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Pojo's Yu-Gi-Oh Card of the Day
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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 - 03.26.07 |
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
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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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