use the effect of "Bujingi Hare" once per turn.   Hare is the most flexible of the Beast-type Bujingi and therefore tends to be your first choice to pitch to the Graveyard. In particular, it is the only one which protects your monsters from battle and is a chainable quick effect with no specific activation condition other than to have a Beast-Warrior to protect. Keep in mind that this can be a drawback as it cannot be activated in response to effects in the Damage Step which might destroy your monster.   This card is based upon the Kusagusa-no-Mono-no-Hire, one of the ten treasures of Japan, a scarf.   This card is released in Legacy of the Valiant.     Bujingi Turtle LIGHT Beast 1700/1200 During either player's turn, when a card or effect is activated that targets a "Bujin" monster you control: You can banish this card from your Graveyard; negate that effect.   Until the release of Hare, Turtle is used in pretty much the same fashion. While Hare protects you from a wide range of threats, Turtle covers everything else - Compulsory Evacuation Device, Mind Control, Forbidden Lance. It can also be used in the Damage Step to negate the effects of cards such as Ryko, Lightsworn Hunter. Turtle is unique in that it protects any Bujin monster, not just Beast-Warriors. The negation is also permanent, stopping cards like Fiendish Chain which remain on the field cold.   Lastly, a cute play is available when overlaying Turtle for Susanowo or Tsukuyomi - if Turtle is detatched as the cost for Susanowo's effect and a card is chained, such as Effect Veiler, you may activate the effect of the just-detatched-as-a-cost Turtle to negate that Veiler. In this case, it is correct to play the negation upon summon rather than waiting for the effect activation.   With the debut of Hare, Turtle is being considered as a one-of, with the premise that its very presence in the Graveyard will disuade an opponent from playing the effects it negates. Indeed, most decks do not run many of these effects anyway.   This card is based upon the Hetsu Kagami, one of the ten treasures of Japan, a mirror.     Bujingi Quilin LIGHT Beast 1600/900 If you control a "Bujin" Beast-Warrior-Type monster: You can banish this card from your Graveyard, then target 1 face-up card your opponent controls; destroy that target. You can only use the effect of "Bujingi Quilin" once per turn.   Quilin is used as generic removal for opposing threats. You'll usually put Quilin in the grave to deal with a specific card or once you have protection in the form of Hare or Turtle. In games 2 and 3 it offers flexibility as a means to answer the majority of continuous stun cards if it is already in the Graveyard, although Imperial Iron Wall and DNA Surgery outplay it.   This card is based upon the Kusanagi-no-Tsurugi, sword of the three Imperial Regalia of Japan.     Bujingi Centipede LIGHT Beast 1700/500 If you control a Beast-Warrior-Type "Bujin" monster: You can banish this card from your Graveyard, then target 1 Spell/Trap Card your opponent controls; destroy that target. You can only use the effect of "Bujingi Centipede" once per turn.   Centipede is the archetype's spell/trap removal card. As we go into the new format chainable removal such as Space Typhoon is looking highly important, reducing the need for the Spell Speed 1 effect of Centipede. In games 2 and 3, Quilin doubles up as answers to face-up backrow cards. Nonetheless it is an option worth considering for the deck.   This card is based upon the Hachi-no-Hire, one of the ten treasures of Japan, a scarf.     Other Monsters   Brotherhood of the Fire Fist - Bear With Tenki's recent unlimiting Bear looks an attractive option as on-demand monster removal. The core Bujin archetype lacks the ability to pop set monsters such as Geargiarmor and Brotherhood of the Fire Fist - Boar. Bear's ability to search Yamato and be used to make Kagutsuchi gives it some flexibility despite it not being of the Bujin archetype.   Honest This is a deck of all LIGHT monsters that uses support cards to win in battle, Honest fits in nicely. It's worth a mention specifically due to its powerful interaction with Susanowo.   Vivid Knight Vivid Knight's effect seems somewhat useful at a glance, protecting Yamato or other monsters. However, Turtle and Hare cover the effect given by the Knight far more effectively, and its 1700 ATK is weaker than that of any monster it can protect in the deck, meaning a regular battle-response trap would generally do better in that situation. The only advantage it has is the ability to keep your monster protected the entire turn.     Bujin Spells and Traps   Bujincarnation Normal Spell If your opponent controls a monster and you control no monsters: Target 1 "Bujin" monster in your Graveyard and 1 of your banished "Bujin" monsters; Special Summon both targets. They cannot be used as Xyz Materials for an Xyz Summon, except for the Xyz Summon of a Beast, Beast-Warrior, or Winged Beast-Type monster.   Bujincarnation is in a vacuum perhaps the most powerful effect in the deck. But a sentence like that could only be followed up with "however": the activation conditions are tricky and in practice push Bujincarnation into slightly situational territory as it may sit dead in hand for many turns if included in (and making worse) a poor opening. In addition your general aim of keeping a monster in play runs counter to the "Cyber Dragon" nature of the card. Normally you will run at least 1 single copy to search if you resolve Mikazuchi's effect that can bring you back in the game if things go badly.   Although the intent of the card is to allow for an instant XYZ summon, and you will generally use it for that to make Susanowo and demolish an opponent's field, you don't have to. Besides the XYZ restrictions there are no additional limitations on what you can do with the summoned monsters, so take full advantage of this. You can even bring out XYZ monsters.   Besides Susanowo, Kagutsuchi and Tsukuyomi, this card will allow you to make Constellar Omega (and by extension, Ptolmey M7 and Gaia Dragon the Thunder Charger), Diamond Dire Wolf, Brotherhood of the Fire Fist - Tiger King and Ice Beast Zerofyne.   This card depicts the ascension of Yamato into Bujintei Susanowo.     Bujin Regalia - The Mirror Normal Spell At the start of your Main Phase 1, if your opponent controls more monsters than you do and you control a Beast-Warrior-Type "Bujin" monster: Until the end of your opponent's next turn, Spell/Trap Cards, and their effects, cannot be activated.   Bujin Cold Wave is unfortunately rather tricky to play. The hidden catch is that your opponent has to control two or more monsters, and you have to still control a Bujin monster. In the majority of scenarios where this is the case it means you played Mikazuchi or Hare to protect your field. Otherwise your monster was destroyed and this can isn't live, or you killed them and it isn't live. Further, shutting down Spells and Traps doesn't actually deal with the two monsters they control and another removal trap might have been more effective at protecting your field.   This card depicts Bujingi Crow switching between its relic and weapon forms.     Bujin Regalia - The Sword Normal Trap Activate 1 of these effects. ● Target 1 "Bujin" monster in your Graveyard; add that target to your hand. ● Target 1 of your banished "Bujin" monsters; send that target to the Graveyard.   Often just known as "Regalia", The Sword offers considerable flexibility in re-using your expended monsters. It either recycles a removal or negation effect or can be activated during the Battle Step to return Crane to hand. It also can bring back Peacock to search any other monster in your deck, or simply as a Monster Reincarnation for Yamato or Mikazuchi.   Currently The Sword is being played as a Mikazuchi search and to recycle resources. This may or may not be needed with the release of Hare and Peacock.   This card depicts Bujingi Quilin switching between its relic and weapon forms.     Other Spells and Traps   As a slow-paced defensive deck, Bujin tend to run a wide range of "standard" spell and trap cards such as Mystical Space Typhoon and monster removal or negation such as Bottomless Trap Hole, Solemn Warning, Mirror Force and Fiendish Chain in assorted quantities. As always, the shape of a format will determine which of these cards and in what numbers are ideal. In addition, some spells and traps require specific mention.   Fire Formation - Tenki Pretty much required as a means to get to Yamato. If you don't need him, you get Mikazuchi. The ATK boost really helps to make up for Yamato's mediocre stats.   Pot of Duality As a Normal Summon reliant deck that needs to hit certain key cards, Duality is a no-brainer.   Upstart Goblin "Not even a card". Upstart puts you 1 closer to seeing Yamato on your first turn or to a crucial relic. However, it does conflict with Peacock, and with the number of cards mandatory in the deck it can be difficult to find things to cut in order to improve your consistency.   Foolish Burial Dumps any relic from the deck, toolboxing answers on demand and speeding up your soft lock.   Forbidden Lance Lance acts as insurance on crucial Yamato summons. You can wipe away the ATK reduction with Crane. Also consider Trap Stun and Seven Tools of the Bandit as slower options which fill a similar role.   Kaiser Colosseum Colosseum is used at its most efficient when you're sitting on a single monster such as Yamato, something this deck loves to be doing. It's very difficult for many decks to answer a fully-equipped Yamato with just a single monster, allowing you to win the game as and when you're ready to do so.   Raigeki Break/Phoenix Wing Wind Blast/Divine Wrath Bujingi monsters are basically dead in hand and the deck runs enough of them to fuel one or two copies of a discard-costed trap such as these. In addition, the discard of a Bujin monster will trigger Mikazuchi's search effect.   Vanity's Emptiness As the deck doesn't rely upon Special Summoning, Emptiness allows it to lock down those that do. The effects of Yamato, Mikazuchi and Arasuda carefully circumvent the self-destruction effect, as does the fact you also banish relics from the Graveyard to gain effects.       Bujintei XYZ Monsters   Bujintei Susanowo LIGHT Beast-Warrior 2400/1600 2 Level 4 "Bujin" monsters This card can attack all monsters your opponent controls once each. Once per turn: You can detach 1 Xyz Material from this card; take 1 "Bujin" monster from your Deck, and either add it to your hand or send it to the Graveyard. You can only control 1 "Bujintei Susanowo".   Susanowo is your go-to XYZ monster, offering both a highly flexible search effect and deceptively powerful continuous effect. You will generally be using Susanowo to search out relics you're missing and to directly answer on-field threats. Because of the way the effect is worded, you can activate it under the stun effects of Mistake and Macro Cosmos, although are limited in where you can place the monster searched in these cases.   The continuous effect to attack each monster your opponent controls wreaks havoc upon a developed field. By combining it with the toolbox search effect it is not uncommon for Susanowo to become Raigeki incarnate - highly fitting for the Shinto god of storms.   Susanowo's effect allows him to attack each monster your opponent controls, even if they were not on the field when he declared his first attack. In this way, battle searchers of all kinds, and hand-traps like Tragoedia are effectively redundant, in addition to the recursion effects of monsters like Sacred Noble Knight of King Artorigus.   This monster is based upon Susanoo, the Shinto god of storms and the sea. He is Bujin Yamato shown as in Bujincarnation equipped with Bujingi Quilin, Bujingi Wolf, Bujingi Turtle, Bujingi Crane and Bujingi Ophidian.     Bujintei Kagtusuchi LIGHT Beast-Warrior 2500/2000 2 Level 4 Beast-Warrior-Type monsters When this card is Xyz Summoned: Send the top 5 cards of your Deck to the Graveyard, also this card gains 100 ATK for each "Bujin" card sent to the Graveyard by this effect. If a Beast-Warrior-Type "Bujin" monster(s) you control would be destroyed by battle or by a card effect, you can detach 1 Xyz Material from this card instead of destroying 1 of those monsters. You can only control 1 "Bujintei Kagutsuchi".   Kagutsuchi is a rare option to play for the deck at present as you will generally want to keep your Bujin Beast-Warriors in play, although Brotherhood of the Fire Fist - Bear can be used for material. You will usually only play Kagutsuchi to wall up or to seal victory, but when he does come out with a suitable quantity of relics to back him up, he can be an unstoppable force that burns opposing resources as they try to deal with him.   While the milling effect is a nice bonus and may push his ATK up to significant values, it should not be relied upon for this purpose or to mill answers to specific threats. Note that Crane resets this attack boost the same way it does Tenki.   This card is based upon Kagutsuchi, the Shinto god of fire. He is Bujin Mikazuchi equipped with Bujingi ibis, Bujingi Crow, Bujingi Boar and Bujingi Centipede.     Bujintei Tsukuyomi LIGHT Beast-Warrior 1800/2300 2 Level 4 LIGHT monsters Once per turn: You can detach 1 Xyz Material from this card; send all the cards in your hand to the Graveyard (min.1) and draw 2 cards. When this card with Xyz Material leaves the field because of an opponent’s card effect: You can target Level 4 Beast-Warrior-Type "Bujin" monsters in your Graveyard, up to the number of Xyz Materials attached to this card when it left the field; Special Summon those targets. You can only control 1 "Bujintei Tsukuyomi".   Despite having the simplest requirements of the three Bujintei XYZ monsters, Tsukuyomi is a niche option that will generally only be summoned when you are desperate to see cards, have many Bujingi monsters to discard or have no other use for a generic LIGHT support card like Honest.   Be aware that his recursion effect does not function if he is destroyed by battle, although it can potentially summon back 2 monsters if you do not use the Card Destruction-esque effect.   This card is based upon Tsukuyomi, the Shinto god of the moon. He is Bujin Arasuda equipped with Bujingi Swallow, Bujingi Fox, Bujingi Hare and Bujingi Peacock.   This card is released in Legacy of the Valiant.     Other Extra Deck Monsters   As this deck runs all level 4 monsters it has access to the wide rank 4 toolbox. Some more specific options are:     And you might be more familiar with:   Diamond Dire Wolf Abyss Dweller Gagaga Cowboy Maestroke the Symphony Djinn Number 50: Blackship of Corn Photon Papilloperative Evilswarm Exciton Knight (released in Legacy of the Valiant) Number 101: Silent Honors Ark Knight (released in Legacy of the Valiant)       Side Deck Cards   Bujin are capable of running several cards that shut out other strategies such as DNA Surgery, Gozen Match or Royal Prison, or continuous cards you might include in the main deck such as Vanity's Emptiness or Kaiser Colosseum. They can support generic enough cards like Mind Crush, Debunk, The Transmigration Prophecy or D.D. Crow, like the majority of other decks, but are hindered by too many of the other continuous floodgate cards to play them effectively.   DNA Surgery DNA Surgery deserves particular mention for the way it interacts with your relics. In addition to shutting down Prophecy and causing problems for Geargia and any other deck dependant upon type-specific XYZ or Synchros, by changing everything to Beast-Warriors you can use your relics with any Bujin monster. In addition, it unlocks much easier access to the powerful Bujintei Kagutsuchi. Be aware that the very same decks you side DNA Surgery against may in fact be siding it against you too and that the most recently resolved DNA Surgery effect is that one that is applied.   Counter-Siding As many continuous side deck cards hurt Bujin in one way or another it is surely crucial to bring in spell and trap removal to deal with them. Indeed, it is a weakness of the deck that even if an opponent does not have a siding strategy specifically for Bujin, they will almost certainly have cards that hurt you.   These continuous cards fall into two general categories: those which stop you searching relics, and those which stops the relics themselves. In the former category is Mistake and Skill Drain  while the latter includes cards like Dimensional Fissure, Macro Cosmos, Imperial Iron Wall, Soul Drain and Mind Drain. Light-Imprisoning Mirror covers both to an extent and is arguably one of the more difficult sided cards to get around without an immediate removal card.   Remember you can put Quilin and Centipede into the Graveyard from hand by overlaying if you need to use them to pop Fissure.   Dust Tornado, Twister, Trap Stun, Fairy Wind and Seven Tools of the Bandit all can aid in dealing with these cards.   You should also watch out for Divine Wrath, Debunk and Mind Crush as card-for-card answers to your plays. In the case of the first two, only another Counter Trap can deal with them.       Sample Decklists   These decklists are all from tops achieved towards the end of the previous, Dragon Ruler-dominated, format. Please post any successful Bujin tops of Regional or higher level events you encounter - or manage for yourself! - so this post can be updated to include them.   T32 YCS Turin - Dustin Sembach [spoiler] [/spoiler]   T16 Tulsa Regional, Oklahoma - Bryan ? [spoiler] [/spoiler]   T8 WCQ El Salvador - Self Knenguez [spoiler] [/spoiler]   1st Place Rochester Regional - Matt Pelletier [spoiler] [/spoiler]  
  6. End Liberation Fly

    <iframe width="420" height="315" src="//www.youtube.com/embed/NnPt64KTxas" frameborder="0" allowfullscreen></iframe>   I've had this deck for about 2 weeks now. It works really well atm. Can't wait for the new cards :D     [spoiler]       [/spoiler]   --Main-- Bujin Yamato x3 Bujingi Crane x3 Bujingi Quilin x2 Bujingi Turtle x2 Effect Veiler x2 Honest x1 Brotherhood of the Fire Fist - Bear x1 Upstart Goblin x3 Pot of Duality x3 Kaiser Colosseum x2 Fire Formation - Tenki x2 Mystical Space Typhoon x2 Forbidden Dress x2 Forbidden Lance x1 Bujincarnation x1 Dark Hole x1 Horn of the Phantom Beast x2 Vanity's Emptiness x2 Scrap-Iron Scarecrow x1 Mirror Force x1 Bottomless Trap Hole x1 Compulsory Evacuation Device x1 Solemn Warning x1 --Extra-- Ally of Justice Catastor x1 Bujintei Susanowo x3 Brotherhood of the Fire Fist - Tiger King x1 Starliege Paladynamo x1 Constellar Omega x1 Constellar Ptolemy M7 x1 Photon Papilloperative x1 Gagaga Cowboy x1 Abyss Dweller x1 Gem-Knight Pearl x1 Number C39: Utopia Ray x1 Number 39: Utopia x1 Maestroke the Symphony Djinn x1 --Side-- Maxx "C" x2 Brotherhood of the Fire Fist - Gorilla x1 Mystical Space Typhoon x1 Trap Stun x2 Shadow-Imprisoning Mirror x2 Mind Crush x2 Gozen Match x2 DNA Surgery x2 Bujin Regalia - The Sword x1
  7. Honest.dek

    Made edits to accommodate the banlist, it's off of memory so if i missed something that got put on the list my bad just lmk and ill edit   Monsters - 15 3x Bujin Yamato 3x Bujingi Crane 2x Bujingi Quilin 3x Bujingi Turtle 2x Brotherhood of the Firefist Bear 1x Thunder King Rai-oh 1x Honest   Spells - 15 2x Fire Formation - Tenki 3x Mystical Space Typhoon 3x Pot of Duality 2x Forbidden Lance 2x Kaiser Colosseum 1x Dark Hole 1x Book of Moon 1x Bujincarnation   Traps - 11 1x Bottomless Trap Hole 2x Fiendish Chain 2x Mirror Force 1x Compulsory Evacuation Decive 1x Solemn Warning  1x Horn of the Phantom Beast 1x Traptrix Trap Hole Nightmare 2x Seventools of the Bandit     Extra - 15 2x Bujintei Susanowo 1x Constellar Omega 1x Utopia 1x Crazy Box 1x Maestroke 1x Cowboy 1x Photon Papliropitive (?) 1x Starliege Paladynamo 1x Blackship of Corn 1x Tiger King 1x Abyss Dweller 1x Constellar Ptolemy M7 1x Dimon-DIre Wolf   Side -15 2x Kycoo 2x Max C 2x Effect Veiler 2x Droll & Lock 1x Bujingi Quilin 2x Dust Tornado 2x Deck Devastation Virus 2x Vanity's Emptiness             The Deck runs pretty well as i have been running it and testing it for a while.  I have played it in locals the past few weeks since the deck has been legal (though changing tech cards ad testing new things)  I have gotten top 8 at least during each local and today got 1st.     The biggest problem i had was with Prophecy.  Thus the Tkro's in the Main. he also  helps against rouge matchups random heroes and sams  Dragons Don't really pose much an issue unless they just open evey answer they need (which by no means am i saying can not happen)  i played around with main kycoos but just found him meh so he got moved to the side.  I also tried Horn of the phatom beast but with pretty much 4 honest and 2 lance in the deck i decided to drop it.  though the 2500 beat stick turtle was nice.   I only play 2 of the not crane bujingi's because of how easily searched they are.  if i have 2-2 in grave chances are im doing well and for the odd times i need to havr the extra i side the 3rd.   I love colosseum in the main if they dont have the Mst/heavy i just keep rolling w/ grave/hand adavantage.  And the cards great against explosive decks such as mermail and Dragons.     Mst is becuase i neeed yamato to hit and tenki is starting to see more play in my area.   The deck is good obvioulsy not tier 1 at the moment but it can be a contender after ther format changes.  I will say it can hold its own againts the currnet best deck and if all goes well against prophecy as well.   and the deck really just laughs at ophion... i love that matchup   feel free to make suggestions im always open to feedback!   [ Bumped turtle to 3 because fire fist and constellar are about to become very real, same w/ Mst stop dem tenki's and tensu plays,   i opted out of emtiness in the main, its still an amazing card but mst makes me lose two cards and it's going to see loads more play.  Obviously i did a tenki pot swap,     Dropped road (i may or may not put it bck in, it depends on how much of a problem Malevolent catastrophe and bw's become.) i only metion bwings bc they have the best themed mass backrow destruction cards in delta crow and Ic at.    Im testing the traptrix trap hole for the mermails and the constellars and the Key beetle and dragunities and anything else that can cause a problem. (i like it for the fact that its also destruction as well as negation) and if anything baits an mst to make kaiser more live.    Seventools is seven tools and it's a good counter trap.  No heavy means i need to stop waht turtle can't ig. Mirror Force, Torrential, Warning.   Side is built for locals gadgets FF bwing constellar lswarm will change as the format defines itself.]
  8. Champion

    http://www.youtube.com/watch?v=-VMpSODhZXA   - Monsters -   3 - Bujin Yamato 3 - Bujingi Crane 3 - Bujingi Turtle 3 - Bujingi Quilin 2 - Brotherhood Of The Fire Fist - Bear 1 - Honest   | 15 |   - Spells -   3 - Mystical Space Typhoon 3 - Forbidden Lance 2 - Pot Of Duality 2 - Fire Formation - Tenki 1 - Dark Hole 1 - Bujinreincarnation   | 12 |   - Traps -   2 - Dark Bribe 2 - Mirror Force 2 - Dimensional Prison 2 - Vanity's Emptiness 1 - Bottomless Trap Hole 1 - Solemn Warning 1 - Torrential Tribute 1 - Compulsory Evacuation Device 1 - Call Of The Haunted   | 13 |   - Extra -   1 - Number 85: Crazy Box 1 - Gem-Knight Pearl 1 - Number 25: Utopia 2 - Bujintei Susanowo 1 - Constellar Omega 2 - Brotherhood Of The Fire Fist - Tiger King 1 - Number 50: Blackship Of Corn 1 - Diamond Dire Wolf 1 - Starliege Paladynamo 1 - Maestroke The Symphony Djinn 1 - Daigusto Emeral 1 - Abyss Dweller 1 - Gagaga Cowboy   | 15 |   - Side -   3 - Effect Veiler 3 - Maxx "C" 2 - Deck Devastation Virus 2 - Breakthrough Skill 2 - Dust Tornado 3 - Fiendish Chain   The deck is really solid, the major flaw I find is that the deck kinda dies out if you can't keep Yamato on the board, the emptiness' are being tested I wanted to fit more CoTH to bring back Yamato to keep the board presence. I prefer Dark Bribe over Seven Tools simply because Bribe can hit anything whereas Seven Tools just hits traps. Open for suggestions thanks.   [spoiler][/spoiler] [spoiler][/spoiler] [spoiler][/spoiler] [spoiler][/spoiler] [spoiler][/spoiler]
  9. Alive

    http://www.youtube.com/watch?v=T6VHK3SQHN4   Monsters: 17   3 Bujin Yamato 3 Bujingi Crane 3 Maxx "C" 2 Bujingi Quilin 2 Bujingi Turtle 2 Cardcar D 1 Brotherhood of the Fire Fist - Bear 1 Honest   Spells: 12   3 Forbidden Lance 3 Forbidden Dress 3 Pot of Duality 2 Fire Formation - Tenki 1 Dark Hole   Traps: 11   3 Horn of the Phantom Beast 2 Fiendish Chain 2 Mirror Force 1 Compulsory Evacuation Device 1 Torrential Tribute 1 Solemn Warning 1 Bottomless Trap Hole   Cards that I tried:   Summoner Monk Dimensional Prison Effect Veiler Kaiser Colosseum Black  Garden Vanity's Emptiness Upstart Goblin Phoenix Wing Wind Blast Call of the Haunted
  10. Bujin - Judgment of the Light

    So, Bujin. At first, when I saw Yamato, I was intrigued at its potential. Then I saw the shitty support cards, but three of them looked good. Crane, Quilin and Turtle. Then it turned out that Yamato was a Beast Warrior, so in went 3 Tenki and 2 Bear. I filled in the backrow with Bottomless, Mirror Force, the Solemn Duo, Compulsory, and Fiendish Chain, two of each. It also became known to me that it was a slow deck, so in went 2 Duality, and the Trinity, filling the rest in with two lances, because TT/Bottomless against Yamato hurt lots and the battle tricks could become even dirtier, an Honest because they're light, and singles of MST, Book of Moon and Breakthrough Skill. Rescue Rabbit was cute, but didn't feel right, so I never even bothered playing that shit.   At this point the deck was 15 Monsters, 12 Spells, 11 Traps. So 38 cards. I thought about it some more, played it a few times, took out Heavy because nobody plays backrow, dropped lance to 1 for that exact same reason, and Bear to 1, because he started to get stuck in my hands. Dark Hole wasn't the hottest card at this point either. Because of the background hype of the Kycoo Spellbooks and how they were the new hot thing, I decided to put 2 Kycoo in the main, just to see what's up. It was good, but not necessary at 2, so I dropped it to 1, so I tried a Thunder King because he was a Light, but that failed, and TKing turned out to be really ass, for many reasons. I then tried a bunch of other lv4's out like Pachycephalo, and they just didn't work out, usually getting in my way and making my worse hands worse than they should be. The times I playtested against Mermails were good, but the games where I lost are where I didn't have a Turtle where it needed to it to be, and when they just Dweller'd me and prevented me from using Turtle as they finally used their Infantry to pop Yamato, killing off the Crane in the hand, same goes for chaining tricks with Megalo and Infantry, so those were the reasons Yamato died off there. A few changes came to this deck, and Dark Hole came back in to combat fields where I can't get over both monsters with just Quilin and Yamato.   That was the end of the Mermail testing, and so I went on to playtest against Dragons. Having a solid turn 1 was needed, but x3 Yamato, x3 Tenki and x2 Duality didn't quite get me Yamato into my opening 6 every time. Every time I fucked up by not forcing a Tutle in the grave is a time where that one move lost me the game. As long as I could place a Tutle in the grave, drop the Yamato, make it Susano'o and sit on that, I could clear the board of Tokens before I confront the Dracossack, because Turtle saves Susano'o every turn. Working off this, I tried to make Susano'o ASAP, but Tensu didn't interest me and it was a situational play to answer one field. Once Susano'o was up, then the deck could really get rolling, and to my wonder, Susano'o was a card that the Dragons really struggled against. They don't like lots of backrow either, but I couldn't afford to play stuff like TT, because my board presence was just so so important to keep up and running, because that's why I'll be winning any games against that deck. After playtesting for a few weeks on and off due to college when I had the spare time, I was fine with the matchup, winning the games I made Susano'o, but struggling to win when I couldn't consolidate the board and get control. The mained Kycoo helps here.   Now to the Spellbooks. That shit's hard. Kycoo once again fucks with the gameplan and Fate is a bitch. This matchup is really hard as your Turtle is nearly useless, in contrast to how it's amazing in the previous matchup and that Quilin can't pop card without setting them off, giving the prophecy player free cards, if you ever manage to put Yamato on board and stick him there, Lance is the nuts in this matchup, making me put that up to 2, possibly even three if i could predict how many Spellbooks I'd be playing against. The single Kycoo helps lots too, so that's a good card. This deck looks like it has an inherently bad matchup against Prophecy, as it can't protect Yamato as well as it does against other decks. After doing playtesting, the G2 is a whole lot easier, but G1 is very unreal in terms of winning it without a T1 Yamato+Lance+backrow and a way to turbo out damage quickly.   Then I moved on to other decks like Fire Fist, but that wasn't a problem at all, because Yamato is bigger than Bear from the get-go. Frog Monarchs are pretty cool, but lose to Susano'o and Turtle is too strong. LADD hurts this deck on T1, but is easily manageable from then onwards. Constellars were a hard matchup, but Pleiades is amazing against everything ever, but it isn't the end of the world. If you have Quilin in grave, you're immediately forcing out Pleiades, and if you have Turtle, Pleiades doesn't even matter, issue is getting Turtle where he needs to be in this matchup. Tinplate Gadgets were also very strong, but they can't out-muscle Yamato, so they will have issues getting over him, mostly because they can only make 1 Xyz per turn, so they can only force out 1 Crane or backrow per turn, which Yamato renews immediately. Other stuff like Inzektors, 'Hunders, Madolche and Wind-Up were ignored.   The deck has had a ton of work, and has been really fun to play. It's changed throughout my times of using it, and I feel like this deck could be a very strong deck, just not in this format, as it can struggle against EDragons and Prophecy. Sorry for making you read this, but here's the updated form of the deck! I'll get into the Extra Deck shortly after the picture and list itself.     Main Deck: 16 x3 Bujin Yamato x3 Bujingi Crane x3 Bujingi Quilin x3 Bujingi Turtle x1 Honest x1 Brotherhood of the Fire Fist - Bear x1 Kycoo the Ghost Destroyer x1 Effect Veiler   Spells: 11 x3 Fire Formation - Tenki x2 Pot of Duality x2 Forbidden Lance x1 Monster Reborn x1 Dark Hole x1 Mystical Space Typhoon x1 Book of Moon   Traps: 13 x2 Bottomless Trap Hole x2 Mirror Force x2 Dimensional Prison x2 Compulsory Evacuation Device x2 Fiendish Chain x1 Solemn Judgment x1 Solemn Warning x1 Breakthough Skill     Extra Deck: 15 x3 Bujintei Susano'o x1 Abyss Dweller x1 Brotherhood of the Fire Fist - Tiger King x1 Constellar Omega x1 Evilswarm Ouroboros x1 Gagaga Cowboy x1 Lavalval Chain x1 Maestroke the Symphony Djinn x1 Number 16: Shock Master x1 Number 39: Utopia x1 Starliege Paladynamo x1 Constellar Ptolemy M7 x1 Gaia Dragon, the Thunder Charger   The three Susano'o probably aren't needed, 2 is enough, but a third one of this is more useful than Gem-Knight Pearl. Abyss Dweller for those games where you can lock out Mermails and Dragons from doing things from the grave, rarely used but necessary to be there. Tiger King is good ygo, and lets me get more Tenki, which is good in this deck. Omega will become more useful once backrow becomes more relevant, as it protects itself fantastically. Ouroboros is funny, no real reason, but it's won me a game where I got a face-down monster out of the way to punch for game. Gagaga Cowboy for those finishers. Lavalval Chain is used to get me ammo for the grave, or just to top an Honest, because if you're trying to do something with your Bujin's, Susano'o does everything Chain does, but with protection and more effects. Maestroke is also good, but mostly unneeded because Murakumo answers everything that Maestroke would do, bar darkhole'ing a Dracossack. Shock Master because he stuns hard and wins games easier than it should be allowed. Utopia is Utopia; mane. Paladynamo for when I want to do 2k over a monster, and eventually get a draw off it. M7 and Gaia Charger are purely for Omega, when he runs out of materials.   That sums it up, it's been a great experience, and I hope that people can make more of this deck, and change it to become better, as more points of view are better for something that needs to be expanded and worked on!   Thank you very much for reading this, I've put quite a bit of effort into making this deck as good as it can be, so constructive criticism is welcome!
  11. Majestic Prince

    Monsters: 22 3 Yamato 3 Mikazuchi 3 Crane 3 Yata 2 Ibis 3 Boar 3 Turtle 2 Quilin   Spells: 12 3 Tenki 3 Bujincarnation 2 Duality 2 MST 1 Monster Reborn 1 Heavy Storm   Traps: 6 3 Vanity's Emptiness 3 Bujin Regalia - The Sword   Extra: 15 whatever Susanoo + Kagutsuchi + Omega + Paladynamo + Staples. Side: 15 whatever. Haven't figured it out yet.   Why no Pinpoint Guards: Never work. Not chainable. CoTH dies for the same reasons. Why 3 Sword: Crazy shit with Mikazuchi and Habakiri, lets you bring back Yamato if need be. Why no Mirror: Too situational. If I have exactly one Bujin on the field by the time I get this, I'm lucky as hell. Why 3 Boar: Can be used regardless of whether or not you have the Cores, thus making Incarnation stronger, and basically lets you reserve Habakiris during your turn. Why 2 Ibis: Emergency cases where I need to hit twice or drop for an Incarnation search. Why no Centipede: I don't see a reason to run S/T removal that requires me to have a specific monster and there to be no Necrovalleys on the field. Even IF that ST removal is searchable.   May consider Foolish again, maybe not. I need suggestions, ideas, arguments, etc.   Give me the best beating you guys have.
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