1 Warrior-Type Tuner + 1 or more non-Tuner "Six Samurai" monsters
Once per turn, when your opponent activates a Spell/Trap Card, you can negate the activation of that card and destroy it. If this face-up card would be destroyed, you can destroy another "Six Samurai" monster you control instead.
Coming in at #9 is Legendary Six Samurai-Shi En...
A Six Samurai Synchro Monster...which was
interesting, at least at the time, and still is for
the Archtype. Legendary Six Samurai-Shi En is
a Level 5 Synchro Monster, of the Dark attribute,
Warrior monster, with 2500 attack and 1400 defense.
Synchro Summoned with one Warrior Tuner and one or
more Six Samurai monsters. Easy enough being
Level 5 I believe.
Now, once per turn when your opponent activates a
Magic or Trap card, you can negate said cards
activation and destroy it. It doesn't have to
be the first card, so that's a bonus. It adds
some versatility to this card, which is nice. Of
course, your opponent could try to bluff this effect
out, using something they expect or even want you to
negate and/or destroy, but that's hardly a problem.
Furthermore, when this card would be destroyed, you
can destroy another Six Samurai mosnter you control
inated. A nice bit of protection helps too.
2500 is powerful enough, and Level 5, even with
specific monsters won't be difficult. The
protection from destruction is pretty standard for
Six Samurai, enjoy!
Ratings:
Traditional: 4/5
Advanced: 5/5
Art: 5/5
Miguel
Coming in at #9 on our list of the top 10 cards
of 2011, is a true bane in my existence, Legendary
Six Samurai Shi En. Shi En is a level 5 Dark/Warrior
type/Synchro with 2500 ATK and 1400 DEF. Shi En
needs one warrior type tuner and 1 or more non-tuner
Six Samurai. Once per turn, when your opponent
activates a spell/trap card, you can negate the
activation and destroy it. If Shi En would be
destroyed, you can destroy another Six Samurai
monster in its place. When this, and a few other
cards were released in Storm of Ragnarok, almost
everyone jumped on the Samurai bandwagon, and Shi En
is one of the main reasons. It's easy to bring out,
with cards like Reinforcements of the Army, Shien's
Smoke Signal, and the infamous Kageki/Kagemusha
team. Once Shi En hits the field, it's very hard to
get off. And his spell/trap negating can get
annoying quickly. Six Samurais were always hard to
deal with, but with with all the new support this
year, and Shi En leading that list, they became the
deck to beat/play for some time.
Traditional: 2.5
Advanced: 4.5
Angelic Nightmare
Today we are reviewing the
number 9 slot of the top 10 cards of 2011.
Legendary Six Samurai- Shi En.
Warrior/ Dark/ Lv 5/ 2500 ATK/
1400 DEF
1 Warrior-Type Tuner + 1 or
more non-Tuner "Six Samurai" monsters
Once per turn, when your
opponent activates a Spell/Trap Card, you can negate
its activation and destroy it. If this face-up card
on the field would be destroyed, you can destroy
another face-up "Six Samurai" monster you control
instead.
Back when this card was being
run at 3, it was one tough cookie to get over. The
basic opening play for a typical Samurai deck is
summoning Kageki, special summon Kagemusha, and then
synchro summon Shi En. Your opponent would have to
waste their resources trying to get this card off
the field. Even if they manage to destroy this card,
you can simply fodder out another samurai to save
this card. Along with its self-protection effect,
the addition of Musakani Magatama protecting the
samurai’s, it’ll be even harder trying to get rid of
this thing.
Now that Six Sam decks were
nearly crippled with the limiting of Smoke Signal
and limiting of Shi En, Asceticism Samurais are
starting to make a comeback with the help of Shien’s
Dojo. Also, just by adding Grand Elder of the Six
Samurai in X-Saber decks, it allows them to have
access to Shi En as well.
Pros: Can negate potentially
game changing cards and your opponent wastes
resources.
Cons: It’s defense is kind of
low and it was hit by the ban hammer.
Traditional: 3/5
Advanced: 4/5
Jeff Lang
Legendary Six Samurai Shi-En
This was easily one of the best cards in the Samurai
deck, despite it being limited. Level 5 is easy to
make it Samurai, and it is a must use. Shi-En+
protection could be game locking, and even as a
single card can cause havok for your opponent. Its
not good in just Samurais, but X-Sabers as well.
Elder+ Pashuul equals this guy. In a nutshell, if
your deck can create it, you need it 100%
advanced 5/5
Traditional 4/5
Argouru
Tuesday:
Legendary Six Samurai - Shi En
Lv. 5/DARK/Warrior-Synchro/2500A/1400D
"1 Warrior-Type Tuner + 1 or more non-Tuner "Six
Samurai" monsters
Once per turn, when your opponent activates a
Spell/Trap Card, you can negate its activation and
destroy it. If this face-up card on the field would
be destroyed, you can destroy another face-up "Six
Samurai" monster you control instead."
LSS-SE is one of the best synchro monsters ever
to be developed, in my opinion. Great stats ensure
that he can be gotten out with little fuss and his
optional ability is amazing. Do note, however that
if you combine him with Great Shogun Shien that
their effects cannot work together. GSS must allow 1
S/T to be successfully played, so if LSS-SE negates
a card, GSS will not prevent the opponent from
playing a second one. that one, however, will indeed
count as their only S/T play for the turn.
LSS-SE was fully restricted down to 1 per deck,
but he's still an amzing card and the mest monster
to play in any Six Samurai deck. The fact that he
can only be put into decks using Samruai is the one
thing that hurts his overall usability, though.
Traditional: 4.5
Advanced: 4.5
logan_nagol
Hey all welcome to card 9 of our top ten
Legendary Six Samurai - Shi En
1 Warrior-Type Tuner + 1 or more non-Tuner "Six
Samurai" monsters Once per turn, when your opponent
activates a Spell/Trap Card, you can negate the
activation of that card and destroy it. If this
face-up card would be destroyed, you can destroy
another "Six Samurai" monster you control instead.
Simple thing, if you run six samuri you run this
card. not much else to say.
5/5