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Pojo's Yu-Gi-Oh Card of the Day
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Grandmaster of
the Six Samurai (STON-EN000/STON-ENSP1)
# 8 of
2007
Card Ratings
Traditional: 2.50
Advanced:
4.25
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 01.23.08 |
Dark Paladin |
Wednesday
Well, it's the middle of the week and we come to the
next card on the list.#8
Grandmaster of the Sixth Samurai
Again, we come to a support card for a specific
theme, but this is one of the best we have ever
received.
Anyway, our Samurai friend has 2100 attack points, a
little low, but he is only a Level 5 monster. 900
defense is very low, and won't stand up to a whole
lot. Earth and Warrior are both obviously very
supported, so not much else to say there.
However, you aren't suppose to tribute something to
summon the Grandmaster. If you control one of the
other Samurai monsters on the field, you can Special
Summon this guy to the field. That sounds familiar,
a 2100 attack Special Summon...
Though, as we continue, you can only have one
Grandmaster of the Six Samurai on the field at a
time. Remember, he only has 2100 attack points. I
would think that if he were the "Grandmaster" he
might have a few hundred more attack points. Say
2400 or 2500 to make him a bit more competitive.
Furthermore, when this card is destroyed by your
opponent's card effect, you can add one "Six
Samurai" monster from your Graveyard to your Hand.
That's a plus, as it means you are probably going to
force your opponent into attacking as opposed to
some form of Magic or Trap destruction.
Remember, 2100 attack points is low, meaning Cyber
Dragon will suicide into it, and a Monarch will
still send him packing. Since he doesn't get the
effect of returning one of your monsters simply
through battle, be careful.
Ratings:
Traditional: 3.5/5
Advanced: 4.25/5
Art: 3.5/5 |
General Zorpa |
Grandmaster of the Six Samurai
This is probably our best exclusive card,
as Konami has decided to give the card to
the Japanese as well as Volcanic Rocket. He
doesn't have the best stats in the Samurai
lineup, but his ability to get the ball
rolling for a Samurai deck is unparalleled.
You get to Special Summon him when you have
a Samurai on the field, allowing you to
activate their abilities as well as Special
Summon Shien all in one turn. Then he gets a
Samurai from your graveyard when he is
destroyed as a result of a card effect.
There is a reason that this card is still
one of the most sought after in Yu-Gi-Oh!,
and that is that everyone loves Warriors and
everyone loves to win fast. Samurai do both
of those things, and with the plethora of
support for them they will be a tier one
force, and then everyone will be lamenting
their lack if Grandmasters to play the deck.
Traditional-1/5
Advanced-5/5 |
Carrotizer |
Grandmaster of the Six Samurai
Warrior/Effect/EARTH
2100 ATK/ 800DEF
You can only have 1 "Grandmaster of the Six Samurai"
monster on your side of the field. While you control
a face-up "Six Samurai" monster, you can Special
Summon this card from your hand. When this card is
destroyed by your opponent's card effect, add 1 "Six
Samurai" monster from your Graveyard to your hand.
Just as Volcanic Rocket enabled Volcanic Monarch,
Six Samurai would never have been half as
competitive as it is now without Grandmaster.
This card is amazing because essentially it provides
Six Samurai a Special Summon (to turn “on” the
abilities of other Samurai in 1 turn, without
Reasoning or other cards), 2100 ATK giant (3 more
Cyber Dragons for Six Samurai), and a floater all in
one. It is possible to win the game in 1 turn –
Cyber Dragon, Grandmaster, Great Shogun Shien, and
Yaichi or stronger Samurai.
The floater part is also very flexible as well – no
need to hit the Graveyard, and does not have to be
sent from the field – Crush Card Virus will trigger
this card, and some other cards can activate the
amazing ability, including Bottomless Trap Hole.
Although you cannot substitute FOR Grandmaster, you
can save Great Shogun Shien or other Six Samurai
with Grandmaster. While you may not retrieve a
Samurai from your Graveyard, it still has
potentials.
Also, Grandmaster can just retrieve itself if it’s
in the Graveyard when it’s been destroyed by an
opponent’s card effect. Simply incredible.
With Cunning of the Six Samurai and Spirit of the
Six Samurai, this card can put pressure on your
opponent FAST. Spirit of the Six Samurai +
Grandmaster = 2600 ATK monster that must be
destroyed twice, will draw a card each time it
destroys a monster in battle, and can still fetch a
Samurai. Cunning of the Six Samurai allows
Grandmaster to hit twice, a brutal move considering
how hesitant the opponent must be to use Mirror
Force or Torrential Tribute on Grandmaster.
There are a lot of neat tricks that you can do with
Six Samurai monsters using Cunning of the Six
Samurai, Return of the Six Samurai, and Double-Edged
Sword Technique. However, the Six Samurai theme
would never have been completed without this card.
Traditional: 2/5 AWWWW Earth?
Advanced: 4/5 Amazing, again!
|
The First
Hokage |
Grandmaster of the Six Samurai
With number 8 this week, it's no surprise that
Grandmaster decides to make an appearance in the Top
10. His effect is what makes Six Samurai more
playable.
When you control 1 Six Samurai monster, you can
special summon this card from your hand. And then
when Grandmaster is destroyed by an opponent's card
effect, you can add 1 Six Samurai monster from your
graveyard to your hand.
Prior to the exclusive release here in America,
Japan had Shogun and the Six Samurai were pretty
much it, which definitely slowed down this theme.
When Grandmaster was released here, all types of Six
Samurai OTK decks were possible since there was so
much special summoning involved between them. A
normal summon for a regular Six Samurai into a
Grandmaster and then into a Shogun. They weren't bad
at all when Strike of Neos came out. They died out a
bit, but then Gladiators Assault came out,
Grandmasters and the Six Samurai were hyped again.
The only real support card in GLAS was Cunning of
the Six Samurai, which sped up the deck. Overall,
the Grandmaster speeds up Six Samurai and made Six
Samurai more a more playable themed deck type here
in America.
In Traditional, I see possibility, but there's still
Chaos and other things in Traditional that cause
problems.
My Ratings:
Advanced: 4/5
Limited: 3/5
Art: 4.5/5
|
Master Tricks |
Grandmaster of the Six Samurai
Read the effect as it is self-explanatory
and is definitely for the stable Six Samurai
Decks. You special summon Cyber Dragon
(Optional, but very good tactic to use), normal
summon a Six Samurai (Or normal summon a
Marauding Captain as you special summon a Lv.4
or lower level Six Samurai from your hand, then
special summon Grandmaster, and if you're lucky,
you can special summon Great Shogun SHien from
hand. Even when it is destroyed by an opponent's
card effect, you can return a Six Samurai from
your graveyard into your hand. Very good card
for SIx Samurais as you value is pretty high and
good for it. It also has a solid 2100 ATK which
is only enough to kamikaze with Cyber Dragon or
destroy less ATK monsters.
Traditional: 2/5
Advanced: 4.25 (Six Samurais
only)
|
Pwii |
#8
on the list................grandmaster of the six
samurai
without this card, the samurai fall apart faster
then a glued-together computer (which is pretty
fast). the ability to special summon another 6s and
then activate the effect on the first turn is
wicked. this puts the turbo in 6s turbo. too bad its
a secret rare. plus, it can combo with shogun shein.
5/5 6s turbo
4/5 6s control
art: 4/5 how come the ancient folks are always the
karate masters???
--pwii |
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