The Way of the Weasel: Hit-and-Run Tactics
The Yosenju archetype is a unique collection of WIND monsters that operate on a principle of swift, overwhelming assaults followed by a tactical retreat. Their core identity is built around generating multiple Normal Summons in a single turn, allowing them to function effectively even under floodgates that restrict Special Summoning. This "hit-and-run" strategy allows the player to commit heavily to breaking an opponent's board, only to return their monsters safely to the hand, leaving the opponent to face a wall of powerful trap cards.
The heart of the deck. Each of the three "Kama" monsters, upon being Normal Summoned, grants an additional Normal Summon for another "Yosenju" monster. This creates a chain reaction, allowing a player to summon all three from the hand in one turn without a single Special Summon.
Nearly all Yosenju monsters share a mandatory effect: if they were Normal or Special Summoned, they return to the hand during the End Phase. This mechanic is the archetype's greatest strength and weakness, enabling a powerful, evasive playstyle but leaving the field empty and vulnerable.
The primary removal tool. If another "Yosenju" monster is on the field, it can target and return one face-up card the opponent controls to the hand'?a powerful form of non-destruction removal.
The enabler. This monster can attack directly, albeit for halved damage. This is crucial for guaranteeing that battle damage is inflicted, which triggers the effect of Kama 3.
The searcher and engine. When another Yosenju inflicts battle damage, it allows you to search for any "Yosenju" card from your deck, ensuring you have plays for the next turn.
The entire non-pendulum strategy revolves around assembling the three Kama brothers. This sequence allows you to break boards, gain advantage, and set up your Extra Deck plays. The best part is you can find the Yosenju cards you need from your deck when you complete your combos.
Normal Summon Yosenju Kama 3. Activate its effect to gain an additional Normal Summon.
Use the extra summon to Normal Summon Yosenju Kama 1. Use its effect to summon Yosenju Kama 2. With three Yosenjus on board, use Kama 1's other effect to bounce a problematic card your opponent controls.
Attack directly with Yosenju Kama 2. When it deals damage, trigger Yosenju Kama 3's effect to search any "Yosenju" card from your deck, setting you up for your next turn.
Unlike combo decks that build a board of negates, a Yosenju player's ideal end board is often an empty monster field. After the Kama trio returns to the hand, the player is left with a full hand for next turn and a backrow of powerful floodgates and traps to survive the opponent's turn.
If the OTK fails, Main Phase 2 is used to create a disruptive Xyz monster before the Kamas return to hand.
Summoned in defense, it forces all monsters into defense and negates their activated effects, stalling the game for a turn.
The Yosenju archetype itself is largely untouched by the TCG banlist, but key synergistic cards it relies on are affected.
Banlist Status Summary
Core cards checked:
• Dizzying Winds of Yosen Village
• Mayosenju Daibak
• Mayosenju Hitot
• Yosen Training Grounds
• Yosen Whirlwind
• Yosenju Izna
• Yosenju Kama 1
• Yosenju Kama 2
• Yosenju Kama 3
• Yosenju Kodam
• Yosenju Magat
• Yosenju Misak
• Yosenju Oroshi Channeling
• Yosenju Oyam
• Yosenju Sabu
• Yosenju Shinchu L
• Yosenju Shinchu R
• Yosenju Tsujik
• Yosenju Wind Worship
• Yosenjus' Secret Move
• Yosenjus' Sword Sting
+ Related cards checked:
• Card of Demise
• Fire Formation - Tenki
• Number 41: Bagooska the Terribly Tired Tapir
• Pot of Duality analyzed •
0 archetype restrictions •
1 synergistic card restricted
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