EndUser Posted July 21, 2016 Report Share Posted July 21, 2016 Since it's about Superheavy Samurais, it is very difficult to increase the archetype's power and consistency dramatically without overdoing it with some effects and ignoring their style of dueling. Therefore, I tried to make monsters (mostly for the Extra Deck) that either give alternative plays or fill some gaps - preferably both. Ideally, they could make the archetype a good candidate as a Tier 2 (if not Tier 1.5) Deck. Sidenote: There is probably the need to increase the power of the Main Deck's toolbox too, but this would mean making cards to leave aside some already useful cards, which could create more problems than solve. Therefore, the safest route is (in my opinion) to aim for the Extra Deck, since the solutions are few and Limited anyway. Superheavy Samurai Retaliator Level 6 / ATK 1000 / DEF 2000 / Machine / Earth / EffectIf you have no Spell/Trap Cards in your Graveyard, you can Special Summon this card (from your hand) to either player's side of the field in face-up Defense Position, by Tributing 1 face-up monster the player controls. If you do, you cannot Special Summon monsters for the rest of the turn, except "Superheavy Samurai" monsters. You can only Special Summon 1 "Superheavy Samurai Retaliator" this way. When this card is Normal or Special Summoned: Its original owner can activate this effect; increase its Level by 1 for every face-up "Superheavy Samurai" monster(s) on the field (max. 2). No need for Kaijus anymore. It gives access to Sarutobi, Kyubi and Susanowo. As a little bonus, it can work as a mini-Benkei if it uses Trumpeter for its Tribute Summon. ---------------------------------------------------- Superheavy Samurai KojiroLevel 5 Synchro / ATK 200 / DEF 2100 / Machine / Earth / Effect1 Tuner + 1 or more non-Tuner monstersThis card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. When this card is Synchro Summoned, if you have no Spell/Trap Cards in your Graveyard: Draw 1 card, then, if it is a "Superheavy Samurai" monster, you can reveal it and target 1 monster your opponent controls. That target loses ATK and DEF equal to the ATK of the revealed monster (min. 300). An alternate Synchro Monster to Musashi that lets you draw 1 card instead. Although the effect does not limit your plays (like Musashi may do), the bonus effect makes it a bit more interesting. I don't know if it needs to have any OPT restriction. ----------------------------------------------------- Superheavy Samurai NamahageL6 Synchro / ATK 900 / DEF 2300 / Machine / Earth1 Tuner + 1 or more non-Tuner "Superheavy Samurai" monstersThis card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. When this card is Synchro Summoned: You can equip 1 Level 2 or lower "Superheavy Samurai" monster from your Graveyard or Deck to this card. If your opponent controls more cards than you do, while you have no Spell/Trap Cards in your Graveyard: You can target 1 face-up card on the field; destroy it. You can only use this effect of "Superheavy Samurai Namahage" once per turn. Since Superheavies lack monster removal effects, this Level 6 Synchro monster can destroy either a Spell/Trap or a monster.It's first effect's implications can differ. Equip Drums so Namahage can destroy it and Special Summon a monster from the Graveyard. Equip Gauntlet (if you don't have it in your hand) to boost the DEF (making it stronger than Shutendoji). At rare occassions, Soulhorns for either of its effects or (for very special reasons) Soulfire. The other low-Level Soul monsters aren't even used imo. I think the condition to activate its main effect is not even necessary. The only reason I added it is because, despite it can destroy any face-up card on the field, Superheavies have destroying monsters lower in priority than other things. ----------------------------------------------------- Superheavy Samurai HachimanL10 Synchro / ATK 2100 / DEF 3500 / Machine / Earth1 Machine-Type Tuner + 1 or more non-Tuner "Superheavy Samurai" monstersThis card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. During either player's turn: You can change the battle position of a monster on the field. When this card leaves the field because of an opponent's card effect: You can discard 1 random card from your opponent's hand, then banish it if it was a Spell/Trap Card, and if you do, inflict 1000 points of damage to your opponent. You can only use each effect of "Superheavy Samurai Hachiman" once per turn, and only if you have no Spell/Trap Cards in your Graveyard. Another Level 10 SuperBeast for the Extra Deck toolbox. Instead of aiming for Spells and Traps, it aims for monsters on the field (hence, the lower power status compared to Susanowo). However, it doesn't leave the field without leaving a last little impression. Link to comment Share on other sites More sharing options...
Flash Flyer - Sakura Posted July 22, 2016 Report Share Posted July 22, 2016 Retaliator is nice, but to be honest, they need another Synchro9 that isn't Kyubi because that one is just bad. Giving faster access to Susanowo is nice though; testing forced me to have to run 3 monsters to go into it. But yeah, it's nice for giving them a way to remove monsters on the opponent's end. Right now, this is the only way SHS are even making Sarutobi since 8s are awkward to make right now unless you ladder from Shutendoji with Tama-C (or whatever 6s). Kojiro should be fine for the most part; yes, it can decrease up to 1800 if you draw Jade/Hisu-E but that requires that you actually draw it. I see this as more of an early game thing, whereas Musashi is mid/late when you actually have stuff to retrieve. Namahage can change its effect to hit any card on the field; regardless if face-up or not. As you say, SHS do not have access to common removal like MST and the like because of their no S/T policy, so this is a bit of welcome support. At this point, they sort of need a way to hit backrow. If you had left this in Advanced, I probably would've mentioned changing its destruction effect to non-targeting, given the amount of targeting protection that exists. No condition is fine; just requiring the opponent to have more cards is sufficient enough. Hachiman is okay, I suppose. Granted, it can soften the opponent up a bit for attacking purposes (either stop you from getting killed, or get them into a position where they get hit), but not sure if I want to dedicate a slot to this, Hitting the opponent's hand is nice though. -----Like I mentioned above, they need a new 9 that can do more than Kyubi; not to say it's bad, but it's just really dependent on the opponent SSing, and some Decks don't do that often, which hits its effectiveness. You could also give them a Level 3 Tuner to enable more Synchro plays (and yeah, make some of the existing members in the ED a bit easier to go into); also would permit you to make a Level 7 SHS (gives Battleball/Tama-C something else to make; though Level 5s are generally rare right now) or Waraji + that = Saru. These help a little with certain issues, but they need more to deal with the current game as they are; one thing they need to do is counter multiple summons before they start (Pendulums; Kyubi kinda counters that, but not really). Link to comment Share on other sites More sharing options...
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