Atomic New Age

Tiny Little Monsters

Yummy is an archetype of LIGHT Beast monsters introduced in Deck-Build Pack: Justice Hunters. Yummy is a bright, energetic archetype built around tiny LIGHT Beast monsters that love jumping onto the field. The deck moves quickly because most pieces are free extenders, so you set up Synchro plays almost instantly. Once your Level 2 Synchros join the board, the deck grows even louder, as they loop your monsters, fix your hands, and react to your opponent mid-turn.

Yummy Lore & Design

The Yummy archetype is built around a very charming theme. Each Main Deck monster is a tiny kitten styled after sweets — marshmallows, lollipops, cupcakes, biscuits, and other sugary treats. Their soft colours and round shapes make them feel warm and welcoming, almost like characters from a children’s snack brand.

The Link monster, Yummy★Snatchy, appears as a mechanical crane-toy mascot, the sort you’d see in arcade claw machines. The Level 2 Synchros show Snatchy scooping up the little dessert-cats as if they were plush toys waiting to be won.

This archetype is Synchro deck orientated. The core here is that Synchro Monsters can be Synchro Summoned using Link-1 Link Monsters as material by treating them as Level 1 Tuners. Once done, the Monsters can be returned to the Extra deck Deck when the opponent activates a card or effect to Special Summon “Yummy” monsters from the Graveyard to activate their effects.

Quick Summary

Archetype: Yummy (Yu-Gi-Oh!)

Playstyle: A fast, looping combo deck that swarms the field with tiny LIGHT Beasts, then turns them into Synchro and Link plays.

Strengths: Explosive tempo, flexible lines, easy extender access, and constant recycling.

Weaknesses: Hates interruptions, folds to banish-heavy removal, and sometimes runs out of gas if the first push gets stopped (Sometimes).

Best Use: Set up pressure with Synchro floaters, and snowball advantage with repeated GY recursion.

Yummy Cards Breakdown

Cooky☆Yummy See

LIGHT | Beast | Level 1 | ATK 1000 / DEF 0

Self-Summon Effect: If you already control a Link-1 monster or a Level 2 Synchro, you may Special Summon this card from your hand. You can only do this once per turn.

On-Summon Effect: When this card is Normal or Special Summoned, you can target one face-up monster your opponent controls. It loses 1000 ATK. However, if a Synchro Monster’s effect Special Summoned this card, you can destroy that monster instead. You can only use this effect once per turn.

 

Cupsy☆Yummy See

LIGHT | Beast | Level 1 | ATK 0 / DEF 1600

Self-Summon Effect: If you control a Link-1 monster or a Level 2 Synchro, you may Special Summon this card from your hand. You can only do this once per turn.

On-Summon Effect: When this card is Normal or Special Summoned, you can add one “Yummy” card from your Deck to your hand, except “Cupsy☆Yummy”. Yet if a Synchro Monster’s effect Special Summoned this card, you can draw one card instead. You can only use this effect once per turn.

 

Lollipo☆Yummy See

LIGHT | Beast | Level 1 | ATK 600 / DEF 1200

Self-Summon Effect: If you control a Link-1 monster or a Level 2 Synchro, you may Special Summon this card from your hand. You can only do this once per turn.

On-Summon Effect: When this card is Normal or Special Summoned, you can target a card in your opponent’s GY and shuffle it into the Deck. But if a Synchro Monster’s effect Special Summoned this card, you may banish that card instead. You can only use this effect once per turn.

 

Marshmao☆Yummy See

LIGHT | Beast | Level 1 | ATK 800 / DEF 600

Self-Summon Effect: If you control no monsters, or all of your monsters are LIGHT Beasts, you may Special Summon this card from your hand. You can only use this effect once per turn.

On-Summon Effect: When this card is Normal or Special Summoned, you can return one “Yummy” Spell/Trap from your GY to your hand. Alternatively, if a Synchro Monster’s effect Special Summoned this card, you can place a “Yummy” Field Spell or a “Yummy” Continuous Spell/Trap from your Deck or banished zone straight onto the field. You can only use each effect once per turn.

 

Cooky★Yummy Way See

LIGHT | Beast | Synchro | Tuner | Level 2 | ATK 1600 / DEF 2100

1 Tuner + 1 non-Tuner monster

Synchro Material: For this card’s Synchro Summon, you may treat one Link-1 monster you control as a Level 1 Tuner.

On-Summon Effect: When this card is Synchro Summoned, you can target up to two face-up monsters on the field and flip them face-down.

Quick Effect: When your opponent activates a card or effect, you can return this card to the Extra Deck. Then you may Special Summon up to two “Yummy” monsters from your GY. Each effect is once per turn.

 

Cupsy★Yummy Way See

LIGHT | Beast | Synchro | Tuner | Level 2 | ATK 0 / DEF 2200

1 Tuner + 1 non-Tuner monster

Synchro Material: You may treat one Link-1 monster you control as a Level 1 Tuner for this card’s Synchro Summon.

On-Summon Effect: When this card is Synchro Summoned, you can add two “Yummy” monsters from your Deck to your hand, then discard one card.

Quick Effect: When your opponent activates a card or effect, you may return this card to the Extra Deck. After that, you can Special Summon up to two “Yummy” monsters from your GY. Each effect is once per turn.

 

Lollipo★Yummy Way See

LIGHT | Beast | Synchro | Tuner | Level 2 | ATK 1200 / DEF 1200

1 Tuner + 1 non-Tuner monster

Synchro Material: For this card’s Synchro Summon, you may treat one Link-1 monster you control as a Level 1 Tuner.

On-Summon Effect: When this card is Synchro Summoned, you may Special Summon two “Yummy” monsters from your GY, but their effects become negated.

Quick Effect: When your opponent activates a card or effect, you can return this card to the Extra Deck. Then you may Special Summon up to two “Yummy” monsters from your GY. Each effect is once per turn.

 

Yummy Snatchy See

LIGHT | Beast | Link 1 | ATK 600

1 Level 4 or lower LIGHT Beast monster

On-Summon Effect: If this card is Special Summoned, you can place a “Yummy” Field Spell from your hand or Deck onto your field face-up. However, after that, you cannot Link Summon Link-3 or higher monsters this turn. You may only use this effect once per turn.

Quick Synchro Effect: Once per Chain, during the Main Phase or your opponent’s Battle Phase, you may pay 100 LP. Then, immediately after this effect resolves, you Synchro Summon using monsters you control, including a “Yummy” monster.

 

Yummy☆Surprise See

Quick-Play Spell

Activate 1 of these effects (but you can only use each effect of once per turn);

[1] Target 2 LIGHT Beast monsters you control and 2 cards your opponent controls; return them to the hand.

[2] Special Summon 1 “Yummy” monster from your hand or GY, but it cannot attack directly this turn.

[3] Return 1 Field Spell from your face-up field or GY to the hand, then you can place 1 “Yummy” Field Spell from your hand, face-up on your field.

 

Yum☆Yum☆Yummys See

Continuous Spell

When two or more “Yummy” monsters are Special Summoned together, you gain 500 LP and your opponent loses 500.

Once per turn, you can pay 500 LP, target two face-up monsters including “Yummy★Snatchy”, send them to the GY, and then Special Summon a “Yummy” Synchro Monster from your Extra Deck. Also, if your opponent activates any effect outside the Damage Step, you can pay 100 LP to immediately Link Summon a “Yummy” Link Monster.

 

Yummyusment★Acroquey See

Field Spell

When you Synchro Summon a LIGHT Beast Synchro, you can destroy one opponent card. If your face-up monster leaves the field by an opponent’s effect, you can Special Summon a “Yummy” monster from your Deck.

If this card is in your GY, you can return it and two “Yummy” monsters from your GY or banished zone to the bottom of the Deck.

Each effect is once per turn.

 

Yummyusment☆Mignon See

Field Spell

Your “Yummy” monsters gain 500 ATK for each LIGHT Beast on the field. Once per turn, if you control a Link-1 monster, you can Special Summon a Level 1 “Yummy” monster from your GY.

If this card is in the GY, you can place it and two “Yummy” monsters from your GY or banished pile on the bottom of the Deck.

 

Assist★Yummy! See

Continuous Trap

During each Standby Phase, you gain 100 LP and your opponent pays 100. Once per turn, you may send this card and another face-up “Yummy” card you control to the GY to return a card from the field or GY to the hand. Or you can banish this card from your GY to send a “Yummy” card from your Deck to the GY, except itself.

 

Yummy★Redemption See

Continuous Trap

Your opponent’s monsters lose 200 ATK for each LIGHT Beast in your field and GY. Once per Chain, if you Synchro Summon a LIGHT Beast, you can draw a card and put one from your hand on the bottom of the Deck.

You can also banish this card from your GY to swap control of a “Yummy” monster you control with an opponent’s monster, once per turn.

How to Play Yummy: Decklist, Synchro combos and Link Tuner

Overview: Theme & Core Mechanics

The Yummy deck moves like a little engine that never sits still. Nearly every Level 1 Beast jumps onto the field as long as you have a Link-1 or a Level 2 Synchro in play. Because of that, you keep chaining bodies together without much cost. The Synchro monsters then push this even further, since each one replaces itself by summoning more Yummys from the GY.

Although the deck plays low-level monsters, the pressure builds quickly. Each play improves your board, and each extender gives you access to disruption or removal. Your spells and traps keep everything flowing, since they recycle fields, summon from odd places, and let you cheat out Synchros or Links in the opponent’s turn.

The whole theme pushes towards momentum. Once you start looping Field Spells, reviving Level 1s, and bouncing or banishing cards, you create a rhythm your opponent struggles to break.

 

Key Mechanics

Free Special Summons from the Hand: Almost every Level 1 Yummy monster can jump onto the field as long as you control a Link-1 or a Level 2 Synchro.

Synchro Spam Using Tiny Bodies: The whole archetype revolves around making Level 2 Synchros. Snatchy lets you Synchro Summon on either turn, and many cards exist purely to serve as material.

Field Spell Cycling: Both Field Spells return themselves to the Deck, revive monsters, place new Spells, or generate removal.

Yummy Decklist

You run a high count of the Level 1s because they are your fuel. Each one jumps onto the field whenever you control a Link-1 or a Level 2 Synchro, so they act as free extenders. Since they all provide a different payoff, you want access to the right one at the right moment. Running many copies reduces the chance of bricking, and it also ensures you always have material for Snatchy or a Level 2 Synchro.

Snatchy looks tiny, but it connects everything. It places Field Spells for free, which protects your setup and starts your recursion. Since it also gives you instant Synchro Summons on your opponent’s turn, you gain reactive plays without waiting. You need enough Snatchy to see it early and as many times as possible.

The Field Spells recycle themselves, which means you rarely run out of them. Since placing or returning them becomes a mini-combo by itself, perhaps you want to open slots for different Techs and Staples. Yummy☆Surprise gives flexibility. Sometimes you bounce, sometimes you revive, and sometimes you reset your Field Spell.

As for both Traps, as we can tell, Yu-Gi-Oh hasn’t been very kind about using old-school Traps.

Combos and Strategies

Standard Starter of Yummy consist of Normal Summon any Level 1 Yummy and Special Summon another using its self-summon. Make Yummy★Snatchy to Place a Yummy Field Spell, so you Extend into Level 2 Synchro.

This line works as the most basic way to play, and it fixes weak hands by giving you access to both the field and graveyard engines.

What you really want to do is Synchro Looping. Use any Level 2 Synchro’s Quick Effect to dodge removal by returning itself to the Extra Deck. Then revive two Yummy monsters from the GY and rebuild the board immediately. With Snatchy face-up, pay 100 LP to Synchro Summon mid-combat or mid-main phase. This gives you reactive removal, flips, or revival tools while your opponent tries to push.

 

Win Condition 

The deck wins by stacking incremental advantage until the opponent runs out of gas. You build a board that keeps returning itself, keeps generating new bodies, and keeps breaking their field. Once you stick a Field Spell, a Synchro, and a live Snatchy, you control most of the board. And, you still have a chance to make your opponent upset.

Basically, you start by summoning a Level 1, then extend into Snatchy, then jump into a Level 2 Synchro. From there, every card feeds into the next. Because so many cards recycle themselves, you rarely run out of gas. And once the Synchro float engines start firing, stopping the deck becomes far harder than it looks.

Wrapping Up

The Yummy deck works because every card feeds another, and the whole engine never stops moving. You jump from tiny Level 1s to quick Synchro plays, and then you recycle everything to keep the pressure high. Since most pieces repeat the same actions—reviving, bouncing, looping, and upgrading effects—the deck feels smooth even when your opening hand looks rough.

To be honest, at first glance it doesn’t seem like something big by Yu-Gi-Oh! standards, quite a mistake. These little cats are monsters.

Its constant recursion lets you recover faster than most opponents expect. Once your Synchros start looping and your Field Spells settle in, you snowball advantage until the match slips out of your opponent’s hands.

 

If you want to see more of Justice Hunters, click the links below:

K9 Archetype Spotlight 

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