Bushido - The Complete Six Samurai Guide
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Bushido - The Complete Six Samurai Guide
Welcome. Within are all the cards, their effects, and combos for each. It will soon be fit with everything that is underlined in the Table of Contents, as those are yet untouched. Further, feel free to post decks here if you are inspired by any themes written herein, as well as post corrections to any grammar errors or errors in general.
Lastly, CTRL + F is neat. Use it.
This guide has not been updated following the September 2011 banlist and no part will reflect the change until I get around to editing it. Thank you for your patience.
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I. Table of Contents
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I. Table of Contents
II. Introduction
III. The Samurai - A History Lesson
IV. The Six Samurai - How the Archetype Works, Sub-Types & Strategies
V. The Six Samurai - Past
VI. The Six Samurai – Present
VII. The Six Samurai – Support Cards
VIII. Match-ups – Good & Bad
IX. What to Consider When Creating a Side Deck
X. The Other Side of the Sword - How to Blunt Samurai Steel
XI. My Deck List
XII. The Motivation Behind Card Choices
XIII. Special Thanks
==================
II. Introduction
==================
Lastly, CTRL + F is neat. Use it.
This guide has not been updated following the September 2011 banlist and no part will reflect the change until I get around to editing it. Thank you for your patience.
==================
I. Table of Contents
==================
I. Table of Contents
II. Introduction
III. The Samurai - A History Lesson
IV. The Six Samurai - How the Archetype Works, Sub-Types & Strategies
V. The Six Samurai - Past
VI. The Six Samurai – Present
VII. The Six Samurai – Support Cards
VIII. Match-ups – Good & Bad
IX. What to Consider When Creating a Side Deck
X. The Other Side of the Sword - How to Blunt Samurai Steel
XI. My Deck List
XII. The Motivation Behind Card Choices
XIII. Special Thanks
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II. Introduction
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Last edited by Chiaki on 2011-10-15, 22:10; edited 4 times in total
Chiaki- Posts : 236
Join date : 2011-07-03
Re: Bushido - The Complete Six Samurai Guide
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III. The Samurai - A History Lesson
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- Spoiler:
- To be brief yet informative, the Samurai were a class of warrior servants in old Japan. While they had many daily tasks and training regiments, their main purpose was singular: to protect the Emperor of the country. To this end they were rigorously instructed in self-defense and the art of murder. They were taught to invite death on the battlefield; this accomplished the abolishing of fear. If you do not fear death and your opponent does, you have a tactical advantage that is critical not to underestimate.
While this may seem barbaric at first glance, the core of their teachings are to value life and others, so long as it does not mean the failure of duty to protect the throne or the Shogunate. The use of force to a disciplined Samurai was to be avoided unless necessary, and for the best of them, often their words were far sharper than their sword.
Secondly, the way of a true Samurai is to be one who thrived on a single word: honor. Though this trait is all but absent today, to them it was a template to form daily life and conduct with other people. This characteristic is so ingrained that a shamed Samurai would rather die than live life in disgrace. Again, this may seem barbaric and hollow, yet it is because of their strong sense of honor that they feel their transgression of failure to their duty demands the ultimate price. Accenting this is the virtue of pacifism; the sword is a tool of murder and nothing else. Its use should be avoided at all cost.
Lastly, the Samurai were very well-trained warriors. Honestly this probably did not apply to every Samurai, but those that took great pride in their duty would rigorously practice and polish their skills. Kenjutsu - Way of the Sword - is a method of swordsmanship created to do one thing, and only one thing: to kill your enemy in as few movements as possible.
To the true Samurai their sword was their soul - not a blade, but an extension of their self. They took great care of their weapons and used their armaments fluidly to take care of threats in combat. Very often the tactic in one-on-one warfare was to let the enemy trap themselves in their own self-created hole, and then cut them down in one beautiful stroke.
It is this spirit that I want to personify in my deck.
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IV. The Six Samurai - How the Archetype Works, Sub-Types & Strategies
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- Spoiler:
- How Samurai WorkThis section could be summed up with one sentence: However you want them to. There are many strategies that can be employed in your deck creation and play tactics to make the Samurai essentially do whatever you want within the realm of your theme. The reader is perhaps expecting me to use this section to tell them exactly how to play Six Samurai. Frankly, I can't.
This is impossible, because you are the only person that can learn how you want to play them. This is due to their very versatile arsenal. Do you prefer to swarm? To control your opponent the entire duel? To destroy your foe with unbeatable attack strength? To make your Samurai invincible in battle with a few key card choices? To make the adversary so weak in strength that they cannot even hope to run over your Shi En in battle? To make your Samurai as immortal as a phoenix and exhaust your enemy's resources for the final blow? Do you want to use only the old Samurai cards or a blend of both generations? Do you want a mixture of these?
How your Samurai function will depend on how you answered the question of what you want your Samurai to do. Be smart in your choices as you think on the strengths and weaknesses of the theme you want to run, and either add more strength to compensate in the main deck or side it in.Sub-Types and StrategiesHere I will offer build themes, otherwise called sub-types or themes within the Samurai archetype, and strategies to employ them effectively. Below is a list of themes that can be used and a brief explanation of a few cards should appear in the deck. Some are obviously going to be harder to base a deck around than others, but the point is that you try to make it work. This means getting creative with cards.
Please feel free to suggest more themes, the cards involved, and more cards to add to already existing themes. I will add your name to this guide so that you have credit.
Here are the ones I came up with.
The Swarm
The aim of this is simple: fill the field with monsters and back them up to crush your opponent with numbers, effects, and power. The current metagame relies on this as their sole theme.
The Trickster
The strategy of this theme is to deceive the opponent into hurting themselves and falling into traps. Cards that appear in this theme are: Cunning of the Six Samurai, Magic Cylinder, Magical Arm Shield, Enemy Controller, Ojama Trio, and Creature Swap along with Scapegoat, to name a few. The tactics involve misdirection and burying the opponent with their own shovel.
The Invincible
This theme revolves around making your monsters indestructible in battle and using trap and effect negation for support as you run them over with effects and ATK boosters. Cards that make an appearance are: Mist Body, Legendary Ebon Steed, Spirit of the Six Samurai and Shien's Squire.
The Phoenix
This theme involves a lot of graveyard activity. Your monsters just keep coming back. Cards to consider are: Shien's Footsoldier, Debris Dragon, Call Of The Haunted, Double-Edged Sword Technique, Return of the Six Samurai, Backs to the Wall, and The Warrior Returning Alive.
The Returning
This would be a similar theme to the previous one, except it revolves more around getting cards in the graveyard for Enishi, Shien's Chancellor and Legendary Six Samurai Enishi, then removing them so you can use Return from the Different Dimension. One can even use Asceticism of the Six Samurai with Legendary Enishi and Irou, while at the same time teching in Chaos Sorcerer, then bringing everything back with Return. Good cards are: Soul Release, Magical Merchant, and Pot of Avarice.
The Cannon
The star of this theme is The Six Samurai - Yariza. The deck should revolve around locking high-level monsters or overwhelming with sheer power to both your Samurai and Yariza as he and they all swing directly. With the lock cards, run Hand and Yaichi for increased potshots and backfield removal.
Cards to think about are: Gravity Bind, Level Limit – Area B, Solidarity, United We Stand, and Breakthrough!. Shi En in builds with Level Limit and Bind is largely there purely for negation. Be sure to bring Musakani, and either Trap Stun or Xing Zhen Hu. It is strongly advised to save your Musakani for desperation plays like Black Rose Dragon. A final card to use for protection of your lock is Royal Oppression; it is wonderful for securing your lock, and once you have it in deep, you won't be Special Summoning all that much.
The Murderer
This theme makes use of Nisashi. Boost him up with Solidarity and United We Stand as you run maximum trap negation. Hand of the Six Samurai will clear the way for your 3000 beatstick to swing for 6000 damage. Kageki shines here as well for dropping him same turn. Cards to consider in this type are: Royal Decree, Trap Stun, Xing Zhen Hu, Musakani Magatama, and Breakthrough!.
The Draw-Cut
The desire of this theme is to make sure your very first damage to the opponent either hits for 8000 or gets there in one battle phase every time. Stall cards are helpful in remaining true to the theme, especially those that clear the way to the life point damage in the process. Cards like Compulsory Evacaution Device, Double-Edged Sword Technique and Six Strike – Triple Impact as well as Great Shogun Shien for 2500 more damage are very good to include in this theme. Additional cards like Nisashi and United We Stand will help meet the mark quickly.This is yet another type where Breakthrough! shines.
I did build a Nisashi OTK with this theme in mind. With Solidarity, 2 Gateway counters and United We Stand. I got Shi En to 7800 ATK points.
The Suicide
This theme attempts to win the duel or take both players out trying. It does this by using the combination of Backs to the Wall and Self-Destruct Button. Cards to include are Upstart Goblin, Solemn Warning and Solemn Judgment for slashing your own life.
I have made a variant of my main deck with this included. It works.
The Inferno
This is a burn theme. Put in cards like Cylinder, Ceasefire, Ojama Trio and Just Desserts. The first two are great in general apart from the theme itself. This is a good variant to try now that Warning is very popular.
The Farmer
This is all about Bushido counters. Keep them on the field and use them at will. Cards to include are: Shien's Daredevil, Temple of the Six[, and Six Strike – Thunder Blast.
The Punching Bag
This is a comical theme I created after considering the damage capabilities of Solidarity and United We Stand. The aim is to increase your opponent's life so you can keep hitting them. Cards to consider are Soul Taker, Upstart Goblin, The Paths of Destiny and Gift Card. It is a good idea to manage some sort of lock with Xing Zhen Hu and Shi En to ensure you can swing freely until you're unable to offer any more band-aids.
The Futility
This type involves sapping your opponent's ATK points while boosting the ATK of your own force with Spells as you negate Effects with cards like Forbidden Chalice and Lance, and lock down the Traps with Decree, Trap Stun, Xing Zhen Hu and Musakani. Cards that make good choices are: Shien's Castle of Mist, Burden of the Mighty, Swift Samurai Storm!, Shrink, and Command Knight.
The Overwhelming
This is just straight up beat-down. Run maximum Trap and Effect negation with Solidarity and United We Stand. Mist Body or Spirit of the Six Samurai are also good choices to consider as a blend.
The Sapphire Flame
This revolves around Shinai and Mizuho and runs them both in 2-3. It tries to make the Red-Blue Loop with Gateway of the Six, Six Samurai United, and Temple of the Six. Run plenty of negation. Six Strike – Triple Impact and Six Strike – Thunder Blast should be put in as well.
The Shogun
This theme is all about Great Shogun Shien, running him in 2-3. This is best used with the newer Samurai to swarm hard. A good card to put in is Six Scrolls of the Samurai along with Double-Edged Sword Technique as a combo.
The Original
This theme includes no Legendary Six Samurai. It relies on the old cards and new support to effectively deal with threats. Cards to include: Cyber Dragon for summoning frequency, Shien's Scheme, Shien's Footsolder, Shien's Squire. I consider it acceptable to include Shi En, as a sort of “Legendary Samurai” trump card for the old team. He can be made by combining Squire with any 4 Star you want to put in.
The Alliance
This theme attempts to make use of both old and new monsters to form a strong theme. This is a very amiable type, as there are so many varieties to consider. It will largely depend on what tactics you want to employ, so pick monsters based on that. Kageki is an absolute must, however. Good cards are: Asceticism of the Six Samurai, and whatever helps other themes you want to splash in here. It is very flexible.
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This concludes the list of themes. I will add more as I think of them or as they are given to me. Many of these can be intermingled with one another, but be smart. Try to pick one and stay with it, and if you see things that can work, by all means try them out.
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V. The Six Samurai – Past
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- Spoiler:
- The old Samurai: Zanji, Irou, Yaichi, Kamon, Nisashi, Yariza, Hand of the Six Samurai and Grandmaster of the Six Samurai depended on a theme to survive: teamwork. They were generally useless alone, but alongside their comrades, they were capable of great destruction to their adversaries. In truth, Grandmaster was the oil of their engine, because he can be Special Summoned and grant his companion their unique ability.
This fluidity is counterbalanced by their reliance on Grandmaster and relatively low Defense points. Cards that force them into this position allow them to easily get destroyed. However, the majority of the Samurai cards have the ability to sacrifice another in their place if the destroyer is not nuking the field. This is in itself is a valuable, if not underused trait that can make the difference between a win and a loss.
Another notable mention is their very own Union monster, Spirit of the Six Samurai. This card will be touched upon as well. Others include Great Shogun Shien and Enishi, Shien's Chancellor.
I will now profile each of the Samurai cards and their uses, starting with Zanji.The Six Samurai - Zanji
4 Stars; Light; Warrior; 1800 ATK/1300 DEF
This used to be the main beatstick of the deck apart from Grandmaster (unless you run Cyber Dragon, as I did). It has the ability to kill whatever it attacks provided another Samurai with a different name is alongside it. This is very versatile. It can kill anything. If you need to get past a high attack monster, Zanji does not need to survive himself. He will take the enemy with him.
This is also wonderful for killing problem stall cards like Spirit Reaper and Marshmallon.
The Six Samurai - Irou
4 Stars; Dark; Warrior; 1700 ATK/1200 DEF
This card has the ability to destroy face-down monsters without flipping them up. Coupled with Book of Moon, this is a great card. If you suspect that it is Ryko face-down, Irou will crush it without worry. Now that Book of Moon is Limited and the newer Samurai focus on swarm, this card is not as needed, but was invaluable in the older builds.
The Six Samurai - Yaichi
3 Stars; Water; Warrior; 1300 ATK/800 DEF
This card has the ability to destroy a Set Spell or Trap on the field in exchange for forfeiting its attack for the turn. Though the targeted card can be chained, the uses of this monster are innumerable. It tags Bottomless Trap Hole. It kills Mirror Force and Dimensional Prison. The list goes on.
The Six Samurai - Kamon
3 Stars; Fire; Warrior; 1500 ATK/1000 DEF
This card is similar to Yaichi, with the difference of instead being able to destroy a face-up Spell or Trap on the field. This card has become much more valuable with the arrival of Gravekeepers and also for Samurai duels. It snipes Future Fusion, Necrovalley, Royal Decree. You name the problem, and Kamon has the solution. A great side deck option.
The Six Samurai - Nisashi
4 Stars; Wind; Warrior; 1400 ATK/700 DEF
This card has the ability to swing twice in the same battle phase alongside a comrade with a different name. In Solidarity builds, this card is a monster. Nothing runs more rampant than a 2200-3000 beatstick that can hit directly twice in a row after support clears the field. Gateway counters can also boost this card well enough to get game in one turn.
The Six Samurai - Yariza
3 Stars; Earth; Warrior; 1000 ATK/500 DEF
This card can attack directly alongside a partner. Overall the low attack is not enough to make this a compelling choice to have in any deck not mainlining Solidarity. In pure attack-focused builds, cards like United We Stand can make this monster a force to fear.
Hand of the Six Samurai
3 Stars; Fire; Warrior; 1600 ATK/1000 DEF
Alongside any other Six Samurai monster, this card can Tribute one of them, including itself, to destroy a monster the opponent controls. Furthermore, this can be done as many times as you have a monster to sacrifice.
This card is, for lack of a better word: broken. Though Gateway of the Six is now at 1, when it was to 3, having two out was a nightmare for the adversary. It allowed to search Grandmaster and Special Summon it for 4 counters, then sacrifice it to kill a monster. You then use the counters to get it back from the graveyard to Special Summon it again. Rinse and repeat. Enjoy your Handjob.
Grandmaster of the Six Samurai
5 Stars; Earth; Warrior; 2100 ATK/800 DEF
This card can be Special Summoned when you have another face-up Samurai under control. This card is awesome because it can boost Gateway of the Six and Six Samurai United counters, as well as aid in granting the fellow Samurai their abilities. Additionally, if it is destroyed by an effect your opponent controls, you can add a Samurai from the graveyard to your hand, including itself. This card laughs at Royal Oppression.
This is counterbalanced by the inability to control more than one at a time.
Spirit of the Six Samurai
3 Stars; Earth; Warrior; Union; 500 ATK/500 DEF
This card can attach itself to a Samurai to give them a 500/500 boost and grant it the ability for the controller to draw a card when that Samurai kills a monster. The equipped monster is also indestructible so long as it is attached, instead being the thing destroyed in its stead.
Furthermore, it can detach and Special Summon itself once per turn for more Gateway counters. Coupled with Grandmaster of the Six Samurai and Six Samurai United, you can kill a monster and find yourself drawing three cards for little effort.
I don't know why at least 1 of these are not being run in every Six Samurai deck. It boosts Samurai, fuels counters, and makes them indestructible. Apparently there is something wrong with the idea of a 3000 ATK Shi En that is now indestructible for a shot on top of its effect. I guess it's a dead draw. But so is drawing Gateway of the Six, Six Samurai United, Mystical Space Typhoon, and Giant Trunade when you have no field or hand at 1800 Life Points. Yeah, this is such a bad card.
In builds revolving around Mist Body and Legendary Ebon Steed, this card is wonderful.
Chamberlain of the Six Samurai
3 Stars; Earth; Warrior; 200 ATK/2000 DEF
The least is for last. This a plain vanilla monster that has no real place in any deck... even those using Burden of the Mighty and Shien's Castle of Mist. There are just much better options than having this monster take a card slot.
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VI. The Six Samurai – Present
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- Spoiler:
- With the arrival of Storm of Ragnarok came something of a blessing to all Samurai deck lovers: the ability to swarm and lock down. Hard. Several of the new monsters can Special Summon others or be Special Summoned themselves, and the release of Shien's Smoke Signal makes it all the smoother. Getting a five monster field out in two turns is not at all uncommon with the new monsters leading the charge.
Unfortunately, this has led the older cards to become somewhat overshadowed. Zanji and Irou have lost place with the arrival of faster monster destruction, and Yaichi is now considered a tech choice. Nevertheless, the two are entirely different in style, yet the old is not worse than the new. This can be seen in the "Support" section as you look at card combos and will be addressed more thoroughly in the "Considerations for Variant Builds" section when it is completed.
I will now list the new Samurai monster cards that are run in most decks, starting with Kizan.Legendary Six Samurai - Kizan
4 Stars; Earth; Warrior; 1800 ATK/500 DEF
This is essentially a 4 Star Grandmaster. If you have another Samurai besides Kizan, you can Special Summon it from the hand. Additionally, if you control two or more other Samurai, it is boosted to 2100 Attack points. Talk about good. This card can be recycled with Hand for Gateway and United counters, boost those counters in general, and swarm the field. The attack boost makes it a wrecking ball to the opponent's life points.
Legendary Six Samurai - Kageki
3 Stars; Wind; Warrior; 200 ATK/2000 DEF
This card adds more speed to the Samurai archetype. When this card is Normal Summoned, you Special Summon any 4 Star or lower Six Samurai from your hand. Coupled with Kagemusha of the Six Samurai, this means an instant Shi En. As both of the cards are searchable by Shien's Smoke Signal, first turn Shi En summons are very common.
The uses for this card are many. It sets up Hand and Mizuho plays. If you are running an older build with the older cards, it is a fine addition to their flow. It also has a huge amount of Defense points. Also, when another Samurai with a different name is on your field, this card gains a mighty 1500 ATK boost for a total of 1700.
No Six Samurai build should be without this card.
Legendary Six Samurai - Mizuho
3 Stars; Fire; Warrior; 1600 ATK/1000 DEF
This card is much like Hand of the Six Samurai, but once per turn and it can destroy anything on the field. Additionally, when Shinai is face-up, you can Special Summon this card from your hand. The ability to do this only once per turn hurts the versatility of this card, and with the recent list, Hand of the Six Samurai remains the better card.
Legendary Six Samurai - Shinai
3 Stars; Water; Warrior; 1500 ATK/1500 DEF
It seems this card and Mizuho were made for each other. When that card is face-up, this card can be Special Summoned from the hand. When this card is Tributed, via Mizuho and Hand, for example, you can add a Samurai from your grave to your hand so long as it is not Shinai.
When Gateway of the Six was at 3, the Red and Blue loop was born. I am assuming the name comes from the elements of Fire and Water, or because one is red and the other is blue. Either way, it revolved around those two cards.
For simplicity, we will use the 2 Gateway method, though it is mimicked by using 2 Six Samurai United in place of the second Gateway. You Normal Summon either, search for the other and Special Summon it. Then you use the counters to search for a second Mizuho and Special Summon it. You then proceed to Tribute Mizuho first to kill something. Then you use the Gateway counters to get her back and Special Summon her again. The fresh Mizuho allows you to sacrifice the other for an infinite loop with recycled counters.
With Mass Driver, this was an easy FTK. Guess why Gateway and Mass Driver both got hit by the ban hammer?
Legendary Six Samurai - Enishi
4 Stars; Light; Warrior; 1700 ATK/700 DEF
This card has a few interesting abilities. When you control a differently named Samurai, during either player's turn, you can remove 2 Samurai from the grave from play to send one face-up monster on the field to the hand. Furthermore, like Kizan, with two other Samurai it gains an attack boost of 500 to make a total of 2200.
While unique and useful, the costs for such abilities may leave you drained of resources in the long run. I have seen tournament matches where this monster has bounced 2 high-power Synchro monsters by itself, so it is certainly a viable tech card.
Kagemusha of the Six Samurai
2 Stars; Earth; Warrior; 200 ATK/ 1800 DEF
This card is Kageki's best friend. This card also has the ability to redirect an effect that targets 1 face-up Samurai you control to itself. So cards like Compulsory Evacuation Device and Book of Moon are left hitting the wrong target. It's useful, and the card has fairly high Defense points.
Legendary Six Samurai - Shi En
5 Stars; Dark; Warrior; 2500 ATK/1400 DEF
This card is far and away one of the most broken cards ever created. Once per turn, you can negate a Spell or Trap card your opponent controls, barring it is not a Counter Trap. This means cards like Mirror Force, Dark Hole, Smashing Ground, etc. are all useless if you are not forced to negate something beforehand. Additionally, and quite frankly hilariously, this card shares the trait of sacrificing another Samurai to save itself.
With the ease of getting this card out, this is the backbone to all future Six Samurai decks. I have actually managed to get three Shi En out in a single turn twice in a match.This concludes the monster list.
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VII. The Six Samurai – Support Cards
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- Spoiler:
- Here I will mention every card that it is intended to be run in a Six Samurai deck. This is a continuing work-in-progress until I get up-to-date with all the support cards. I will not add cards to the list until after they are officially released to the TCG. Spells and traps are listed in alphabetical order.Great Shogun Shien
7 Stars; Fire; Warrior; 2500 ATK/2400 DEF
Some may see this card's high level and think it is a waste of two monsters at first glance. But this beast can be Special Summoned when you control 2 or more face-up Six Samurai monsters.
It also only allows your opponent to activate one Spell or Trap card per turn. At first I thought this was a potential lockdown with Legendary Six Samurai – Shi En, but because the activation would be negated, they are still allowed to use another card. Still, a -1 is a -1, and this card is great in all-out swarm builds.
The Shogun also shares the sacrifice trait of most Six Samurai.
Enishi, Shien's Chancellor
Six Stars; Light; Warrior; 2200 ATK/1200 DEF
This card requires you to remove 2 Six Samurai from your grave in order to be Special Summoned. Once per turn, you can give up an attack to destroy a face-up monster your opponent controls.
While this isn't very useful early game, later on it can be that final piece that makes the perfect field lock. Its high attack ensures it can stick around for some time granted you have Shi En out for negation support.
Shien's Daredevil
4 Star; Earth; Warrior; 1600 ATK/1000 DEF
This card gains a Bushido counter when it is Normal Summoned, to a maximum of one. This counter boosts it by 300 ATK, and once per turn you can remove its counter to place it on something else that can hold a Bushido counter.
This card is very interesting and great for decks that like to Bushido counter farm. It can add them to Six Samurai United for draw power. It can add a counter to Temple of the Six or Shien's Dojo to keep it in tow if you plan to get rid of the card that turn. The boost to 1900 attack never hurts, either.
Shien's Footsoldier
2 Stars; Earth; Warrior; 700 ATK/200 DEF
This card lets you Special Summon one 3 Star or lower Samurai monster from your deck when it is killed in battle.
This is actually a very good card for old Samurai builds, which interestingly never saw a lot of play. It can get Hand of the Six Samurai and Yaichi out without relying on Gateway of the Six. Now it can get Kagemusha out faster, so I hope to see this card see some use.
Shien's Squire
1 Star; Earth; Warrior/Tuner; 300 ATK/700 DEF
Like the previous card, this is a decent card that does not see any use. When a Samurai would be killed in battle, you can discard this one to stop it from happening for the entire turn.
This card would be invaluable in old builds. It's also one star. That means a Shi En with Kizan, Irou, Zanji and Nisashi.
Unfortunately it has limited use with newer builds, unless you want to use Kageki to Special Summon it, then follow it with Kizan for a Shi En or the powerful Stardust Dragon and Scrap Dragon. With Grandmaster it's also an instant Brionac, Dragon of the Ice Barrier.
People should consider this for old and new builds alike.
Elder of the Six Samurai
3 Stars; Earth; Warrior; 400 ATK/0 DEF
Samurai get their very own Cyber Dragon. This card can be Special Summoned from the hand if you control no monsters and your opponent does.
This card is a good replacement for Kageki in 1 or 2. It's another "insta-Shi En" card that is a fine tech choice in any Samurai deck.
Shien's Advisor
Four Stars; Earth; Warrior; 1200 ATK/ 400 DEF
When this card is Normal Summoned and you control a face-up Samurai, you declare one monster type. As long as this card remains face-up on the field, monsters of that type cannot attack or be Special Summoned.
This is a decent side deck card for use against theme-based decks. However, so many decks now do not utilize a single monster type, apart from Six Samurai themselves. The fact that you need a Six Samurai and Shien's Advisor needs to stay face-up add to the negatives of filling space in your side for this card. If your meta is filled with theme decks, by all means use this card in your side.
Asceticism of the Six Samurai
Quick-Play Spell
This card demands you to select a face-up Six Samurai you control, to Special Summon one from your deck with a different name and equal attack. That monster is killed during the End Phase.
This card is actually interesting. Let's take a look at our matches.
Kizan at 1800 can get Zanji. A nice combo for dealing with a problem monster with limited resources.
Kizan at 2100 can get Grandmaster. A decent choice for that game-ending 4200 damage.
Hand of the Six Samurai can get Mizuho. This is not needed unless you have backup. I suppose you can Tribute Mizuho to kill a monster if you are really desperate.
Kamon can get Shinai. This is also not that useful...at all.
Legendary Enishi can get Irou.
Finally, Elder can get Kagemusha. An instant Shi En.
Now we have to consider the possibility of using Gateway counters to boost attack. So, let's take another look at our matches with that 500 boost.
Mizuho and Hand can both get Grandmaster.
Yaichi can get Zanji and Kizan.
Kagemusha boosted with 4 counters can get Nisashi. A quick Synch to Brionac or any other 6 Star.
A singular Kageki with 6 counters can get Irou. Those counters are probably better spent on something else.
I honestly do not know why this card is not used to make a mixed deck.
Cunning of the Six Samurai
Quick-Play Spell
This card allows you to send one face-up Samurai you control to the grave to Special Summon one from either player's graveyard.
This card is obviously great for Samurai duels. It also dodges a lot of problem cards, boosts Six Samurai United and Gateway counters, and can allow you to get another attack in during the same Battle Phase. Cards dealt with include Bottomless Trap Hole, Dimensional Prison, Magic Cylinder, etc.
A good choice for builds favoring a hit-and-run strategy.
Gateway of the Six
Continuous Spell
I think the motivation behind the name of this card was fitting; it is the gateway to your assault and the path to your enemy's end.
This card has three separate effects, and operates based on counters. The counters are added by two whenever a Samurai is Normal or Special Summoned on either side of the field. Take note that this does not apply to Double-Edged Sword Technique. Both cards are brought out that the same time, therefore you only get counters from one monster. I am not sure if Backs to the Wall works the same way, so if anyone knows, please enlighten me.
The effects for removing these counters from your Gateway are these:
2 Counters: You can select one face-up Six Samurai or Shien effect monster. Boost it by 500 ATK points.
This is nice. It helps your Samurai get over things a bit stronger than they are. It also applies to cards like Great Shogun Shien or Enishi, Shien's Chancellor. Nisashi also loves this card, allowing him to deal a total of 3800 damage from just two counters! In all-out power builds, especially where Nisashi is involved, this increase can mean swift death for your opponent.
4 Counters: You can add a Six Samurai monster from your deck or graveyard to your hand.
Prior to Storm of Ragnarok, this card was both in 3 and the fuel of the entire deck. Grandmaster was the card you always hoped to draw alongside it for those quick four counters. Now, you can fill this card up very fast. Let's do some hypothetical Summoning.
Summon Kageki, Special Summon Kagemusha. Synchro into Shi En. Special Summon Grandmaster. Special Summon Kizan.
That is ten counters with which you can do what you want, and you can use the counters from the Shi En Summon to get either Kizan or Grandmaster to compliment an assault if you do not have them already.
Apart from the Red and Blue Loop, letting 3 of these cards be legal is just insanity. Samurai would consistently kill first or second turn a thousand times more than they already do. Konami was thinking.
6 Counters: Special Summon one Shien Effect monster from your grave.
This effect is rather underused, but no less useful. In decks revolving around Great Shogun Shien, this is very good. Enishi, Shien's Chancellor also comes back from this. This can be that final component to your swarm if Shogun or Enishi are in the grave.
Legendary Ebon Steed
Equip Spell
This card boosts an equipped Samurai by 200 ATK and dies in battle in place of the equipped monster.
This card is useful in its own right. The boost can make the difference with running over monsters, but the Samurai have so much removal that it does not really matter. This would be a good consideration in Invincibility builds, if Spirit of the Six Samurai was not the better card for the same purpose.
Shien's Castle of Mist
Field Spell
This weakens a monster that attacks a Samurai by 500 ATK during Damage Calculation.
This card is great in Solidarity focused decks running Trap and Effect negation for backup.
Six Samurai United
Continuous Spell
This card gets a counter every time a Samurai is Normal Summoned or Special Summoned, to a max of 2. You send it to the grave to draw cards equal to the number of counters.
This card is self-explanatory, and a staple in any Samurai deck. Amusingly, it is a decent side deck card for people looking for counters against Samurai.
Six Scrolls of the Samurai
Quick-Play Spell
This card lets you Tribute 2 face-up Six Samurai to Special Summon 1 Great Shogun Shien from your deck.
Coupled with Double-Edged Sword Technique, this is an easy OTK win condition. You can get those monsters back and swing for game, especially if you are running trap negation and Solidarity.
This card is great in Shogun decks and you can also use the Double-Edged to make a Shi En, forcing the enemy into having to waste a resource in the hope you negate it - if you don't, they don't get another shot.
Six Strike – Triple Impact
Normal Spell
This card has three different effects, usable only when you have 3 or more face-up Samurai. You get to pick one of three effects, and they are these:
Destroy all face-up monsters your opponent controls.
Destroy all face-up Spells and Traps your opponent controls.
Destroy all Set Spell and Trap cards your opponent controls.
Once again: why is this card not seeing play? This card screams OTK, and with Musakani, it is hard to stop. It is not at all hard to get 3 Samurai out in a single turn. I cannot even try to overstate that. This card is another good coupler to Double-Edged.
Temple of the Six
Field Spell
This card gets a counter each time a Samurai is Normal Summoned or Special Summoned, and for each, monsters your opponent controls lose 100 ATK points.
This card makes a nice alternative for Gateway counter farming, and alongside a Six Samurai United, you have effectively created a means of 4 counters for every Samurai Summon.
Shien's Dojo
Continuous Spell
This card gets a Bushido Counter each time a Six Samurai monster is Normal Summoned or Special Summoned. You can send this card to the grave to Special Summon a Six Samurai or "Shien" effect monster from your deck whose level is equal to or lower than the number of Counters on the card.
This is a nice little boost. It nearly guarantees a Shi En summon when you Summon a monster with Kizan. This tech gives some speed to the Samurai archetype, but I personally dislike the demand to lose this card when you play it.
Last edited by Chiaki on 2011-08-04, 21:09; edited 1 time in total
Chiaki- Posts : 236
Join date : 2011-07-03
Re: Bushido - The Complete Six Samurai Guide
- Spoiler:
- Backs to the Wall
Normal Trap
This card lets you Special Summon as many Samurai from the grave as possible at the cost of reducing your life to 100. Furthermore, you can neither Summon more than 1 Samurai with the same name, nor Summon one with the same name as a Samurai you already control.
I can admittedly see the apprehension this cost stirs for the gain, but this is no less useful. It is a great card to have right after Black Rose hits and you both have little resources left after.
Granted, it is not as good as Double-Edged, but it does have its place in a deck including Self-Destruct Button, which I have recently created as a suicide if I cannot end the game...and it works.
Breakthrough!
Normal Trap
You select a face-up Samurai you control, and if that monster slays your opponent's monster in battle, all your other Samurai and Great Shogun Shien can attack directly for that Battle Phase.
So...why is this card never used? I have never seen a card scream OTK more. With the release of Musakani, this card is mind-blowing when coupled with Backs to the Wall and Double-Edged Sword Technique, especially in Solidarity builds.
Double-Edged Sword Technique
Normal Trap
This card lets you Special Summon 2 Samurai from the grave in Attack Position. At the End Phase, you destroy them and take damage equal to their attack.
Another wonderful Samurai card. With the arrival of Shi En, this card is an instant Synchro Summon. Nothing is more discouraging to the opponent than to kill Shi En and the very next turn, you revive the monsters used to create him, only you birth him anew.
This is also a nice addition in OTK builds.
Musakani Magatama
Counter Trap
This card demands you control a face-up Samurai in exchange for you to do stupid things. You activate this card when your opponent does anything that would destroy a card on the field. This means Solemn Warning and Judgment, Dark Hole, Black Rose Dragon, even Ally of Justice – Catastor and Dark Bribe. Flip this over and it's negated.
Broken.
It should be noted that this cannot be activated if you have no monsters, attempt to Summon one, and the opponent uses Solemn Judgment or Warning, because those cards are negating the condition Musakani requires to be used.
Return of the Six Samurai
Normal Trap
This card lets you Special Summon one Samurai from your grave, and it is destroyed at the end of the turn.
While useful, Double-Edged is the better card. Nevertheless, this card is good in decks themed around revival, where it would be used alongside Double-Edged Sword Technique.
Shien's Scheme
Normal Trap
You activate this card when a Samurai you control is killed in battle. Then you Special Summon 2 Samurai from your hand.
Admittedly, this card has little use in the new Samurai metagame because they all Special Summon themselves or each other. But in old Samurai decks, this card is invaluable. If you want a deck that doesn't include any "Legendary" monsters, this is the way to help maintain some speed, especially alongside Shien's Footsoldier. Talk about quick.
Six Strike - Thunder Blast
Normal Trap
This card allows you to remove one Bushido counter on the field to do one of two things:
Select 1 monster your opponent controls. Destroy it; Select 1 card your opponent controls. Return it to the hand.
This card is pretty good, for very obvious reasons. It kills any monster they have for a clear path to life points. It can get rid of that face-down Mirror Force before the game-ending strike.
Swift Samurai Storm!
Continuous Trap
This card activates each turn when your first Samurai attacks. Afterward, all other Samurai you control get a 300 ATK boost for the rest of the turn.
This is great in OTK decks that run Yariza with Solidarity, and in OTK decks in general. Running this in such a deck with 2 Magic Cylinder is great.
Swiftstrike Armor
Continuous Trap
This card is triggered when you draw a Samurai monster. You can then Special Summon it.
Once again, this card is not very useful with new cards. In an old style deck, this card can be useful, but an effectively controlling trap lineup will make this minor speed boost largely unneeded.
Six Style - Dual Wield
Normal Trap
This card is activated when you control only a single face-up, attack position monster and your opponent declares an attack. You then return two cards your opponent controls and return them to their hand.
This card favors a very conservative style of play, that the Swarm style does not like. This is a decent card for the more patient player whom prefers to completely control their opponent. Coupled with Return of the Six Samurai, this card can be very humorous.This concludes all the current support cards.
==================
VIII. Match-ups – Good & Bad
==================
- Spoiler:
- Here I will comment on match-ups...later.
==================
IX. What to Consider When Creating a Side Deck
==================
- Spoiler:
- This is a very important section because many do not know what they are really doing when making a side deck. The goal of a side deck is to boost advantage and strength against match-ups that give you trouble. Meaning, if there is a match-up in your local metagame or simply a popular deck type that many are running, yet you do not have any trouble against what they bring to the table, do not make room for it in your side! These precious slots are better spent on the matches you do have trouble against in order to give you a stronger chance of exploiting weaknesses and conquering them.
As a quick summary, if you suddenly find that “X-Sabers” is the new hot deck in your metagame, carefully consider if anything they can do is a significant threat to your strategy. What others are siding is irrelevant when answering that question. Similarly, few even ask themselves this question because of the ease of netdecking, using the same Swarm style, and not even having to look for weaknesses because the deck is the same as everyone else anyway.
Furthermore, when considering tech choices, metagame analysis is important. It will allow you to free up slots in your side while significantly strengthening your deck and the strategy it is meant to employ. Using my own deck as an example, I understand that nearly every deck is maining Solemn Warning and Solemn Judgment. We might ask: what strengths and weaknesses does this create in their arsenal? Let's answer this question.
They have a good hold on Summoning control, especially if they are running Bottomless Trap Hole alongside it. These can be significant threats to the Summoning capability of your Samurai. What should you do? You have a few choices:
1. Add in more Trap control such as Mystical Space Typhoon, Seven Tools of the Bandit and Trap Stun.
2. Tech in cards that will take advantage of this shift in the metagame while at the same time allowing you more control.
3. Use Side Deck slots to include these cards to give you more chance of dealing with these threats beforehand.
4. A combination of these.
I chose to run 2 Magic Cylinder and Ceasefire in my main deck. Why? Because the Solemn cards cost one important thing to even operate: Life Points.
Cards like Magic Cylinder and Ceasefire deplete that resource quickly. Consider that to even use their 2 Solemn Warning throughout the course of the duel, they have to ensure their life remains at least at 4100 prior to Setting them. This will be a challenge not only considering the swarming capability of the Samurai to at least get a few hits in, but also the ability of Cylinder to stop their assault and deal damage at the same time, and Ceasefire's potential to use that same swarming power to deal even more damage. Also, after they use these two cards, assuming they are at 8000 when they do, they are now at half that. This means that these three cards become even more deadly.
With superficial math, one can see the fruits of this decision when it comes to taking cards like Solemn Warning, a great card in its own right and a very good way to control Summoning, and turning it into a dead draw and later the tool of my opponent's end after its use.
Now, let's consider a few match-ups that can give Samurai a great deal of stress: Anti-Meta Stun and Skill Drain Plants.
Anti-Meta has plenty of cards that control Summoning and field presence, a key in the Samurai's ability to swarm. Thunder King Rai-Oh alone can halt your Shi En play in its tracks, and that is one monster. Doomcaliber Knight does the same thing. It can make Shi En destroy itself by forcing you to use its effect or suffer greater loss if you do not. Added to this are cards like Smashing Ground, Royal Oppression and Solemn Warning that further control your tempo.
So, how do we exploit this?
First, notice that these two monsters are not the same subtype. One is a Thunder and the other is a Fiend. Take into account that all your monsters are Warriors. What single card can make use of this fact?
Rivalry of Warlords is a Continuous Trap that demands not only to send all differing types to the graveyard upon activation, but that the opponent must select the one type that remains on their field. This is a hefty choice when they have a field with both Thunder King and Doomcaliber. Furthermore, they are no longer allowed to have any differing subtypes. They now only get to control one at a time, while you still have your entire army at your disposal. That is 2-3 slots in your side that take care of this match-up, as well as other decks that spam or utilize differing subtypes.
Dust Tornado will help tag Royal Oppression and other traps if you are not maining Yaichi. It also deals with hitting Necrovalley for Gravekeepers and Skill Drain in the Plants match-up. Finally, Effect Veiler will make those monsters meaningless, and is so versatile it can be used in any match where the opponent revolves around powerful effects.
When creating your side, consider the best option not only for that match, but for other matches as well.
Skill Drain Plants can spam many high ATK monsters while at the same time locking effects on the field. This means it can take all of your versatile soldiers and turn them into vanilla monsters. If you do not run Mystical Space Typhoon, you may find yourself hopeless in this particular match-up.
Now, what weaknessnesses does this advantage have?
First, Skill Drain is a Continuous Trap. This means if you already do run MST, 2 Dust Tornado will give you a better chance of killing it. Again, Dust Tornado can be used in other matches that like face-up Spells and Traps, as well as those that are very backfield-dependent.
Secondly, you can side in 2 Seven Tools of the Bandit for the same purpose of Trap control. While this is not as good for this match because Skill Drain has to be stopped with Seven Tools the moment it is activated, in other matches that rely on Traps to control flow, it is very welcome.
Finding out what gives your Samurai trouble is both an exercise in testing and study of the general template those particular decks use to run. When constructing a side deck, first take the time to know your enemy. Then, if you are convinced that they can give you significant problems, consider what options you have at your disposal for proper, multi-purpose siding.
As I mentioned before, knowing your enemy is the first step to defeating them.
Finally, prepare yourself in advance for what they will side. When they see you are playing Samurai, you can bet cards like Puppet Plant, Kinetic Soldier and Chain Disappearance will be made use of. Will your build be threatened by this sort of thing? Does your side offer further help to you in this regard while at the same time hurting them? Ask yourself these questions and take the time to strategize carefully, then make the necessary adjustments.
==================
X. The Other Side of the Sword - How to Blunt Samurai Steel
==================
- Spoiler:
- This portion of the guide is dedicated to everyone that thinks the Samurai are either unbeatable on a collective level or overpowered, and simply those that are having trouble thinking of what to side or wondering how they can be defeated consistently. I will offer strategies and solutions to cripple the biggest strengths and take advantage of the weaknesses the current metagame of Samurai possess: meaning The Swarm.
While it is my desire to make the metagame as versatile as their arsenal, there is simply no point in going through the strengths and weaknesses of every theme the Samurai can use. Therefore, this section will only be updated for other themes in the event they ever take off and start topping events.
Additionally, keep in mind that this is not intended to be written as the "How to Slaughter Six Samurai Every Time" section of the guide. I am merely offering suggestions that help dismantle the Samurai. It is up to you to use them effectively in your deck and tactics.
Now, let's begin.
The Swarm - Strengths
Let's be blunt: the greatest strength this style has is obvious - it swarms. Hard. It can easily fill the field in the first two turns. Coupled with Six Samurai United, the Samurai player can find themselves dropping two of them, Summoning two monsters and drawing 4 cards, then using another they drew to Summon 2 Kizan to draw 2 more. Coupled with Gateway of the Six, this style is extremely powerful.
Added to this is the introduction of Legendary Six Samurai - Shi En. This card is a force not to be taken lightly. It can single-handedly make nice cards for killing swarm like Dark Hole useless without wasting a card for bait.
When cards like Yaichi and Hand of the Six Samurai are added, this theme can be very controlling while at the same time filling the field with powerful monsters. It draws much strength from cards like Shien's Smoke Signal and Reinforcement of the Army to make first turn Shi En Summons extremely frequent, while at the same time making the deck a toolbox for whenever you need Hand or Yaichi to appear.
Along with this is the use of Musakani Magatama. This card negates anything that would destroy a card on the field provided a Samurai is already on the field when it is activated. You should now already see a weakness of one of their strongest cards.
Lastly, they function very well off of one another.
The Swarm - Weaknesses
The very name of their theme should show a clear weakness: take away their ability to swarm, take away their biggest advantage. The Samurai depend on one another to flourish. If that first Samurai is stopped, it can slow them down greatly. Once you do this, you need to keep their ability to Summon controlled.
The biggest reason Anti-Meta Stun does so well against Samurai is their awesome power to do this. Do not let them establish field control or you will find yourself within an increasingly uphill battle; if they do this first turn, try your best to take it away from them and if you manage to do so, you have to take measures ensuring you never lose it.
The Swarm - Side Deck Considerations
Here I will name cards that help deal with Six Samurai more effectively. I reiterate that it is up to you to find what works for you deck and to use the cards correctly. Here we go.
Effect Veiler
You can discard this card from your hand to the grave during your opponent's Main Phase to negate and erase the effect of a face-up monster on their field.
This card destroys many of their options. It makes Hand of the Six Samurai, Yaichi, Shi En and Kageki vanilla monsters. Use of this card will depend on your deck, your hand, and your field. If you can't afford to let them Kageki into Kagemusha into Shi En, simply don't let them. Veiler Kageki. If you have means of destroying it after it is Summoned, Veiler it for Bottomless Trap Hole or something similar.
However, be careful that you have backup in the event Magatama is down. Siding in cards like Seven Tools will help strengthen this card greatly for destructive plays.
This counter is just too versatile to list. It covers everything related to problem Effects.
Thunder King Rai-Oh
This card forbids either player to add cards to their hand except by drawing them. Secondly, the controller can Tribute it to negate the Special Summon of one of their opponent's monsters and destroy it.
A turn 1 Thunder King presents an interesting problem when they as the opposing player go second. They can't Special Summon anything other than Grandmaster or it will get uselessly destroyed. Furthermore, they can't use Smoke Signal or Reinforcement of the Army. It's also a 1900 that can run over everything in their arsenal save Grandmaster and a boosted Kizan.
Many run this as a counter for good reason: it is a great way to stop Samurai from their all-too-common 1st Turn Shi En appearance.
Fossil Dyna Pachycephalo
This card forbids either player from Special Summoning monsters. Additionally, when this card is flipped face-up, all Special Summoned monsters are destroyed.
This is a very strong counter for obvious reasons. The Samurai are weak versus such destructive effects, and this one is large scale. You can wipe out a five monster field just because they wanted to attack this face-down monster. A wonderful topdeck if they can't get Hand of the Six out.
Kinetic Soldier
This is an old card that has some great uses for this particular match. It goes to 3200 during damage step whenever it has battle with a Warrior. This card runs over every natural monster card they drop, bar none. It can also just sit there and be a life point shield while you strike the Samurai down during your own turn.
However, this card has very exploitable weaknesses. It first must survive its landing on the field. It must stay on the field to be battled with. Cards like Warning and Compulsory Evacuation Device will stop that. Finally, if you wish to use it offensively, it needs to get a clear shot. This means dodging cards like Dimensional Prison, Mirror Force, Cylinder and the like. Still, you can set this card and give Reflection Damage when they attack into it.
Overall, take great care when considering this for your side deck.
Puppet Plant
This card allows you to take possession of a Warrior or Spellcaster your opponent controls until the End Phase by discarding it to the grave.
This can work wonders in so many ways. If you want that Shi En to be Tribute fodder for a Monarch or Sychnro Summon, it's yours. If you feel like taking their Shi En and running into their face-up Kinetic Soldier, you can. The only thing to watch out for is if Kagemusha is already on the field, because this effect targets.
I personally consider this to be a wonderful option, both against Samurai and for the mirror match, because it also covers the Chaos Sorcerer threat.
Warrior Elimination
This card is a free anti-Samurai Lightning Vortex. This is a strong side option exclusively to the Samurai match-up. As such, I do not like it because of its isolation of side deck slots. It is also easy negation for Shi En, though that can work against it for when you drop Smashing Ground or Dark Hole right after, or using Smashing Ground as the precursor to this card.
If you cannot get possession of the more versatile counters, this is a good choice.
Chain Disappearance
This Trap card is triggered when a monster with 1000 ATK is Summoned. It is then removed from the game, as well as all copies from the victim's deck and hand.
This is a very strong Samurai counter, for three reasons: It hits Kagemusha. Say good-bye, Shi En. It hits Kageki. Say good-bye, Summon strength. Additionally, you can flip this when you see Kageki right after Kagemusha hits the field to lure them in with a false sense of security before you dash their hopes completely.
Secondly, you get to see your opponent's hand and deck! Knowledge is power; getting to see their options after screwing over their ability to summon Shi En is a benefit that should not be wasted. You also get to see every card in their current deck. You get to know what you are up against, sometimes well in advance. You get to see what they sided against you. Such a thing is priceless.
This card also covers many other problem cards like Debris Dragon, Dandylion, Ryko and the like.
Gozen Match
This is a Continuous Trap that only allows control of 1 Attribute per side of the field.
In decks that only run one Attribute naturally, this is a good counter. The Samurai rely on each other. They vary in Attribute. This card controls their flow well, but is vulnerable to MST, Dust Tornado, and the ability to use Kamon alongside Hand of the Six or Mizuho. It also covers other match-ups that have a variety of Attributes.
Carefully consider how this card might hinder you beforehand.This concludes the section on how to side against Samurai. If the reader has any additional cards that are great counters, let me know and I will add them in.
==================
XI. My Deck List
==================
- Spoiler:
- Way of the SwordMonsters: 142 Grandmaster of the Six Samurai
3 Legendary Six Samurai - Kizan
3 Legendary Six Samurai - Kageki
3 Kagemusha of the Six Samurai
1 Hand of the Six Samurai
1 The Six Samurai - Yaichi
1 Spirit of the Six SamuraiSpells: 141 Gateway of the Six
3 Six Samurai United
3 Shien's Smoke Signal
2 Mystical Space Typhoon
1 Reinforcement of the Army
1 Giant Trunade
1 Monster Reborn
1 Dark Hole
1 Swords of Revealing LightTraps: 122 Musakani Magatama
2 Double-Edged Sword Technique
2 Magic Cylinder
1 Mirror Force
1 Torrential Tribute
1 Ceasefire
2 Solemn Warning
1 Solemn JudgmentExtra Deck3 Legendary Six Samurai - Shi En
1 Naturia Barkion
1 Ally of Justice Catastor
1 Brionac, Dragon of the Ice Barrier
1 Gaia Knight, the Force of Earth
1 Ancient Fairy Dragon
1 Driven Daredevil
1 Black Rose Dragon
1 Stardust Dragon
1 Scrap Dragon
1 Colossal Fighter
1 Mist Wurm
1 Trishula, Dragon of the Ice BarrierSide Deck2 Puppet Plant
2 Effect Veiler
2 Thunder King Rai-Oh
1 The Six Samurai - Kamon
2 Dimensional Fissure
2 Dust Tornado
2 Chain Disappearance
2 Rivalry of Warlords
==================
XII. The Motivation Behind Card Choices
==================
- Spoiler:
Many will see my lineup and disagree with certain cards. I will answer these questions as well as provide insight to why all the cards are in the deck.
==================
The Six Samurai - Yaichi
Some think this card is not needed.However, the advantages of this card are too many not to consider. It can be searched by Shien's Smoke Signal. It is a 3 Star for Shi En. It is a free Special Summon through Kageki. It is a free +1 to a Trap once per turn. It lightens the load for Shi En, especially pre-Battle Phase.
Spirit of the Six Samurai
The theme of the deck is based on the name of this single card. Apart from that, it has many bonuses to add to the overall build. Consider that this card can add to Bushido counters, can be Summoned by and then Equipped to Kageki, or rather Equipped to a following Grandmaster or Kizan for powerful monsters that are indestructible and let you draw when they kill. Further, you can detach it and Special Summon it for needed counters. It also makes Shi En a 3000 behemoth that is now even more of a nightmare. It is also searchable by Smoke Signal.
Swords of Revealing Light
This card promotes pacifism. It stalls for up to six turns (theirs and mine) and forbids attacks. This keeps my Samurai alive and allows me time to dismantle my opponent or simply survive. Finally, it is only a dead draw if they can use MST or Trunade after I play it.
Magic Cylinder
This card causes self-infliction. It promotes the virtue of pacifism, negating an attack at the cost of the attacker's safety, through the simplest of my own actions. Students of the sword will understand this more than others.
This card inspires fear. Many decks play Solemn Warning and Solemn Judgment. I further cripple their use of these cards and control their actions when they are scared that Magic Cylinder is face down and they do not have something to hit it. They make poor plays and dig their own pit as they see their life points dwindle from self-infliction before I put them out of their misery.
Ceasefire
Nothing encourages pacifism and desperation quite like burn. And this card's title is too suiting to ignore.
Let us do a little bit of conservative, hypothetical math.
Let's say they Solemn Warning once, and I Magic Cylinder once for 2000. That's 4000 down the drain.
Now I Ceasefire with a field of 4 monsters. Slash another 2000. That makes 2000 left... and I have not even attacked yet.
Solemn Warning and Solemn Judgment
These cards are considered staples in most decks due to the qualities of the text. They are in mine for an entirely different reason.
Through training and combat, a Samurai exhausts their spirit in attempts to stop a foe. Use of this force is what separates novice swordsmen from those of the highest caliber. These two cards exhaust my own spirit, meaning my Life Points, in the effort of promoting pacifism from my opponent and halting their assault.
This section now concludes.
==================
XIII. Special Thanks
==================
- Spoiler:
- The following is a list of people that have helped me in making this deck and guide what it is, from Pojo, as it was posted there first:
Sobia6464
Nearei
Zenku
Needs_Persim_Berry
==================
And here you have it. I will make it prettier as time goes on.
==================
And here you have it. I will make it prettier as time goes on.
==================
Chiaki- Posts : 236
Join date : 2011-07-03
Re: Bushido - The Complete Six Samurai Guide
Great read, Chiaki! Subbing! Oh wait...
Seriously, this guide is just as good here as it was on Pojo. I'm surprised it doesn't have more views yet, as anything with "Six Samurai" in its name nowadays sends people running either away from or toward the object within seconds of its creation (just try posting a new gag topic on the board called "New Six Samurai Support" and see how many views you get within 5 minutes )...
Seriously, this guide is just as good here as it was on Pojo. I'm surprised it doesn't have more views yet, as anything with "Six Samurai" in its name nowadays sends people running either away from or toward the object within seconds of its creation (just try posting a new gag topic on the board called "New Six Samurai Support" and see how many views you get within 5 minutes )...
Ceteruler2- Posts : 315
Birthday : 1994-08-29
Join date : 2011-06-29
Re: Bushido - The Complete Six Samurai Guide
Thank you very much.
It's pretty much a paste of what was on Pojo, though I literally had to go through every instance of [YGOCARD] and delete it. That was fun.
I do notice the hatred Samurai have garnered here. I presume it is tied to the lack of matches, and thus the inability to side Samurai-crushing cards. I imagine that will change once people learn how to combat them, and I hope my anti-Samurai section helps with that as well.
It's pretty much a paste of what was on Pojo, though I literally had to go through every instance of [YGOCARD] and delete it. That was fun.
I do notice the hatred Samurai have garnered here. I presume it is tied to the lack of matches, and thus the inability to side Samurai-crushing cards. I imagine that will change once people learn how to combat them, and I hope my anti-Samurai section helps with that as well.
Chiaki- Posts : 236
Join date : 2011-07-03
Re: Bushido - The Complete Six Samurai Guide
Yes, the Samurai have lost the respect that they used to inspire. Once people saw how fast the Decks were, and how often they let one win, their Bushido was lost in an sea of netdecking and overuse. As my dad says "It only takes one, and then everyone starts doing it..."Chiaki wrote:Thank you very much.
It's pretty much a paste of what was on Pojo, though I literally had to go through every instance of [YGOCARD] and delete it. That was fun.
I do notice the hatred Samurai have garnered here. I presume it is tied to the lack of matches, and thus the inability to side Samurai-crushing cards. I imagine that will change once people learn how to combat them, and I hope my anti-Samurai section helps with that as well.
It's a pity really; I used to like and dabble in them. For the moment, I'm waiting till that moment when the Samurai lose their meta-ness and are honourable again, and that's when I'll reacquaint myself with them...
Ceteruler2- Posts : 315
Birthday : 1994-08-29
Join date : 2011-06-29
Re: Bushido - The Complete Six Samurai Guide
The article is full of so many pointless facts that a reader doesn't really need to read.
The only information that a reader needs to get is what the optimal Samurai builds play and how the deck makes plays. I don't want to learn about these like 15 other bad variants.
And instead of playing Ceasefire/Swords/Magic Cylinder, play actual protection since Plants are a deck and if you can't stop their Synchro Tengu Plant Debris plays your Magic Cylinder is worthless.
The only information that a reader needs to get is what the optimal Samurai builds play and how the deck makes plays. I don't want to learn about these like 15 other bad variants.
And instead of playing Ceasefire/Swords/Magic Cylinder, play actual protection since Plants are a deck and if you can't stop their Synchro Tengu Plant Debris plays your Magic Cylinder is worthless.
byak- Posts : 68
Join date : 2011-07-27
Re: Bushido - The Complete Six Samurai Guide
My TLDR version:
Take a lighter and see how fast them burn!
Take a lighter and see how fast them burn!
{EX} TheVoid- Cuddlez's Biscuit
- Posts : 2345
Birthday : 1992-02-29
Join date : 2011-06-22
Re: Bushido - The Complete Six Samurai Guide
Good sir, this is a guide to the cards themselves, not a dedicated Samurai Deck-Building Guide.byak wrote:The article is full of so many pointless facts that a reader doesn't really need to read.
The only information that a reader needs to get is what the optimal Samurai builds play and how the deck makes plays. I don't want to learn about these like 15 other bad variants.
And instead of playing Ceasefire/Swords/Magic Cylinder, play actual protection since Plants are a deck and if you can't stop their Synchro Tengu Plant Debris plays your Magic Cylinder is worthless.
If you wanted your post to have any impact on Chiaki at all, then perhaps you should have stated your post as an OPINION or a suggestion instead of a fact. "Chiaki, I believe that this guide has a little bit too many facts and doesn't accurately describe a good Six Samurai build; maybe you could consider changing it?" See, was that so hard?
The way you phrased your post makes it a blanket statement that seems to describe everyone, which in all reality you can't pull off. For example, I absolutely loved this Guide, and I'm a "reader"; does that mean your post affects me as well? Obviously not. And if YOU don't want to learn about these "15 other bad variants" (just because they aren't the current meta build doesn't make them bad, by the way) doesn't mean you can speak for everyone else. Simply say that YOU didn't like the guide and move on; doing so would make you come across as less rude.
Finally, if you believe you can do better, why don't you create your own guide instead of dissing someone else's?
Ok, thanks, bye!
Ceteruler2- Posts : 315
Birthday : 1994-08-29
Join date : 2011-06-29
Re: Bushido - The Complete Six Samurai Guide
Lol why do sams need a guide?
Kageki->Kagemusha->Shi En-> backrows. GG.
Kageki->Kagemusha->Shi En-> backrows. GG.
Mewtwo- Posts : 115
Join date : 2011-06-05
Re: Bushido - The Complete Six Samurai Guide
Because Six Sams is a series of cards that are more than just Kageki, Kagemusha, and Shi En. Before those 3 came along, much of what Chiaki has written was true. In fact, if some people get their way, and Shi En and other Sams get Semi-Limited or Limited, Six Sam users may be forced to use some of those older cards (That I'd like to see lol)Mewtwo wrote:Lol why do sams need a guide?
Kageki->Kagemusha->Shi En-> backrows. GG.
Ceteruler2- Posts : 315
Birthday : 1994-08-29
Join date : 2011-06-29
Re: Bushido - The Complete Six Samurai Guide
byak wrote:The article is full of so many pointless facts that a reader doesn't really need to read.
The only information that a reader needs to get is what the optimal Samurai builds play and how the deck makes plays. I don't want to learn about these like 15 other bad variants.
And instead of playing Ceasefire/Swords/Magic Cylinder, play actual protection since Plants are a deck and if you can't stop their Synchro Tengu Plant Debris plays your Magic Cylinder is worthless.
Perhaps you forgot to read the Introduction. This lack of reading, in truth, may well exempt you from the category of "readers", because you probably are not reading.
And in defense of my techs, I explain why I put them in, and in the very first few paragraphs of the article I state what I want my theme to symbolize. In regard to playing against other match-ups, perhaps I can use something called the Side Deck.
Next time you try to cut me down, come with a sharper sword.
Chiaki- Posts : 236
Join date : 2011-07-03
Re: Bushido - The Complete Six Samurai Guide
Wow, Chiaki, you summed up my long statement AND one-upped me in one commentChiaki wrote:Next time you try to cut me down, come with a sharper sword.
Ceteruler2- Posts : 315
Birthday : 1994-08-29
Join date : 2011-06-29
Re: Bushido - The Complete Six Samurai Guide
Subbing, mainly because my funnest variant was one that could summon Shooting Quasar Dragon using Shi En's or Librarians.
Re: Bushido - The Complete Six Samurai Guide
I have never seen a Samurai deck bring Quasar out...
How did you do that? o.O
How did you do that? o.O
Chiaki- Posts : 236
Join date : 2011-07-03
Re: Bushido - The Complete Six Samurai Guide
Chiaki wrote:byak wrote:The article is full of so many pointless facts that a reader doesn't really need to read.
The only information that a reader needs to get is what the optimal Samurai builds play and how the deck makes plays. I don't want to learn about these like 15 other bad variants.
And instead of playing Ceasefire/Swords/Magic Cylinder, play actual protection since Plants are a deck and if you can't stop their Synchro Tengu Plant Debris plays your Magic Cylinder is worthless.
Perhaps you forgot to read the Introduction. This lack of reading, in truth, may well exempt you from the category of "readers", because you probably are not reading.
And in defense of my techs, I explain why I put them in, and in the very first few paragraphs of the article I state what I want my theme to symbolize. In regard to playing against other match-ups, perhaps I can use something called the Side Deck.
Next time you try to cut me down, come with a sharper sword.
Your reasoning for Magical Cylinder etc is terrible, and you're better off playing Fiendish Chains/Oppression instead since they're going to win you more games than Cylinder.
You also fail to mention maining Dimensional Fissure to counter the meta and that Ascetitism can bring out Elder with Kagemusha, and Enishi with a pumped Kageki since those are the main reasons you'd even want you play Ascetitism (you say Irou instead, which is lol), which leads to further disappointment.
byak- Posts : 68
Join date : 2011-07-27
Re: Bushido - The Complete Six Samurai Guide
No body cares about six sams. They suck -__- by the way if your going to help people who play six sams play against the meta. Why don't you tell them real metadecks not "skill drain plants" That's not even tier 1 or meta. Try tengu plants and now T.G skill drain.. Six sams suck anyway and will never be tier 1 again for a while. All your "tech" are not very good I much rather d prison over Magic Cylinder
Re: Bushido - The Complete Six Samurai Guide
Alright, that's it.
If y'all two don't like the guide, then please proceed to simply leave. This is just mainly for bringing Samurais from being 'herp derp derp Shi En' to a Bushido-like code back when the samurais existed with their moral code of Bushido.
Bushido was so that you don't swing your sword, and let your opponent hurt themselves while you proceed to finish them off with your own blade.
That in itself means quite a lot, and there's a REASON the Guide's name is "Bushido".
Please do research before attacking someone's forums simply because they didn't write about the Herp Derp that everyone already knows. =___=;
Please do not force me to either lock the thread, or just delete a post or two. I'd really not like to use mod-things on this thread... (not like I'm allowed to anyway...). =/
If y'all two don't like the guide, then please proceed to simply leave. This is just mainly for bringing Samurais from being 'herp derp derp Shi En' to a Bushido-like code back when the samurais existed with their moral code of Bushido.
Bushido was so that you don't swing your sword, and let your opponent hurt themselves while you proceed to finish them off with your own blade.
That in itself means quite a lot, and there's a REASON the Guide's name is "Bushido".
Please do research before attacking someone's forums simply because they didn't write about the Herp Derp that everyone already knows. =___=;
Please do not force me to either lock the thread, or just delete a post or two. I'd really not like to use mod-things on this thread... (not like I'm allowed to anyway...). =/
Re: Bushido - The Complete Six Samurai Guide
Johnny Raptor wrote:Alright, that's it.
If y'all two don't like the guide, then please proceed to simply leave. This is just mainly for bringing Samurais from being 'herp derp derp Shi En' to a Bushido-like code back when the samurais existed with their moral code of Bushido.
Bushido was so that you don't swing your sword, and let your opponent hurt themselves while you proceed to finish them off with your own blade.
That in itself means quite a lot, and there's a REASON the Guide's name is "Bushido".
Please do research before attacking someone's forums simply because they didn't write about the Herp Derp that everyone already knows. =___=;
Please do not force me to either lock the thread, or just delete a post or two. I'd really not like to use mod-things on this thread... (not like I'm allowed to anyway...). =/
Your talking about honor and all that stuff like it matters? lol Its a card game -_- Play what wins. and like I said six sams is not herp derp they suck.
Re: Bushido - The Complete Six Samurai Guide
nelynel12 wrote:Johnny Raptor wrote:Alright, that's it.
If y'all two don't like the guide, then please proceed to simply leave. This is just mainly for bringing Samurais from being 'herp derp derp Shi En' to a Bushido-like code back when the samurais existed with their moral code of Bushido.
Bushido was so that you don't swing your sword, and let your opponent hurt themselves while you proceed to finish them off with your own blade.
That in itself means quite a lot, and there's a REASON the Guide's name is "Bushido".
Please do research before attacking someone's forums simply because they didn't write about the Herp Derp that everyone already knows. =___=;
Please do not force me to either lock the thread, or just delete a post or two. I'd really not like to use mod-things on this thread... (not like I'm allowed to anyway...). =/
Your talking about honor and all that stuff like it matters? lol Its a card game -_- Play what wins. and like I said six sams is not herp derp they suck.
It doesn't matter, but it's the way one person wants to play and then share a guide to everyone else who's interested in using Bushido as a way to formulate a new deck. It's not a foreign concept that such a thing can happen. =/
Re: Bushido - The Complete Six Samurai Guide
Thank you for summing me up, Johnny. If people don't like this thread, they can leave it without dissing the author. You don't ALWAYS have to say anything. It's like Youtube...Johnny Raptor wrote:nelynel12 wrote:Johnny Raptor wrote:Alright, that's it.
If y'all two don't like the guide, then please proceed to simply leave. This is just mainly for bringing Samurais from being 'herp derp derp Shi En' to a Bushido-like code back when the samurais existed with their moral code of Bushido.
Bushido was so that you don't swing your sword, and let your opponent hurt themselves while you proceed to finish them off with your own blade.
That in itself means quite a lot, and there's a REASON the Guide's name is "Bushido".
Please do research before attacking someone's forums simply because they didn't write about the Herp Derp that everyone already knows. =___=;
Please do not force me to either lock the thread, or just delete a post or two. I'd really not like to use mod-things on this thread... (not like I'm allowed to anyway...). =/
Your talking about honor and all that stuff like it matters? lol Its a card game -_- Play what wins. and like I said six sams is not herp derp they suck.
It doesn't matter, but it's the way one person wants to play and then share a guide to everyone else who's interested in using Bushido as a way to formulate a new deck. It's not a foreign concept that such a thing can happen. =/
Nely, who are you to tell Chiaki not only how to write HIS guide, but how to play HIS Decks? It's his choice to play meta or not. Notice he hasn't said anything about your style of playing...
Like I said before, all of these comments might be seen in a more favorable light if you phrased them as suggestions instead of dictating what Chiaki must and must not play or write...
Ceteruler2- Posts : 315
Birthday : 1994-08-29
Join date : 2011-06-29
Re: Bushido - The Complete Six Samurai Guide
Seems to me like most people here are hating on the deck rather then the comments that are dealt with in this guide.
I have no love for Six sams as a meta, However I am all in favour of the use of uncommonly used or forgotten cards, for that alone I applaud your efforts even if they seem to have fallen on deaf ear here.
I may yet have to make an 'old school' Samurai deck, just for fun.
I have no love for Six sams as a meta, However I am all in favour of the use of uncommonly used or forgotten cards, for that alone I applaud your efforts even if they seem to have fallen on deaf ear here.
I may yet have to make an 'old school' Samurai deck, just for fun.
Rainbow Haruka- Posts : 132
Join date : 2011-07-20
Re: Bushido - The Complete Six Samurai Guide
Ceteruler2 wrote:Thank you for summing me up, Johnny. If people don't like this thread, they can leave it without dissing the author. You don't ALWAYS have to say anything. It's like Youtube...Johnny Raptor wrote:nelynel12 wrote:Johnny Raptor wrote:Alright, that's it.
If y'all two don't like the guide, then please proceed to simply leave. This is just mainly for bringing Samurais from being 'herp derp derp Shi En' to a Bushido-like code back when the samurais existed with their moral code of Bushido.
Bushido was so that you don't swing your sword, and let your opponent hurt themselves while you proceed to finish them off with your own blade.
That in itself means quite a lot, and there's a REASON the Guide's name is "Bushido".
Please do research before attacking someone's forums simply because they didn't write about the Herp Derp that everyone already knows. =___=;
Please do not force me to either lock the thread, or just delete a post or two. I'd really not like to use mod-things on this thread... (not like I'm allowed to anyway...). =/
Your talking about honor and all that stuff like it matters? lol Its a card game -_- Play what wins. and like I said six sams is not herp derp they suck.
It doesn't matter, but it's the way one person wants to play and then share a guide to everyone else who's interested in using Bushido as a way to formulate a new deck. It's not a foreign concept that such a thing can happen. =/
Nely, who are you to tell Chiaki not only how to write HIS guide, but how to play HIS Decks? It's his choice to play meta or not. Notice he hasn't said anything about your style of playing...
Like I said before, all of these comments might be seen in a more favorable light if you phrased them as suggestions instead of dictating what Chiaki must and must not play or write...
Hmmm how can I put it in a nice way. The deck list = a bad deck. People who plays bad cards and bad decks and defend it to a degree is a bad player. Noone takes critism right away when I say play d prison over magic cylinder and that the deck wont compete against the meta. You guys just cannot take criticism
Re: Bushido - The Complete Six Samurai Guide
So you're calling me (and any others like me) bad players because we are interested in cards YOU call bad? Just because YOU say that the card is bad, the card is bad?nelynel12 wrote:Ceteruler2 wrote:Thank you for summing me up, Johnny. If people don't like this thread, they can leave it without dissing the author. You don't ALWAYS have to say anything. It's like Youtube...Johnny Raptor wrote:nelynel12 wrote:Johnny Raptor wrote:Alright, that's it.
If y'all two don't like the guide, then please proceed to simply leave. This is just mainly for bringing Samurais from being 'herp derp derp Shi En' to a Bushido-like code back when the samurais existed with their moral code of Bushido.
Bushido was so that you don't swing your sword, and let your opponent hurt themselves while you proceed to finish them off with your own blade.
That in itself means quite a lot, and there's a REASON the Guide's name is "Bushido".
Please do research before attacking someone's forums simply because they didn't write about the Herp Derp that everyone already knows. =___=;
Please do not force me to either lock the thread, or just delete a post or two. I'd really not like to use mod-things on this thread... (not like I'm allowed to anyway...). =/
Your talking about honor and all that stuff like it matters? lol Its a card game -_- Play what wins. and like I said six sams is not herp derp they suck.
It doesn't matter, but it's the way one person wants to play and then share a guide to everyone else who's interested in using Bushido as a way to formulate a new deck. It's not a foreign concept that such a thing can happen. =/
Nely, who are you to tell Chiaki not only how to write HIS guide, but how to play HIS Decks? It's his choice to play meta or not. Notice he hasn't said anything about your style of playing...
Like I said before, all of these comments might be seen in a more favorable light if you phrased them as suggestions instead of dictating what Chiaki must and must not play or write...
Hmmm how can I put it in a nice way. The deck list = a bad deck. People who plays bad cards and bad cards and defend it to a degree is a bad player. Noone takes critism right away when I say play d prison over magic cylinder and that the deck wont compete against the meta. You guys just cannot take criticism
For the umpteenth time I say it, you keep phrasing your posts as demands and absolute truths, instead of suggestions. Instead of saying "In my opinion, the deck list = a bad deck", you say it as if there's no other option or reality than what you say.
Also I repeat; if Chiaki was interested in writing a guide based solely about playing Samurais against the meta, he would have.
Finally, in regards to your criticism comment: your definition of criticism seems to be yelling out "You're wrong!" and that being the end of it. Anyway, even if your posts could be called criticism, you're not taking OUR criticism either; we keep telling you that if you don't like it you can leave, yet you will not heed us.
Ceteruler2- Posts : 315
Birthday : 1994-08-29
Join date : 2011-06-29
Re: Bushido - The Complete Six Samurai Guide
nelynel12 wrote:Hmmm how can I put it in a nice way. The deck list = a bad deck.
The purpose of this article is to discuss the group of cards and how they can be used in certain decks, A direct comparision to a deck list is never really made. thus not only making this statment invalid to the currect article but overall pointless.
nelynel12 wrote:People who plays bad cards and bad decks and defend it to a degree is a bad player.
Not everyone plays this game to win or to 'be the best', ones perfered method of playing does not directly compare to thier skills as a player.
nelynel12 wrote:Noone takes critism right away when I say play d prison over magic cylinder and that the deck wont compete against the meta. You guys just cannot take criticism
Criticism is a funny thing, you have made several points thoughout this topic to claim that what this person is saying is wrong or pointless, yet you have given no valid or proper reason as to why he is wrong or pointless other then what really boils down to is 'I hate this deck'.
This is just my opinion, you can take it or leave it as you see fit.
And to answear that thing you put in your sig that you will most likely remove after seeing this, No, I don't love you.
Johnny Edit: Actually, that's a user code.
Rainbow Haruka- Posts : 132
Join date : 2011-07-20
Re: Bushido - The Complete Six Samurai Guide
nelynel12 wrote:Hmmm how can I put it in a nice way. The deck list = a bad deck. People who plays bad cards and bad decks and defend it to a degree is a bad player. Noone takes critism right away when I say play d prison over magic cylinder and that the deck wont compete against the meta. You guys just cannot take criticism
That is irrelevant to what you're doing. All you're doing is bashing a guide that takes time and effort to write. Have you seen mine? That took me almost weeks to develop, and it's STILL undergoing construction because it's not satisfactory to settle for it the way it is. I can only make it better or possibly worse than it can be, but I have the chance to fix it anyway.
Chiaki did not have to write this, but Chiaki still wrote this guide to help those who want to add personality into a deck.
Sure, it may not look like there are 'good' card choices, but they're certainly not bad either. I've said it before, and now I'll say it one more time. Jump out of this thread and never post here again if you've got nothing productive to say.
Re: Bushido - The Complete Six Samurai Guide
This all day, everyday. Exactly what I'm saying.Derpy Hooves wrote:nelynel12 wrote:Hmmm how can I put it in a nice way. The deck list = a bad deck.
The purpose of this article is to discuss the group of cards and how they can be used in certain decks, A direct comparision to a deck list is never really made. thus not only making this statment invalid to the currect article but overall pointless.nelynel12 wrote:People who plays bad cards and bad decks and defend it to a degree is a bad player.
Not everyone plays this game to win or to 'be the best', ones perfered method of playing does not directly compare to thier skills as a player.nelynel12 wrote:Noone takes critism right away when I say play d prison over magic cylinder and that the deck wont compete against the meta. You guys just cannot take criticism
Criticism is a funny thing, you have made several points thoughout this topic to claim that what this person is saying is wrong or pointless, yet you have given no valid or proper reason as to why he is wrong or pointless other then what really boils down to is 'I hate this deck'.
This is just my opinion, you can take it or leave it as you see fit.
And to answear that thing you put in your sig that you will most likely remove after seeing this, No, I don't love you.
Johnny Edit: Actually, that's a user code.
Ceteruler2- Posts : 315
Birthday : 1994-08-29
Join date : 2011-06-29
Re: Bushido - The Complete Six Samurai Guide
Derpy Hooves wrote:nelynel12 wrote:Hmmm how can I put it in a nice way. The deck list = a bad deck.
The purpose of this article is to discuss the group of cards and how they can be used in certain decks, A direct comparision to a deck list is never really made. thus not only making this statment invalid to the currect article but overall pointless.nelynel12 wrote:People who plays bad cards and bad decks and defend it to a degree is a bad player.
Not everyone plays this game to win or to 'be the best', ones perfered method of playing does not directly compare to thier skills as a player.nelynel12 wrote:Noone takes critism right away when I say play d prison over magic cylinder and that the deck wont compete against the meta. You guys just cannot take criticism
Criticism is a funny thing, you have made several points thoughout this topic to claim that what this person is saying is wrong or pointless, yet you have given no valid or proper reason as to why he is wrong or pointless other then what really boils down to is 'I hate this deck'.
This is just my opinion, you can take it or leave it as you see fit.
And to answear that thing you put in your sig that you will most likely remove after seeing this, No, I don't love you.
Johnny Edit: Actually, that's a user code.
Actually your wrong bro. He put his deck list up there -_-
and magic clynder is a bad card it is. It is a waste of space in the deck when you can be playing better cards like d prison.
Re: Bushido - The Complete Six Samurai Guide
That's your opinion, Nely! In a Burn Deck, Magic Cylinder > D. Prison. Just because it's not the best in every Deck doesn't make it bad, either.
Besides (be honest), what did you use before D. Prison came along (besides Mirror Force)?
Besides (be honest), what did you use before D. Prison came along (besides Mirror Force)?
Ceteruler2- Posts : 315
Birthday : 1994-08-29
Join date : 2011-06-29
Re: Bushido - The Complete Six Samurai Guide
It's always interesting seeing the sparks fly. Where to begin.
Within the Introduction, I tell why I wrote everything in this guide. If you know how to read, perchance one might glean that I care more about building a deck that personifies the theme I wish to create rather than winning.
This is not to belittle or make meaningless the efforts of those that play a child's card game for the sole purpose of stomping their opponents' faces in, nor the talent and skill required to take a deck to Top 8.
Regarding the lack of up-to-date Asceticism targets, I overlooked this. Such is one of the smaller purposes of publishing this - to spot errors or receive suggestions. For that, I thank you.
Lastly, regarding my choices for cards in - stay with me here - my deck, refer back to the first several chapters and read them until they sink in (or until you actually understand them at all). Dimensional Prison was considered and run in the main deck for a time. Cylinder fits far more true to what I wanted as a theme.
While many play this game for the competitive purposes, I enjoy it more for the opportunity to express myself through a deck as a whole. Yet, I apologize, for therein lies the core of the problem: the heretics must be burned.
Within the Introduction, I tell why I wrote everything in this guide. If you know how to read, perchance one might glean that I care more about building a deck that personifies the theme I wish to create rather than winning.
This is not to belittle or make meaningless the efforts of those that play a child's card game for the sole purpose of stomping their opponents' faces in, nor the talent and skill required to take a deck to Top 8.
Regarding the lack of up-to-date Asceticism targets, I overlooked this. Such is one of the smaller purposes of publishing this - to spot errors or receive suggestions. For that, I thank you.
Lastly, regarding my choices for cards in - stay with me here - my deck, refer back to the first several chapters and read them until they sink in (or until you actually understand them at all). Dimensional Prison was considered and run in the main deck for a time. Cylinder fits far more true to what I wanted as a theme.
While many play this game for the competitive purposes, I enjoy it more for the opportunity to express myself through a deck as a whole. Yet, I apologize, for therein lies the core of the problem: the heretics must be burned.
Chiaki- Posts : 236
Join date : 2011-07-03
Re: Bushido - The Complete Six Samurai Guide
Now that that's cleared up, I'll explain the whole thing I did for Samurai -> Quasar Mode.
Remember our little buddy who happens to be a Level 1 Tuner in this archetype?
I took it a step ahead, and decided to run 3 of him, along with 2 Boost Warrior. See, I knew Boost Warrior would work in such a way that it adds more ATK to Shi En, making him more of a threat than usual that you'd need to rid Boost Warrior before touching upon Shi En, but then with formidable defenses, even Boost Warrior can't be touched.
Boost Warrior is usually there either to give his support to the samurais themselves, or to tune with Squire to make Formula Synchron, and then proceed into Quasar Dragon, the ultimate Synchro Monster that all fear the very presence of.
Such is a disgusting thing to do, to instill fear into someone, but doing so is somewhat necessary nowadays. I don't use the Quasar Samurai deck that at all often, so if I were to use it again, I'd probably misplay 3 times before realizing what mistakes I've been pulling off so far. >_>;
So, yes it uses Legendary Six Samurai, but in a step further that turns the blade into a mighty behemoth.
Anyhoo, I'll probably get back into the deck sometime this weekend to provide an updated deck list. xD
Remember our little buddy who happens to be a Level 1 Tuner in this archetype?
I took it a step ahead, and decided to run 3 of him, along with 2 Boost Warrior. See, I knew Boost Warrior would work in such a way that it adds more ATK to Shi En, making him more of a threat than usual that you'd need to rid Boost Warrior before touching upon Shi En, but then with formidable defenses, even Boost Warrior can't be touched.
Boost Warrior is usually there either to give his support to the samurais themselves, or to tune with Squire to make Formula Synchron, and then proceed into Quasar Dragon, the ultimate Synchro Monster that all fear the very presence of.
Such is a disgusting thing to do, to instill fear into someone, but doing so is somewhat necessary nowadays. I don't use the Quasar Samurai deck that at all often, so if I were to use it again, I'd probably misplay 3 times before realizing what mistakes I've been pulling off so far. >_>;
So, yes it uses Legendary Six Samurai, but in a step further that turns the blade into a mighty behemoth.
Anyhoo, I'll probably get back into the deck sometime this weekend to provide an updated deck list. xD
Re: Bushido - The Complete Six Samurai Guide
Okay, I have fixed the problem. As I thought there was too much BB code in the first post. I removed all of the spoilers and quotes and now everything seems fine. Chiaki, you can re-stylize your first post, but if it starts getting glitchy then remove the last set of tags added until it is fixed. I know it is harder to read now, but it fixed the problem.
You could also cut your first post in half and put in the second post. Actually I will try that now.
You could also cut your first post in half and put in the second post. Actually I will try that now.
Re: Bushido - The Complete Six Samurai Guide
Nice work, Vantagesp.
Zero2Hero- Hidden Genius
- Posts : 2557
Birthday : 1994-01-10
Join date : 2011-06-05
Re: Bushido - The Complete Six Samurai Guide
This is just my opinion, you can take it or leave it as you see fit.
And to answear that thing you put in your sig that you will most likely remove after seeing this, No, I don't love you.
With all due respect Derpy.. You are a very cool person and all, but it's his opinions also. He can seem to be rude, but it's just his way of thinking. Just like how your opinion was to his signature. I'm not saying I agree with him, I'm just saying everyone is entitled to their opinion and can express it if they want. Though they should try to cut back on being rude.
If the OP thinks it's an amazing guide then don't let people's rude comments bother them. I would actually be a lot more happy when everyone's saying "Oh, that's a great guide!". With someone trying to be rude and then everyone else defending the guide instead of everyone just saying "That's great man!" It just makes me feel like they don't really mean it and most likely saying it because I'm their friend. Just my opinion.
Oh, and nice work Vantage. xD
- Shuno
Shuno of the Fallen- Posts : 193
Birthday : 1990-05-19
Join date : 2011-06-30
Re: Bushido - The Complete Six Samurai Guide
Okay, I managed to fix it without ruining too much of how you set up the guide (with spoilers and quotes). For some reason some BB codes are glitching up the topic on the first post (spoilers and quotes). When I removed them everything went back to normal. You can redecorate/arrange it if you want, but if it glitches up again remove the last thing you did. The first post is what is the problem. Second post can handle BB codes a lot better. This is still very strange.
Re: Bushido - The Complete Six Samurai Guide
That's actually odd. Hm. Learn new things everyday I suppose. 0.o
Re: Bushido - The Complete Six Samurai Guide
Both of you, and any other invisible helpers involved, thank you very much for your assistance.
I'll get to tinkering when I am more awake. ._.
I'll get to tinkering when I am more awake. ._.
Chiaki- Posts : 236
Join date : 2011-07-03
Re: Bushido - The Complete Six Samurai Guide
Ceteruler2 wrote:That's your opinion, Nely! In a Burn Deck, Magic Cylinder > D. Prison. Just because it's not the best in every Deck doesn't make it bad, either.
Besides (be honest), what did you use before D. Prison came along (besides Mirror Force)?
But It is not a burn deck we talking about. You guys want to know why I am always so hard? Because when I was trying to be nice no one I mean no one ever listen to me. Everyone on other forums calls dn forums a "bad scrubby" forum. Now I know why. I understand I came a little to bit "trolish" on this thread. But every time some one makes a deck and people try to give them advice no one ever ever listens to them they sit there and argue for days. I understand people say oh I just wanna play this game for fun. But I can never say that. I pay too much money on this game to do so. I have to make sure I make income or do my best to win tourneys. So when I try to give my advice and every one says no I have my reasoning blah blah. ahh I don't care anymore. You know what if you read it perfectly I was defending the first guy that was givving advice and everyone attacked him. Then when I put my input to what card is better to play you guys said! [quote="Ceteruler2"][quote="Johnny Raptor"][quote="nelynel12"]
Johnny Raptor wrote:
Nely,
who are you to tell Chiaki not only how to write HIS guide, but how to
play HIS Decks? It's his choice to play meta or not. Notice he hasn't
said anything about your style of playing....
Are you for real? I give advice and you tell me I can't. (Ceteruler2 wrote this iunno the quote messed up)
Johnny Raptor wrote:Alright, that's it.
If y'all two don't
like the guide, then please proceed to simply leave. This is just mainly
for bringing Samurais from being 'herp derp derp Shi En' to a
Bushido-like code back when the samurais existed with their moral code
of Bushido.. =/
Again every time some one criticized something that some one wrote or build etc they are right away force to shut up and leave. This is the reason why it gets more heated. The card advice we gave you was good advice. You spoke about side decking against the meta and yet stated non meta deck in your guide. I was simply correcting you and I was attacked. It whatever. I realize why no one can be told they are wrong about a deck or article they work so "hard" on. EVEN if it has FALSE content in it.
Re: Bushido - The Complete Six Samurai Guide
And now it is time for...
Logic!
You say that Magic Cylinder and Ceasefire are good because people run the Solemn cards and pay life points, right? That's true. But the Solemns and your burn cards are just 3 cards in you and your opponent's respective 40 card decks. They aren't always gonna draw their Solemns, and you aren't always gonna draw burn. Even if you do, their Solemns will still get them advantage, while you lose it whenever you use a burn card. And at least in competitive play, games don't usually last long enough for many Solemns to be played. [/argument]
Also, the bottom of the above above users sig is odd...
Logic!
You say that Magic Cylinder and Ceasefire are good because people run the Solemn cards and pay life points, right? That's true. But the Solemns and your burn cards are just 3 cards in you and your opponent's respective 40 card decks. They aren't always gonna draw their Solemns, and you aren't always gonna draw burn. Even if you do, their Solemns will still get them advantage, while you lose it whenever you use a burn card. And at least in competitive play, games don't usually last long enough for many Solemns to be played. [/argument]
Also, the bottom of the above above users sig is odd...
-Pacman-- Posts : 17
Join date : 2011-05-18
Re: Bushido - The Complete Six Samurai Guide
The Side Deck section is designed to illustrate two problem matches and the ways to counter them. It should be a tool for the reader to learn to recognize strengths in their opponents' deck and find solutions. Everyone's meta is different.
The match-ups section will be used to dissect individual archetypes and counters.
I should simply say now that I will keep my burn in regardless of what anyone here has to say. It's been doing fine for me in my duels. Nevertheless, I think even a superficial glance at my writing will reveal I couldn't care less about dominating a recreational activity such as Yu-Gi-Oh!.
The match-ups section will be used to dissect individual archetypes and counters.
I should simply say now that I will keep my burn in regardless of what anyone here has to say. It's been doing fine for me in my duels. Nevertheless, I think even a superficial glance at my writing will reveal I couldn't care less about dominating a recreational activity such as Yu-Gi-Oh!.
Chiaki- Posts : 236
Join date : 2011-07-03
Re: Bushido - The Complete Six Samurai Guide
So long as this ends in 2-3 posts, I don't mind. >___>;
Although I may start deleting irrelevant posts beginning tomorrow just to clean up.
Although I may start deleting irrelevant posts beginning tomorrow just to clean up.
Re: Bushido - The Complete Six Samurai Guide
Alright, I deleted a lot of garbage from this topic. I do not want this situation to continue. Please do not attack someone personally. This is a forum, you do not know them, just their online persona. If this continues consequences will happen, the degree of these consequences is up to you. It all depends on how the rest of this thread goes. Please be more mature and do not start a flame war.
I was nice enough to fix this topic and I would hate to lock this topic or have it removed.
I will look through each comment on a later date. I just removed the ones that stood out.
I was nice enough to fix this topic and I would hate to lock this topic or have it removed.
I will look through each comment on a later date. I just removed the ones that stood out.
Re: Bushido - The Complete Six Samurai Guide
Kinda sucks that there's more flames in here than actual discussion when Six Samurai is actually a very cool archetype. I love them aesthetically, and the old ones were super boss and functioned around a very original concept. The release of the new ones was pretty stupid; Konami really could have balanced them better, and it was because of their mistakes that they ended up becoming so unbalanced. For example:
-Kageki is a great card, and really isn't that broken. The part about it that's broken is that it makes a free synchro, and the theme's synchro happens to be incredibly powerful. If Shi En was, for example, a level 8 monster, then the archetype could still get it out, and it would still be powerful, but you would need more than two cards to get it out, going back to the original monsters' theme of teamwork.
-Gateway is also a fine card, but the problem is that it can use Bushido Counters from anywhere on the field. That's really the only thing about it that unbalances it.
-Kizan is great, but does it really need to become a 2100 beater? We have Bora already, and while Kizan doesn't pierce, having more attack inevitably makes it better. 2100 is just absurd.
With adequate touches from the banlist, the deck can perhaps see a lot more variations than "First turn Shi En, set three backrow" builds, and that's what I'm excited for.
Chiaki, I really have to give it up to you for the effort you put into this guide. I hate the herpderp strategies as much as the next guy, but this guide serves as a great resource for the ultimatum that may be presented to Sams in the future when their broken engine gets hit: What else to run? It's really informative, really long (something my guide will never have), and in general just a good read.
So, haters, why bash this legitimate attempt at a good guide when it helps to expand the options the archetype has and brings more variety to the game in general when people use these ideas? Probably because you have no respect for the game.
-Kageki is a great card, and really isn't that broken. The part about it that's broken is that it makes a free synchro, and the theme's synchro happens to be incredibly powerful. If Shi En was, for example, a level 8 monster, then the archetype could still get it out, and it would still be powerful, but you would need more than two cards to get it out, going back to the original monsters' theme of teamwork.
-Gateway is also a fine card, but the problem is that it can use Bushido Counters from anywhere on the field. That's really the only thing about it that unbalances it.
-Kizan is great, but does it really need to become a 2100 beater? We have Bora already, and while Kizan doesn't pierce, having more attack inevitably makes it better. 2100 is just absurd.
With adequate touches from the banlist, the deck can perhaps see a lot more variations than "First turn Shi En, set three backrow" builds, and that's what I'm excited for.
Chiaki, I really have to give it up to you for the effort you put into this guide. I hate the herpderp strategies as much as the next guy, but this guide serves as a great resource for the ultimatum that may be presented to Sams in the future when their broken engine gets hit: What else to run? It's really informative, really long (something my guide will never have), and in general just a good read.
So, haters, why bash this legitimate attempt at a good guide when it helps to expand the options the archetype has and brings more variety to the game in general when people use these ideas? Probably because you have no respect for the game.
Re: Bushido - The Complete Six Samurai Guide
^This to whatever measurement you choose to use...
Ceteruler2- Posts : 315
Birthday : 1994-08-29
Join date : 2011-06-29
Re: Bushido - The Complete Six Samurai Guide
vantagesp wrote:Alright, I deleted a lot of garbage from this topic. I do not want this situation to continue. Please do not attack someone personally. This is a forum, you do not know them, just their online persona. If this continues consequences will happen, the degree of these consequences is up to you. It all depends on how the rest of this thread goes. Please be more mature and do not start a flame war.
I was nice enough to fix this topic and I would hate to lock this topic or have it removed.
I will look through each comment on a later date. I just removed the ones that stood out.
Y'know, I actually forgot to start deleting the posts after a while.
On topic, I once again trolled Quasar Samurai. Guy epically rage quit.
Re: Bushido - The Complete Six Samurai Guide
This guide is awesome. Old Sams with new Sams wreck face. I don't mean Shi En and Kizan. I mean Kegeki and Kagamusha and Mizuho/Shinai. Those last two are so underrated. Especially when someone Solemns your shit.
See this is what had happened. I opened with Shogun, Mizuho, Shinai, A Forces, Gateway of the Six and a Smoke Signal. Summoned Shinai, Muzuho and Shogun (after activating Gateway of course) got six counters. He set. Next turn I got Six Sam United activated it summoned Zangi and he Solemned it. So I blew up his set card got the Zanji back. He set a Ryko. Next turn I drew Kegeki summoned him and Irou drew 2 cards and proceeded to Rolf-stomp his face with my other 3 Sams.
Goes to show that Sams don't need Shi En to win. Not even close. They OTK all day ery day.
See this is what had happened. I opened with Shogun, Mizuho, Shinai, A Forces, Gateway of the Six and a Smoke Signal. Summoned Shinai, Muzuho and Shogun (after activating Gateway of course) got six counters. He set. Next turn I got Six Sam United activated it summoned Zangi and he Solemned it. So I blew up his set card got the Zanji back. He set a Ryko. Next turn I drew Kegeki summoned him and Irou drew 2 cards and proceeded to Rolf-stomp his face with my other 3 Sams.
Goes to show that Sams don't need Shi En to win. Not even close. They OTK all day ery day.
CaiusTSR- Posts : 521
Birthday : 1992-12-13
Join date : 2011-06-30
Re: Bushido - The Complete Six Samurai Guide
See, this is the kind of Six Sam deck I wouldn't mind losing against...CaiusTSR wrote:This guide is awesome. Old Sams with new Sams wreck face. I don't mean Shi En and Kizan. I mean Kegeki and Kagamusha and Mizuho/Shinai. Those last two are so underrated. Especially when someone Solemns your shit.
See this is what had happened. I opened with Shogun, Mizuho, Shinai, A Forces, Gateway of the Six and a Smoke Signal. Summoned Shinai, Muzuho and Shogun (after activating Gateway of course) got six counters. He set. Next turn I got Six Sam United activated it summoned Zangi and he Solemned it. So I blew up his set card got the Zanji back. He set a Ryko. Next turn I drew Kegeki summoned him and Irou drew 2 cards and proceeded to Rolf-stomp his face with my other 3 Sams.
Goes to show that Sams don't need Shi En to win. Not even close. They OTK all day ery day.
Ceteruler2- Posts : 315
Birthday : 1994-08-29
Join date : 2011-06-29
Re: Bushido - The Complete Six Samurai Guide
I rather enjoyed this article. THe information about real Samurais was cool, I didn't know all that to be honest. SO thanks there.
Also, I like how your build of the Samurai is themed rather than "Im gonna swarm and kill you in 1 turn now." This is the most common thing I see with Six Samurai and its meta players that abuse the cards and loops that make other Samurai players look bad.
Chiaki, perhaps you could Duel me sometime with that build?
Also, I like how your build of the Samurai is themed rather than "Im gonna swarm and kill you in 1 turn now." This is the most common thing I see with Six Samurai and its meta players that abuse the cards and loops that make other Samurai players look bad.
Chiaki, perhaps you could Duel me sometime with that build?
No77u101- Posts : 75
Birthday : 1989-11-11
Join date : 2011-07-18
Re: Bushido - The Complete Six Samurai Guide
I just built a revival spam build, containing 3 DEST, 2 Return of the Six and 1 Cunning... and forgot an Extra deck.
I won the duel after quite the struggle, partially from maining 2 Spirit and abusing it with Kizan and Grandmaster, and Returning it when I summoned either of them.
And officially for the record, I have won games with Magic Cylinder on far more than one occasion. Samurai tend to pressure the opponent into making forced assaults with low life. And Cylinder has been there to kill them for it many a time.
I'm happy to duel you if you like. Just PM me on the server. Name is same as here.
I won the duel after quite the struggle, partially from maining 2 Spirit and abusing it with Kizan and Grandmaster, and Returning it when I summoned either of them.
And officially for the record, I have won games with Magic Cylinder on far more than one occasion. Samurai tend to pressure the opponent into making forced assaults with low life. And Cylinder has been there to kill them for it many a time.
I'm happy to duel you if you like. Just PM me on the server. Name is same as here.
Chiaki- Posts : 236
Join date : 2011-07-03
Re: Bushido - The Complete Six Samurai Guide
If Cylinder gets unlimited, this deck gets lulzier in an instant. xD
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