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Gateway of the Six: Discussion


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How about instead of talking about how little this helps SS swarm, we consider how much more effective it makes them at control?

 

We already have a floater in the form of grandmaster. We have monsters with effects that pay for the monster. We have +1 draw spells. We have lockdown cards. And we have multiple spells and traps capable of cycling through monsters to use their effects.

 

Now this card lets us grab more floaters and special summon lockdown cards.

 

 

Certainly there's an obvious swarm element here, but the future of Samurais is going to be their ability to out-effect and out-card-advantage their opponent.

 

This card isn't fast enough to keep them around in the early and midgames, so they're still no good this format. But don't dismiss it out of hand.

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  • 3 weeks later...

I think we need another Six Sam which has ability "you can special summon this card from your hand when you have face up Six Sam" This will help to generate more Counters and you can still search and normal summon a right six sam to control your opponent. But I hope that another six sam has a good effect too.

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Guest PikaPerson01

Except not.

 

Samurai are good' date=' just not tier one.[/quote']

 

But considering we have like, three or four decks at Tier 1 (Zombies, LS, Blackwings, and whatever random clusterfuck Monarch deck that all the cool kids are running because no one knows exactly what to side against them yet), not being Tier One is pretty much the kiss of death, especially since one of the Tier 1 decks is all commons, except the Synchros.

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Except not.

 

Samurai are good' date=' just not tier one.[/quote']

 

But considering we have like, three or four decks at Tier 1 (Zombies, LS, Blackwings, and whatever random clusterfuck Monarch deck that all the cool kids are running because no one knows exactly what to side against them yet), not being Tier One is pretty much the kiss of death, especially since one of the Tier 1 decks is all commons, except the Synchros.

 

BW without synchros is sheet though.

 

Also, are you counting LS/BW hybrids as top tier and under LS or BW?

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  • 4 months later...

Wow. Some really ignorant comments about this card. Lol. Samurai's can do fine with reasoning at 1. Hell they don't even need to play it anymore. In a pretty much slow format that we are in now, its good. You play it piece for piece and pretty soon before you know it. Those two turns that Toni over there thinks you lose in, gets you an effect (granted that you summon another samurai) and a grandmaster play. You keep the field tempo and maintain a certain amount of card advantage. If they just so happen to get rid of your guys, then thats fine, summon the Grandmaster next turn and if they bottomless like a dumbass, then yay, +1 for you and you get your other Grandmaster from your deck and start the crap all over again. The only way a player will get killed in two turns in this format is if they play stupid. Play your cards right, and you should be fine. I've gone undefeated plenty of times (even last night) with my samurai deck. People shouldn't be so one minded thinking that Samurais can't win without their reasoning and monster gate and such. Now we can get rid of the cursed name Sack Samurai and give it an actual good name. This card gives consistency and better plays. And unlike Whirlwind, you still get counters even if your opponent activates something in response to your monsters summon. And you get counters off your special summons. And getting something from the graveyard is always nice to have when you run out of monsters in your deck. The people that think Samurai is all for swarm will probably die to a straight up control deck. Samurais were made for control. Pure, straight up, hardcore control. The Yaichis for the backrow, the Irou for the facedown monster plays, Zanji is the answer to the waboku/reaper and clears big monsters too, Hand is just good in general, Spirit gives +1 to the player while keeping the monster its equipped to alive, Kamon for the side deck that players try and use against Samurai, Nisashi for the extra attack, and Grandmaster for the awesome +1 when players have to burn stuff on it. I can go on and on about how this card breaks barriers for Samurai and how Samurai are probably one of the most well rounded control archetype. There isn't a "set" build that anyone follows, but if built the correct way, it will Les Grossman people.

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Wow. Some really ignorant comments about this card. Lol. Samurai's can do fine with reasoning at 1. Hell they don't even need to play it anymore. In a pretty much slow format that we are in now' date=' its good. You play it piece for piece and pretty soon before you know it. Those two turns that Toni over there thinks you lose in, gets you an effect (granted that you summon another samurai) and a grandmaster play. You keep the field tempo and maintain a certain amount of card advantage. If they just so happen to get rid of your guys, then thats fine, summon the Grandmaster next turn and if they bottomless like a dumbass, then yay, +1 for you and you get your other Grandmaster from your deck and start the crap all over again. The only way a player will get killed in two turns in this format is if they play stupid. Play your cards right, and you should be fine. I've gone undefeated plenty of times (even last night) with my samurai deck. People shouldn't be so one minded thinking that Samurais can't win without their reasoning and monster gate and such. Now we can get rid of the cursed name Sack Samurai and give it an actual good name. This card gives consistency and better plays. And unlike Whirlwind, you still get counters even if your opponent activates something in response to your monsters summon. And you get counters off your special summons. And getting something from the graveyard is always nice to have when you run out of monsters in your deck. The people that think Samurai is all for swarm will probably die to a straight up control deck. Samurais were made for control. Pure, straight up, hardcore control. The Yaichis for the backrow, the Irou for the facedown monster plays, Zanji is the answer to the waboku/reaper and clears big monsters too, Hand is just good in general, Spirit gives +1 to the player while keeping the monster its equipped to alive, Kamon for the side deck that players try and use against Samurai, Nisashi for the extra attack, and Grandmaster for the awesome +1 when players have to burn stuff on it. I can go on and on about how this card breaks barriers for Samurai and how Samurai are probably one of the most well rounded control archetype. There isn't a "set" build that anyone follows, but if built the correct way, it will Les Grossman people.

[/quote']

 

Wow, that was an exceptionally ignorant post because you completely ignored the last posting date and this post is now referred to as a necro bump.

way to go :D

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My favourite bit is that if you have 3 of them with 6 counters' date=' you can Summon 3 sams, and all the counters will have refreshed.

[/quote']

 

no they won't, you can only summon a shien, not a samurai.

 

and you cahin the effects together, so you will have a 2, a 4, and a 6 at best just from their effects.

 

they likely did that to make it not loop like that.

 

I have seen this in action, and it works quite well.

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