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Tactical Trainer of the Six Samurai – Yu-Gi-Oh! Card of the Day

Tactical Trainer of the Six Samurai
Tactical Trainer of the Six Samurai

Tactical Trainer of the Six Samurai – #ROTA-EN020

If you control a “Six Samurai” monster other than “Tactical Trainer of the Six Samurai”, you can Special Summon this card (from your hand). You can only Special Summon “Tactical Trainer of the Six Samurai” once per turn this way. You can only use each of the following effects of “Tactical Trainer of the Six Samurai” once per turn. If this card is sent from the field to the GY: You can add 1 “Six Strike” card from your Deck or GY to your hand. A “Six Samurai” monster that was Synchro Summoned using this card gains this effect.
● Monsters your opponent controls lose 500 ATK.

Date Reviewed:  November 12th, 2024

Rating: 3.92

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,

Tactical Trainer of the Six Samurai is the second of the new Tuner monsters for Six Samurai, and, like Anarchist Monk, may have power crept another old school Six Samurai out of the builds (Kagemusha).

Like Anarchist Monk, Tactical Trainer can Special Summon himself if you have another Six Samurai on the field other than another copy of himself. Also like the Monk, Tactical Trainer can only do this once per turn, but there’s other ways to Special Summon a Six Samurai. Kageki, Fuma, and the vanilla Chamberlain are the three monsters you could summon Tactical Trainer out using Asceticism, though Kageki is likely going up to 1700ATK before that can happen and you aren’t running Chamberlain, so Fuma it is. Not bad to have two Tuner Monsters on the field, you just have to fuel what they need for whatever Synchro Summons you are going for. While Monk was a DARK, Tactical Trainer is an EARTH, which is why it likely crept Kagemusha out of the game: it fulfills the EARTH Tuner requirement for Naturia Beast or Naturia Barkion, and Tactical Trainer can search something for you.

Also a searcher, Tactical Trainer when leaving the field will search out a Six Strike card from the Deck or Graveyard and add it to your hand. Double Assault is the primary target you want to use this on, however, now Triple Impact has a searcher to make it easier to get to your hand and abuse. Triple Impact requires 3 Six Samurai monsters or more on the field. You already have two at least with Tactical Trainer and the other Six Samurai on the field. Triple Impact can clear the opponent’s field of face-up monsters, face-up Spell/Trap, or face-down Spell/Trap cards. It isn’t a Quick-Play like Double Assault, but its power may warrant a copy of the card to be run in the deck.

Like Monk it too gives a Six Samurai Synchro Monsters it was used for an effect: lowering all opponent’s monsters ATK by 500. This is slightly better than the reducing Levels by 1. Six Samurai don’t always have the highest ATK (highest ATK monster is 2500) because of their ability to spam the field with summons. I feel like this is more useful than Anarchist Monk’s ability to reduce the Levels by 1, but both are useful in getting you to your Six Samurai Synchro Monsters.

It isn’t about what the Six Samurai Synchro Monster gets from using Monk or Tactical Trainer, it is about those two monsters ability to Special Summon themselves without aid from Spell/Trap Cards and get something for the player when they leave the field. Building negation is key in the game and Six Samurai needed more negation potential and more firepower to hit the field and these two monsters do that.

Advanced- 4/5     Art- 3.5/5

Until Next Time,
KingofLullaby



Crunch$G

Yet another Tuner for the Six Samurai archetype, this one offering an Attribute to summon some other Synchros that Six Samurai likes to summon: Tactical Trainer of the Six Samurai.

Tactical Trainer is a Level 2 EARTH Warrior Tuner with 200 ATK and 2100 DEF. A big DEF stat for a Level 2, Warrior is always good, and another EARTH Tuner for the Deck helps with Elder or Kizan to make Naturia Beast or Barkion to negate multiple Spells and Traps if the classic Shi En isn’t enough. Makes Kagemusha of the Six Samurai outdated as a Level 2 EARTH Tuner for the Deck unless you really want Asceticism synergy with Elder. Once again, you can only Special Summon this once a turn via the previous effect, cause they don’t want you having infinite loops with Tuners. Remaining effects are also a HOPT, first triggering from being sent from the field to the graveyard, letting you search for any Six Strike card from your Deck or graveyard. The only real good target you have is tomorrow’s card, which is good for disruption or extension depending on what you need, but it’ll be something you play, so you can search it with this. Final effect gives a Six Samurai Synchro that uses this as material the effect to debuff all the opponent’s monsters by 500 ATK. Since all your monsters max out at 2500 ATK before any boosts, this is a good debuff to have to help get over stronger monsters. It’s like yesterday’s card pretty much. The search targets aren’t as good, though the bonus effect it gives to your Synchros is more universally useful. Another case that even though you can only Special Summon it once a turn, it’s a good name to have, so 3 works.

Advanced Rating: 3.75/5

Art: 4/5 He looks very wise to be teaching the Six Samurais.



Mighty
Vee

Yet another old man follows up Anarchist Monk of the Six Samurai– this time it’s Tactical Trainer of the Six Samurai, a level 2 EARTH Warrior Tuner monster. As it’s level 2, it pairs excellently with the level 4 Legendary Six Samurai – Kizan. You’ll usually search it with the archetype’s new boss, but if you open with a level 4 Six Samurai, it’s not a bad choice to search it with Shien’s Smoke Signal. While it’s statistically a terrible monster, packing only 200 attack and 1200 defense, having 200 attack makes it a valid target for Asceticism of the Six Samurai to bring out Chamberlain of the Six Samurai or Legendary Six Samurai – Kageki (or vice-versa). Very important!

Trainer’s effects are suspiciously similar to Monk; once again, once per turn you’ll be able to Special Summon if from your hand as long as you control any Six Samurai monster except another Monk. There are no complaints there since that’s usually how Six Samurai is expected to swarm. Trainer’s first hard once per turn effect will also trigger if it’s sent to the field to the Graveyard, only this time it searches any Six Strike card. All of the targets so far have their uses; Triple Impact is a boardbreaker, while Thunder Blast is a disruption as long as you have Bushido counters. Double Assault is the most popular choice, as not only is it a disruption that can flip over your opponent’s weaker monsters (particularly strong in Link formats like the current one), it’s an extender that can provide more Bushido Counters by reviving or fielding another Six Samurai. Trainer’s other hard once per turn effect grants a Six Samurai Synchro monster using it as material an effect to drop the attack of all of your opponent’s monsters by 500. This effect is far less impactful than Monk’s– even if it’s a decent stat boost, Six Samurai has never really been wanting for more offensive power, a redundancy that gets compounded in aggressive FTK builds as well. Though not as strong as Monk, it’s still a very strong monster and pairs well with level 4 Six Samurais, plus it can still make Legendary Six Samurai – Shi En when combined with your level 3 jobbers. Overall, I’d still run it at 3, since even in bad scenarios you can still summon it and make Battle Shogun.

+Versatile pool of Six Strike backrow for many situations
+Good level for making either of the Shi Ens
-Synchro bonus effect is largely useless in this deck

Advanced: 3.75/5
Art: 3.75/5 He looks a little more fun to be around than the monk, at least…


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