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Oh God Damnit; True Six Samurai


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3x Grandmaster of the Six Samurai
3x True Six Samurai - Kizan
1x The Six Samurai - Zanji
1x True Six Samurai - Enishi
1x Hand of the Six Samurai
2x True Six Samurai - Mizuho
3x True Six Samurai - Shinai
1x The Six Samurai - Yaichi
3x True Six Samurai - Kageki
2x Spirit of the Six Samurai
2x Kagemusha of the Six Samurai

3x Gateway of the Six
1x Giant Trunade
1x Monster Reborn
1x Reinforcement of the Army
3x Six Samurai United

1x Double-Edged Sword Technique
2x Dimensional Prison
1x Mirror Force
1x Solemn Judgment
2x Solemn Warning
2x Trap Stun

Extra - 15
1x Red Dragon Archfiend
1x Scrap Dragon
1x Colossal Fighter
1x Thought Ruler Archfiend
1x Stardust Dragon
1x Scrap Dragon
1x Black Rose Dragon
1x Goyo Guardian
1x Brionac, Dragon of the Ice Barrier
3x True Six Samurai - Shien
1x Naturia Beast
2x Ally of Justice - Catastor

Side - 15
1x Dark Hole
2x Prohibition; Generally a good idea.
12x Depends on the meta.

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Trap Stun is just as good as Decree and shitting on the opponent's plate, but you get the flexibility of not having to shut down your own defenses indefinitely.
Can it be chained to everything that Decree can? Yes.
Is it as susceptible to Giant Trunade and Mystical Space Typhoon? No.
Does it stop you from playing or running Traps of your own indefinitely? No.
Superior.

Great Shogun Shien is opted against intentionally, for the reasoning that maximizing early-play monsters is key.

Kageki is at three because of it's functionality with Six Samurai United, Kagemusha and Gateway.
-With a single Gateway, Kageki->Mizuho-->Search for; summon Shinai, destroy backrow (preferably), search for Samurai from Graveyard (Grandmaster/Kizan where available)--> Possibly summon Grandmaster/Kizan, search for another Shinai, hold until next turn.
-With a single Gateway, Kageki->Samurai-->Search for; summon Kizan/Grandmaster, depending.
-With two Gateway, rape your opponent's s*** backwards.
-With Kagemusha, instantaneous True Six Samurai - Shien, who cannot be stopped by Bottomless or Torrential, because his effect can and will negate them.
-With Six Samurai United, automatically achieve 4 Bushido Counters. Draw 2, no waiting. This creates, plausibly 9 available openings to this play, rather than the Grandmaster/Kizan 6.

Double-Edged Sword Technique:
-Spirit+Samurai, potential +2. +1 from Double-Edged Sword Technique, +2 from battle, +3 from drawing a card, -1 from losing Spirit in the End Phase. Overall +2.
-Yaichi+Hand,potential +3, with existing monster presence. +1 from Double-Edged Sword Technique, +2 from Yaichi's effect, +2 from Hand's effect to kill (tributing Yaichi), -1 from losing Hand in the End Phase. Overall +1. Hypothetical further + exists with Spirit in hand to summon, or on field. Equip, attack for +3 in battle, +4 on draw, -1 losing Spirit over hand for overall +3.
+'s factored without Gateway, which makes a substantial difference in outcome.
-Kagemusha+Spirit, Naturia Beast.
-Kagemusha+Level3/Level4, Easy Level 5 or 6.
-Samurai+Samurai with Kagemusha to summon/Kagemusha+Samurai with Samurai to summon, Easy Level 8 or 9.
-Hand+Enishi, destroy opponent's card, bounce Enishi to hand to resummon.

Shinai/Mizuho:
-Interchangeable Special Summon ability and self-reloading destruction to generate Bushido Counters quickly. Auto-2 to United, Auto-4 to Gateway, Auto-6 to Gateway if Kizan/Grandmaster available for Shinai's effect, Auto-10 to Gateway if Kizan/Grandmaster available for Shinai's effect, and Gateway to search for Kizan/Grandmaster/Shinai.
-Auto-10 Scenario potential +3. +0 from Gateway, two summons. +1 from Mizuho->Shinai, +2 from Gateway search, +3 from Gateway search, finish with 2 Bushido Counters available.

Spirit of the Six Samurai:
-Double-Edged Sword Technique.
-Grandmaster/Kizan play.
-Open Naturia Beast.

True Six Samurai - Enishi:
-Minor drawback to auto-cancel Synchro Summon, auto-cancel problematic field presence, auto-cancel Tribute Summoning before it happens, auto-cancel Contact Fusion,
-Double-Edged Sword Technique on opponent's turn, bounce problematic field presence/bounce self to hand in Main Phase 2.
-Minor drawback to activate +1 Dodge against Mirror Force, Dimensional Prison, Torrential Tribute, Bottomless Trap Hole, etc.
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You silly children are grazing the surface of an expansive world and trying to leave your foot in the door of the past; swan-dive into the new age.
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[quote name='Weather Report - Stand' timestamp='1287859514' post='4729177']
You sir are beast, and I love the quote at the bottom.
[/quote]
It's what I do; Thank you.


[quote name='Red W Mage' timestamp='1287860380' post='4729219']
-1 Giant Trunade
+1 Cold Wave

-1 Enishi
+1 Seven Tools of the Bandit

-2 D Prison
+2 Bottomless Trap Hole

we are in trap stun format, it's kinda obvious Trap Stun is better than Royal Decree
[/quote]
Ohh, I see, so that Cold Wave can force me to make a game-breaking United or Gateway play over two turns instead of bouncing their backfield and going to town. That makes so much more sense! I'm sure no one uses Dust Tornado or Mystical Space Typhoon anyway. I wouldn't have thought to sacrifice utility for a gimmicky choice usually only seen in Sabers. Cllleevveerr.

As to Bottomless v. D-Prison, Bottomless can only hit 1500+, and only when they enter the field. It's a great card, don't get me wrong. D-Prison hits any attack, and it hits monsters that are already pre-existing on the field. Bottomless is the superior choice in a setup situation, and Prison in a going-second or TopDraw situation. In that regard, preference is a factor. Likely, I would side them, switching them for Prison in Game Two so that my opponent is more confident in their Caius and Hyunlei plays, resulting in a Bottomless hit. Mind games, my son.

Enishi over Seven Tools strikes me as awkward tech. Hell, I joked about it too, but I don't think it would actually be good. Not unless you ran multiple, and certainly not over a 1700-2200 Compulsory on legs. =/ Another case of lowered utility.
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Cold Wave is actually a great card imo, especially early game. The real perk about it over Trunade is the prevention of D-Hole and other game winning cards the opponent might activate on their turn. I can see United and Gateway amassing a problem, but if I'm correct, don't you wait till you can OTK before you use Trunade? Either way you will have to wait a while before you use Trunade, and by the time you feel right to use it, you will probably have Trap Stun, which will do the same thing as Trunade. At least with cold wave it shuts off your opponent for their turn as well, preventing them from D-Hole or anything else. However perks from trunade are as you said, Drawing all your Six Sams and OTK, but you could at least add Seven Tools to prevent SJ or T-Roar

-2 D-Prison
+2 Book of Moon

with Trap Stun running around, book of moon is awesome.
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[quote name='Red W Mage' timestamp='1287866023' post='4729539']
I've been messing around with Six Sams for a while, Cold Wave is actually a great card imo, especially early game. The real perk about it over Trunade is the prevention of D-Hole and other game winning cards the opponent might activate on their turn. If not that, then Seven Tools... that card is pro this format.

You're right though about the D-prison thing though.

-2 D-Prison
+2 Book of Moon

with Trap Stun running around, book of moon is awesome.
[/quote]
I've been playing them for a while myself. Since early November, 2006. Cold Wave isn't good in the deck, comparatively speaking against Trunade. Prison and Book of Moon are a preference-tie again. I'd rather take care of Gottoms, Stardust, Gladiator Beasts, etc outright then have to worry about a multi-card play to remove it through battle, leaving myself vulnerable to their own attack-stoppers, of which those decks run many.

"I can see United and Gateway amassing a problem, but if I'm correct, don't you wait till you can OTK before you use Trunade? Either way you will have to wait a while before you use Trunade, and by the time you feel right to use it, you will probably have Trap Stun, which will do the same thing as Trunade. At least with cold wave it shuts off your opponent for their turn as well, preventing them from D-Hole or anything else. However perks from trunade are as you said, Drawing all your Six Sams and OTK, but you could at least add Seven Tools to prevent SJ or T-Roar"

I see you've been making that argument against Dark Hole in many threads. It's a shame you're promoting a low-utility card for use in an unlikely situation, where both players need have a single 1-of in hand in sub-sequential turns in order for it to be effective. Especially in a format that relies on Monster Effects like X-Sabers and Gladiator Beasts. If you Cold Wave against them, you're asking to be rushed in the mouth. Blackwings as well, though admittedly not to the same degree.

Your only other point is "But wouldn't you have Trap Stun at the same time?", and that's a poor point to make. If you open with Malicious, won't you also usually have D-Draw by the time you want to draw cards? If you have a Samurai, won't you usually have Grandmaster around the same time? If you have a Treeborn... See what I'm getting at here?
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fair enough. I'm serious about the Seven Tools though, it's popularity has seen quite the increase lately... the book of moon bit was assuming JD and DAD, but I suppose they don't see much use anymore. However it can go over Trap Stun. Seven Tools will prevent Solemn Warning and Solemn Judgment, which will kill your Trunade/Stun

Edit:
Scratch the Warning part, but it still can protect your monsters from warning regardless.
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[quote name='Red W Mage' timestamp='1287867263' post='4729612']
fair enough. I'm serious about the Seven Tools though, it's popularity has seen quite the increase lately... the book of moon bit was assuming JD and DAD, but I suppose they don't see much use anymore. Seven Tools will prevent Solemn Warning and Solemn Judgment, which will kill your Trunade/Stun
[/quote]
Neither Trunade or Stun are effected in the least by Solemn Warning. If I Trunade Warning away, Summon (even not for game), and let them go a turn, their Warning is now useless. If I Trunade and they Solemn Judgment... Good, now I can kill them even easier. =/ If I Trap Stun in my Stand By on a turn I'm going for game, I'm either Telegraphing a big play to force Solemn Judgment, excellent for me, or they're forced to sit quietly while I trample over their helpless backrow.

And even if that's the case, you said yourself that it's a scenario of mild plausibility where I would have both Trunade and Stun. If I did, even if they had Solemn Judgment, I would just activate the other and laugh at the Life Point difference for an easy KO.

I understand that Seven Tools isn't bad, but it's a one-use Trap Stun that costs Life Points and has less utility. Sure it can negate Solemn Judgment or Warning, but so can Trap Stun if I play it in the StandBy, and it does it for free.
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Is there any Monster destruction in here besides Hand? well anyway, allow me to go through many cases where Seven Tools is awesome:
Opponent's turn, they activate T-Stun. negate it.
Your Turn, opponent counter traps: negate it.
going for OTK, Trap Stun is activated so Opponent uses their Seven Tools or SJ like I said. then use tools.
If the opponent activates SJ, they obviously have some traps they are trying to save... like the mirror force.
Negate chained T-Roar.
Negate BTH
Negate SW as said earlier.

seems pretty situational, but these sort of instances are quite common, making the card quite viable.

Oh nvm, just forgot about Zanji and Mizuho...
btw Mizuho and Shinai look a bit inconsistent... how are they testing?
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[quote name='Red W Mage' timestamp='1287868898' post='4729696']
Is there any Monster destruction in here besides Hand? well anyway, allow me to go through many cases where Seven Tools is awesome:
Opponent's turn, they activate T-Stun. negate it.
Your Turn, opponent counter traps: negate it.
going for OTK, Trap Stun is activated so Opponent uses their Seven Tools or SJ like I said. then use tools.
If the opponent activates SJ, they obviously have some traps they are trying to save... like the mirror force.
Negate chained T-Roar.
Negate BTH
Negate SW as said earlier.

seems pretty situational, but these sort of instances are quite common, making the card quite viable.

Oh nvm, just forgot about Zanji and Mizuho...
btw Mizuho and Shinai look a bit inconsistent... how are they testing?
[/quote]1x The Six Samurai - Zanji
1x Hand of the Six Samurai
2x True Six Samurai - Mizuho
2x Dimensional Prison
1x Mirror Force
1x Solemn Judgment
2x Solemn Warning

Also, kind of Enishi. It's monster REMOVAL, in a way.

[quote name='nauske' timestamp='1287869663' post='4729732']
Holy **** it's another totally bad deck.
Six Samurais are doing terrible.
[/quote]
Oh, you YCM trolls always do make me smile. What do you run, little boy? Crystal Beasts, or some Netdeck Quickdraw? Cuuute. *headpat*
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[quote name='Saiyan Knight' timestamp='1287870665' post='4729754']
Oh, you YCM trolls always do make me smile. What do you run, little boy? Crystal Beasts, or some Netdeck Quickdraw? Cuuute. *headpat*
[/quote]
Zombies, Sabers, Black Feather, TeleDAD, Plant Control.
Quickdraw is pretty bad.
Samurais are worse.
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[quote name='nauske' timestamp='1287870849' post='4729758']
[b]Zombies[/b], Sabers, Black Feather, [b]TeleDAD[/b], Plant Control.
[b]Quickdraw is pretty bad.[/b]
[b]Samurais are worse.[/b]
[/quote]
Ohhh, who's a good duelist? Who's a good duelist!? Yes you are! Yes you are! Awwww~! These boards are just adorable. I think I'll call you... Little Green.
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[quote name='Saiyan Knight' timestamp='1287873218' post='4729840']
Ohhh, who's a good duelist? Who's a good duelist!? Yes you are! Yes you are! Awwww~! These boards are just adorable. I think I'll call you... Little Green.
[/quote]
So in ordered to be considered good I have to 1) Only play good decks. 2) Never disagree with anyone. 3) Netdeck.
I'll stick to my originality and still beat bad decks like yours :).

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