War has Changed: Post PRIO Bujins


(NOTE: I built this deck before the announcement of Bujingi Sinyou, but I don't feel that the deck would change much even with him available)

Kalen NelsonBujins are by and far one of my favorite archetypes to have been released in the game of Yu-Gi-Oh!. They have slowly gained more and more power over the past 3 sets we have gotten. While we have yet to receive any kind of broken TCG exclusive, Bujins have recently cemented themselves as part of the national metagame and it is difficult to miss or overlook their strengths. The Bujin deck is geared towards dominating the Battle Phase. Bujin Yamato ensures that you have a readily accessible and reliable engine to put your protection cards like Bujingi Turtle and Bujingi Hare into the graveyard as quickly as you can. Once you have established a graveyard setup, it is very difficult for your opponent to remove even an 1800 atk monster from the field, let alone the 2400 and 2500+ super beaters you can summon. Throw on top of that the fact that your smallest Beast-Warriors can overcome the absolute strongest creatures in the game through the use of Honest and Bujingi Crane and you have a recipe for victory. Or at least you would if you can ensure your plays go off in time.

Despite the incredible strengths of the Bujin deck, their biggest glaring weaknesses lie in their reliance on getting to Yamato as quickly as possible in the early game and the general slowness of the deck. If a Bujin player's duel draws into the late game, their resources start dissipating and they realize their incredibly poor ability to 'top deck' a comeback. This weakness can be mitigated by Bujincarnation if you manage to hold onto it long enough, or even get to see them. One card isn't enough to fix the overwhelming slowness that Bujins have. It is difficult for a Bujin player to push for game on an opponent at full life without wasting a significant amount of resources they could have used to try and slow roll the duel in their favor.

Well, the War Gods have changed my friends.


 Cannot be Normal Summoned/Set. Must first be Special Summoned (from yourhand) by banishing 1 "Bujin" monster from your Graveyard, except "Bujin Hirume". After this card has been Special Summoned this way, if this card you control is destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard: You can discard 1 card, then your opponent discards 1 card. You can only control 1 "Bujin Hirume".

Right away you should notice that this card is different from any other Bujin card we have gotten so far. Here are the things you should be seeing when you read her effect

  1. She is the only Bujin who cannot be Normal Summoned
  2. She is the strongest main deck Bujin monster with 2000 atk
  3. She does not have an End Phase effect like the other Beast-Warrior Bujin monsters
  4. Her effect directly interacts with your opponent

That last one is one of the most important differences to notice. Before Primal Origins, the Bujin deck focused entirely on using its resources to protect its monsters more than trading cards and advantage with their opponent. Barring Kaiser Colosseum and Vanity's Emptiness, the Bujin deck for the most part allowed the opponent to do whatever they wanted on their turn so long as it didn't touch their monsters. Not any longer I say! With the release of a single card, Bujins can now move away from the stun and control variants that their weaknesses necessitated.

A Shift in Focus

With Hirume nearly within our hands, I can safely say that Yamato is no longer the focus of the deck. Yamato in fact is just the engine to jumpstart your plays for the most part, and with some hands you don't even need him! Hirume and Arasuda's inherent synergy with each other make your Normal Summon less important and crucial to your success. Before Primal Origin released, your only goal was to normal summon Yamato successfully and keep him on the field. If he left then you NEEDED to summon another one quickly or you would end up dying. No more, if Yamato is not on the board during your End Phase you can rest easy for the most part and shift your focus to other monsters who's normal summons are equally as important now.

Hirume opens up a lot of possibilities in how to build the Bujin deck, but let me show you my build that I have been tinkering with. This is nowhere near a final product, but it is definitely working like I want it to for the most part.

[ccDeck="Monsters"] 3 Bujin Yamato
3 Bujin Arasuda
3 Bujin Hirume
3 Bujingi Crane
2 Bujingi Turtle
2 Bujingi Hare
1 Honest
3 Tour Guide from the Underworld
3 Kuribandit
1 Black Luster Soldier, Envoy of the Beginning
3 Fire Formation - Tenki
3 Pot of Duality
3 Mystical Space Typhoon
2 Bujincarnation
2 Pot of Dichotomy
1 Black Garden
2 Trap Stun

I'm going to use my non existent psychic powers to assume that you are thinking the following: "What the @#$% did I just read?"

Well, let me go through a game that lasted a total of 3 turns earlier this week.

Turn 1: My opening hand is Tenki, 2 Arasuda, Yamato, TGU and Crane. I play Tenki to add Hirume to my hand, poised to strike on the next turn. I normal summon Yamato and send Hare to the grave in the end phase.

Turn 2: My opponent plays Tensu and normal summons Bear with its effect. He then uses the Bear's effect to send Tensu to the grave to try and blow up my Yamato. Of course Hare came out an--; Well actually I let it go through and Yamato was sent to the Graveyard. The Fire Fist player was a bit perplexed by this, but he continued his turn by summoning a second Bear and attacking with both of them. Getting another Tensu and a Tenki. He activated Tenki to search for Wolfbark and overlaid for Tiger King, setting Tenken (the protection trap) from his deck. He finished by setting a 4th card to his back row.

Turn 3: I draw a second TGU for my turn before I began my onslaught. I banished Yamato to special summon Hirume from my hand. Hirume's summon triggered the effect of one of my Arasuda's, special summoning him as well. I overlaid the two into Susanowo and used his effect to add another Hirume to my hand. I banished Arasuda from my grave to special summon my second set team of Hirume and Arasuda and overlaid into Kagutsuchi, who milled 3 more Bujin cards to the grave and boosted his attack to 2800 total with Tenki. I then decided it was time to use my normal summon. TGU came down and brought out a Kuribandit from the deck before overlaying into Leviair and bringing my banished Yamato back to the field. Seeing my suddenly massive field, the Fire Fist player activated Tenken, trying to stave off some damage from the inevitable assault.

A Crane boosted Kagutsuchi steamrolled Tiger King before Susano, Yamato and Leviair all attacked for a grand total of 8600 damage and ending the game.

Bujins would have never been able to do this before Hirume was revealed. That isn't even the craziest of combos that you can do with the deck! Included at the end of the article is a video where I go through the above scenario as well as a few others on YGOPro to demonstrate the game stealing power this deck has acquired. But before that, let's go over some of my deck choices first.


KuribanditQ: Kuribandit... Wtf?
A: This deck's plays are greatly aided by the addition of Tour Guide from the Underworld since she opens up some nasty Leviair plays for early, mid and late game. Paired with Tour Guide I needed a monster that had synergy with the deck. Night Assailant had the same problems that the old Bujin deck did, it was just too dang slow. Tour Bus was an interesting idea, being able to shuffle back Cranes, Honest and BLS so I could get even more mileage out of them was enticing. However, Tour Bus was a terrible card to draw at any point in the duel so I quickly threw the bus out as well. This left me with an actually very synergistic card, Kuribandit. The devious little rogue makes for a great opening play if I cannot get to Yamato. He loads the graveyard with Bujins (hopefully) so I can still make my Hirume combos on the following turn and also lets me dig deep into my deck for a spell card (or Trap Stun) that I desperately need to get to in order to make the game ending combos come to life. His synergy with the deck was undeniable, and with me now running 6 Dark Type monsters I was now able to justify throwing BLS into the deck as a reliable main deck boss monster.

Q: 1 Black Garden?
A: This originally was the 3rd Trap Stun, but I went back to the original Bujin OTK's idea of taking advantage of Crane's ability to reset my monster's attacks to their normal values after the boost. When I play Black Garden is when you know that I am attempting to game you quickly. Since the deck is special summon heavy now, it isn't unheard of to throw out 4-5 tokens on my opponent's field, making their life points easy pickings for even a single Susanowo. Black Garden's tokens also allow me to circumvent any big threat my opponent has thrown on the field. Beelze? No problem, I'll just destroy the tokens I gave you for a total of 8800 damage and leave your brick wall alone. Black Garden can even be used defensively if I can clear my opponent's field before using it. If I have Pot of Dichotomy and need to use its recycle and draw power to make my combo live, I can do so without fear if my opponent has left their field empty or nearly empty. Even without a Battle Phase, my opponent will have very little to do if their field is locked up by a bunch of weeny tokens that are staring down a Susano and Kagutsuchi. As far as to the number of the card, I don't want to drop Trap Stun altogether and I'd rather not draw duplicates of Garden. It is an additional way to kill my opponent, but the deck isn't reliant on drawing it since it can be milled away by Kagutsuchi and Kuribandit without warning.

Q: Pot of Dichotomy?
A: Dichotomy accomplishes 2 goals in this deck: Monster Recycling and Late Game Recovery. If my opponent manages to stop my push and get in a position to clear my field, Dichotomy allows me to send my combo pieces back to the deck for a free 2 cards at the expense of my Battle Phase. With monsters like Kagutsuchi and Tsukuyomi at my disposal I am more than comfortable to forsake a turn of attacking to recover my field and hand presence.

Q: How consistently can you actually get your combo?
A: The combo can be reached with a combination of any of the following

  1. Any of the 9 Bujin Beast-Warriors I run
  2. Any 1 of the 6 other Bujin Beast-Warriors or one of 3 Tenkis

In addition to the above, there are consistency cards like Pot of Duality and Kuribandit to help dig for the above to set the combo up as well. Mathematically speaking, you have about a 60% chance to open with the listed cards above. And that is without factoring in Pot of Duality and Kuribandit's ability to dig into your deck. So if we are estimating here, at least 2 out of every 3 duels you are in you will be open handing your ability to dive into your combo. Those are pretty good odds in my opinion!

Anyways thank you guys so much for taking the time to read this article and I hope you enjoyed my Theory-Oh talking. I'm extremely excited for the release of this next set, so in the comments don't forget to tell me the cards you are most excited for! This is by no means the optimal way to run the new Bujin deck, but you always have to start somewhere! In addition to letting me know what cards you are looking forward to, be sure to leave some feedback on what you think can make the deck better. And don't forget, the Circuit Series makes its next stop in Washington DC on May 31st, so don't forget to plan to come out and compete for your chance at the nearly $6,000 prize pool from the main event alone! And always remember,

Play Hard or Go Home


Link to YouTube Demonstration of Deck: http://youtu.be/nQcRixerXTY?t=1m44s

Kalen Nelson
Head of Press Staff for ARG Circuit events. I enjoy long walks on the beach, Party Hard by Andrew W.K and making awesome live commentary for the ARG LiveStream. Always feel free to come hit me up at events and say hi!



  • Brad Fabre

    How do you feel about this deck against LS? Bujins have the worst time against LS especially with the new cards coming out. Otherwise excellent deck.

  • Johnny Quest

    Why is there no Soul Charge here :/ it’s about 10x better than Pot of Dichotomy

    • Kalen Nelson

      I’ve tested both, overall I like Dichotomy a bit better though because it can recycle BLS, Bandits, Guides as well as Cranes and Hirumes so I can keep going. Pot of Dichotomy guarantees that I get some advantage back where as Soul Charge can be shut down by back row while lowering my Lifepoints at the same time. Soul Charge definitely could replace Dichotomy depending on play style of course though.

      • Johnny Quest

        “Play style” doesn’t exist, that’s a cop out way to say “I disagree but I don’t want to/can’t argue my point”

        • Eric Nelson

          I’m pretty sure that play style does in fact exist. Some people like to play certain cards or decks over others.

          • Johnny Quest

            Yes but what we like and what’s optimal are not inherently linked. i’m under the impression ARG focusses on the competitive aspect of Yu-gi-oh so I expect discussion to only pertain to what’s optimal/sub-optimal with no concern as to what’s “funner”

          • Eric Nelson

            By that logic, everyone would basically be playing the same deck over and over again with little to no changes. I’m under the impression that there are more then one optimal play, or more than one optimal card to use, i.e. me thinking that the control version of Bujin is better for me due to my already existing play style, while admitting that that the new version is very strong as well. This is what I’m talking about when I say “play style” still exists.

          • Johnny Quest

            We’re not talking about different decks here. I brought up a single card choice within the deck with similar implications (requires grave setup, skips battle phase). They fulfil a similar enough role in the deck that they can be directly compared to each other, so explain what Pot of Dichotomy has over Soul Charge. Currently there is no justification to leave Soul Charge out of this deck.

          • Eric Nelson

            Dichotomy allows for you to not only draw cards, but also allows for you to recycle your cards from the graveyard, Like Kalen said, you recycle your used up Cranes along with other cards that you might want to recycle. You also don’t put yourself into a near game lost because you activated the card too early, unlike Soul Charge, where if you activate the card too soon you auto lose unless you have the protection to back it up.

          • Johnny Quest

            Crane is possibly the only card you’d rather in the deck than on the field but even then it’s probably better as an extra Xyz material especially when it can be used for Zerofyne. I don’t understand how you can say something like “recycles BLS” as a point in Dichotomy’s favour when Soul Charge puts him straight to the field.

            With this many monsters in the deck, what does drawing cards with Pot of Dichotomy really achieve? You’re probably going to get more monsters that need summoning so you’re better off just summoning them straight up with Soul Charge.

            To me it sounds like you are avoiding Soul Charge because it relies on smart decision making, while Pot of Dichotomy is a simple “do I have 3 types, OK let’s draw cards”.

          • Eric Nelson

            No, I’m avoiding Soul Charge because paying life can hurt you if you aren’t able to win right away.

          • Ugur Akinci

            I agree with Johnny here. Here in ARG, a writer in Kaijudo section has an article about this optimal and play style issue

            Pot of Dichotomy just doesnt make the cut. It doesnt fit in decks tempo. I dont see any reason that sending Kuribandit, BLS or Tour Guide. Kuribandit is terrible after Turn 3. Using pot of diplo for TGU play is rather medicore. And when you summon BLS, it should either wreck havoc or bait backrow for something that will wreck bigger havoc. . And dont even talk about sending a beast warrior back to search it guys.

            Post-Prio Bujins is all about pushing through backrows. If my opponent stops my push, i would like to think “Okay, he wasted his backrow. It’s Soul Charge rape time” more than “oh god, he stoped my play. I will use Dicto next turn and hope to draw something. Come on heart of cards!”

          • Eric Nelson

            I just read that article, and I see where people are coming from, I still like my comfort zone, but I will admit that it does prevent me from growing as a player.

        • Kalen Nelson

          I did argue my point… You could actually retort and argue yours instead of being degenerate about it. Would probably make for a more mutually constructive debate. Of course play styles exist, they are the exact reason that everybody is not just as good at playing the game as everybody else. Some people are more cautious, some more reckless, and some more balanced and know when to switch between both. Whether you want to call this “play style” or not doesn’t matter, it definitely exists. A super reckless person will use Soul Charge at the wrong time, whereas a super cautious person might use Dichotomy when they could straight up just win during that turn. Each person plays a deck differently. Should they? Not really no, because there is an optimal way to play a deck mathematically speaking. Will that change anytime soon? No.

  • Eric Nelson

    Meh, I still like the control/stun version more, but that’s because that is my playstyle, I don’t really like swarming the field with monsters and OTKing my opponent, I like a slower grindier game with lots of card advantage trading.

    • Kalen Nelson

      The cool thing about this deck is that it can still play that way. Adding Hirume into the mix of the older control style gives consistency and comeback plays that the deck didn’t have before. Emphasis on the Comeback plays haha.

      • Tim NoneYa

        When I see a build like this top something, then I’ll become a believer. Until then, I too stick with believing the proven strategy works. Still, I give you props for trying to break from the norm. And as also proven, Decree is better than Trap Stun in Bujins. Drop the one random Black Garden as well. There no point running such a random and situational card at one anyways. Three Decree would suit you best for those games you can and can’t OTK.