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Are you guys still playing 2 Great Shogun Shein with the 1 Enishi or did you drop the number of copies of Great Shogun down to 1 or 0?
I'm still playing two of them. Still the key target for reasoning, great pick for WRA if you have a grandmaster in hand, and his effect allows you to keep him on the field a long time. i'll no doubt experiment with a copy less, simply because it annoys me to no end that he's stil vulnerable to raiza, PWWB and brain control, unlike the Samurai, but I've had a lot of succes with my two shien. I don't really see me dropping one permanently.
Why would you want to drop a Shien in the first place? Its like going to war without a general(Shogun). I'm liking the Relic alot for some reason. I feel like I can attack freely and be like, Grandmaster is alive! Ahaha! I'm liking it alot becuase you get to draw one for destroying a monster. Especially becuase alot of this meta has alot of monsters that like to be destroyed, I.E. Fear Monger & Treeborn. But the thing I'm not liking about Enishi is that I really wish he could have removed from play effect instead of destroy, RFG > Destroy (I think thats the right sign...) I'm starting to think about adding in Cursed Seal of the Forbidden Spell to my Sidedeck. I still don't remeber the ruling on what you discard and such.
Question! Six Samurai's are continous or ignition effects? I'm questioning this becuase of L&DD...
Why would you want to drop a Shien in the first place? Its like going to war without a general(Shogun). I'm liking the Relic alot for some reason. I feel like I can attack freely and be like, Grandmaster is alive! Ahaha! I'm liking it alot becuase you get to draw one for destroying a monster. Especially becuase alot of this meta has alot of monsters that like to be destroyed, I.E. Fear Monger & Treeborn. But the thing I'm not liking about Enishi is that I really wish he could have removed from play effect instead of destroy, RFG > Destroy (I think thats the right sign...) I'm starting to think about adding in Cursed Seal of the Forbidden Spell to my Sidedeck. I still don't remeber the ruling on what you discard and such.
Question! Six Samurai's are continous or ignition effects? I'm questioning this becuase of L&DD...
Thanks!
Their individual effects are ignition. The my buddy as a shield effect and grandmaster and shien's special summoning conditions are continuous effects. For cursed seal you discard a spell card.
As for demise, likely you'll be maining 5-6 counter traps and siding forced backs or pullings anyway. You shouldn't be having problems with demise. If you are try keeping your counters and siding the rest on top, so you have some sort of answer early on. Anything short of a kill on turn 2 should permit you to win. So using forced back or pulling on a tutor, or using dark bribe or solemn against ARA should win you the game. The key is simply to stop ARA from activating, the rest is pointless. No ARA means no insects for dozer, no metal armored bug for prem, no demise on the field. Whether you stop it directly or you stop them from getting it is irrelevant. You will be keeping monsters off the field so you'll be hitting directly. Barring them opening with the OTK, you should be in with a winning chance.
Disclaimer: Would like to point out that the "continuous effects" of grandmaster and shien are merely the opinions of the poster and do not reflect the opinions or feelings of UDE and Konami.
^_^ V
What I'd like to know, regarding the 6S strategy, is how many WRA is too much? I'm using 1 right now, but I am leaning towards using 2 and would like to know how everybody else runs it.
Their individual effects are ignition. The my buddy as a shield effect and grandmaster and shien's special summoning conditions are continuous effects.
What about Grandmaster's recycling effect when destroyed by effect, is that continuous or ignition?
What I'd like to know, regarding the 6S strategy, is how many WRA is too much? I'm using 1 right now, but I am leaning towards using 2 and would like to know how everybody else runs it.
Thoughts?
2 is the way to go. No more no less in my oppinion.
What I'd like to know, regarding the 6S strategy, is how many WRA is too much? I'm using 1 right now, but I am leaning towards using 2 and would like to know how everybody else runs it.
Thoughts?
Two copies of The Warrior Returning Alive is what I've been running and it's worked out great. I did a lot of experimenting with it and the way I break it down is this, when do I want to see a card. If I want to see a certain card at anytime in a game, I generally include three copies of it. The Warrior Returning Alive stinks early game unless you drop Card Trooper on turn 1, so right off the bat I'm not thrilled about running three copies of it. Cards that I want to see in the mid to late game I generally include two copies of. The Warrior Returning Alive really fits into this mold for me. I had some other thoughts I wanted to bring up on this topic but my brain is not functioning well after a day of moving.
I really like the way the new Sic Samurai build has turned out for meh. I'm fairly sure that at least 10-20 people are going to be playing SS at shonen jump and will end up on a deck thingy or something of the sort. Hmmm.... Can't wait to see some one Top 16 with a Six Sam deck or even make Top 8.... *PrayS Before Going TO Sleep*
Dude! Card of Safe Return!! Why didn't I think of this before Regionals today?! I was talking to people there before the tourney and I heard it mentioned so I added it into my side deck for the heck of it. Ran the first half of the tourney w/o using it, then switched over to maining it the 2nd half, made a HUGE difference. A set of those made it mad overkill. Grandmaster, Shien, Enishi, Cunning, Prem, CoTH? I've never seen 6S run so fast before.
Dude! Card of Safe Return!! Why didn't I think of this before Regionals today?! I was talking to people there before the tourney and I heard it mentioned so I added it into my side deck for the heck of it. Ran the first half of the tourney w/o using it, then switched over to maining it the 2nd half, made a HUGE difference. A set of those made it mad overkill. Grandmaster, Shien, Enishi, Cunning, Prem, CoTH? I've never seen 6S run so fast before.
So I was just looking over the Six Samurai deck that was profiled on metagame. I'm not sure I 100% agree with the Monster and Spell line up because I'm more a fan of the straight Reasoning build, but the Trap line up interested me quite a bit:
I'm not a huge fan of Torrential Tribute in a deck that wants to swarm the field and keep applying pressure to your opponent, but we've been over that time and time again. What I do like and what could really solve some of the early game issues that I've been having in the last few weeks is the playset of Dimension Wall and Magic Cylinder. Right now the only really good opening I have in this deck is Card Trooper. Adding 3 Dimension Walls and 1 Magic Cylinder would give me 4 more good options and another way to do some massive damage. In the later portions of the game, both are great as game enders when your opponent has cleared the field and tries to press the advantage. I think I'm going to find room to test out this Trap line up: