Introduction
"Yosenju" is an archetype of WIND monsters used by Shingo Sawatari in the Yu-Gi-Oh! ARC-V anime. Combined with the fact that the other archetypes released in Tribe Force seem to be based off of previous Duel Terminal archetypes, "Yosenju" are hinted to pay homage to the tactics of the "Mist Valley" archetype.
The "Yosenju" monsters are all based off of elements of Japanese mythology and folklore — especially yōkai — with wind-based powers. Several of the members are based on the Kamaitachi. In folklore these were weasel-like creatures that rode on whirlwinds, looking to cut unsuspecting passers-by with sickles and nails."Yosenju Misak" is specifically based on a similar creature called the "Yama Misaki" – a demonic wind which takes on the shape of a human's severed head riding the air using fallen souls as a wheel.The Pendulum Monsters of the archetype lean more into the realm of Shinto symbolism than Folklore. "Shinchu R" and "Shinchu L" represent halves of a Torii Gate, which are used to mark a boundary between the realms of the profane and sacred with "Mayosenju Daibak" representing an enshrined Kami in a state of destructive anger. Interestingly, "Daibak" draws inspiration from both the "Kamaitachi" Yokai and the notion of "Divine Wind" or "Kamikaze".
Archtype Cards :
Mayosenju Daibak :
Pendulum Effect:
When a "Yosenju" monster you control declares an attack: You can have that attacking monster gain 300 ATK until the end of the Battle Phase.
Monster Effect:
Cannot be Special Summoned, except by Pendulum Summon. This card's Pendulum Summon cannot be negated. If this card is Normal or Special Summoned: You can target up to 2 cards on the field; return them to the hand. During the End Phase, if this card was Special Summoned this turn: Return it to the hand.
Yosenju Kama 1 :
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Yosenju" monster from your hand, except "Yosenju Kama 1". If you control another "Yosenju" monster: You can target 1 face-up card your opponent controls; return it to the hand. This effect can only be used once while this card is face-up on the field. During the End Phase, if this card was Normal Summoned this turn: Return it to the hand.
Yosenju Kama 2 :
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Yosenju" monster from your hand, except "Yosenju Kama 2". This card can attack your opponent directly, but when it does so using this effect, the battle damage inflicted to your opponent is halved. During the End Phase, if this card was Normal Summoned this turn: Return it to the hand.
Yosenju Kama 3 :
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Yosenju" monster from your hand, except "Yosenju Kama 3". When another "Yosenju" monster you control inflicts battle damage to your opponent: You can add 1 "Yosenju" card from your Deck to your hand, except "Yosenju Kama 3". You can only use this effect of "Yosenju Kama 3" once per turn. During the End Phase, if this card was Normal Summoned this turn: Return it to the hand.
Yosenju Kodama :
You can Tribute this card, then target 1 "Yosen Training Grounds" you control; place 3 Yosen Counters on that target. You can only use this effect of "Yosenju Kodama" once per turn. You can banish this card from your Graveyard; this turn, you can Normal Summon 1 "Yosenju" monster during your Main Phase, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
Yosenju Magat :
If this card is Normal Summoned: You can Special Summon 1 "Yosenju" monster from your Deck, except "Yosenju Magat". During the End Phase, if this card was Special Summoned this turn: Return it to the hand.
Yosenju Misak :
At the start of the Damage Step, if this card battles a face-up non-WIND monster: You can destroy that monster. When this card is Pendulum Summoned: You can target 1 card your opponent controls; destroy it. During the End Phase, if this card was Special Summoned this turn: Return it to the hand.
Yosenju Oyamabiko :
When an opponent's monster declares a direct attack: You can send 1 "Yosenju" monster from your hand to the Graveyard, except "Yosenju Oyamabiko"; Special Summon this card from your hand. You can only use this effect of "Yosenju Oyamabiko" once per turn. At the start of the Damage Step, if this card battles an opponent's monster: You can have this card's ATK and DEF become equal to the original ATK of the monster it is battling, until the end of this turn. When this card is destroyed by battle and sent to the Graveyard: You can add 1 "Yosenju" card from your Deck to your hand.
Yosenju Shinchu L :
Pendulum Effect
If a "Yosenju" monster(s) you control would be destroyed by battle or card effect, you can destroy this card instead.
Monster Effect:
If this card is Normal Summoned: Change it to Defense Position. Your opponent cannot target "Yosenju" monsters you control with card effects, except this one.
Yosenju Shinchu R :
Pendulum Effect:
Once per turn, if you have a "Yosenju" card in your other Pendulum Zone: You can make this card's Pendulum Scale 11 until the end of this turn, also you cannot Special Summon monsters for the rest of this turn, except "Yosenju" monsters (even if this card leaves the field).
Monster Effect:
If this card is Normal Summoned: Change it to Defense Position. Your opponent cannot target "Yosenju" monsters for attacks, except this one.
Yosenju Tsujik :
During the End Phase, if this card was Normal Summoned this turn: Return it to the hand. You can only use each of these effects of "Yosenju Tsujik" once per turn.
● During either player's Damage Step, when a "Yosenju" monster you control battles an opponent's monster: You can discard this card; that monster you control gains 1000 ATK until the end of this turn.
● You can target 1 "Yosenju" monster on the field; it gains 1000 ATK until the end of this turn.
Yosen Tornado :
Activate this card by paying 800 LP. Once per turn, if a "Yosenju" monster(s) you control is returned to the hand (except during the Damage Step): You can target 1 card your opponent controls; return that target to the hand. During your End Phase, if you did not activate this effect (or this effect was negated), destroy this card.
Yosen Training Grounds :
Each time a "Yosenju" monster(s) is Normal or Special Summoned, place 1 Yosen Counter on this card. You can remove any number of Yosen Counters from this card; apply this effect, depending on the number of Yosen Counters removed. You can only use this effect of "Yosen Training Grounds" once per turn.
● 1 Counter: All "Yosenju" monsters you currently control gain 300 ATK until the end of this turn (even if this card leaves the field).
● 3 Counters: Add 1 "Yosenju" card from your Deck or Graveyard to your hand.
Yosenjus' Secret Move :
When a Spell/Trap Card, or monster effect, is activated while you control at least 1 "Yosenju" card, and all face-up monsters you control are "Yosenju" monsters: Negate the activation, and if you do, destroy that card.
Yosen Realm Whirlwind :
Activate only if you control a Level 6 or higher "Yosenju" monster. While you control a "Yosenju" card in your Pendulum Zone, if a monster(s) on the field would be returned to the hand by a card effect, except a face-up "Yosenju" monster, shuffle it into the Deck instead.
Cards To consider :
Brotherhood of the Fire Fist - Bear
Genex Ally Birdman
Kujakujaku
Mist Valley Falcon
Simorgh, Bird of Ancestry
Winged Rhynos
Divine Wind of Mist Valley
Spring of Rebirth
Fire Formation - Tenki
Quill Pen of Gulldos
piritual Wind Art - Miyabi
Playing style
The "Yosenju" monsters' primary strategy focus on swarming the field through sequenced Normal Summons; they also can perform Pendulum Summons. They share a Spirit-esque effect that causes them to return themselves to the hand at the end of the turn when Normal or Special Summoned, with the exceptions of "Yosenju Shinchu L" and "Yosenju Shinchu R"; these two last ones focus on protecting the on-Field "Yosenjus" from attacks or card effects as well as on setting up Pendulum Summons. The main strategy of the Archetype is to maintain Field control, by removing the opponent's card from the Field, such as with the effects of "Mayosenju Daibak", "Yosenju Kama 1", "Yosen Tornado" and "Yosenju Misak", while also searching for key cards in order to keep control of the game state, with the effects of "Yosenju Kama 3", "Yosen Training Grounds" and "Yosenju Oyamabiko".
Weakness
One of the main drawbacks of a "Yosenju" deck is its susceptibility of having a blank Field, since most of the time, the "Yosenju" monsters will return to the hand. This increases its vulnerability against beatdown Decks that are capable of swarming the Field and attacking with brute force."Summon Breaker" and "Summon Limit" can be useful against the successive Normal Summons; "Mistake" can stop "Fire Formation - Tenki", "Yosenju Kama 3", "Yosenju Oyamabiko" and "Yosen Training Grounds", but "Yosenju Kama 1" can easily bounce them, so these opposing cards may be only a temporary, situational threat. "Degenerate Circuit" can easily banish them when "Yosenju" monsters will return to the hand.This Deck usually has 3 copies of "Yosenju Kama 1", "2" and "3", so "Chain Destruction" may be useful as it can potentially sever the main arsenal of the Deck. "Skill Drain" is also a good solution, as it simply negates their effects, which means that no card will be searched by "Kama 3" and no card will return to the hand by "Daibak" and "Kama 1".
Deck Sample :
Last edited by Tequila on Sat Oct 03, 2015 12:20 am; edited 1 time in total