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

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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