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Six Samurai AND X Sabers Contest(2 Reps winner)--Contest OVER!winners posted


-Doodle

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You can enter both of the contests,only 1 deck for each member in each contest

Six Sams Rules:

1.Make a samurai deck,use atleaest 4 Different Samurais (4 out of Zanji,Irou,Yaichi,Kamon,Nisashi,Yariza.)

2.Make the deck on budget,i'd rather w\o synchros,but if you have too than its ok.

3.Write a Playbook if needed(if its not a regular sams)

Optional:

make the deck with 5 or 6 different sams,and you'll get a rep for originallity,even if you weren't the winner.

Entered:

1.Crimson General

2.SamuraiLord

3.~ Fraz ~

4.Fighter

5.Saiyan Knight

6.Dark Seraphim

-----------

X Sabers Rules:

1.Make an X Sabers Deck,with atleast 12 TOATALL monsters of X\XX Sabers.

2.This deck needs to be on budget too,but synchros are more than welcomed in this deck :)

3.Dont forget a playbook,please.

4.Only TCG confirmed cards are allowed!

Entered:

1.GenzoTheHarpist

2.setojim

3.

4.

--------

contest end date:when i'll have 3 different decks in each contest,or at the 20th,wichever it seems more comfortable.

Enjoy!~~

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Entering

 

Six Sam Sammich (don't ask)

 

Monsters:

3| Six Samurai-Zanji

3| Six Samurai-Irou

3| Six Samurai-Yaichi

2| Six Samurai-Kamon

1| Six Samurai-Nisashi

3| Grandmaster of the Six Samurai

2| Great Shogun Shein

2| Hand of the Six Samurai

1| Spirit of the Six Samurai

 

Spells

1| Heavy Storm

1| MST

1| Cold Wave

1| Brain Control

1| Scrolls of the Six Samurai

2| Solidarity

3| Six Samurai United

1| Cunning of the Six Samurai

1| My Body as a Shield

1| Smashing Ground

1| Reinforcment of the Army

 

Traps:

2| Bottomless Trap Hole

1| Torrential Tribute

2| Return of the Six Samurai

1| Backs to the Wall

 

It's pretty self-explanatory but I will post a play book later. this is my IRL build btw.

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Total: 41

 

Monsters: 20

Grandmaster x3

Shogun x2

Enishi

Zanji x3

Irou

Yaichi x2

Hand x2

Spirit x2

Kamon

XX-Saber Fulhemknight

Shien's Footsoldier x2

 

Spells: 11

Heavy

Giant Trunade

B-Con

Six Sam United x3

ROTA

Book of Moon x2

Warrior Returning x2

 

Traps: 9

T-Roar x3

Double-Edged Sword

Bottomless x2

Solemn

Torrential

Call

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19

2 Shogun

3 Grandmaster

3 Zanji

3 Yaichi

2 Irou

2 Spirit

1 Kamon

1 Enishi

2 Ryko

 

9

1 Rota

1 Reasoning

1 Brain Control

1 Heavy Storm

3 Six Samurai United

2 Shien's Castle

 

12

3 Anti Spell Fragrance

2 Bottomless

2 Double Edged Sword Technique

1 Torrent

1 Call

1 Solemn Judgment

2 Magic Drain

 

 

Playbook:

 

Monsters: Standard monsters for six sam deck.

 

Zanji kills any guy.

Single kamon tech for people who play any face up continuous cards like swords and oppression.

Irou cause it's big and has a semi decent effect, unlike Zanji if it attacks a GK Spy or Ryko they won't get their effects.

Yaichi is the main control monster in the deck. Combo'd with Anti Spell Fragrance it essentially means opponent cannot activate any spells.

Spirit allows for big plays. Spirit + Grandmaster can attack over stardust dragon then you draw and keep your advantage high. With Yaichi killing all opposing spells and spirit drawing you more cards than your opponent you gain so much advantage that it becomes very difficult for your opponent to win.

GM, Shien and Enishi are all big guys with epic effects that make life difficult for the opponent.

Ryko is a tech choice and awesome. He sets up Double Edged and Enishi plays while the ability to kill anything on the field is clearly good.

 

Spells:

 

All standard, staple spells tbh. You just need to be wary of when you activate reasoning because there's a chance of hitting ryko with it...

Shien's Castle is tech here. Anything that forces the opponent to rely on card effects to get over guys is good for this deck imo, especially with anti spell fragrance making that particularly difficult.

 

Traps:

 

Call, Torrent, Bottomless and Solemn are all pretty much staple cards so there's no need to explain why they're used.

Anti Spell Fragrance is freaking godly! Think about every time you've ever been sacked and OTK'd by blackwing, teledad, dad return, etc... Would most of those times have been possible if anti spell fragrance had locked up your opponent's hand? No first turn allure, d draw, black whirlwind, brain control, storm, etc = very slow control based game which plays to this deck's strengths.

Double Edged Sword Technique is an amazing card, especially because it's so easy for six sams to weasle their way out of being destroyed by it. Chosing to summon any six sam + spirit, then equiping spirit means you are now in a position where your cards have payed for themselves (yaichi killing a card, drawing a card off spirit's effect, ect...) and in the end phase only spirit will die and you won't take any effect damage. It also allows you to play shien more consistantly.

Magic Drain combos with anti spell fragrance. It's likely that an opponent will set all spells in order to be able to have access to them. If they do this they won't have any left in hand to be able to negate magic drain.

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Here's my IRL for the Samurai contest.

 

3 Grandmaster

2 Shogun

3 Zanji

2 Irou

2 Nisashi

2 Kamon

2 Yaichi

2 Spirit

1 Hand

1 Gale

 

3 Six Sam United

2 Cunning

1 Heavy

1 Vortex

1 MST

1 Reasoning

1 RotA

1 Warrior Returning Alive

 

3 Compulsory

2 Bottomless

2 Return

1 Call

1 Torrential

 

Playbook:

Aim is basically beatdown, using things like Spirit to keep your hand replenished while you swarm like Blackwings.

 

It also has some elements of control, with Yaichis and Kamons keeping their Backrow clean, and triple compulsory making sure they can't keep a strong monster out.

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Monsters: 22

1x Uria, Lord of Searing Flames

2x Great Shogun Shien

1x Enishi, Shien's Chancellor

3x Grandmaster of the Six Samurai

3x The Six Samurai - Zanji

1x The Six Samurai - Irou

1x The Six Samurai - Kamon

2x The Six Samurai - Yaichi

2x Hand of the Six Samurai

2x Spirit of the Six Samurai

3x XX-Saber Fulhemknight

1x Summoner Monk

 

Spells - 6

3x Six Samurai United

3x Upstart Goblin

 

Traps - 12

3x Anti-Spell Fragrance

1x Call of the Haunted

3x Imperial Custom

1x Mirror Force

3x Sanquine Swamp

1x Solemn Judgment

 

Extra - 15

1x XX-Saber Gottoms

1x Red Dragon Archfiend

1x Colossal Fighter

1x Thought Ruler Archfiend

1x Avenging Knight Parshath

1x Light End Dragon

2x Stardust Dragon

1x Black Rose Dragon

1x Ancient Fairy Dragon

1x Arcanite Magician

1x Goyo Guardian

1x Chimeratech Fortress Dragon

 

The idea is to be super monster heavy, and force the opponent to have nothing but monsters to work with.

 

Sanquine Swamp prevents the activation of all face-down Spells and Traps, but it would normally destroy itself if you control another Spell or Trap Card, so Imperial Custom comes out to say "No, I think I like my buddy here. Thanks."

 

Anti-Spell Fragrance forces all of their Spells face-down, Sanquine Swamp keeps all their face-downs worthless, and Imperial Custom keeps Sanquine Swamp and Anti-Spell Fragrance safe from cards like Breaker and whatever else.

 

The inclusion of Solemn Judgment and Mirror Force is mostly because you'll have opportunities before the combo hits off to use them, or directly after Uria is played. Or, if you really needed to, you could do it when Kamon is out, since he can choose to pop Imperial Custom and kill Sanquine Swamp to unlock your own backrow.

 

The odds of actually hitting off Summoner Monk's effect is pretty slim, but it should be pretty obvious that you'll AT SOME POINT end up with Spells in your hand that you can't play, do to your own combo, so having it there couldn't hurt, and it's a Spellcaster for Arcanite Magician with Fulhelmknight.

 

Fulhelmknight is over any other 3-star Synchro because it can't negate an attack from an opposing monster, and with such heavy control on the backrow, stopping an attack or three is a powerful tool.

 

The Synchro play is really a powerful aspect, since the most powerful plays against some decks is going to be a Synchro monster. If your opponent is using Lightsworn or Blackwings, summoning a Colossal Fighter is almost an assured victory, since you can basically invalidate Kalut and Honest to nothing more than a shitty Magic Cylinder.

 

The idea of Anti-Spell Fragrance was mine originally, which Timothy Williams used, albeit without permission, and was praised for his innovation. Facedesk with me. You know you want to. Regardless, I'm now re-innovating that same control aspect into a more powerful version of itself turning the entire Six Samurai game into nothing but Monster v Monster play.

 

--Edit--

 

Oh, and Uria is just a funny tech addition, since there are a whopping TEN Continuous Traps in the deck anyway. His effect even contributes to the theme of backrow control.

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Monsters: 22

1x Uria' date=' Lord of Searing Flames

2x Great Shogun Shien

1x Enishi, Shien's Chancellor

3x Grandmaster of the Six Samurai

3x The Six Samurai - Zanji

1x The Six Samurai - Irou

1x The Six Samurai - Kamon

2x The Six Samurai - Yaichi

2x Hand of the Six Samurai

2x Spirit of the Six Samurai

3x XX-Saber Fulhemknight

1x Summoner Monk

 

Spells - 6

3x Six Samurai United

3x Upstart Goblin

 

Traps - 12

3x Anti-Spell Fragrance

1x Call of the Haunted

3x Imperial Custom

1x Mirror Force

3x Sanquine Swamp

1x Solemn Judgment

 

Extra - 15

1x XX-Saber Gottoms

1x Red Dragon Archfiend

1x Colossal Fighter

1x Thought Ruler Archfiend

1x Avenging Knight Parshath

1x Light End Dragon

2x Stardust Dragon

1x Black Rose Dragon

1x Ancient Fairy Dragon

1x Arcanite Magician

1x Goyo Guardian

1x Chimeratech Fortress Dragon

[/quote']

Get mirror out aand it'll be accepted

Fighter-accepted

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My (going to be as soon as i get 3 Grandmasters) IRL buildt:

 

22- Monsters:

xox Great Shogun Shien

oxo Enishi, Shiens Cancellor

xxx Grandmaster Of The Six Samurai

xxx The Six Samurai - Zanji

xox The Six Samurai - Irou

xox The Six Samurai - Yaichi

oxo The Six Samurai - Kamon

xox Hand Of The Six Samurai

xox Spirit Of The Six Samurai

xox Rose, Warrior Of Revenge

xox XX-Saber Fullhelmknight

 

12- Spells:

xxx The Six Samurai United

xox Solidarity

xox Book Of Moon

oxo Reinforcement Of The Army

oxo The Warrior Returning Alive

oxo Heavy Storm

oxo Brain Control

oxo Reasonning

 

06- Traps:

oxo Torrential Tribute

oxo Call Of The Haunted

xox Return Of The Six Samurai

xox Bottomless Trap Hole

 

15- Extra:

--- Generic

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Monsters - 23

1x Uria' date=' Lord of Searing Flames

2x Great Shogun Shien

2x Enishi, Shien's Chancellor

3x Grandmaster of the Six Samurai

3x The Six Samurai - Zanji

1x The Six Samurai - Irou

1x The Six Samurai - Kamon

2x The Six Samurai - Yaichi

2x Hand of the Six Samurai

2x Spirit of the Six Samurai

3x XX-Saber Fulhemknight

1x Summoner Monk

 

Spells - 6

3x Six Samurai United

3x Upstart Goblin

 

Traps - 11

3x Anti-Spell Fragrance

1x Call of the Haunted

3x Imperial Custom

3x Sanquine Swamp

1x Solemn Judgment

 

Extra - 15

1x XX-Saber Gottoms

1x Red Dragon Archfiend

1x Colossal Fighter

1x Thought Ruler Archfiend

1x Avenging Knight Parshath

1x Light End Dragon

2x Stardust Dragon

1x Black Rose Dragon

1x Ancient Fairy Dragon

1x Arcanite Magician

1x Goyo Guardian

1x Chimeratech Fortress Dragon

[/quote']

Get mirror out aand it'll be accepted

Fighter-accepted

What the **** is wrong with Mirror Force?

 

Your contest, your rules, I guess. Ugh. face.png

 

Edited in the quote.

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