YuYu Hakusho Decklists
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Green Kazuma
Kazuma doesn’t give his opponents a chance to dodge. When he swings he hits no matter what. He has always been a sucker for a certain face and Yukina knows how to keep him around, pulling his raid base back to hand before he leaves for good.
Strengths: Decent pressure with 4k swings, Snipe Impact, Push, Rest opponent’s front line.
Weaknesses: Defensive ability isn’t high, Requires a little bit of setup on board.
Difficulty: 3/5
Archetype: 4c Aggro
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Green Yusuke
Yusuke swings hard and wide just like any good main character should. Rest your opponent’s blockers to clear the way or aim straight for their life? The Choice is yours but either way, someone’s getting punched.
Strengths: 7c is a 5k with snipe impact, 4c can also swing impact, Decent filtering.
Weaknesses: Lots of setup and ramp before 7c.
Difficulty: 2/5
Archetype: 7c Ramp, Snipe impact, Face down cards underneath, Choose 1 effects, Rest
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Purple Jin
Jin blows the front line backward, disrupting your opponent while filling your hand. Look away for one second, and Beautiful Suzuki copies the trick and does it all again. Apparently, bad plans deserve an encore.
Strengths: Lot of board disruption via push, Jin is costly to remove.
Weaknesses: No special on removal, Early curve not great at pressure.
Difficulty: 3/5
Archetype: 4c Midrange, Board disruption
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Purple Younger Toguro
The Toguro Brothers are one nasty tag team. Elder Toguro paves the way, then Younger Toguro steps on to deliver the kind of punch that ends conversations and games.
Strengths: Decent extra removal, Great 8c raid payoff, Ways to cheat out cards and filter.
Weaknesses: Needs to sideline own board a lot for effects, Defense not great.
Difficulty: 4/5
Archetype: 8c Ramp Combo, Sideline own board, Damage 3
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Red Hiei
Hiei and Yukina turn special moves into repeat performances. Hiei brings back his Special event for another round, while Yukina cuts their cost. Nothing beats free. Why pay for destruction when you can put it on repeat?
Strengths: Can replay specials from sideline, Lots of card draw, Lots of removal.
Weaknesses: Runs lots of events, Not enough AP for good bodies and events.
Difficulty: 3/5
Archetype: 4c Combo, Event based
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Red Kurama
Kurama gets nastier the bigger he grows. Feed cards from your hand into the trash to boost his power until he’s nearly unstoppable, then let him deliver one seriously thorny punch.
Strengths: Lot of BP buffing, Snipe Impact, Decent draw and filtering.
Weaknesses: Weak early curve so payoff is too slow.
Difficulty: 2/5
Archetype: 6c Setup Combo, Snipe Impact, BP buffing, Discard
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