The Official Six Samurai Discussion Thread #1 - Welcome to the Dojo!

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The Official Six Samurai Discussion Thread #1 - Welcome to the Dojo!

Post by ArceusTheOriginalOne on Fri Feb 25, 2011 3:45 pm

Welcome to the first official Six Samurai Discussion Thread.

All discussions, deck lists, and tips regarding Six Samurai's are recommended to be posted here. Thank you.

Part I: Introduction

The Six Samurai archetype was first introduced into the world of Yu-Gi-Oh! with the release of Strike of Neos (STON). Every player that attended the Sneak Peek for STON received the first ever TCG Exclusive, Grandmaster of the Six Samurai. Grandmaster helped the Six Samurai's get the extra boost they needed to compete with the current meta. At first, the Six Samurai was a quite successful deck, accomplishing many victories in major tournaments, such as Shonen Jump Championships throughout the years of 2007 and 2008. However, this changed when new decks emerged and shut down the fast Warriors (examples: Lightsworn, Gladiator Beast), and little support cards for the Samurai’s were released. However, with the soon release date of Storm of Ragnarok (STOR) into the TCG, the meta is about to change.

Part II: The Monsters

The Original Samurai's:

The Six Samurai - Yaichi
Level 3/WATER/Warrior-Type - Effect/1300 ATK/800 DEF
Once per turn, while you control another "Six Samurai" monster with a different name, you can destroy 1 Set Spell or Trap Card. This monster cannot declare an attack during the turn this effect is used. If this card would be destroyed, you can destroy another "Six Samurai" monster you control instead.


A decent and useful Samurai. Destroys many key cards used in today's meta. He also gets around cards such as Starlight Road. However, his downside is that he is fairly weak and cannot attack the turn you activate his effect. None the less, he is still a good card.

Run 0-2.

The Six Samurai – Kamon
Level 3/FIRE/Warrior-Type - Effect/1500 ATK/1000 DEF
Once per turn, while you control another "Six Samurai" monster with a different name, you can destroy 1 face-up Spell or Trap Card. This monster cannot declare an attack during the turn this effect is used. If this card would be destroyed, you can destroy another "Six Samurai" monster you control instead.

An okay Samurai. Useful against decks that use a lot of face-up cards, such as Blackwings (example Black Whirlwind, Royal Oppression, Skill Drain). Again, he faces the same problems that Yaichi has. In addition, the good old MST does the same thing as Kamon.

Run 0-1.

The Six Samurai – Yariza
Level 3/EARTH/Warrior-Type - Effect/1000 ATK/500 DEF
While you control another "Six Samurai" monster with a different name, this card can attack your opponent directly. If this card would be destroyed, you can destroy another "Six Samurai" monster you control instead.

Yariza is a quite terrible Samurai to be honest. The ability to attack directly has not always been the greatest of strategies. Although he can be used in a Stall Deck that uses cards such as Level Limit – Area B and Gravity Bind.

Run 0 in most decks.

The Six Samurai – Nisashi
Level 4/WIND/Warrior-Type - Effect/1400 ATK/700 DEF
While you control another "Six Samurai" monster with a different name, this card can attack twice during the same Battle Phase. If this card would be destroyed, you can destroy another "Six Samurai" monster you control instead.

A fairly bad Samurai. He suffers the same fate as the rest of the Samurais discussed, and has similar traits to Gladiator Beast Dimacari.

Run 0-1.

The Six Samurai – Zanji
Level 4/LIGHT/Warrior-Type - Effect/1800 ATK/1300 DEF
While you control another "Six Samurai" monster with a different name, destroy any monster this card attacks at the end of the Damage Step. If this card would be destroyed, you can destroy another "Six Samurai" monster you control instead.

Zanji is one of two of the better Samurais from STON. First, he’s an 1800 beatstick. Second, he can plow through many commonly used cards in today’s meta, such as Spirit Reaper and X-Saber Pashuul, and the less commonly used Marshmallon. His downside is that there are better cards that can be used to swarm the field faster. Despite this, he is a good card to use.

Run 1-3, depending on deck.

The Six Samurai – Irou
Level 4/DARK/Warrior-Type - Effect/1700 ATK/1200 DEF
While you control another "Six Samurai" monster with a different name, if this card attacks a face-down Defense Position monster, destroy the monster immediately with this card's effect without flipping it face-up or applying damage calculation. If this card would be destroyed, you can destroy another "Six Samurai" monster you control instead.

Our second of the better Samurai’s from STON. Irou’s ability lets him attack into many monsters that trigger when flipped, such as Ryko, Lightsworn Hunter, Super-Nimble Mega Hamster, and Gravekeeper’s Spy.

Run 0-2.

Grandmaster of the Six Samurai
Level 5/EARTH/Warrior-Type - Effect/2100 ATK/800 DEF
You can only control 1 "Grandmaster of the Six Samurai" monster. While you control a face-up "Six Samurai" monster, you can Special Summon this card from your hand. When this card is destroyed by your opponent's card effect, add 1 "Six Samurai" monster from your Graveyard to your hand.

One of the best Six Samurai cards in existence. He’s a 2100 beatstick that can easily be summoned. When he’s destroyed by a card effect you can return any Six Samurai monster from your Graveyard to your Hand, including Grandmaster himself.

Run 2-3.

Great Shogun Shien
Level 7/FIRE/Warrior-Type - Effect/2500 ATK/2400 DEF
If you control 2 or more "Six Samurai" monsters, you can Special Summon this card from your hand. Your opponent can activate only 1 Spell/Trap Card each turn. If this card would be destroyed, you can destroy a "Six Samurai" monster you control instead.

At first glance you would think Shien is a great card. Well, he used to be many formats ago. There are now faster swarm cards that can be used in a Six Samurai deck with fewer restrictions.

Run 0-2.

Shien's Footsoldier
Level 2/EARTH/Warrior-Type - Effect/700 ATK/300 DEF
When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 Level 3 or lower "Six Samurai" monster from your Deck.

Footsoldier is a watered-down version of a Pyramid Turtle. When destroyed by battle, you can Summon and Level 3 or lower Six Samurai monster from your deck. However, not many Samurai’s are Level 3 or lower. He is best used to Special Summon Kageki or Kagemusha.

Run 0-2.

Samurai Support Monsters after STON:

Chamberlain of the Six Samurai
Level 3/EARTH/Warrior-Type - Normal/200 ATK/2000 DEF
The Six Samurai are supported from the shadows by this silent, mysterious warrior. His past is unknown to them, but his countless scars are proof of his experience.

Chamberlain is practically useless. Besides being a 2000 DEF monster, he has no use.

Run 0.

Enishi, Shien's Chancellor
Level 6/LIGHT/Warrior-Type - Effect/2200 ATK/1200 DEF
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 2 "Six Samurai" monsters from your Graveyard. Once per turn, you can destroy 1 face-up monster on the field. If you activate this effect, this card cannot attack this turn.

He’s a 2200 beatstick that can only be Summoned by removing 2 Six Samurai monsters in your Graveyard from play. Enishi is a watered-down Chaos Sorcerer that destroys instead of removing from play.

Run 0-1.

Spirit of the Six Samurai
Level 3/EARTH/Warrior-Type - Union/500 ATK/500 DEF
Once per turn, you can equip this card to a face-up "Six Samurai" monster you control, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that equipped monster gains 500 ATK and DEF. When the equipped monster destroys an opponent's monster by battle, draw 1 card. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

Spirit wasn’t bad for his time. He was the first real draw power card for the Six Samurai Deck and served as protection for your other Samurai’s. Better cards exist for these purposes now, such as Six Samurai United and Magatama of Musakani.

Run 0-1.

Hand of the Six Samurai
Level 3/FIRE/Warrior-Type - Effect/1600 ATK/1000 DEF
While you control another "Six Samurai" monster, you can Tribute 1 "Six Samurai" monster to destroy 1 monster on the field.

Hand is our second TCG exclusive monster. Her effect can be used multiple times per turn, which makes her a decent card.

Run 0-2.

Samurai’s from STOR:
UNDER CONSTRUCTION

The rest of the guide is in progress.
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Re: The Official Six Samurai Discussion Thread #1 - Welcome to the Dojo!

Post by Sobia6464 on Fri Feb 25, 2011 3:47 pm

With GTWY at 1, what is the game plan now with sams (your opinion). I think the Shein lockdown is goign to be popular.

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Re: The Official Six Samurai Discussion Thread #1 - Welcome to the Dojo!

Post by Cyberzilla on Sat Feb 26, 2011 3:39 pm

Shien lockdown is very competitive imo

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Re: The Official Six Samurai Discussion Thread #1 - Welcome to the Dojo!

Post by Sobia6464 on Sat Feb 26, 2011 7:18 pm

I like the Shein lockdown as well.

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Re: The Official Six Samurai Discussion Thread #1 - Welcome to the Dojo!

Post by Chiaki on Thu Mar 17, 2011 5:56 am

Hmm. This kind of fizzled.

Should I post my Six Samurai guide here as well?

I can make use of the double post for nice editing when things get too big. o.O

You can keep this as a discussion thread and mine as the guide...as I have...a LOT of information on it already and it's only about halfway done.
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