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Bujintei Tsukuyomi


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300px-BujinteiTsukuyomi-LVAL-JP-UR.png

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), then draw 2 cards. When this card with Xyz Material leaves the field because of an opponent's card effect: You can target a number of Level 4 "Bujin" Beast-Warrior-Type monsters in your Graveyard, up to the number of Xyz Materials that were attached to this card; Special Summon those targets. You can only control 1 "Bujintei Tsukuyomi".
 
Just because it really sets LIGHT away from WATER and DARK for Rank 4, as far as specific Xyz go, and really gives you a reason to run things that can make it. Being able to turn a card in hand into Pot of Greed is really powerful, and being able to turn 2 cards into a draw each certainly isn't bad either, it's just Trade-In/Destiny Draw. It really encourages you to think about the worth of the cards in your hand, what's going to be worth it in the long run, what would serve a similar purpose anyways, and what's the least needed card you have when you make this, if you make it.
 
I just like the mindset it puts on you, as a player, though it's obviously not the best designed card ever.
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Honestly, I was thinking Donnie Darko.

Anyway, my favourte use for this is in Hunders late-game.

But then why are you making a defensive weakling in the late-game and not an answer?

It's a card you should make early on to speed through your deck and set up your Graveyard to set up for the End Game from T1/2.
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Because early game is shenanigans with Seahorse and Cardcar. It is doable first turn though.


But Cardcar's bad in Hunders now (and has been) because they have better things to do with the space than leave themselves open, and Sea Horse tends to be a worse opener than Tsukuyomi.
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But Cardcar's bad in Hunders now (and has been) because they have better things to do with the space than leave themselves open, and Sea Horse tends to be a worse opener than Tsukuyomi.


I continue to run it because Hunders also play a ton of back row, and a lot of decks stumble on that. Seahorse plays are also really strong setup.
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I continue to run it because Hunders also play a ton of back row, and a lot of decks stumble on that. Seahorse plays are also really strong setup.

But that doesn't mean it's intelligetn to do so. You could, instead, maximize your first turn potential to increase the chances of succesful plays T1 and on. Like Tsukuyomi. Cardcar just gives your opponent a free turn to get ready to stop you or OTK you, more often than not. It's not worth the space when it's not even Lv. 4, thus lacking any form of versatility.

Sea Horse plays generally are not stronger than a 2300 wall Pot of Greed that's ready to go off again the next turn. I ditch Sea Horse for Tsukuyomi a fair bit of the time. A +1 is a +1, and it's generally better to take the one that digs into backrow and doesn't stop you from SSing than the double search.
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