Anarchist Monk of the Six Samurai – #ROTA-EN019
If you control a “Six Samurai” monster other than “Anarchist Monk of the Six Samurai”, you can Special Summon this card (from your hand). You can only Special Summon “Anarchist Monk of the Six Samurai” once per turn this way. You can only use each of the following effects of “Anarchist Monk of the Six Samurai” once per turn. If this card is sent from the field to the GY: You can add 1 “Six Samurai” Quick-Play Spell from your Deck to your hand. A “Six Samurai” monster that was Synchro Summoned using this card gains this effect.
● The Levels of all monsters your opponent controls are reduced by 1.
Date Reviewed: November 11th, 2024
Rating: 3.75
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Reviews Below:
King of
Lullaby
Hello Pojo Fans,
Anarchist Monk of the Six Samurai begins our look at the new support Six Samurai receieved and is one of my all-time favorite decks from the past (and hopefully future with the new support).
Anarchist Monk is a new Level 3 Tuner for the archetype to mess around with, essentially power creeping out Elder of the Six Samurai. Extender as long as you have a Six Samurai on the field, you could combo those two together for a Level 6 Synchro, or just Special Summon this guy and make a Link 2 with them (Battle Shogun). Special Summoning is what Samurai do, and as a Tuner Anarchist Monk needed to do that. It needs a Samurai on the field, balancing the effect, and you’d already have what you need for the previously-mentioned Synchro Summon or Link 2 opportunity.
Once Anarchist Monk leaves the field it will fetch you a Six Samurai Quick-Play from the Deck. With the addition of Double Assault to the archetype, it gives you something other than Aestheticism or Cunning of the Six Samurai to play. Getting Aestheticism to the hand though will enable another Special Summon unless you used it this turn (Spirit of the Six Samurai or Legendary Secret of the Six Samurai to summon out Anarchist Monk from the Deck).
Using Anarchist Monk to Synchro Summon is a no-brainer, but it giving that monster the ability to drop all opponent’s monsters Levels by 1…not really sure how great of an effect that is. Back in the day it would help against constant Xyz Summoning from stuff that could spam the field, but with Link Monsters now it isn’t as effective. It can make Synchro Summoning a little more challenging, and there will be archetypes that need a certain Level that is now only attainable by negating or destroying that Six Samurai Synchro monster. Not completely useless, but built-in protection may have been better.
Balanced Tuner that will be used in new Six Samurai builds. Not as many monsters to target with Aestheticism, but it doesn’t need that Quick-Play to summon itself thankfully, and it gets you to a Quick-Play. Great card.
Advanced- 3.5/5 Art- 3.5/5
Until Next Time,
KingofLullaby
Crunch$G
It’s been a few years since we got some Six Samurai support, so it’s time to update the archetype (this time not even with a wave of 6 new Six Samurais like normal). We’ll start the week with one of the two new Tuners: Anarchist Monk of the Six Samurai.
Anarchist Monk is a Level 3 DARK Warrior Tuner with 500 ATK and 0 DEF. You’ll use this for Synchro Summoning, so stats don’t matter, but a DARK Warrior is always good and a Level 3 Tuner is nice for Six Samurai to have. If you control a Six Samurai monster, besides Anarchist Monk, you can Special Summon this from the hand. Similar to Kizan and Grandmaster, gives the Deck a bit more swarming. You can only summon this once a turn via that effect, cause they know you can just loop a bunch of Six Samurai monsters with Gateway legal. The remaining effects are each a HOPT, first triggering by being sent from the field to the graveyard, letting you then search for any Six Samurai Quick-Play Spell from the Deck. This mainly gets you to Asceticism to get more bodies on the field, or to Cunning to swap a Six Samurai on the field for one in grave to dodge removal/negation while also getting more Bushido Counters. It gives the Quick-Plays in the archetype some new life by making them searchable off a monster you’ll likely send off for a Synchro Summon, so that’s nice. The final effect gives a Six Samurai Synchro that uses this as material the effect to reduce the Levels of all the opponent’s monster’s by 1, which is good against other Synchro and Xyz strategies mainly, but nice for your boss monsters to sit on. Anarchist Monk is a nice addition to the Deck. It’s yet another extender that also searches your Quick-Plays for more extension and dodging while also giving your Synchros that already have negation on them some sort of floodgate to stop specific effects. The Special Summon is a HOPT, but you’re still fine Normal Summoning this to get a name on field and some Bushido Counters as well, so 3 is fine.
Advanced Rating: 3.75/5
Art: 4/5 Yep, he’s a monk.
Mighty
Vee
There are many decks in Yugioh that people dread support waves for, either because they have one hypothetically broken card or their wincon is just plain hated– unfortunately for those people, that just happened! This week we’re covering the Six Samurai support from Rage of the Abyss; this archetype is known for looping Bushido counters to pull off all sorts of FTKs and massive boards, so the support reveal didn’t go over too well with some. Anarchist Monk starts off the week, a level 3 DARK Warrior Tuner monster. As usual, being a DARK Warrior is great, though not that relevant anymore. Outside of searching it with Shien’s Smoke Signal or Gateway of the Six, you can also access it with the deck’s new boss if necessary. While not perfect, level 3 is arguably the best level it could’ve been, especially in Primite hybrids thanks to Chamberlain of the Six Samurai– a bit more on that later. As expected of a low-level Tuner, Monk has a terrible stat spread of a measly 500 attack and 0 defense, which I guess makes sense since it’s an old man after all.
In typical Six Samurai extender fashion, you can Special Summon Monk from your hand once per turn as long as you control a Six Samurai monster except itself. Almost every Six Samurai extender has this effect for some reason, which makes combos a little weird, but I can’t complain since so many of their monsters do this. Monk’s first hard once per turn effect will simply search any Six Samurai Quick-Play Spell if it’s sent from the field to the Graveyard. Asceticism of the Six Samurai is the most popular target since it combos excellently with their new boss monster, but Cunning of the Six Samurai is also decent as an extender depending on the combo line. Monk’s other effect, also hard once per turn, grants a bonus effect to a Six Samurai Synchro monster using it as material, reducing the levels of all of your opponent’s monsters by 1 while it’s on the field. Level modulation is rare as a floodgate, and I think it fits the word “niche” to a T; it’ll be almost completely useless against Link decks and many Fusion decks, but it’ll put a massive monkey wrench into Xyz and Synchro decks that rely on very specific levels for their combos. It’s not too great in our current format, but going forward with Crossover Breakers, it’ll be much more lethal against decks like Raizeal. Monk’s main purpose is to be a level 3 Tuner that can be paired with level 3 Six Samurai monsters to summon their new boss monster; in fact, level 3 non-Tuners are so important, the topping OCG decklist ran a Primite engine just to summon Chamberlain of the Six Samurai. Is there any reason to play it at less than 3 copies?
+Excellent extender that enables combos by itself and through Quick-Play Spells
+Floodgate can be extremely strong against certain decks
-Relies on having access to level 3 Six Samurai non-Tuners for best results
-Relatively poor accessibility despite its importance
Advanced: 4/5
Art: 3.75/5 Anarchist? Is he going to lecture me about anarcho-capitalism?
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