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Pojo's Yu-Gi-Oh Card of the Day

Great Shogun Shien

 

Card Number - STON-EN013

Card Ratings
Traditional: 2.67
Advanced: 4.00

Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.


Date Reviewed - 03.26.0
7

 

YGOmaster
This thing is actually really good. It has a great swarming ability, great stats (triumphs over Monarchs and Jinzo), and a good effect. Plus, if it would be destroyed you can destroy another Six Samurai Monster on your side of the field. Amazing. Combined with Grandmaster of the Six Samurai, you can make an awesome deck with 1-2 of these. Overall a great card with a great swarming ability.

Advanced: 4/5

Traditional: 3/5
Turkeyspit Great Shogun Shien

The other 'power card' of the Six Samurai sub-type, this bad boy can spell 'game over' for your opponent. I don't know too many 2500 ATK monsters that can be Special Summoned for free from your hand, and even if I did, I doubt they would as easy to summon as this guy.

In addition, once this monster is on the field, your opponent is restricted to using only 1 spell or 1 trap per turn, and since Shogun has the same destruction redirection effect as the other Six Samurai, a simple Smashing Ground won't take care of your opponent's problems.

Like any good card there are bound to be some drawbacks. The first one is that Shogun is a 2 Tribute monster. Now this should bother you since, as I already mentioned, you can Specil Summon him to the field for free, so long as you have 2 cards with Six Samurai in their name on the field. But what happens if you don't have 2 Samurai on the field? What if you are topdecking and you draw Shogun? You get the picture.
The second weakness is that although is effects revolve around other Six Samurai monsters, he himself is not considered a Six Samurai. This means that if only Shogun and Irou are on your field, Irou still doesn't qualify for his effect.

Many competitive duelists aren't even running Shogun, which in my opnion, is a mistake. I wouldn't run more then 2 of this guys, but let it be said that once Grandmaster, another Six Samurai and the Shogun hit the field, your opponent is in a great deal of trouble.

-----------------------------------------------------

Traditional:
1/5 - Six Samurai just aren't that competitive for this format.

Advanced:
4/5 - In a Six Samurai deck, summoning this guy to the field can sometimes seal the win.

Card Art:
4/5 - The Last Samurai is a pansy compared to this Warlord.

Lonely Wolf
Spring Break is over. School is back on. And we have more Strike of Neos to review this week.

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

A 7 star monster doesn’t look all that great at first, though 2500 attack can kill basically everything in the format, and 2400 defense means it can defend itself against almost anything in the format and Enemy Controller isn’t all that threatening to it. You can bring this out all the normal ways, but it can be special summoned if there are 2 or more Six Samurai monsters out already. So, while you still need 2 monsters out, like if you were to tribute summon it, at least you get to keep the two smaller monsters, and getting 2 Six Samurai monsters out shouldn’t be to hard. The deck is made to swarm.

The second effect is pretty good. Only allowing one Spell/Trap each turn can really hurt the opponent. They will have to choose carefully, and it will make them very desperate to find a way to kill Shien, which is where the final effect comes in.

The final effect, like most of the Six Samurai, gives this card more protection. You already have two other Samurai out to special summon this guy, so when they tribute for Zaborg to try and take out Shien, you just lose one of the others.

So, overall, I pretty good card. I wouldn’t run anymore than two in a Samurai deck, just so that your hand doesn’t get clogged up, but still pretty good card.

Traditional: 3/5
Advanced: 4/5
Art: 4/5
 
Dark
Paladin
Monday

This week we are looking at more Strike of Neos cards, and we open with Great Shogun Shien, who is comparable to a certain Grand Warmaster we opened last week with.

Great Shogun Shien is Level 7, and requiring two tributes is usually a bad thing, but that isn't the case. Instead of actually tributing, as long as you control two or more Six Samaurai monsters, you can Special Summon Shien to the field.

That's excellent, as you get a 2500 attack Special Summon.
Furthermore, Shien limits your opponente to only being able to play ONE Magic or Trap card per turn, which is also an excellent ability to have.

Your opponent could be hurting then, and to further add to this cards power, if it is destroyed, you can select another Six Samurai monster on your side of the field, and destroy. Which makes our friend that much harder to destroy.

Ratings:

Traditional: 2.75/5 Not sure how successful this deck could be here.

Advanced: 3.75/5 Definitely solid, as is the deck.

Art: 4/5

You stay classy, Planet Earth :)
Tebezu Great Shogun Shien

4/5

obviously for one kind of deck, but in his deck he provides field control, huge stats, swarmed, quick games, and some nasty times for your opponent.

Fusion Devourer

1/5

anything restricted to fusion monsters is pointless in the current format
Bob Doily Great Shogun Shien

Another interesting Six Samurai. I personally feel that Shien is too bulky being a lv 7 with only 2500 ATK, but at least they were nice enough to not make this a nomi (ie deadweight). Both the bonus summoning option and the effect seem to focus this card into a pressuring agent. Being able to restrict the opponent to 1 s/t is very nice, especially in preventing them from reversing the momentum easily.

As another bonus he gets the protect that Horus needed in being able to kill a fellow Six Samurai instead of dieing. I won’t go into combos for that, you can see them easy enough. The main point is that after either expending resources to bring him out he won’t die as easily. Naturally this card is dead outside of a Six Samurai deck, but that is as it should be. My main issue is the bulkiness as it can and definitely will be a dead weight in some games, especially if top decking in late game. Other than that it is a solid theme support card.

Traditional: 2.5/5 too many non s/t ways to get past him
Advanced: 3/5
 

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