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Synchro Samurai


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Constructive critacism please

 

Extra Deck

 

1x Stardust Dragon

1x Thought Ruler Archfiend

2x Black Rose Dragon

2x Goyo Guardian

2x Magical Android

 

Total: 8

 

Main Deck

 

Monsters: 21

3x SS - Zanji

2x SS - Irou

2x SS - Nasashi

2x SS - Yaichi

2x SS - Kamon

2x Great Shogun Shien

2x Gandmaster of the Six Samurai

2x Hand of the Six Samurai

1x Enishi Shien's Chancellor

2x Jutte Fighter

1x Morphing Jar

 

Spells: 16

2x Six Samurai United

2x Cunning of the Six Samurai

3x Reinforcements of the Army

1x Reasoning

1x Swords of Revealing Light

2x Lightning Vortex

1x MST

1x Heavy Storm

1x Monster Reborn

 

Traps: 6

2x Return of the Six Samurai

2x Solumn Jugement

1x Mirror Force

2x Waboku

Total: 42

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Why Junk Warrior in this deck? I cant see any Junk Synchrons.

 

Didn't I just say I share my Synchro pile with ANOTHER DECK?

 

And yea... about Yariza, It's not a Six Samurai Deck without all six samurai imo and it works just fine. And I see no room for 2 Krebons. Besides this deck doesn't need to focus too much on Synchro summoning.

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Yariza is terrible and should never be used. Even in Six Samurai.

 

Junk Synchron can be used to Synchro for a Level 8 with Grandmaster.

 

You should run something like this.

 

Extra Deck: 15

 

3x Stardust Dragon

3x Goyo Guardian

3x Thought Ruler Archfiend

2x Black Rose Dragon

1x Red Dragon Archfiend

1x Magical Android

1x Gladiator Beast Gyzarus

1x Gladiator Beast Heraklinos

 

Monsters: 21

 

2x Great Shogun Shien

3x Grandmaster of the Six Samurai

1x Enishi, Shien's Chancellor

3x The Six Samurai - Zanji

3x The Six Samurai - Irou

2x Hand of the Six Samurai

1x The Six Samurai - Yaichi

1x Breaker the Magical Warrior

2x Junk Synchron

2x Jutte Fighter

1x Sangan

 

Spells: 13

 

3x Six Samurai United

3x Reinforcement of the Army

1x Reasoning

1x Monster Reborn

1x Heavy Storm

1x Giant Trunade

1x Lightning Vortex

1x Brain Control

1x Smashing Ground

 

Traps: 6

 

1x Torrential Tribute

2x Double-Edged Sword Technique

3x Solemn Judgment

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hey,looks okay to me.when i started running samurai,i had NO GMs and 1 Shogun.i was pretty much forced to run Yariza just make 40 cards.

 

plus,i made it at someone else's house with precious few of my sucky resources.

and half a box of STON.

 

but yeah,i know you like Yariza,but replace him.mebbe with Cyber Tutu.not.

Mataza mebbe,he's good for lv8s,alongside another LV3 sam and JF.i reckon i can do this,except the hand,the reasoning, and the Solemn.

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Still needs more Junk Synchron and Grandmaster should always be run at 3 in Six Samurai regardless of whether it is Synchro or not.

 

Also, Double Edged Sword Technique >>> Return of the Six Samurai and Waboku is all well and good if you wanna give your opponent free Gladiator Beast tag outs. Threatening Roar >>>> Waboku outside of Gladiator Beasts.

 

Kamon is best off sided IMO. Card of Safe Return is the only real target for it. Stuff like Royal Oppression is what Side Decks are for. Breaker is also >>>>> Kamon.

 

Swords of Revealing Light is bad in this format. Again, Threatening Roar >>>> Swords of Revealing Light.

 

Another thing to consider is running Torrential Tribute over Mirror Force. Mirror Force in this format is too easy to counter and more reliant on your opponent than Torrential Tribute. With Mirror Force, you have to wait for your opponent to attack when dealing with a threat. With Torrential Tribute, threats are dealt with as soon as they hit the field. If you dont overextend too much, you wont get hurt too badly from it.

 

Nisashi isnt really for this format. Run Junk Synchron over it. Junk Synchron gives you a Level 8 Synchro with Grandmaster and a Goyo Guardian with Hand and Yaichi. Im pretty sure Hand of the Six Samurai is Level 3.

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Xx' pid='1369209' dateline='1226981280']

Constructive critacism please

 

Extra Deck

 

1x Stardust Dragon

1x Thought Ruler Archfiend

2x Black Rose Dragon

2x Goyo Guardian

2x Magical Android

 

Total: 8

 

Main Deck

 

Monsters: 21

3x SS - Zanji

2x SS - Irou

2x SS - Nasashi

2x SS - Yaichi

2x SS - Kamon

2x Great Shogun Shien

2x Gandmaster of the Six Samurai

2x Hand of the Six Samurai

1x Enishi Shien's Chancellor

2x Jutte Fighter

1x Morphing Jar

 

Spells: 16

2x Six Samurai United

2x Cunning of the Six Samurai

3x Reinforcements of the Army

1x Reasoning

1x Swords of Revealing Light

2x Lightning Vortex

1x MST

1x Heavy Storm

1x Monster Reborn

 

Traps: 6

2x Return of the Six Samurai

2x Solumn Jugement

1x Mirror Force

2x Waboku

Total: 42

With all due respect to the rules of the forum: You're funking killing me' date=' n00b.

 

I don't care about "It works fine for me"s, "I like it though"s, or "Well, IMO"s. I don't care about "I disagree", "I don't have the cards", "I'll never get those". Your opinion obviously doesn't matter, anything that wins more often is better, which my build will, and you can go get the damn cards.

 

Here's what you do, and here's why [Note that all changes are based on you being competitive. If you're not, then you can disregard this and go back to being a peon with infinite ridicule from players that are.'] :

 

Monsters: 21

3x SS - Zanji

2x SS - Irou <-- This should be 1.

2x SS - Nisashi <-- Take this out.

2x SS - Yaichi

2x SS - Kamon <-- Take this out.

2x Great Shogun Shien <-- This should be 3.

2x Grandmaster of the Six Samurai <-- This should be 3.

2x Hand of the Six Samurai

1x Enishi Shien's Chancellor

2x Jutte Fighter

1x Morphing Jar <-- Take this out.

 

Spells: 16 <-- This is 14.

2x Six Samurai United

2x Cunning of the Six Samurai

3x Reinforcements of the Army

1x Reasoning

1x Swords of Revealing Light <-- Take this out.

2x Lightning Vortex <-- Take this out.

1x MST

1x Heavy Storm

1x Monster Reborn

 

Traps: 6 <-- This is 7.

2x Return of the Six Samurai <-- Take this out.

2x Solemn Judgment <-- Take this out.

1x Mirror Force <-- Take this out.

2x Waboku <-- Take this out.

 

This is why:

 

"2x SS - Irou <-- This should be 1."

Your biggest threats as a top player were Dark Armed Synchro, or TeleDAD, Lightsworn, and Gladiator Beasts. This is going to change at the next Shonen. Your new opponents will be TeleDAD, Lightsworn, and a slew of Zombie-Synchro builds that can and will summon nearly 8 times in a turn. At no time in any of your matches will the opponent set anything other than Sangan, Goblin Zombie, or perhaps a stray Hoplomus without siding. You can easily take two of them without Irou, and Hoplomus is run as a one-of, that Zanji can easily brutalize.

 

Occasionally your opponent, if for whatever reason they anticipate Six Samurai in the Shonen/Regionals/Nationals event you are participating in, will side deck Kinetic Soldier, Wall of Illusion, or Legendary Jujitsu Master. This is the only reason to have even one Irou, in the Main and Side put together.

 

He has Six Samurai in the name, and other than that, he's a carbon copy of Battle Ox in this meta.

 

"2x SS - Nasashi <-- Take this out."

In the top four decks, the monsters that can kill him in battle are:

 

Dark Armed Dragon

Elemental Hero Stratos

Dark Grepher

Breaker the Magical Warrior

Caius the Shadow Monarch

Snipe Hunter

Destiny Hero - Plasma

Kycoo the Ghost Destroyer

Psychic Commander

Judgment Dragon

Garoth, Lightsworn Warrior

Ehren, Lightsworn Monk

Jain, Lightsworn Paladin

Lyla, Lightsworn Sorceress

Wulf, Lightsworn Beast

Celestia, Lightsworn Angel

Goblin Zombie

Mezuki

Zombie Master

Gladiator Beast Laquari

Gladiator Beast Bestiari

Gladiator Beast Darius

Elemental Hero Prisma

Gladiator Beast Gyzarus

Gladiator Beast Heraklinos

EVERY Synchro monster

 

Hell, even these Top16'd the last Shonen:

Thunder King Rai-Oh

D.D. Warrior Lady

Elemental Hero Neos Alius

Freed the Brave Wanderer

 

When ANY of these, let alone random monsters in Swiss matches, with 1400+ attack are on the field, Nisashi is a liability and has no real effect to back him up. Too little punch, for too big a price.

 

"2x SS - Kamon <-- Take this out."

He has literally NO pluses in this format, short of taking out a Card of Safe Return, which, if it's already on the field, won't do you much good; They probably have 5 monsters, all of which are bigger than him, and arguably bigger than Grandmaster and Shien. As a single Side Deck choice against rogue Macro, perhaps. It can happen in Swiss occasionally, although it is terribly unlikely in this meta.

 

"2x Great Shogun Shien <-- This should be 3."

Great Shogun Shien's only field condition is that you be summoning monsters, which is what you wanted to do anyway. He has one of the greatest legal control effects in today's game, short of flat-out negation, like Stardust, he has enough attack to tie anything shy of Stardust in attack, and has fantastic staying power, in that he can tribute a Six Samurai to remain on the field. There is no reason not to main deck 3 of them, if your plan entails summoning Six Samurai.

 

In fact, on his own, he can shut down a TeleDAD deck almost with 100% effectiveness in the early turns, by forcing the opponent to have to draw into their combos during the Draw Phase, not with multiple Draw and Allure in the same turn. Also, it makes Teleport and D-Draw impossible in the same turn, giving you a chance to D.D. Crow Malicious before they can use it next turn with Teleport or Krebons.

 

"2x Grandmaster of the Six Samurai <-- This should be 3."

This monster is your all-star. You NEED this monster, or your deck is sub-par to anything else. More often than not, having this card out is the only reason you will win against an opponent that drew better than horrible hands throughout the match. He has enough attack to get over any four-star played, he turns on Six Samurai effects, he counts for your biggest monster's condition, and he brings himself or another Samurai back when he leaves, if it wasn't in battle. The ONLY thing that could make him better, is if he was a Light-Attribute monster.

 

"1x Swords of Revealing Light <-- Take this out."

Stalling in this format is saying "Please, TeleDAD, go ahead and kill me. I'll wait." Every turn you set on Swords is another turn for a Stardust Dragon and Dark Armed Dragon to come beat you up. No long explanation is needed.

 

"2x Lightning Vortex <-- Take this out."

You don't have anything you actually /want/ to discard, and it's a liability. Stardust Dragon says "I don't care", and you just got -2'd. It wouldn't even make sense to say "Well, I can OTK that turn though. It opens the field, even if Stardust negates it." because that would imply you had enough cards in your hand and on the field to deal 8000+ Damage to the opponent AFTER the turn they start to Synchro, with their ONLY card being Stardust. MAYBE a side choice against Lightsworn, since they're the only ones that don't being out Stardust on Turn 2 or sooner.

 

"2x Return of the Six Samurai <-- Take this out."

There's a card that does the same thing, exactly, but better. It's called Double-Edged Sword Technique. Use it. No matter what you say about playing defensively, if you're playing defensive against TeleDAD, you've already lost.

 

"2x Solemn Judgment <-- Take this out."

This card will start costing you more than half your life points, pretty soon; The game. Gorz isn't the reason, but Plaguespreader Zombie. It changes the meta so heavily on it's own, that summoning multiple Synchro Monsters in the same turn is well beyond likely, and Dark Armed added to the mix makes you nothing more than a half-dead target as soon as you fire one off.

 

"1x Mirror Force <-- Take this out."

Stardust, Dark Armed, Breaker, Lyla, Yaichi, Bestiari, Gyzarus, Heraklinos, and Judgment Dragon all say no.

 

"2x Waboku <-- Take this out."

Threatening Roar does the same thing, outside of running Gladiator Beasts, but better. And even then, it's nothing but a shitty Side Deck option.

 

"1x Morphing Jar <-- Take his out."

This is going to take up a Normal Summon for a turn and give your opponent a fresh hand when it goes off, leading to much, much more trouble than it will good.

 

Now, here's what you take out in the standard list form, and what you put in.

 

-1x SS - Irou

-2x SS - Nasashi

-2x SS - Kamon

-1x Morphing Jar

-1x Swords of Revealing Light

-2x Lightning Vortex

-2x Return of the Six Samurai

-1x Mirror Force

-2x Waboku

-2x Solemn Judgment

 

+1x Great Shogun Shien

+1x Grandmaster of the Six Samurai

+2x Spirit of the Six Samurai

+1x Junk Synchron

+1x Cyber Dragon

+1x Giant Trunade

+2x The Warrior Returning Alive

+2x Compulsory Evacuation Device

+2x Double-Edged Sword Technique

+1x Torrential Tribute

+1x Colossal Fighter

+2x Avenging Knight Parshath

+1x Stardust Dragon

+1x Flame Swordsman

+1x Karbonala Warrior

+1x Charubin the Fire Knight

 

This is why you put it in.

 

"+1x Great Shogun Shien"

See above.

 

"+1x Grandmaster of the Six Samurai"

See above.

 

"+2x Spirit of the Six Samurai"

This card offers you two things you really want in the deck. Drawing power, and something with "Six Samurai" in the name. The effect of this card is so phenomenal, that I can't imagine using less than two in a Six Samurai deck anymore. Gets Grandmaster over Stardust, allows for even more card-absorption, in that they waste a destruction effect that they wanted to hit another monster, gives you Shien quicker, and is all-around useful.

 

"+1x Junk Synchron"

It allows for more Synchro Summon capacity, giving you an opening into levels six, seven, and eight with your level three, four, and five monsters. Also, it gets you back a Jutte Fighter from your Graveyard to Synchro with your level three, four, five, and six monsters that are already on the field, or with a Cyber Dragon+Enishi play in the mid-late game, if you make it that far.

 

"+1x Cyber Dragon"

Good early-game over most monsters, pushes in damage quickly, and gives more first-turn Synchro options with Junk Synchron and Jutte Fighter.

 

"+1x Giant Trunade"

Clears the field with the full authority of a Heavy Storm for an attack, but doesn't have the liability of getting negated by a Stardust Dragon. Gives more freedom to summon a swarm unhindered.

 

"+2x The Warrior Returning Alive"

This will get you back spent copies of Great Shogun Shien, Enishi, Grandmaster, Junk, and Jutte that you ordinarily would be done with after one use. Sometimes the best play is to get back a little Six Samurai with Grandmaster, then snag back Grandmaster with it, or vice versa. On top of that, it allows for Hand of the Six Samurai to cast away Grandmaster with little recourse, since you can get it back and summon it in the same turn.

 

"+2x Compulsory Evacuation Device"

Synchro Monsters are no problem, with this thing around. Let them bring out whatever, and just ditch it back to their hand for free. Works well on Normal Summoned Lightsworn and Gladiator Beasts as well.

 

"+2x Double-Edged Sword Technique"

See "Returning of the Six Samurai". This interacts well with Shien, Hand, Spirit, Grandmaster, and Synchro Summoning.

 

"+1x Torrential Tribute"

It's a chainable trap, first of all. That's already great. Second, you should probably only set it in a few situations:

-When the opponent is TeleDAD.

-When you're anticipating a Judgment Dragon drop.

-When you're anticipating a flood of monsters from Zombies.

-When you're anticipating a Gyzarus to come out.

 

In these instances, your field would be lost either way, so it doesn't really matter if you had anything out. If your field was empty, then bonus.

 

"+1x Colossal Fighter"

One of only two Synchro monsters that can swing over DAD, Judgment, Heraklinos, and other boss monsters. Six Samurai give it unnaturally high attack.

 

"+2x Avenging Knight Parshath"

The other of the two Synchro monsters that can attack over DAD and Heraklinos, but it also does piercing damage. Cyber Dragon and Enishi lead into this monster.

 

"+1x Stardust Dragon"

Always nice to have more of a good thing.

 

"+1x Flame Swordsman"

Because he's stylin'. Also, they're good Instant Fusion targets, should you decide to toy around with it, and there's no harm in putting them in here. They're my personal favorites for the job.

 

"+1x Karbonala Warrior"

See above.

 

"+1x Charubin the Fire Knight"

See above.

 

Here's your new deck:

 

Monsters - 21

3x Great Shogun Shien

1x Enishi, Shien's Chancellor

3x Gandmaster of the Six Samurai

1x Cyber Dragon

3x The Six Samurai - Zanji

1x The Six Samurai - Irou

2x Hand of the Six Samurai

2x The Six Samurai - Yaichi

2x Spirit of the Six Samurai

1x Junk Synchron

2x Jutte Fighter

 

Spells - 14

2x Cunning of the Six Samurai

1x Giant Trunade

1x Heavy Storm

1x Monster Reborn

1x Mystical Space Typhoon

1x Reasoning

3x Reinforcements of the Army

2x Six Samurai United

2x The Warrior Returning Alive

 

Traps - 5

2x Compulsory Evacuation Device

2x Double-Edged Sword Technique

1x Torrential Tribute

 

Extra Deck - 15

1x Colossal Fighter

1x Thought Ruler Archfiend

2x Avenging Knight Parshath

2x Stardust Dragon

2x Black Rose Dragon

2x Goyo Guardian

2x Magical Android

1x Flame Swordsman

1x Karbonala Warrior

1x Charubin the Fire Knight

 

And next time? Write out "The Six Samurai". Lazy scrub.

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