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Pojo's Yu-Gi-Oh Card of the Day
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Spirit of the Six
Samurai
Once per turn,
you can equip this card to a "Six Samurai" monster
you control, OR unequip it to Special Summon this
card in face-up Attack Position. When equipped to a
monster by this card's effect, that monster gains
500 ATK and DEF. When the equipped monster destroys
an opponent's monster by battle, draw 1 card. (A
monster can only be equipped with 1 Union Monster at
a time. If the equipped monster would be destroyed,
this card is destroyed instead.)
Card Number -
GLAS-EN033
Card Ratings
Traditional: 1.25
Advanced:
2.60
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 12.19.07 |
Dark Paladin |
Wednesday
Really folks, it is NOT Six Samurai week. This will
be short and sweet folks. I've never really been a
fan of Union monsters, and the best ones in the
game, the alphabet set, at least the XYZ set, still
aren't that great. You don't need this guy if you
are playing Six Samurai, and you should all ready
know that.
It's a good ability to draw when the equipped
monster destroys something, but if you want to draw
cards, try things like Airknight Parshath. :)
Ratings:
1/5
Art: 3/5 |
Tebezu |
Spirit of the Six Samurai
I just do not understand the samurai dilemma, ohh
maybe I do. The problem with the samurai is that
they are ubber aggressive. To play them efficiently,
you have to be aggressive, all the time. Being
aggressive is nice, but it is not always going to
happen. Decks need to be capable of switching tempo
up numerous times within a single game. Samurai
can't do that due to the deck needing to be built
out of this hit fast and hard mentality. Most games
are decided within the first 2-3 turns as a result
of an opening hand. Not to say players can make bad
moves, misread, etc. and end up throwing away
advantage. Nothing we can do about having a hand
full of monsters, or a hand full of monster
supporting spells with no monsters. Samurai decks
are so tight into needing there theme support, that
other warriors such as D.D. Assailant, D.D. Warrior
Lady, etc. tend not to appear in successful builds.
This union monster is kinda cool, makes me want to
visualize beating someones face with it, the
combination of effects provide utility. Then again I
am left here questioning if it is worth my time to
summon him, when more than likely another samurai
can contribute to my field presence better. Why do I
need to worry about hand advantage when I only want
to win the game by turn 3.
3/5
just not aggressive enough to merit play in my
opinion |
General Zorpa |
Spirit of the Six Samurai
Yay! The best of the three new Samurai monsters!
Even though Enishi and Chamberlain have it beat in
ATK and DEF, this little guy allows you to get a
card with each monster destroyed while equipped to a
Samurai. I do a lot of plays like summon Spirit,
Special Summon Grandmaster, Special Summon Shien,
equip Spirit to Grandmaster and beat face. I also
can use Shien's Footsoldier in order to Special
Summon him, or pull some nasty tricks with Creature
Swap. Definitely a good card, and I use him at two
in my Samurai deck.
Traditional-1/5
Advanced-4/5 |
David "BobDole"
Hoffman |
Spirit of the Six Samurai
Well it still looks like Six
Samurai week, though it’s not, I assure you.
Well here we have a 3 star (Yay),
Earth-Warrior (Yay), 500 ATK (boo) Union monster
(boo) for the Six Samurai. Being 3 stars let it
slip under G-Bind and Level Limit Area B, which
is nice. Unfortunately the 500 ATK isn’t going
to do much of anything. It is a Warrior though,
which means it has the usual ridiculous amount
of Support. Plus it’s a Six Samurai, so it’s got
about as much support as a card can get.
Unfortunately Its effect sucks.
Sorry for being so straight forward, but why
didn’t Konami/UDE learn from their mistake
before with Union monsters? The idea of taking
two turns (or 500 LP and a card with Ultimate
Offering), to give a monster an extra few
hundred ATK points is just kind of stupid.
-
It’s first effect is Union, which
means it’s bad.
-
It’s second effect isn’t enough
to make up for the fact that’s still an extra
summon.
-
Its final effect almost makes up
for the extra summon. The unfortunate thing is
that unless your opponent has two Scapegoat
tokens, and you have Nisashi equipped with this,
it’s not going to do anything. Especially with
all the removal being played currently, it’s not
going anywhere.
In Traditional, I don’t see this
doing jacksquat.
In Advanced, this is slightly
better, since monsters can stay on the field for
more than one turn. Still, this isn’t going to
do anything.
Traditional: 1/5
Advanced: 1/5
Bob Dole
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The First
Hokage |
Spirit of the Six Samurai
Continuing on reviewing some of the new Six Samurai
cards, we come across a union monster which hasn't
been seen in a while. I definitely think this card
has potential in Samurai decks, you just need to
figure out where exactly to fit it in your deck.
You can equip this union monster to any Six Samurai
you control, and the selected monster gains 500
attack and defense. I think that's pretty nifty.
Grandmaster becomes a 2600 attacker which beats
almost anything down. In addition to the attack,
when the Six Samurai monster defeats your opponent's
monster you also get to draw a card on top of that.
Samurai is lacking the drawing power to make them
tier 1. This card definitely gives them some hope.
I personally would run maybe 1 or 2 of these to give
them a try. I am not sure how well they would work
on an OTK Samurai build or a more moderate Six
Samurai control build. In SS control, I think that
the Spirit of the Six Samurai would work a lot
better than OTK, but that's just me.
In Traditional, I don't see Six Samurai being
competitive since some of the new cards don't have
enough synergy. As for advanced, this little guy
gives Samurai some needed support.
My Ratings:
Advanced: 4/5
Traditional: 2/5
Art: 2.75/5 |
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