afr

Six Samurai - Discussion

362 posts in this topic

Six samurai is an old archtype that was a mix between a toolbox and beatdown. After storm of ragnarok, the deck got the tools to achieve a new goal: destroy the opposition as fast as possible before they can turn their games on. They achieve that via massive swarms and with the help of its boss monster: "Legendary Six Samurai Shi - En" that protects your big board from spell or trap cards that would punish you for overextending.

 

However, this deck has its fair share of problems: having a hard time going second, taking continuous -1 for making Xyz or synchro plays and their null capability of having a late game.

 

Then, why should we keep this deck in mind for the upcoming March 2013 format?

 

This deck has the ability to play macro cosmos in the main deck to ease the fire fist and mermail match-up, has a good rabbit match-up, its usually a good deck against rogue stuff or decks that usually troll the established meta like burn or countdown and is able to synchro summon naturia beast instead of shi en so spellbook has a hard time too. 

 



The bosses:
legendarysixsamuraishie.jpg

Legendary Six Samurai Shi - En

This is the boss monster of the deck. The goal of the deck is to summon him as fast as possible and ride him to victory. This is the reason as of why samurais can overextend on the first turn of the game and rarely get punished for it.


shadowofthesixsamuraish.png

Shadow of the Six Samurai Shien

This card is good for putting extra bushido counters. Its effect is basically not relevant most of the time, but from time to time you are going to pull it to boost kageki to 3500 to make OTKs possible or to run over big beaters. It can also be reborned with gateway.


The warmen:

300pxkagemushaofthesixs.png

Kagemusha of the six samurai

This is the main tuner of the deck because its the only one that has six samurai in its name, has the best level and the exact attack for combo plays with asceticism and kageki. It also has another useful effect as it can defend other samurai from certain effects like compulsory evacuation device, book of moon, dimensional prison (only if its in atk mode), chaos sorcerer, atlantean marksman, brotherhood of the fire fist bear, etc. If you know when to put it alongside shi en, it can win you some games that would not be winnable otherwise. 


300pxlegendarysixsamura.png

Legendary six samura kageki

You are going to use this card most of the time to summon legendary six samurai shi en on your first turn (by special summoning kagemusha from your hand with his effect). But this card is not really a one trick pony as you can combo it with asceticism of the six samurai, shadow of the six samurai shien, six samurai united (gets both counters) or shien´s dojo (this + any other samurai and dojo = shi en). It also punsihes opponents that open poorly by giving you the possibility of going all aggro on the early stages of the game; samurai beatdown is a legit win condition for the deck.


300pxlegendarysixsamura.png

Legendary six samurai enishi

This is the best card of the deck. It is very well known that six samurai have an inherent weakness against monster´s effects and this card solves that. First and foremost, it stops the effects of powerful monsters that threaten your board before they can activate them (no rescue rabbit, no wind-up zenmaity, no inzektor dragonfly, No bear, etc).

However, It also helps samurai to cover some other bases where they are weak, such as: getting big beaters out of the way (even if its just for a turn, samurai can easily capitalize and win the game in that turn) and breaking stalls (cards like spirit reaper, wind-up zenmaines and kinetic soldier are annoying to this deck). It also has a nice +500 atk bonus that puts it over commonly played beaters (no alius, cyber dragon, stratos, thunderking rai - oh, brotherhood of the fire fist monsters not named king tiger or without fire formation trap cards, etc) so he can save his effect for bigger threats. It can also be searched via shien´s dojo or ascesticism with a kageki that gets an attack bonus (200 + 1500 of the boost). Never use his effect in your main phase, (unless absolutely necessary, i.e. you are going to synchro/Xyz with him before the battle phase) wait until your opponent wants to play effect veiler on him before the battle phase, then chain it or activate it in battle phase or opponent´s turn. 

300pxelderofthesixsamur.png

Elder of the six samurai

Is a "cyber dragon clone". This card is important because it makes combo with asceticism to special summon kagemusha from the deck (or the other way around), that combo in itself opens the way to shi en OR naturia beast as needed. But be warned that is a very subpar card to draw after you are already set-up as it cannot be special summoned (by his effect) nor it has a usuable ATK.


300pxgrandmasterofthesi.png

Grandmaster of the six samurai

Unlike its counterpart from the past (kizan), this card has a built in protection effect that will get the best out of certain removal cards as solemn warning, bottomless trap hole, torrential tribute, dark hole, etc. BUT you can only control one copy of him at a time so 1 is usually what is run. However, runing a second one to make dojo live faster is perfectly acceptable.


300pxlegendarysixsamurat.png

Legendary six samurai kizan

Its an easy to summon 1800 beater that makes the effects of the other samurai live. Unlike grandmaster, this card has no restrictions and you can control any number of them.This + kagemusha makes barkion and him + zanji, enishi or another copy of himself open the can for more options via rank 4 XYZ summos. It also makes combo with asceticism to summon zanji OR grandmaster (if it has the atk bonus).  This is the main card that you are going to use for Xyz plays and the best card to have when you have gateway of the six.


300pxthesixsamuraizanji.png

Six samurai zanji

This card is good to get around big beaters like gorz or to get through annoying stalls like reaper. It also makes asceticism live via kizan (or the other way around). 


300pxspiritofthesixsamu.png

spirit of the six samurai

This card is excellent as it puts shi en over the top. One of the common ways to destroy shi en is to force him to waste his effect on a spell/trap card and then get him with another one. With this card, he is more resilient to such scenarios and destroys a lot of other former threats by battle (like gorz, hyperion, red eyes darkness metal dragon, lightpulsar dragon, etc) while netting you advantage. Just remember that this + shi en is a prefectly acceptable win condition against certain match-ups like chaos dragons. 

 

However, in the upcoming March 2013 format, things does not look that good for this card. Why?

 

Think of the 2 biggest threats of the format (until hidden arsenal 4 arrives): Mermail and fire fist.

 

Against mermail it can defend a samurai from being destroyed by armed soldier but then what? Nothing except for shi en and shadow shien are bigger than megalo. Yes; getting marksmans, undines, spikes and small stuff in battle with spirit + random samurai is good but mermails have the uncanny ability of making more +1 than any other deck in the game and it won´t matter in the end because they still moved their deck forward(by searching with undine/abysspike/abysslinde or doing a diva play). You want to stop their pluses, because by making that their deck is rendered useless. Getting the random +1 will not take you very far.

 

Against fire fist is no different because of fire formation trap cards. As it stands right now, only Shi en and shadow Shien are capable of having more attack after the boost  oftensen (everything else with be smaller than bear) and shadow shien will be easily played around with bear by activating tensen in MP1 and destroying spirit. Then you just run over it by battle.

 

It has merits as it does

Other cards that can be played (but are not optimal with the current cardpool and metagame):

Hand of the six samurai. Card is very subpar, what she did before (destroy big beaters, break stalls and play around gorz) is now done better by stuff that has more synergy (enishi/zanji) or things that have more reward (spirit).

six samurai irou. This card could be played in the side deck if kinetic soldier, ryko, dyna, etc begin to see more play. I would not recommend it in the main deck.

six samurai yaichi. This card has always been good, its just that it is not needed when you are already set-up.


shien´s squire. You can potentially play this to increase the consistency of dojo (which also gets "shien" cards from the deck) as now any level 4 six samurai + it gets you to shien. The problem with this card is that when drawn (face it, its going to happen sometimes) is basically useless.


The supply units:


300pxshienssmokesignals.png

shien smoke signal

An easy tutor for kagemusha, elder and kageki mostly. From time to time you are going to want to pull spirit/hand from your deck with it. Play whatever you are allowed (with current list is 2).


300pxasceticismofthesix.png

Asceticism of the six samurai

This is another tutor that requires you to have another six samurai on the field and the possible combinations are:

Field =>Deck
kizan =>Zanji
Zanji =>Kizan
Elder =>kagemusha
Kagemusha =>elder
kizan with attack bonus =>grandmaster of the six samurai
kageki with atk bonus =>enishi

There are other combinations with the other monsters that are not played like: mizuho <=> hand, kageki => irou or irou <=> enishi. It has the added bonus of being a quick play spell so you can cahin it to stuff like book of moon, compulsory evacuation device, bottomless, etc. Personal favorite is when the opponent plays effect veiler when you summon kageki while having another samurai face up, just chain this card and get enishi to the field anyway. Run 3.


300pxshiensdojosdwaenc1.png

Shien´s dojo

This is another tutor that gives the deck a major consistency boost for t1 shi en plays in exchange of deck space.

This is some stuff that you can easily pull with dojo:

Kageki + kagemusha = shi en + spirit
Kageki + any samurai = shi en + that samurai
Elder + a samurai that can be special summoned = beast/shi en + such samurai
Special summoned elder + any samurai = beast/ahi en + that samurai
kageki + kagemusha + kizan/grandmaster = shi en, enishi and kizan/grandmaster
ascetcisim + kageki + kagemusha = shi en + enishi + kizan OR shi en + enishi + spirit

This card is very good in the early stages of the game as its very easy to put as many bushido counters as you need to get what you want, BUT the card gets progressively worse the longer the game goes. It also has the benefit of allowing you to play with kageki around veiler when you have another samurai in your hand than can be special summoned (kizan/grandmaster). Most people has been having success with 3 copies of this card in the last thread because despite the drawbacks, the extra speed brings bigger rewards than risks. Run 3 or 0 (You want this in the early game asap, so increasing your chances of opening with it is optimal).


300pxsixsamuraiunitedsd.png

Six samurai united

Easy +1 there is not really much to say about it. The only complicated interaction with the deck is when you have gateway (see below). Run 3


300pxgatewayofthesixsdw.png

Gateway of the six

Everytime you draw this card, there is a very good chance that you are going to win. That is all that needs to be said. Just remember that united/dojo with this and any combination of cards that allow you to special summon two samurai is GG, as you can get massive fields with shadow of the six samurai shien via bushido counter spam. Run what you are allowed, 1 at the moment.

Here is how you achieve the big board with united/dojo and gateway of the six (results vary according to your hand, field, opponent´s field, etc but you get the general idea):

1) Special summon 2 samurai any way (for this example kageki and kizan, your board is empty, you have united + gateway and opponent has dimensional prison set), get 4 counters on gateway and 2 counters on the other card; search kizan.
2) Special summon kizan and put 2 more counters on gateway (4 total) and 1 in united.
3) Add the third kizan by leaving one counter on gateway.
4) XYZ summon shadow of the six samurai shi en with both kizan. Gateway gets to 3 and united to 1.
5) Detach a material to get kageki to 3500 atk.
6) Get another kizan to your hand (2 total). Gateway is in 0 and united is in 0.
7) Special summon kizan (x2). Gateway gets to 4 and united to 2.
8) Xyz summon heroic champion excalibur and detach materials to get him to 4000 (field: kageki at 3500, shadow of the six samurai shien and heroic champion excalibur at 4000)
9) Grab kizan from the graveyard. Gateway is at 1 and united at 1.
10) Special summon kizan. Gateway is at 3 and united at 2.
11) Grab the other kizan from your graveyard. Gateway is at 0 and united at 1.
12) Special summon kizan. Gateway is at 2 and united at 2.

*If you play the second shadow shien (which i totally do not recommend, but is possible to keep going with the combo this way):

13) Search for grandmaster. Gateway is at 0 and united is at 0.
14) Xyz summon second shadow of the six samurai shien. Gateway is at 2 and united at 1.
15) Special summon grandmaster. Gateway is at 4 and united at 2.
16) Draw two cards.
17) Give 1000 more attack to kageki (is now at 4500)

End field: kageki at 4500, grandmaster, shadow of the six samurai shien (x2) and heroic champion excalibur at 4000. You can do the above combo with dojo instead of united if you want to BUT the suggested end field should be different.

Spells

Book of moon
Monster reborn
Heavy storm
Reinforcement of the army


Mystical space typhoon.- Be warned that deck space is very tight and drawing multiple of this card in this deck can lose you games because these won´t be able to protect shi en. Also, once shi en is set-up you rarely need them anyway.


Trap support:


300pxmusakanimagatamasd.png

Musakani magatama

Do not get me wrong, this card is very good as it has a wide variety of targets (including the cards that always bully shi en and samurai: the solemn brigade and torrential tribute) but this deck has the "40 card syndrome". There are very good cards that you want to fit, but your engine eats too much deck space, so its usually better to save it to put in other backrow that can get the real problems out of the way like: compulsory, prison, bottomless, etc. If you search enough and sacrifice something, you can squeeze one copy. Run 0-2, playing them on the side deck could be a decent choice too.


300pxdoubleedgedswordte.png

Double edged sword technique

Its a very powerful and under certain conditions even game breaking card, BUT underwhelming in a lot of others. If you are going to play dojo + asceticism, its probably a good idea to avoid this card (you have a limited amount of space for trap cards and is much better that those are dedicated to defense that is good while you are winning OR losing) BUT you can still play it by sacrificing something. Run 0-2 Playing 2-3 is good while playing witout dojo.


300pxcompulsoryevacuati.png

Compulsory evacuation device.

This card is incredible for this deck because it covers so many bases its insane. It is a disruptive option to make shi en live longer, stall breaker, helps to play around big beaters and gorz and helps you to recycle your samurais in a pinch if you need the extra counters to go off. It has the benefit of making the deadly naturia beast more tame. It basically helps samurais in all the fields they need help. Play 2-3.

Other trap cards that can/should be played:

Dimensional prison
Botomless trap hole
Mirror force
Solemn warning
Solemn judgment


Extra deck options.

Essential:

Naturia beast. Infinite spell negation (LOL at "cost"), the only ways to summon this in the deck are elder + kagemusha OR kizan + squire (if you run that). This card grants you infinite advantage against heroes and darkworld and is a game finisher in the mirror match if you can summon it in the first turn of the game alongside some form of protection. Run 1.

Naturia barkion. Infinite trap negation (as long as your graveyard allows it), this card is key in some match-ups like antimeta, heroes, etc that are very trap heavy where shi en won´t cut it alone. Kizan + kagemusha is the only way to summon it unless you run squire (squire + grandmaster). Run 1.

Heroic champion excalibur. This card really helps against the ever troublesome Gorz, either by forcing it to the field prematurely and destroying it by battle or by playing around it and finishing the game via an attack to a random monster. Run 1.

Wind-up zenmaines. This deck can make easy rank 3, and everybody´s favorite robot is quite the staple. Run 1.

M. X-saber invoker. This card can get you a kizan in defense porsition to spam counters or create a rank 4 xyz play. I do not think it is an undeniable staple BUT is a nice option to have sometimes while dojo is up or the only things you have in your hand are elder/kageki, kageki/elder and kizan.

Ally of justice catastor. Shi en is amazing and everything BUT sometimes you just need another level 5 synchro. This is the best level 5 synchro to compliment beast and shi en. Run 1.


Other options:
Gemknight pearl. 2600 vanilla. Those extra 100 over utopia really put it over the top as now you can pass: leviathan, stardust, shi en, utopia, lightpulsar dragon, naturia barkion, etc.

Naturia landoise.- You run a heavy line-up of spells and grandmaster + kagemusha will get you to this. Its nice to block out gorz, but its low attack points make it subpar sometimes when you are in a hurry and your only option is level 7.

Black rose dragon.- Is nice to have the option of a field nuke from time to time. Just remember that this deck likes to have a huge board presence all the time so field nuking is not a very cool option most of the time.

Scrap dragon. This deck can get to level 8 sometimes (level 6 synchro + another kagemusha), having the option to blow something is rather nice.

Colossal fighter.- This card can get huge here and this deck tends to have problems with big beaters. The only way to do it without squire in the main deck is by using a level 6 synchro and kagemusha.

Scrap dragon.- This card is an option for the same reason as colossal.

Mist wurm.- This card has access to level 9 easily (level 3 + 4 + kagemusha) and this card cam come in handy from time to time to bounce fields of synchro/xyz monsters.

leviathan dragon.- This deck makes easy rank 3. Putting it there could be nice but the extra deck space is tight and you really do not need it.

acid golem of destruction.- Gives you extra muscle with double kageki or kageki + elder plays. Its a nice option to have where its legal.

Steelswarm roach.- This card is easy as pie to make in this deck and can help shi en a lot in certain match-ups. If you play it will depend on how the metagame unfolds.

Tiras keeper of genesis.- Some people like to put this in its extra deck to have more options against gorz/bigger beaters than shi en by sacrificing him and grandmaster.

adreus keeper of armaggedon.- See above.

Utopia.- I do not like this card here because you have plenty of 2500 beaters (so its usually better to play pearl) an there is almost nothing that is not naturia beast that you want to protect from battle (shien saves himself as long as there are samurai monsters so...).

Gaia knight the force of earth. With brionac gone is nice to have a second lv6 option. See Gemknight Pearl.

Photon papilloperative. This deck has some trouble with things like reaper, so this card can shine in some stages of gameplay. (especially games 2-3).

Blade armor ninja. To be completely honest, i have no clue why people plays this in samurai. Giving up zanji or enishi to do this is not worth it most of the time and giving two kizans will only get you to 4400 damage instead of the probable 4200 that the two kizans would make alone (if there is another samurai). Excalibur is way superior to this card.


Side deck options:

Rivalry of warlords.- With inzektors out of the picture and wind-ups being a dominant force, this card has to make a comeback to the side deck. It basically shuts down the whole wind-up match-up in your favor while also being useful against dino rabbit and random things that you may encounter like "plants" and psychics.

Dimensional fissure/macro cosmos.- These cards are fantastic for samurai as they can hit a wide array of match-ups across the board like chaos dragons, agents, plants, wind-up (cosmos only), darkworld, dragunities, etc. Both have advantages and disvantages as macro prevents united/dojo from hitting the grave, rendering them useless. Dimensional fissure can stop veiler on kageki and force a maxx c. With atlanteans coming soon, this card will stay strong as an extra deck staple.

Mystical space typhoon.- This card is not so good in the main deck BUT you have to have it in your side deck.

Kinetic soldier.- Card is good against heroes and mirror match. I presonaly like puppet plant better BUT this is still solid.

Puppet plant.- This card can get the best out of certain stuff like shi en and shining and force OTKs easily. It also hits spellcasters match-ups (for whatever that is worth but still).

Electric Virus.- This card was good last format to hit chaos dragons but in this format is good to hit geargia variants. For whatever reason that i have never understood completely, this deck has a bad match-up against machina variants so you definitely need to side deck for it. It might hit the random chaos dragon match-up you might encounter.

Musakani magatama.- This deck has a hard time going second and this is a very good card to force plays to the field. Like explained above, it has a wide array of targets.

Mirror force.- This card is not what it used to be. Do not get me wrong, is still very good BUT with the metagame full of zenmaines, floaters and monsters with protection effects is very easy to play around and dimensional prison would be a better choice most of the time.

Extra copies of bottomless trap hole/dimensional prison.- If you cannot fit a couple of them in your main board, is still nice to consider them for the side deck.

Vanity´s emptiness. Outside of macro variants, this is the deck that makes the card live longer with shi en. If you use it wisely, it is gonna win you games. It is good against chaos dragons, agents, geargias, hieratic, dragunities, wind-ups, etc.



Sample decklist dojo (TCG style)
[spoiler]

Legendary six samurai kageki x3
kagemusha of the six samurai x3
legendary six samurai kizan x3
legendary six samurai enishi
grandmaster of the six samurai x2
the six samurai zanji
Elder of the six samurai x2
spirit of the six samurai

Asceticism of the six samurai x3
shien´s smoke signal x2
shien´s dojo x3
six samurai united x3
monster reborn
book of moon
heavy storm
reinforcement of the army
gateway of the six

solemn warning x2
compulsory evacuation device x3
solemn judgment
dimensional prison
botomless trap hole

Extra deck

1 legendary six samurai shien
1 ally of justice catastor
1 naturia beast
1 naturia barkion
1 gaia knight the force of earth
1 black rose dragon
1 scrap dragon
1 wind-up zenmaines
1 acid golem of destruction
1 shadow of the six samurai shien
1 gemknight pearl
1 steelswarm roach
1 photon papilloperative
1 blade armor ninja
1 heroic champion excalibur

[/spoiler]


Dojo-less build (OCG style)
[spoiler]
2 Legendary six samurai kageki
3 kagemusha of the six samurai
1 elder of the six samurai
1 the six samurai zanji
1 legendary six samurai enishi
3 legendary six samurai kizan
1 grandmaster of the six samurai

1 Gateway of the six
2 shien´s smoke signal
1 reinforcement of the army
3 asceticism of the six samurai
3 six samurai united
1 heavy storm
1 monster reborn
1 book of moon
1 forbidden lance

2 compulsory evacuation device
1 mirror force
2 bottomless trap hole
2 double edged sword technique
2 solemn warning
1 solemn judgment
2 dimensional prison
2 musakani magatama
[/spoiler]

Previous format's discussion

[spoiler]

SIX SAMURAI DISCUSSION



The Six Samurai is an old archetype that has gone through a few phases. Their strength lies in their reliance upon each other. This quality is reflected in their effects which generally require another Six Samurai, usually of a different name, on the field. When they first debuted in Strike of Neos, they immediately hit the ground running as a swarm/control archetype. Their goal was to swarm the field quickly with Sams and control field advantage with their effects. As time passed, this strategy became less reliable as more consistent decks made appearances. The field commitment this deck required was also their downfall as single cards could destroy their presence, making it impossible to comeback.

...then the Legendary Six Samurai came along. Debuting in Storm of Ragnarok, they brought with them the protection the Six needed to ensure their field presence was not so easily removed. A tuner; a spell and trap negating synchro; a solemn-like counter trap; and more Six samurai that could special summon made this deck one of the fastest and sackiest decks of its time.

However, this phase did not last long. As of the 2011 Sept 1st format, the Six Samurai have been hit by the banlist in ways that many believe have removed them from the competitive scene. This is not true, however. The deck has so many options for various techs within and without the archetype that a deck can be tailored for any task. The chore comes with selecting the correct techs for the expected meta.

The Six won't give up without a fight!
*****************************




Core Monsters:





300px-KagemushaoftheSixSamuraiSTOR-EN-C-
This guy is the tuner that gets you to the synchros you need to protect your field and more. Staple at 3.





300px-LegendarySixSamuraiKizanSTOR-EN-SR
An easy-to-summon 2100 atk beater that helps enable the other samurai's effects. Not limited to one copy on the field like Grandmaster. Also works with Kagemusha to get you Naturia Barkion. Staple at 3.



LegendarySixSamuraiKagekiSTOR-EN-R-1E.jp



Kageki + Kagemusha in hand results in a quick Shi En. 'nuff said. Used to be staple at 3, but Asceticism builds tend to run less. Run 1-3 depending on the build.




300px-GrandmasteroftheSixSamuraiLCGX-EN-



His ability to special summon as well as plus off opponent's destruction is a great asset. He used to be optional because summoning multiple Shi En was the main goal. However, I think it's to safe to say now that he is staple at 1-2.




300px-ElderoftheSixSamuraiEXVC-EN-C-1E.j



This guy used to be overlooked when Smoke Signal was at 3. However, he is now a popular choice in the Asceticism build. Run 1-2 in that build.




300px-HandoftheSixSamuraiSTOR-EN-SR-LE.p



At first glance, Hand might seem like she's on the same level as the other "optional" Six Samurai. However, her ability to tribute herself for cost as well as use her ability multiple times in one turn makes her the most useful of the bunch. Typically in decks at 1-2.




300px-LegendarySixSamuraiShiEnSTOR-EN-UR



This is the Six Samurai boss monster, and the reason why they were able to return to the meta scene. He allows the Six to setup a field and protect it. The deck has many ways to get him on the field early. However, with the current banlist limitation of Shi En, duelists must now be extra careful to make his summon worth while. Protect him at all costs!



The following Six Samurai monsters can be included in the deck based on preference:

  • Enishi, Shien's Chancellor
  • Great Shogun Shien
  • The Legendary Six Samurai - Enishi
  • The Legendary Six Samurai - Mizuho
  • The Legendary Six Samurai - Shinai
  • Shien's Squire
  • Spirit of the Six Samurai
  • The Six Samurai - Yaichi
  • The Six Samurai - Kamon
  • The Six Samurai - Irou
  • The Six Samurai - Zanji

 

Core Spells:




>300px-ShiensSmokeSignalSTOR-EN-R-1E.jpg



A Reinforcement of the Army for any archetype is always a pivotal card. Allows you to toolbox most of the Sams you'll need. Staple at its 1 allowed copy.




300px-GatewayoftheSixLCGX-EN-C-1E.jpg



There's a good reason why this card was limited. When played, this card keeps a steady stream of Samurais flowing to your hand and onto the field. It's first effect should also not be overlooked as it allows the Sams to get over some of the larger boss monsters that have popped up in recent archetypes. Staple at its single allowed copy.




300px-SixSamuraiUnitedTU05-EN-SR-UE.jpg



Archetype specific draw card with practically no negative drawbacks? Yes please. Staple at 3.




300px-AsceticismoftheSixSamuraiSTOR-EN-R



Since Smoke Signal was hit by the banlist, many duelists have turned to this card for a speedy Shi En opening. When used in conjunction with Elder and/or Kagemusha, explosive first turn plays with Shi En and Naturia Beast are possible...both of which are vital in this format where Heavy storm has made a return. Asceticism also opens up the option to toolbox specific Sams into the deck that were previously inaccessible by Smoke Signal. Note that this also gets around Effect Veiler unlike Kageki. Run 2-3 in an asceticism build.




300px-ShiensDojoEXVC-EN-SR-1E.jpg



Another card used to help out with speedy synchro summons. It can be played as an engine by itself, or in conjunction wit Asceticism. Some duelists like to run a single copy of Shien's Squire along with this as it's easily accessible with a single level 4 summon + Dojo. An important quality to note is that Shien's Dojo generates Bushido counters which can be used by Gateway of the Six. Having both on the field will spell disaster for your opponent. Run 2-3 if it is run at all.




Some spells not usually used, but could be effective in the right builds:

  • Cunning of the Six Samurai
  • Six Strike - Triple Impact
  • Temple of the Six
Core Traps:









300px-MusakaniMagatamaSTOR-EN-R-1E.jpg



This card plays a huge role in protecting your field if you have a Six Samurai present. It's ability to negate cards such as Solemn Judgement and Solemn warning make is a great asset. This card's effectiveness has increased this format with many destruction based boss monsters on the rise. Run 2-3.




300px-DoubleEdgedSwordTechniqueLCGX-EN-C



This card lost some edge (pun completely intended) when Shi En was limited. However, there are still a myriad of plays this card can bring out. A first turn Elder + Kagemusha turns into a 2nd turn Naturia Beast with this card. A common play this format involves summoning Shi En and Spirit with DEST, then equipping Spirit to Shi En to keep him on the field. DEST also creates plays with cards such as Hand, Mizuho, and Spirit of the Six. Run 2-3.




Other viable trap(s) that can be used:

  • Reinforce Truth
Honorable Mentions:




Naturia Beast - With Shi En down to 1 legal copy, Naturia beast plays a much larger role in this deck. Asceticism builds will be able to get him out just as easily as Shi En.



Naturia Barkion - Like Beast, Barkion is another go-to card in the absence of multiple Shi En's.



Naturia Landoise - Kagemusha and Grandmaster make summoning Landoise a piece of cake. When used in Conjuction with high spell count builds (i.e. Asceticism/Dojo), he can be a great asset.



X-Saber Pashuul - Sometimes used as another target for Reinforce Truth if it is run.



Steelswarm Roach, Utopia, and Leviathan: XYZ's bring another element to Six Samurai. They are easy to get out due to their special summoning power and with the help of cards like Double-Edged Sword Technique.



Dimensional Fissure: With graveyard dependent decks on the rise, this will be a good candidate for the main and/or side decks.






 

Lore:




For those that are interested, there is actually quite a bit of backstory on the Six Samurai. Some of the following lore will cause you to notice some interesting details in the card images as well as give you a deeper admiration for this noble archetype.

The Legendary Six Samurai are younger/past versions of the original Six Samurai as shown in their images and effects.

Legendary Six Samurai - Shi En is the younger version of Great Shogun Shien back when he was the leader of the group.

Legendary Six Samurai Mizuho is Legendary Six Samurai Shinai's wife.

Shinai was killed at some point (the cause is not clear). His ghost resides in The Spirit of the Six Samurai. Notice the Armor similarities.

After Shinai died, Mizuho retired from the ways of the Samurai and joined the priesthood as the Hand of the Six. Notice Mizuho's armor in the background of Hand's image.

Asceticism of the Six Samurai illustrates Mizuho making the transition from a Warrior to a Priestess. "Asceticism" means to deprive oneself of pleasures, usually for religious reasons. Also notice Mizuho's armor in the foreground.

Kagemusha of the Six Samurai became The Six Samurai Yariza (armors similar) as well as Kagemusha of the Blue Flame (similar posture). As the translation of his latter name implies, he became a body double for Shien after he rose to the shogunate.

Legendary Six Samurai Enishi became Enishi, Shien's Chancellor. Notice LSS Enishi's armor in the background of the Chancellor's image.

Legendary Six Samurai Kizan became the leader of the group as the Grandmaster of the Six Samurai.

Gozen Match shows Kizan and Enishi battling for the position of Grandmaster.

Legendary Six Samurai Kageki became Chamberlain of the Six Samurai. Notice multiple swords in the background of Chamberlain's image.

The Elder of the Six Samurai is a retired Shien's Advisor.


Credits:
*Yugioh Wikia
*My friend Kyra who is obsessed with this archetype.

 


[/spoiler]

8

Share this post


Link to post
Share on other sites
Good read. What about X-Saber Invoker? I thought he was a staple in the extra deck.
1

Share this post


Link to post
Share on other sites
[quote name='LizardMan' timestamp='1346709795' post='3271773']
Good read. What about X-Saber Invoker? I thought he was a staple in the extra deck.
[/quote]

I personally do not use it very much BUT it can win you games when you have certain awkward hands. It got lost when i wrote again certain parts but i put it where it belongs.

Added a bit about side deck options and a OCG style build.
0

Share this post


Link to post
Share on other sites
Good replacement for the old thread.

I didn't really follow this last YCS very closely...anyone know how Sams did? All I know is that they didn't make T16.
0

Share this post


Link to post
Share on other sites
They didn't get top 32 either, but lts got top 8 at regionals on the same day.
0

Share this post


Link to post
Share on other sites
Yeah my regionals in San Antonio but a trash X-Saber deck got first, so you know...
0

Share this post


Link to post
Share on other sites
One also topped my regional. All I noticed while glancing at the list was that he played 1 Squire and 3 Dojo.
1

Share this post


Link to post
Share on other sites
There are some clever Naturia Beast variants.

Aside from the usual Kagemusha+Asceticism>Elder and Kizan+Dojo>Squire, Ive seen Dojo+TGU=Invoker>Kizan>Squire.
0

Share this post


Link to post
Share on other sites
I've posted that build, we discussed it, and deemed it gimmicky. :(
0

Share this post


Link to post
Share on other sites
1 Gateway Of The Sixth
3 Six Samurai United
1 Monster Reborn
1 Dark Hole
1 Heavy Storm
3 Asceticism Of The Six Samurai
1 Book Of Moon
2 Shien's Smoke Signal
1 Reinforcement Of The Army

1 Grandmaster Of The Six Samurai
1 Hand Of The Six Samurai
1 Zanji Of The Six Samurai
3 Kagemusha Of The Six Samurai
1 Legendary Six Samurai Kageki
2 Elder Of The Six Samurai
1 Legendary Six Samurai Enishi
1 Spirit Of The Six Samurai
3 Legendary Six Samurai Kizan

1 Torrential Tribute
1 Mirror Force
2 Bottomless Trap Hole
1 Solemn Judgement
2 Solemn Warning
1 Compulsory Evacuation Device
2 Fiendish Chain
2 Dimensional Prison

Been testing this but the traps are a working progress as im always changing them and trying different line ups. Play the Dojo build before but i never was fond of the card but i do like the combo you can pull off with the card.

Having problems with side deck ideas at this moment.
-1

Share this post


Link to post
Share on other sites
Why are you running Torrential in the deck...? Why not a second Compulsory instead (at least)?
1

Share this post


Link to post
Share on other sites
[quote name='HajinShinobi' timestamp='1347133600' post='3275839']
Why are you running Torrential in the deck...? Why not a second Compulsory instead (at least)?
[/quote]

Yeah Torrential is going to be the first card i drop for either Mind Control or more likely another Compulsory
0

Share this post


Link to post
Share on other sites
[quote name='Xx_MarshMellonMan_xX' timestamp='1347127026' post='3275752']
1 Gateway Of The Sixth
3 Six Samurai United
1 Monster Reborn
1 Dark Hole
1 Heavy Storm
3 Asceticism Of The Six Samurai
1 Book Of Moon
2 Shien's Smoke Signal
1 Reinforcement Of The Army

1 Grandmaster Of The Six Samurai
1 Hand Of The Six Samurai
1 Zanji Of The Six Samurai
3 Kagemusha Of The Six Samurai
1 Legendary Six Samurai Kageki
2 Elder Of The Six Samurai
1 Legendary Six Samurai Enishi
1 Spirit Of The Six Samurai
3 Legendary Six Samurai Kizan

1 Torrential Tribute
1 Mirror Force
2 Bottomless Trap Hole
1 Solemn Judgement
2 Solemn Warning
1 Compulsory Evacuation Device
2 Fiendish Chain
2 Dimensional Prison

Been testing this but the traps are a working progress as im always changing them and trying different line ups. Play the Dojo build before but i never was fond of the card but i do like the combo you can pull off with the card.

Having problems with side deck ideas at this moment.
[/quote]

Read the last page of the last thread, i explained in detail why you should avoid dark hole/torrential in this deck. They are bad because even if you play OCG style (dojo less and lots of traps), you still want to have samurais face-up. Also, once you have shi en on the board BOTH cards are dead and leave you in awkward positions. This deck changes cards in the hand for cards in the board, remember that; its the basis as how the deck operates.

In a build like yours (heavy trap count), magatama is an absolute MUST. It helps you put your hands on the board without the fear of storm and gives you that anti-metaish feel. Double edge works well here because you are playing at a much slower tempo, so you are hardly punished by dead drawing it in the first turn.

Read the opener to find out options in the side board.

Last week in Mexico City regionals (520 people), this deck was heavily played and failed to place multiple people in the top 8 (it ended up winning it but STILL, 1 t8 out of maybe 70-100 players is too little). Then, most people agrees that this deck was heavily played in Anaheim regionals (600 people) and it barely got invites (which were for the top 48, i believe). Last week, i played the deck and crushed opposition by opening and opening godly most of the time (some hands look meh but if you know what the hell you are doing, you transform them into game winners). I am winning much more than what i am losing against very good players or people that i know that is somewhat decent (i avoid playing against randoms as i win nothing out of it) and i wonder what is wrong with the deck.

Then i get to see Alvaro Gónzalez WCQ central america winner with sams (no bash and i am not taking anything out of him, he won and that is anything there is left to say in that regard. Also, besides yugioh he is a very cool guy) but i get to see him play awful and i am like WTF, let me elaborate:

He won g1. And knew that his opponent was playing a bad version of chaos dragon with hanzo and that he had maxx c in his deck.
In g2 his opponent opens with rai-oh and 3 set backrows.
He has: elder, asceticism, book of moon, compulsory, dimensional fissure and kizan
He plays book of moon and special summons elder, then goes for asceticism
His opponent plays maxx c and draws a card
Then, he goes for shien blindly (against the random backrows, which were: prison, bottomless and royal decree (lol)).
And was lucky enough for not meeting a solemn warning/judgment.
Then he went for d. fissure and ran over raioh with shi en.

After some stupid misplays by his opponent, he ends up winning it with the fissure.

After the match we went around there and asked him about the no activation of dimensional fissure as the first thing in his turn and his answer was: "because i wanted to have something in the grave for enishi" (which he never drew) and i was like WTF. Then i explained him how he would have avoided maxx c and raioh while saving his book of moon if he played d. fissure right away. I told him that his opponent would have played maxx c in response to fissure, which would give him a +1 if he waited until the next turn in exchange of 1900 LP or a bit more (which was irrelevant because he had no solemn cards in sight, he had book of moon and compulsory for stopping the aggro). Also his opponent had maxx c and a random card in hand (at that moment) so getting swarmed was unlikely.


Later, i went randomly to POJO only to find out extra-awful builds and extra-awful comments like: "Hand of the six was so great, it was much better than enishi, enishi sucks; i went 7-3 at Anaheim so i am right and you are wrong" or "i am not playing grandmaster anymore because i lost some games where i drew very subpar because of him (and then the dude posts the rest of his hand and sees nothing wrong with other stuff)"

And i am beggining to understand why this deck has awful performances; it is being piloted by very subpar players. This deck is truly good as opposed to something like hieratics, prophecies (post ABYR) or dragunities that are just fun decks that are competitive. The deck is more or less in the same boat as agents and darkworlds. But oh well! better to be off the radar.

If you guys care enough, i can post my current decklist and explain in detail how i side deck for every match-up (ins, outs and reasoning behind it). As it seems that is what people is having the most trouble with while playing this deck.
5

Share this post


Link to post
Share on other sites
What's your opinion on mained D-Fissure, particularly in the slower variants of the deck?

I know this deck suffers from 40 card syndrome hardcore but it seems to deal with a lot of the problems this deck has that are mained now rather than sided.
0

Share this post


Link to post
Share on other sites
You are so right. For some reason people either

a)play awful with this deck
b)play those faggot samurai cards in their builds

and by faggot samurai cards I mean the field spell/hand/the trap cards and that stupid shien dude.

Also alot of people do not know how to play this deck without having the autowon hands and they are horrible at siding with this or even making the most optimal locks/fields. Fuck..
0

Share this post


Link to post
Share on other sites
Those are some great point to be fare is i must say so. I would like you to post your build with the details if you have the time spare
0

Share this post


Link to post
Share on other sites
[quote name='afr' timestamp='1347311146' post='3277452']
[quote name='Xx_MarshMellonMan_xX' timestamp='1347127026' post='3275752']
1 Gateway Of The Sixth
3 Six Samurai United
1 Monster Reborn
1 Dark Hole
1 Heavy Storm
3 Asceticism Of The Six Samurai
1 Book Of Moon
2 Shien's Smoke Signal
1 Reinforcement Of The Army

1 Grandmaster Of The Six Samurai
1 Hand Of The Six Samurai
1 Zanji Of The Six Samurai
3 Kagemusha Of The Six Samurai
1 Legendary Six Samurai Kageki
2 Elder Of The Six Samurai
1 Legendary Six Samurai Enishi
1 Spirit Of The Six Samurai
3 Legendary Six Samurai Kizan

1 Torrential Tribute
1 Mirror Force
2 Bottomless Trap Hole
1 Solemn Judgement
2 Solemn Warning
1 Compulsory Evacuation Device
2 Fiendish Chain
2 Dimensional Prison

Been testing this but the traps are a working progress as im always changing them and trying different line ups. Play the Dojo build before but i never was fond of the card but i do like the combo you can pull off with the card.

Having problems with side deck ideas at this moment.
[/quote]

Read the last page of the last thread, i explained in detail why you should avoid dark hole/torrential in this deck. They are bad because even if you play OCG style (dojo less and lots of traps), you still want to have samurais face-up. Also, once you have shi en on the board BOTH cards are dead and leave you in awkward positions. This deck changes cards in the hand for cards in the board, remember that; its the basis as how the deck operates.

In a build like yours (heavy trap count), magatama is an absolute MUST. It helps you put your hands on the board without the fear of storm and gives you that anti-metaish feel. Double edge works well here because you are playing at a much slower tempo, so you are hardly punished by dead drawing it in the first turn.

Read the opener to find out options in the side board.

Last week in Mexico City regionals (520 people), this deck was heavily played and failed to place multiple people in the top 8 (it ended up winning it but STILL, 1 t8 out of maybe 70-100 players is too little). Then, most people agrees that this deck was heavily played in Anaheim regionals (600 people) and it barely got invites (which were for the top 48, i believe). Last week, i played the deck and crushed opposition by opening and opening godly most of the time (some hands look meh but if you know what the hell you are doing, you transform them into game winners). I am winning much more than what i am losing against very good players or people that i know that is somewhat decent (i avoid playing against randoms as i win nothing out of it) and i wonder what is wrong with the deck.

Then i get to see Alvaro Gónzalez WCQ central america winner with sams (no bash and i am not taking anything out of him, he won and that is anything there is left to say in that regard. Also, besides yugioh he is a very cool guy) but i get to see him play awful and i am like WTF, let me elaborate:

He won g1. And knew that his opponent was playing a bad version of chaos dragon with hanzo and that he had maxx c in his deck.
In g2 his opponent opens with rai-oh and 3 set backrows.
He has: elder, asceticism, book of moon, compulsory, dimensional fissure and kizan
He plays book of moon and special summons elder, then goes for asceticism
His opponent plays maxx c and draws a card
Then, he goes for shien blindly (against the random backrows, which were: prison, bottomless and royal decree (lol)).
And was lucky enough for not meeting a solemn warning/judgment.
Then he went for d. fissure and ran over raioh with shi en.

After some stupid misplays by his opponent, he ends up winning it with the fissure.

After the match we went around there and asked him about the no activation of dimensional fissure as the first thing in his turn and his answer was: "because i wanted to have something in the grave for enishi" (which he never drew) and i was like WTF. Then i explained him how he would have avoided maxx c and raioh while saving his book of moon if he played d. fissure right away. I told him that his opponent would have played maxx c in response to fissure, which would give him a +1 if he waited until the next turn in exchange of 1900 LP or a bit more (which was irrelevant because he had no solemn cards in sight, he had book of moon and compulsory for stopping the aggro). Also his opponent had maxx c and a random card in hand (at that moment) so getting swarmed was unlikely.


Later, i went randomly to POJO only to find out extra-awful builds and extra-awful comments like: "Hand of the six was so great, it was much better than enishi, enishi sucks; i went 7-3 at Anaheim so i am right and you are wrong" or "i am not playing grandmaster anymore because i lost some games where i drew very subpar because of him (and then the dude posts the rest of his hand and sees nothing wrong with other stuff)"

And i am beggining to understand why this deck has awful performances; it is being piloted by very subpar players. This deck is truly good as opposed to something like hieratics, prophecies (post ABYR) or dragunities that are just fun decks that are competitive. The deck is more or less in the same boat as agents and darkworlds. But oh well! better to be off the radar.

If you guys care enough, i can post my current decklist and explain in detail how i side deck for every match-up (ins, outs and reasoning behind it). As it seems that is what people is having the most trouble with while playing this deck.
[/quote]

Please. Like honestly I would like nothing more than to actually learn how to play this deck proper.
0

Share this post


Link to post
Share on other sites
There really isn't much to it. Your whole game is based around field presence and soft locks so your techs need to support that. Dark hole and TT are automatically bad cards in a build like that.

Most of the "bad" examples that afr posted aren't even of people that are having trouble with Samurai concepts. They just sucked. Period. With bad decisions like playing Fissure that late, it doesn't matter what deck you play, you're going to suck.

It's the nature of the demographic this deck attracts. The good players will use the best decks...and Samurai is not in that category at the moment unfortunately. That leaves us with the kids that want to play cheap to build, sacky decks. This deck is dirt cheap now, so that's what's gonna happen.

My recommendation to anyone that wants to learn how to play this deck:

-Find builds that have already been tested by people in this thread. There are a ton in the archived thread. GOOD ones.
-Don't get cute with it, just use what's given.
-Get a feel for how the deck flows.
-Then come back with comments/lessons learned.

The biggest problem right now is with builds. People keep trying to get cute and/or change how samurai are played. You can't do that in a deck that is this tight and combo oriented. Stick with what we KNOW works, and learn how to play it well first.
4

Share this post


Link to post
Share on other sites
What I've been playing;

[img]http://i.imgur.com/PWNXa.png[/img]
0

Share this post


Link to post
Share on other sites
I played a build that utilized 3 asceticism with using enishi n irou as well as the normals and I ended up in 14th place, I sided prohibition which helped a ton
0

Share this post


Link to post
Share on other sites
i might be missing something but why isnt anyone maining Effect Veiler? Wind-Ups seem like one of the most predominate decks right now and Atlantean/Mermail is getting a bit of hype.
0

Share this post


Link to post
Share on other sites
[quote name='razoredgey.' timestamp='1347563075' post='3280122']
Hajin how do you handle shock master?
[/quote]

No one here has one for me to test against. :/

@Unknown: It's simply better to run your combo pieces in this deck to stay as consistent as possible. Maining the Hand Traps throws this off a bit, as drawing one or two in your opening hand can really give you something subpar, which could've potentially been something stronger (stronger attempts for turn 1 Shi En, protection for it or another Samurai, etc). Just as well, we have Compulsory and Fiendish for controlling the board.

I still believe that attempting to hit hard game 1 is the way to go.
0

Share this post


Link to post
Share on other sites
Effect veiler isn't very good this format anyway...especially mained. It's dead against half the meta decks, and wind-ups play around it so easily. even if you were to main hand traps, Maxx "C" would be much more effective.
0

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

  • Recently Browsing   0 members

    No registered users viewing this page.