Level 3
Fire
[Warrior/Effect]
While you control another "Six Samurai" monster with
a different name, you can Tribute 1 "Six Samurai"
monster to destroy 1 monster on the field.
1600/1000
Card Ratings
Traditional: 2.00
Advanced:
3.60
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - 08.27.08
As if Six Samurai needed more
support, we come to Hand of the Six Samurai.This is Warrior monster, (who knew?) of the
Fire attribute
(cool) who is Level 3 with 1600
attack (respectable) and 1000 defense.
Now, while you control another
"Six Samurai" monster, you can tribute one "Six
Samurai" monster you control to destroy one monster
on the Field.That's definitely a good thing.One thing we know about Six Samurai is that
they can get monsters on the Field easily.
Secondly, if this card would be
destroyed, you can destroy another "Six Samurai"
monster you control instead.That's pretty standard, and we have seen that
effect before with our Samurai family.Furthermore, the 1600 attack is fairly solid,
so you can attack if need be.
Ratings:
Traditional:2.25/5
Advanced:3.25/5
Art:4/5
General Zorpa
Hand of the Six Samurai
As if Samurai needed more support. This card is
pretty good. You do lose field presence due to it's
effect, but Samurai can recover that quite easily.
You can use Double Edged Sword Technique in order to
use it as a kill trap for two creatures. It also
adds a really nice level 3 to the samurai arsenal.
This may take the place of Spirit of the Six Samurai
in some people's decks. He is searchable, and has
1600 ATK which is great for a level 3, and can
certainly hold it's own in battle.
Used with a varied Samurai build, this card just
owns. It is what Enishi should have been in this
format. i do think that this card can catapult
samurai back into their former glory. Too bad it is
a Secret Rare, which is going to be next to
impossible to get. Oh well. Now that Grandmaster has
been made easy to get, Samurai players needed
another chase card. Do not think from my short
review that this is a bad card, it isn't, it is just
simple, eloquent and to the point, so much so that I
do not really need to do any explaining on how to
use it, except that Samurai recursion is going to
become a lot more popular in the coming months for
those players willing to use the samurai.
Traditional-1/5
Advanced-4/5
Tomas Mijares
Top 8
SJC
San Jose THe ONe PG 16 on the Pojo Boards
Long Time, well I want to thank
GeneralZorpa for inspiring me to write again for
COTD after a long talk with him after a regional I
went to this weekend, Don't worry everyone, I'm
currently working on an article for you all soon! =]
Hand of the Six Samurai
Level 3
Fire
[Warrior/Effect]
While you control another "Six Samurai" monster with
a different name, you can Tribute 1 "Six Samurai"
monster to destroy 1 monster on the field.
1600/1000
So the Six Samurai version of Exiled Force has
finally come to us. With the name Six Samurai in it,
it works well with Grandmaster of the Six Samurai,
Enishi, Shien's Chancellor, Six Samurai United, and
all that good stuff. The fact that you can tribute
any Six Samurai (including itself) as long as you
have another Six Samurai monster with a different
name is really nice. Yet there is a MAJOR problem
with this card. It's the fact that it doesn't have
the same ending effect that all the other Six
Samurai Monsters that have effects have which is "If
this card would be destroyed, you can destroy
another "Six Samurai" monster you control instead."
With that effect missing, it really makes this card
not as good as many people would think. This could
end up winning you the game, if your opponent has
swarmed and you can swarm back and take out their
monsters with Hand of the Six Samurai's effect, but
without that one key effect this card takes a huge
hit. Makes me really wonder why it's a Secret Rare
when it's missing such a key component of what makes
Six Samurai decks even better. Yet his effect is
unlike the others, except for Enishi, Shien's
Chancellor. Enishi can end up being a better card
than Hand of the Six Samurai at times, but not
always. Hand will always be a nice toolbox kind of
card for Six Samurai, but it would have been just
that much better with that other effect.
Traditional: 1.5/5, Samurai isn't my favorite pick
here, but it's still good.
Advanced: 2.5/5, The low score is because of the
missing effect, it really does count and really does
make a big difference to this card and the other
support for Six Samurai
- Tomas Mijares
Pwii
Hand of the 6s is really pretty
good. In a control deck it provides versatility and
some extra muscle. When you summon a samurai via
return of the 6s, then use it's effect, you can play
this and get an extra card for it.
4/5 all. 6s control
Jeff Lang
Hand of the Six Samurai
Fire-Warrior
Level 3
1600 atk 1000 def
While you control another "Six Samurai" monster with
a different name, you
can Tribute 1 "Six Samurai" monster to destroy 1
monster on the field. If
this card would be destroyed, you can destroy
another "Six Samurai" monster
you control instead.
Secret Rare
Todayʼs card up for review is Hand Of The Six
Samurai. This card is absolutely ridiculous for the
archetype, I am really happy the deck type got some
attention finally. The Samurai deck can now sack
even harder because of this card. The deck would
sometimes have trouble getting rid of monsters on
the field, but now that problem is solved. The deck
got hurt a little bit, with reasoning going to 1 in
Japan, but I think the deck can still be
competitive. Reinforcement of The Army looks like
its at 3 as well, so the deck gains more search
power. The deck is nicely forming into a toolbox,
meaning each Samurai can clear the path of any
problem in your way now. And with the deck being
able to summon 1-5 monsters in a turn, Hands effect
is really hot. If you like the deck type, you HAVE
to get 3 of this card
Trad: 2/5
Adv: 4/5