Hello, everyone. I have
another deck fix for you, and it's the first
time I've fixed one of these decks, so let
me get to it. (On a side note, to the person
who sent this one in, I didn't see this
message until after I responded to your
first message, so you're in luck. You're
about to see what I mean.)
Samurai Squad
Monsters – x20
Great Shogun Shien
Grandmaster of the
Six Samurai x2
The Six Samurai –
Nisashi x2
The Six Samurai –
Irou x2
The Six Samurai –
Zanji x2
The Six Samurai –
Yaichi x2
The Six Samurai –
Kamon x2
Chamberlain of the
Six Samurai x2
Shien’s Foot Soldier
D.D. Warrior Lady
Necro Gardna
Command Knight x2
Spells – x16
Cunning of the Six
Samurai
The A. Forces
Shien’s Castle of
Mist x2
Monster Reborn
Shrink
Swords of Revealing
Light
Lightning Vortex
Mystical Space
Typhoon
Reinforcement of the
Army x2
The Warrior Returning
Alive
Legendary Ebon Steed
x2
Nobleman of Crossout
Traps – x4
Bottomless Trap Hole
x2
Sakuretsu Armor x2
When I first saw the
6 Samurai, I knew I was destined to use
them. I really want to use each one, but
Yariza and the Spirit slowed me down too
much. Otherwise, it's fairly decent and can
hold its own.
A Six Samurai deck I see
before me. Now to see what I see in this
deck.
Cards to be cut:
- 2 The Six Samurai -
Nisashi
- 1 The Six Samurai -
Kamon
- 2 Chamberlain of the
Six Samurai
- 1 Shien's Footsoldier
- 1 Necro Gardna
- 2 Command Knight
- 2 Shien's Castle of
Mist
- 1 Shrink
- 1 Swords of Revealing
Light
- 2 Legendary Ebon Steed
- 1 Nobleman of Crossout
- 2 Sakuretsu Armor
I cut 18 cards from the
deck.
Contrary to popular
belief, Six Samurai decks don't actually
need to have all of the Six Samurai. Nisashi
is one of the ones whose inclusion isn't
necessary. While it does give you another
Six Samurai on the field, it's just a double
attacker whose low attack would keep it from
making use of its ability. While there are
attack enhancers that can be used, too much
would be wasted trying to bolster its
attack.
Kamon is another Six
Samurai that's not particularly needed since
it targets just face-up Spells and Traps,
something you won't find too often (while
Yaichi does face-downs, something you
will find too often). I did keep one in
here just in case.
Chamberlain of the Six
Samurai is just a defensive wall. That's it.
Nothing more. While most monsters can't run
over it, it serves you little purpose and
enables Gladiator Beasts easy tag-outs to
drop Gyzarus even easier than usual to blow
away your cards (and subsequently run over
Chamberlain next turn). Don't worry. We have
better dead weight to use.
Shien's Footsoldier isn't
really necessary as you have Reinforcement
of the Army to search out those monsters
(which you could also use to search out
whatever you may need). Shien's Footsoldier
can be side decked if you really need it,
but I don't think you will.
Necro Gardna, while a
good card, doesn't really need to be here,
especially since Threatening Roar is
available, and you'll be on the offensive
most of the time, so stopping attacks
shouldn't be necessary. (Your raw attack
power will stop them.)
Command Knight does grant
a boost to your Six Samurai monsters, but it
takes up space on the field and also takes
up a turn to put it on the field. The A.
Forces will do Command Knight's job without
taking up critical space.
Shien's Castle of Mist
just works when you're on the defensive,
something that probably won't happen with
this deck. Plus, it takes up space that
could be used for something else that'll
help us out even more and serve us with more
purpose.
Shrink isn't really
necessary because of the high attack power
that already exists within the deck, and
that attack power will only increase due to
The A. Forces. You won't have a problem
attacking over things. Not with this deck.
Swords of Revealing Light
is more a defensive card than anything.
Besides, if you're just using it to flip a
monster so you know what your opponent is
hiding, that's not necessary thanks to The
Six Samurai - Irou.
Legendary Ebon Steed can
save your Six Samurai from destruction once
or twice, but there's a card that'll do that
a bit better (and give us draws, and I'm
sure you know exactly what I mean).
Nobleman of Crossout
isn't necessary because of Irou's presence
in the deck as face-down killer. It's a
handy card to use, but it's not necessary,
not when you already have a card doing that
job for you.
Sakuretsu Armor is not
exactly the best choice of cards these days.
Dimensional Prison is a better option.
Mirror Force is. Many cards are better
options in place of this simply because they
do more for us. Besides, most cards don't
make it to the Battle Phase with so much
destruction running around.
Now for me to add cards
to this deck:
+ 1 Great Shogun Shien
+ 1 Grandmaster of the
Six Samurai
+ 1 Enishi, Shien's
Chancellor
+ 1 The Six Samurai -
Zanji
+ 1 The Six Samurai -
Irou
+ 2 Spirit of the Six
Samurai
+ 2 Six Samurai United
+ 2 Enemy Controller /
Book of Moon
+ 1 The A. Forces
+ 1 Lightning Vortex
+ 2 Reasoning
+ 2 Phoenix Wing Wind
Blast / Raigeki Break / Karma Cut
+ 1 Mirror Force
I added 18 cards in here.
Great Shogun Shien is
your big monster here and a key part of your
swarm, especially since it limits what your
opponent can play each turn, keeping your
opponent from blowing through their deck in
one turn. With 2500 attack, it can run over
all the Monarchs, Jinzo, and Gyzarus, just
some of the cards that'll threaten you.
Grandmaster of the Six
Samurai is another key piece of your swarm.
I added extras of both the Shogun and
Grandmaster because they're both critical.
Grandmaster of the Six Samurai will help you
to recover a fallen Six Samurai monster
should your opponent use an effect to rid
themselves of it.
Enishi, Shien's
Chancellor is like this deck's Chaos
Sorcerer, but I only included one because of
its tendency to be a dead draw at times like
early game when you don't have 2 Six Samurai
in the Graveyard to remove to summon it. If
you want, you could replace this for another
Great Shogun Shien. It's always nice to have
options.
Zanji and Irou were maxed
out because they'll be doing most of your
attacking, destroying what they can by their
effects - Irou the face-downs and Zanji the
face-ups. They make a nice attacking pair.
Spirit of the Six Samurai
is the replacement for Legendary Ebon Steed.
While it does cost you a turn for the
summon, it'll easily replace itself with a
draw if you manage to kill something while
it's equipped. Plus, it makes it easier to
summon Grandmaster of the Six Samurai early
without losing your field to Mirror Force.
The built-in protection is nice, too.
Six Samurai United, along
with Spirit of the Six Samurai, serves as a
draw engine of sorts for this deck, and
since this deck summons rather easily, you
should have no problem drawing two off of
it, although drawing one is still enough.
Enemy Controller and Book
of Moon help you deal with some of the
bigger threats that you may be unable to
deal with for whatever the reason. They also
help you stop some of the opponent's
shenanigans (Batteryman OTK - switch a AA to
defense mode so they all lose power or take
one so it's destroyed, Gyzarus play - rob
Test Tiger of its target, rob opponent of
Darius, etc.). Both are very versatile.
The A. Forces is to
supplement your existing copy to help boost
your Six Samurai monsters' attack without
costing you a critical summon or anything
(just the card, and it pays for itself
through whatever you manage to kill with
it).
Lightning Vortex is
anti-swarm material as well as helping to
clear the opponent's field out so you can do
whatever you wish. Feel free to replace with
Cunning of the Six Samurai, which can often
help you get an extra attack in, simulating
Nisashi's effect for something.
Reasoning was something
of a last choice. It can help you drop a
monster onto the field, but Six Samurai
decks are somewhat predictable, so Reasoning
may be a risky choice. Some useful Counter
Trap is a good replacement for it like
Solemn Judgment or Divine Wrath (or a
Bottomless Trap Hole and a Six Samurai
United).
Phoenix Wing Wind Blast
is to spin something that's in your way out
of it, giving your opponent a bad draw half
the time. Raigeki Break to destroy whatever.
Karma Cut to remove whatever, but it only
works on face-up monsters instead of
anything like Raigeki Break and Phoenix Wing
Wind Blast. The options are there, though.
Mirror Force, while
you'll be doing most of the attacking, is
just in case something turns the tables on
you, which is quite common with Gyzarus,
Judgment Dragon, and Dark Armed Dragon
running around (and to a much lesser extent,
Short Circuit). This'll enable you to
quickly get back in the game. Just remember
not to invest too much on the field.
Well, I hope that helped.
I hope you got your glimpse into what I do
and what process I go through. If things
still aren't working, try altering your
playing style a bit when playing this deck.
That's what I do when I play my decks and
things aren't working. (In one of my earlier
deck fixes, I alluded to how my Burn deck
didn't run correctly because I played it as
if I were still playing an offensive deck.)
Just remember what you're working with and
what you're aiming to do.
Questions, comments, etc.
can be sent to
darkdestructionv30@yahoo.com
Also, when you send in a
deck fix, please include what kind of deck
it is in the subject. That'll make it much
easier for me to comb through everything. I
still have a lot of messages to comb
through, so a deck type in the subject will
make it easier on me. To those that have
already been doing it, I thank you.
Until next time....
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