1 Machine-Type Tuner + 1 or more non-Tuner "Superheavy Samurai" monsters
This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn, during either player's turn, if you have no Spell/Trap Cards in your Graveyard: You can target 1 Spell/Trap Card in your opponent's Graveyard; Set it to your side of the field, but banish it when it leaves the field.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Feb. 3, 2015
3800 ATK is nice, but it's really not much different
than 3000 ATK, practically speaking.It's effect of being able to steal an
opponent's Spell/Trap card is great, but it requires
you to have no Spell/Traps in your grave, which is a
dealbreaker.Could be good early game for the deck type,
but not worth the concerted effort to summon most of
Superheavy Samurai Warlord Susanowo is a Synchro
Monster (remember them) and a new variety of Samurai
(Superheavy do different things than the Normal
Samurai and work better with themselves, but can
work well with the other Samurai brethren).
This is a Level 10 Synchro, who specifically
requires a Machine-type Tuner, and one or more
non-Tuner Superheavy Samurai Monster. You're
likely looking at at least three Monsters to pull
this off, the Tuner, and two others, but it could be
well worth it. 2400 attack is unremarkable for
Level 10 but Earth will help a bit, as will being
Machine, and the 3800 defense is monstrous.
Especially since he can attack while in face-up
Defense position. (Like Total Defense Shogun!
Remember him?) But wait, if attacking from Defense
position, you apply the whopping 3800 Defense during
Damage Calculation. Furthermore, once per
turn, if you control no Magic or Trap cards, you can
Set one from your opponent's Graveyard to your side
of the Field. Said card is removed from play
when it leaves the Field. He does a lot, he's
hard to Summon, but he's a huge asset to the Deck.
Hello Pojo Fans,
It's been a while since we reviewed a monster from
the Superheavy Samurai archetype, and this one is
their Synchro heavy-hitter (no pun intended).
Superheavy Samurai Warlord Susanowo is built for
primary use only in the “Superheavy” archetype, as
it requires “Superheavy Samurai” monsters alongside
a Machine-Type Tuner. Birdman, Unknown Synchron, and
Black Salvo are other Machine-Type Tuners beside
Superheavy Samurai Trumpeter that can be used to
summon Susanowo. With several monsters under 500ATK,
Machine Duplication is a real option to swarm
monsters to the field for a Synchro Summon.
Regardless of what combo you use to summon Susanowo,
its ability to attack while in face-up defense will
keep it safe due to its beefy defense. While it's
ATK isn't close to what you'd want a Level 10
Synchro's ATK to be, it's DEF is applied for damage
calculation when you attack while in defense, making
it likely the strongest monster on the field.
The “Superheavy Samurai” archetype benefit from a
lack of spells/traps in your graveyard. If that is
the case during either players turn while Susanowo
is on the field, you can steal a spell/trap from
your opponents graveyard and set it on your field.
Protect yourself with their traps, or use their
spells on your turn. This card also will banish them
once they leave the field, eliminating resources if
your opponent has the ability to bring back
spells/traps from their graveyard.
The effect to use its high DEF as it's attack power
while attacking in defense mode, keeping itself safe
from almost any monster in terms of attack, and the
ability to use an opponents spell/trap cards once
per turn during either turn, this card isn't seeing
any play outside of the archetype even if a deck
would run enough specific monsters to realistically
Until Next Time
I'll profess to not having known much about
Superheavy Samurai until recently and that much of
what I did know about them was due to their
appearance in the anime, with them being used by
Gongenzeka in Yu-Gi-Oh! Arc V.
Superheavy Samurai Warlord Susanowo seems an
awkward card to use really, which is really the
prime issue with the archetype. They're all sort of
awkward. Not being able to have spell/trap cards in
the graveyard when you use the archetype's various
effects can be of particular nuisance, though there
are ways to circumvent this if you do wish to play
spells and traps within your deck, through cards
such as Skill Prisoner and Breakthrough Skill. This
deck can even tech Naturia Barkion for this purpose!
But enough about the
archetype, Susanowo's effect takes an opponent's
Spell or Trap cards, something that I've found
unusual in its general absence from the game, given
that effects that take the opponent's monsters are
pretty much everywhere. It has the potential to be
very powerful in the late-game, given that power
Spells have had a particular resurgence recently,
with cards such as Raigeki and Snatch Steal being
back in the game. You can also use the effect solely
to remove certain Spells or Traps from the
graveyard, such as Spellbooks or Nekroz ritual spell
cards, or to take your opponent’s Trap cards to make
a makeshift defense on their turn. There is a
particular appeal to the idea of using it to take an
opponent’s Vanity’s Emptiness for example.
Unfortunately common for
cards like Susanowo ,it is really limited by its own
archetype’s own inconsistencies and lack of power,
that’s what lets it down. If the deck gets more (and
better quality) support, the Susanowo will turn into
a very threatening card, but as of now, it’s hard to
fear a Superheavy Samurai deck, regardless of the
effect of its boss monster.
Advanced Rating: 3/5
– A decent card, though one
too limited by archetypal restrictions to really
ever impact the game.
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