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Grandmaster of the Six Samurai x3
Great Shogun Shien x2
The Six Samurai - Zanji x3
The Six Samurai - Irou x2
The Six Samurai - Yaichi x2
The Six Samurai - Kamon x1
The Six Samurai - Nisashi x2
Cyber Dragon x2
Exiled Force x1
Spells: 15
Reinforcement of the Army x2
The Warrior Returning Alive x2
Reasoning x2
E-Con x1
Heavy Storm
Fissure x2 (dont have any smashings)
Pot of Avarice
MST
Snatch Steal
Premature Burial
The A. Forces
Traps: 7
Ring of Destruction
Mirror Force
Sakuretsu Armor x1
Return of the Six Samurai x2
Call of the Haunted
Rivalry of Warlords x1
ha it makes me laugh too but I guess due to easy monster presence then it would be better. any ways
-1 Great Shogun Shein
-1 The Six Samurai - Nisashi
+2 Exiled Force
Also what about Backs to the Wall, it helps when in a pinch and I believe it could be used with Grandmaster too. Also can become an OTK so I would highly reccomend it.
same with Return of the Six Samurai which could work well with this deck.
Probably
-2 Fusion Sword Murasame Blade
+ Backs to the Wall
+ Return of the Six Samurai
maybe even
- My Body as a Shield
+ Return of the Six Samurai
The main thing about Warriors is their ability to remain on the field through all of the trials.
what is the deal with the Cyber Dragons. everybody wants them in there deck but there not that great. and why the morphing jar.
Cyber Dragon
-Field presence
-Large body that blocks for your samurai
-helps swarm the field
-same turn tribute fodder
-special summon
the list goes on, and if you can't see why people run it, then you probably aren't doing so well. Not wanting to run it, or having a valid reason for excluding it, is a different thing. But not realizing why Cyber Dragon is good and why people suggest it, is, well there is no kind way to put that.
Morphing Jar refreshes your hand after overextension, as swarm decks tend to do, it can also put cards where you like them when you have premature or call to get a second samurai out, or to store your samurai for later use with The warrior returning alive. At the same time it also disrupts the hand of the opponent.
ok the morphing jar is a good idea but i just dont want to run cyber dragon thats all i have 3 of him but just dont want to run it in the main board i have to update the deck for my side deck but im not sure if i want to post it.
wow I know you didn't wanna run Cyber Dragons, what made you change your mind??
anyways no maruading?? he adds to the swarmability of the deck. Also I still see no problem with Return of the Six Samurai or Backs to the Wall so maybe they could find a way in (trust me BttW and RotSS work amazing in the swarmability of the deck).
wow I know you didn't wanna run Cyber Dragons, what made you change your mind??
anyways no maruading?? he adds to the swarmability of the deck. Also I still see no problem with Return of the Six Samurai or Backs to the Wall so maybe they could find a way in (trust me BttW and RotSS work amazing in the swarmability of the deck).
?
Actually I've been testing a rogue copy of backs to the wall and its a dead draw 9 out of 10 times. In an actual game, that 10% when it is useful, its still very situational as you either need to be able to chain it to a storm or trunade, or just pray that the other guy doesn't have something to stop your kill, because at 100 LP with a bunch of attack position monsters, pretty much anything he has is game.
And the cybers take the place of marauding. You sacrifice the lack of targetability marauding provides for a 2100 beatstick that is usually a smashing lightning rod. In a time when cyber dragon in 3's is prevalent, it'll offer more protection than marauding could.
i just test played the deck and for some reason i keep top decking at least one and i have grandmaster a samurai and a cyber dragon and heavy and i four stack shuffle the deck every time and cut it it is consitant as hell . buti dont always have heavy just the 2 out of the 4 game i played.