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TCG Exclusive of the Week: Hand of the Six Samurai


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[img]http://images3.wikia.nocookie.net/__cb20080830041027/yugioh/images/thumb/2/27/HandoftheSixSamuraiTDGS-EN-ScR-1E.png/331px-HandoftheSixSamuraiTDGS-EN-ScR-1E.png[/img]

1-4-1 destruction. As it should be. Too bad Sams have too many ways to +1 out the whazoo.

Discuss.

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Gateway is still the main issue in that instance. Hand is legitimately balanced. It always requires you to have another Sam, meaning you can't just use it like Exiled Force. It's only really broken because of other broken cards.

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[quote name='mido9' timestamp='1351009420' post='6051733']
And even that doesnt sound any broken.

OT: This and mizuho are the only good samurai cards that destroy without negating,right?
[/quote]Yeah, but still, you don't want to give a monster destroyer TOO many ways to blow up a card.

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I'll agree that it's other cards that make it broken, and although not "broken". the idea of just plainly reducing resourses from both sides in big amounts is not exactly the most healthy thing, especially when the whole archtype it works with revolves around spamming a lot of monsters.

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[quote name='Sleepy' timestamp='1351011210' post='6051747']
I'll agree that it's other cards that make it broken, and although not "broken". the idea of just plainly reducing resourses from both sides in big amounts is not exactly the most healthy thing, especially when the whole archtype it works with revolves around spamming a lot of monsters.
[/quote]It didn't as much when it was made.

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