Bujin are an archetype of Light attribute Beast and Beast-Warrior type monsters that were first introduced in the Resonance of Contrast Mini Box in 2018 and have received support scattered about in numerous boxes since, with the most impactful being in Crusaders Battlegrounds and Blackstorm Rising, with its most recent line of support coming in the Xyz debut Main Box Shining Hope. The deck consists of the Beast type “Bujingi” monsters such as Bujingi Centipede and Bujingi Sinyou which support the Beast-Warrior type “Bujin” monsters by gaining effects while they are in the grave that can be activated as long as you control a Beast-Warrior type Bujin monster, as well as hand-traps such as Bujingi Crane and Bujingi Crow to further assist your Bujins.
All the main deck Beast-Warrior Bujin’s share the following traits:
- They are all Level 4 Light Attribute
- You may only control 1 (Insert X Bujin name here)
Bujin Yamato is the primary monster of the deck and core enabler, allowing you to set-up the vast majority of your plays at the end of your turn through his effect which adds one Bujin monster from your deck to your hand and then sends 1 card from your hand to the graveyard; what you add to your hand is going to be entirely situational and dependant upon your needs, but examples include adding Bujingi Crow to your hand for a hand-trap attack negation, adding Bujingi Crane to buff your Bujin during damage calculation, sending Bujingi Turtle to the graveyard to negate card effects that target a Bujin monster, or adding Bujin Hirume to provide a follow-up special summon play for your next turn. Yamato’s versatility in providing offence, defence and follow-up plays to suit your current hand and board state makes him invaluable to the decks play style and a core card in every build, furthermore the card he sends to the graveyard does not have to even be a Bujin card, allowing him to set-up possible lightsworn plays or send a Bacon Saver to the grave while adding a Bujin monster to your hand.
Bujin Hirume must first be special summoned by banishing a Bujin monster from your graveyard, then if Bujin Hirume is destroyed by battle or your opponent’s card effect you can discard 1 card and your opponent discards 1 card (provided both players have hands). Whilst it’s on destruction effect will rarely be used, Hirume’s usage lies in being an additional summon to facilitate XYZ plays when used in combination with either Bujin Yamato to set-up a follow-up XYZ play for next turn, or the Lightsworn engine in Charge of the Light Brigade and Raiden, Hand of the Lightsworn to set-up a generic Rank 4 play.
Bujin Arasuda can be special summoned from the hand when a Bujin in your graveyard or face-up on the field is banished (except during the damage step) and during the end phase if a Bujin card was added from your deck to the hand while you controlled Arasuda, you may draw 1 card and discard 1 card. Arasuda acts as additional draw power and as an additional way to send your Bujingi monsters to the graveyard; furthermore, it has synergy with Bujin Hirume’s special summon ability to facilitate rank 4 plays or simply generate additional board presence that does not consume your normal summon.
Bujin Mikazuchi can be special summoned from the hand when a Bujin(s) you control was destroyed and sent to the graveyard and during the end phase if a Bujin was sent from your hand to the graveyard while you controlled Bujin Mikazuchi, you can add 1 Bujin spell/Trap from your deck to the hand. Mikazuchi is much harder to summon through his inherit special summoning effect than Bujin Hirume or Bujin Arasuda due to needing to wait for a monster to be destroyed, and having little synergy with other monsters like Arasuda does, plus his searching is much less powerful than Bujin Yamato’s due to the need to wait a turn before you can utilise the Bujin spells or traps. However, Mikazuchi is a key card in builds that focuses around the card Ties of the Brethren alongside Yamato and Arasuda, with all three cards acting as conduits for Ties to special summon the other 2 and generate massive advantage and board presence at the cost of 2000 Life Points, no more special summoning for the turn, and skipping the battle phase. As such, Mikazuchi is only typically run in builds that focus on the advantage gained by utilising Ties of the Brethren as it is too slow in other builds, having too little summoning synergy with the other main deck monsters.
All main deck Bujingi monsters share the following trait:
- They are all level 4 Light Attribute Beast types
Due to the vast amount of Bujingi monsters that exist, I will only be detailing the most relevant ones here.
Bujingi Crane is a hand trap that can send itself from the hand to the graveyard during either players turn during damage calculation if a Beast-Warrior Bujin monster battles to turn it’s attack into double its original attack during damage calculation only. Bujingi Crane is the primary hand-trap of the deck that acts both aggressively by being the decks main way of swinging over high stated monsters such as Witchcrafter Madame Verre and Invoked Cocytus, or defensively by allowing you to protect your Bujin monster from being destroyed by an opponent’s attacking monster whilst being naturally difficult to disrupt as a hand-trap that activates during Damage Calculation.
Bujingi Crow is the latest hand-trap given to the deck that by sending itself to the graveyard it allows you to negate an attack by an opponent’s monster targeting a Beast-Warrior type Bujin monster you control to then inflict damage to your opponent equal to half the attacking monsters current attack. Bujingi Crow assists the deck in Suring up it’s defence to ensure your board survives to the following turn to facilitate follow-up plays by allowing you to protect yourself against attacks that a Bujingi Crane or Bujingi Sinyou boost cannot protect you against, such as an attack from a monster boosted by Witchcrafter Madame Verre or a double boosted Invoked Purgatrio.
Bujingi Sinyou can banish itself from the graveyard during either players turn in the damage step if a Beast-Warrior type Bujin monster battles with an opponent’s monster to boost that Bujin monsters attack by the current attack of the opponents monster until the end of the damage step, but you deal half damage. Bujin Sinyou is another way for Bujin’s to augment their attack to deal with the opponents larger stated monsters, but one must take care of turn-player priority when utilising Sinyou’s effect as Sinyou will be chain link 1 when YOU are the one attacking, meaning buffs will be applied and resolve in response to Sinyou, but Sinyou will be chain link 2 if you are the one being attacked and the opponent has buff that apply during the damage step.
Bujingi Turtle can banish itself from the graveyard during either players turn to negate a card or effect that targets a Bujin monster you control. Bujingi Turtle is one of the few Bujingi monsters whose effect is not limited to you also needing to control one of the Beast-Warrior type Bujins, providing good blanket protection against targeting effects for your monsters from cards such as Offerings to the Doomed and Assault Blackwing - Raikiri the Rain Shower. RULING NOTE: Bujingi Turtle works similarly to Crystron Impact, meaning that even if used in response to a Fiendish Chain that is activating in response to an effect (such as Bujin Yamato’s) Turtle WILL NOT negate the Fiendish Chain as it is a continuous trap, it will simply instantly re-apply it’s effect to the targeted monster after Turtle applies, therefore it still negates the targeted monster.
Bujingi Centipede can banish itself from the graveyard while you control a Beast-Warrior Bujin monster to target 1 spell/trap the opponent controls and destroy it. Centipede serves as serviceable backrow removal for the deck to remove problematic cards such as Fiendish Chain or Wall of Disruption, however centipede is inherently slow by 1) Not being a quick effect, and 2) requiring you to already have a Beast-Warrior Bujin monster to be able to pop the backrow in the first place. This makes it relatively ineffective against traps such as Floodgate Trap Hole and Karma Cut, which will simply act before you can use Centipede, or in response to the activation of Centipede, however unlike Bujingi Turtle, Centipede is able to deal with Fiendish Chain as well as continuous spells, Traps and certain field spells, meaning that while not necessarily as effective as Turtle, it still finds may find a niche place in builds.
Bujingi Hare allows you to quick-effect target 1 Beast-Warrior type Bujin you control and protect It from destruction (by battle or card effect) once during that turn. The additional battle protection gives Hare as well as not being limited to effects that target like Bujingi Turtle mean that while Hare might seem redundant in the face of Turtle, this card still finds use in protecting your monsters from battle as well as non-targeting destruction effects such as those of Shiranui Sunsaga or Cybernetic Overflow.
Extra Deck Monsters
Bujintei Susanowo is the decks newest boss monster, being able to attack all monsters the opponent controls and once per turn detach a material to either add a Bujin monster from your deck to the hand or send it the graveyard. Whilst Susanowo’s 2500att is relatively weak it can be easily augmented by the effects of Bujingi Crane or Bujingi Sinyou both of which can be searched through Susanowo’s effect, allowing him to swing over most boss monsters the game has to offer; alternatively, Susanowo can provide additional protection by sending Bujingi Turtle or Bujingi Hare from the deck to the graveyard, allowing you to maintain board presence. As with Bujin Yamato, what you search with Susanowo will be entirely situational and dependant upon what you already have in your hand, the graveyard, and the field.
Bujintei Tsukuyomi allows you to detach a material to send your entire hand to the graveyard (min 1 card) to then draw 2 cards; furthermore, when Bujintei Susanowo leaves the field because of an opponents card effect you can special summon a number of level 4 Beast-Warrior type monsters up to the number of materials Tsukuyomi had on the field. By allowing you to send your hand to the graveyard, Tsukuyomi can allow you to send your Bujingi monsters such as Bujingi Sinyou that are stuck in your hand to the graveyard where their effects will be live as well as allowing you to draw 2 cards from your deck to search for tech options and follow-up plays. Whilst Tsukuyomi’s floating effect sounds good in theory, it is actually relatively ineffectual as it can be easily played around by either:
- Destroying it by battle through its relatively low attack stat of 1800.
- Tsukuyomi’s floating effect is a “when… You can” effect, which means it misses the timing.
As such Tsukuyomi’s primary utility lies in alleviating bad hands full of monsters that would rather be in the graveyard, whilst allowing you to search your deck for tech options, hand-traps or follow-up plays.
Bujincarnation can only be activated if your opponent controls a monster and you control no monsters and it allows you to target a Bujin in the graveyard and a Bujin banished to special summon them both, but you cannot use them as XYZ material except for Beast, beast-Warrior or Winged beast monsters. Bujincarnations primary usage is as late game recovery to facilitate a Bujin XYZ late game as well as recovering banished Bujingi monsters such as Bujingi Sinyou to return them to the graveyard after being used and sent to the graveyard as materials.
Bujinunity can only be activated if you control no other cards; it shuffles all Beast-Warrior-Type Bujin monsters from your Graveyard into the Deck (min 1) and discards your entire hand (min 1) to then add up to 3 Beast-Warrior-Type Bujin monsters with different names from your Deck to your hand. Unities synergy lies with cards that allow you to quickly dump the Beast-Warrior Bujin monsters to the graveyard such as Charge of the Light Brigade and Neos Fusion to allow you to add up to 3 main deck Beast-Warrior Bujins to your hand; typically these will be Bujin Yamato, Bujin Hirume and Bujin Arasuda which, if used with Charge, can facilitate a turn 1 board of Bujintei Susanowo alongside Bujin Yamato. However, outside of charge builds Unity finds its spot contested by Bujincarnation as a late game recovery tool to refill your deck and prevent resource deprivation whilst also potentially fixing a hand that consists of cards that would rather be in the graveyard, similar to the effect of Bujintei Tsukuyomi.
Bujin Regalia - The Sword
Bujin Regalia - The Sword allows you to either return a Bujin monster in your graveyard to your hand or return a banished Bujin monster to your graveyard. Bujin Regalia – The Sword’s purpose is simple, it allows you to re-use the effects of Bujingi monsters such as Bujingi Sinyou and Bujingi Turtle that have been banished, or the Bujingi hand-traps Bujingi Crow and Bujingi Crane to allow you to maintain a steady supply of resources over your opponent, allowing you to play a longer control game and eventually win-out.
The Lightsworn Engine
The lightsworn engine allows you to quickly fill your graveyard with your Bujingi monsters as well as providing you with an additional Synchro toolbox to augment your XYZ toolbox; furthermore this engine givies you access to Lyla, Lightsworn Sorceress as a searchable out to Necrovalley, a card which would otherwise shut this decks graveyard based cards down and synchro’s such as Scrap Dragon to out cards such as Samurai Destroyer, a card which would otherwise completely shut-down the Bujin strategy by denying your Bujin’s hand trap and graveyard effects.
Ties of the Brethren
Ties of the Brethren comes at a very heavy cost of 2000LP, no battle phase the turn you activate it, and no special summoning for the rest of this turn – However the advantage generated by Ties of the Brethren is incredible, allowing you to special summon 2 monsters from your deck with the same type, attribute and level as 1 monster you control. This allows you to set-up a board of Bujin Yamato, Bujin Arasuda and Bujin Mikazuchi with Ties+any of those monsters, providing you with 1 search and discard from Yamato, a draw and discard from Arasuda, and a spell/trap search from Mikazuchi. Whilst this version precludes your from XYZ summoning the turn you activate it, it allows you to generate so much advantage through searching, dumping and drawing with a 2 card combo that you are likely to be able to follow-up with extra deck plays on your next turn regardless, as well as activating Destiny Draw to guarantee your next draw.
Traps – Generic Disruption
Alongside Ties of the Brethren, more control heavy builds may focus on using traps such as Karma Cut and Raigeki Break to help fix their hands and send Bujingi monsters to the graveyard whilst simultaneously interrupting the opponents plays, utilising these alongside good generic traps such as Fiendish Chain to further protect the board and set-up for the long game and follow-up XYZ plays.
Generic Extra-Deck Monsters
As all main deck Bujin monsters are level 4 they have access to generic rank 4 XYZ’s to augment their offence or defence, with Gagaga Cowboy providing either additional offensive power or burn damage to end a close game, Number 39: Utopia providing you with additional defence in the form of attack negation and Stellarknight Delteros having a heavy cost but preventing your opponent from responding to summons whilst also being able to detach a material to target one card on the field and destroy it. Furthermore, the Lightsworn engine provides access to powerful generic Synchro’s such as Scrap Dragon for card destruction and to swing over Samurai Destroyer, and if Minerva, Lightsworn Maiden is used in place of Raiden, Hand of the Lightsworn access to Black Rose Dragon and Samurai Destroyer and Michael, the Arch-Lightsworn.
Restart can be used in builds focused around Ties of the Brethren to increase the likelihood that you open with the Ties of the Brethren combo, or simply that you open with at least Bujin Yamato alongside protection. Restarts detriment is slightly less relevant in Bujin’s due to the immense advantage gained from the Ties of the Brethren opening and the search power of Yamato and therefore is a good choice for builds that would rather improve consistency at the potential cost of their first draw.
By using Ties of the Brethren you put yourself in range of Destiny Draw which is one of the most useful generic skills that allows you to guarantee what you draw during your next draw phase, and as such Destiny Draw is often the go-to for a generally good generic skill that can always see some use, especially here where you can easily put yourself in range of it.
This combo as previously mentioned allows you to special summon all three of the noted monsters by Using Ties of the Brethren on anyone of them, allowing you to enter a board state that allows Bujin Yamato to search a Bujin monster and discard 1 card, Bujin Mikazuchi to search for a Bujin Spell/Trap, and Bujin Arasuda to draw 1 card and discard 1 card, giving you plenty of set-up and advantage for the following turns.
- Activate Charge of the Light Brigade to mill three cards from the deck to the graveyard.
- If you mill a Beast-Warrior type Bujin monster activate Bujinunity to shuffle all beast-warrior Bujin into the deck and dump your entire hand.
- Add Bujin Yamato, Bujin Arasuda and Bujin Hirume from your deck to your hand.
- Special summon Bujin Hirume by banishing a discarded Bujin from the graveyard to the field, this will then allow you to also special summon Bujin Arasuda from your hand
- Overlay Bujin Hirume and Bujin Arasuda into Bujintei Susanowo and summon Bujin Yamato
- OSSIBLE FOLLOW-ON PLAY 1:
- POSSIBLE FOLLW-ON PLAY 2:
With the introduction of the new XYZ monsters, Bujin’s have received a new boss monster in Bujintei Susanowo that provides additional searching for the deck to improve power, defence, and consistency that the deck previously lacked, as well as giving them access to generic rank 4 XYZ’s to augment their board. The combination of Ties of the Brethren Allows Bujins to set-up a favourable board with a large amount of searching and sending to the graveyard, protecting them for the turn to summon their boss monster and begin the process of dismantling the opponents board by using Susanowo alongside Bujingi Crane and Bujingi Sinyou to systematically cull the opponents monsters. However, the deck is still incredibly weak to disruption as its main plays in the ties version are normal summon reliant, and a single Floodgate Traphole or Paleozoic Canadia are enough to end a Bujin turn before it ever had a chance to begin, with consistency being another over-all issue in both the Lightsworn and the Ties versions.
- Thank you to LampPosted for helping me test some rulings and making sure I had a good grasp of certain aspects of the deck!
- Thank you very much to Mordecai for providing the sample builds for this first look!
- Thank you to my fellow mods at DLM for being such wonderful and amazing people!
- Thank you to Dkayed for providing us with such a wonderful and competitive community!
- As usual, thank you to all the friends I have made in DLM, I couldn’t possibly do an Acknowledgements section and not thank all the wonderful friends I have made through DLM, for whom there are too many to name!