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Are any of you guys going to SJC Ohio tomorrow? Would be cool to meet some of you guys.
Have any of you checked out the new anti-Samurai card, Cyber Dinosaur? I just grabbed 2 of these from the new Shonen Jump today, gonna side them for mirror matches tomorrow:
I live in Massachusetts so there's no way I'm going to be there tomorrow. It's either spend money to go to a SJC or go on vacation this summer. Good luck.
I had city champs in westende today. After losing a another game 3 lucksack topdeck to Simon Daelemans, I managed to draw a dead hand in game three of round 2 as well, which dropped me 0-2 off the bat, but I dominated the remaining 4 rounds for a nice seventh place. I mained a whopping three vandalgyons and the only traps I mained where 3 bribes, 3 solemns and 2 wraths. Drew a dead hand 2 or 3 times, but I drew god hands just as many times, where i ended games in a single turn against DAD return decks. I clearly need to tinker with it some more and practice a little more. Think I'll put one bribe back in the side and take out one vandalgyon, and instead of putting mirror back I'm putting in smashing. Against DAD it inevitably clears stuff like zerato, DAD and DMOC, the targets you have trouble topping.
All in all a positive experience, but after one round opening with 3 vandies I decided not to run three anymore. I still won that game. Having two vandies isn't bad if you have a set wrath and it actually goes off. You get to summon both. But its not as much fun with solemn and bribe.
Ehh, not so good. I had great matches against DAD, sided in 2 Vandy's, my 3rd Solemn, 2 Shadow-Absorbing Mirror on top of 2 mained Bribes and they all walked away cursing. Mirror matches were no contest with 2 Cyber Dinosaurs and a Lightning Vortex sided in.
Unfortunately, they threw me against 3 gadgets in a row, the only 3 gadget users out of 665 people and that put me to a quick halt. I need some pointers on what to use against those. I haven't had that much experience against them, nor do I have people to practice with regularly. Do you guys have any pointers? They were relying on countering with traps, destroying with spells, and abusing Kycoo/Banisher. I don't know if I just wasn't pulling what I needed when I needed it. I did great using Royal Decree until he stopped using traps and spammed spells and I locked myself from using Bribe/Solemn.
Other than that, I dropped out after that many losses and did a side tournament for booster boxes and did great there, was all mirror match and DAD, easy wins.
I think the main thing against Gadgets is try to hit fast and hard. I'm going to try and do some testing against Gadgets tonight, since I'm planning on running either Gadgets or Samurai at my next event so I'll let you know if I find anything useful out.
The Royal Decree was obviously a bad choice as it turned around and hurt me instead when they started using magic cards. I really think I just pulled bad draws, but not against 3 people in a row. All 3 always seemed to have just the right card to turn it around, then I'd stop drawing anything I could use.
I think the biggest mistake was using only 2 Yaichi. They used Bottomless and D.Prison quite a bit, and Yaichi goes under BTH's radar, he was one I was hurting for, then it's just coming up with a way to stop their spells. With those, they kept me in check with weak stuff like Kycoo and Banisher. It was then I kept pulling Irou, Enishi and things that couldn't even top over Kycoo's atk, and with my SS going out of play, Enishi was useless.
Alright, I want to bring this deck to the competitive scene. Looking at my current build I'm thinking the following need to be replaced:
1 The Six Samurai - Nisashi
1 Giant Turnade
1 Brain Control
2 Raigeki Break
1 Mirror Force
I actually think I'm running three copies of Spirit of the Six Samurai as well, so I'll have to double check and see if this completely matches my current build. Dealing with Dark Armed Dragon, Lightsworn and Gladiator Beasts I'm thinking I need to look at teching some of the following:
Waboku
Double Summon
Reckless Greed
I know I haven't liked Double Summon in the past in this deck, but I really haven't tried it out with Six Samurai United, I think it's worth looking at right now. I wish we'd start getting some more Six Samurai support, I think that's part of the reason I haven't touched the deck too much lately since there just haven't been new cards yet.
I wanted to take a look at Jon Moore's Six Samurai build from US Nationals and see where the deck suceeded and where the deck failed. I think it can be built and perhaps expanded to the next great Samurai build
Quote
Monsters: 20
1 D.D. Warrior Lady
2 D.D. Crow
2 Legendary Jujitsu Master
2 Spirit of The Six Samurai
2 The Six Samurai – Yaichi
3 The Six Samurai – Irou
3 The Six Samurai – Zanji
3 Grandmaster of the Six Samurai
2 Enishi, Shien's Chancellor
Spells: 11
1 Premature Burial
1 Mystical Space Typhoon
1 Monster Reborn
1 Brain Control
1 Heavy Storm
1 Swords of Revealing Light
2 Reinforcement of the Army
3 Six Samurai United
I like the 2 D.D. Crow and the pair of Enishi. I think they are great calls in this metagame. While I think that Legendary Jujitsu Master and D.D. Warrior Lady are also good metagame calls, I don't like them as much in the deck. Maybe it's just me being a Six Samurai purist, but I feel like this deck space could be put to better use.
Other than that I like the monster line up, I'd strip things down to look something like this for a starting point:
2 Enishi, Shien's Chancellor
3 Grandmaster of the Six Samurai
3 The Six Samurai – Zanji
3 The Six Samurai – Irou
2 The Six Samurai – Yaichi
2 Spirit of The Six Samurai
2 D.D. Crow
Moving onto the Spells I like most of the choices here. About the only thing I'd to add here is a more reliable way to get Six Samurais into the graveyard so Enishi can be summoned easier. I also have The Warrior Returning Alive in the back of my head so that Enishi can be grabbed out of the graveyard even easier. Not sure what route I'd like to go here yet, there's Hand Destruction, Card Destruction, and Foolish Burial. Even Magical Merchant is a possibility, I just don't know how well it would function in this metagame. I like the base of Spells that Moore ran.
3 Six Samurai United
2 Reinforcement of the Army
1 Premature Burial
1 Mystical Space Typhoon
1 Monster Reborn
1 Heavy Storm
This is personal preference, but I've never like Torrential Tribute in Six Samurai. I know it can be argued either way, but a Trap that clears my field isn't something that appeals to me in this deck. Bottomless Trap Hole is going to see a ton of play in the next few months and brings the deck back to it's 1 for 1 removal roots. Seems worthwhile and Solemn Judgment is always a great negator. I think I want to start there and with Mirror Force as a mass field clearer.
3 Bottomless Trap Hole
3 Solemn Judgment
1 Mirror Force
That leaves about 7 slots open in the deck, I'd like to add 2 or 3 Monsters, and then work from there the get the rest of the deck filled out. I've been running 3 Reckless Greed in my current build to add more speed and consistency to the deck, so that's on possibility, while the other Spells I mentioned before are also possiblities. DDR is another thing to consider, as it can dump Samurai into the graveyard and pull back another Samurai that was removed for Enishi. Like to see what other people's thoughts are.
Any thoughts on this build? I've done some play testing with it, it's taking a little while to get used to because it's so different from the versions of Six Samurai that I've run in the past.
This deck really looks to get Spirit of the Six Samurai in the graveyard as quickly as possible so they can be reused with Limit Reverse or removed for Enishi. In fact Enishi, which was something I wanted the deck to focus on, as really been working out well so far. Gyzarus comes out, clears the field and attacks so it can bring out Heraklinos. The Gladiator Beast player looks to be in pretty good position. However if you can drop Enishi, Grandmaster and another Samurai you can even the odds up pretty quickly.
Any and all serious suggestions will be considered.
I had a similar idea, using Roll Out! instead of limit reverse. The downside was it wouldn't let you summon grandmaster sometimes if he was your only samurai, but the upsides are immense, because roll out is more useful on the opponents turn. flip it in response to an attack and the opponent loses lifepoints and an attacking monster, where you get to draw a card.
I had a similar idea, using Roll Out! instead of limit reverse. The downside was it wouldn't let you summon grandmaster sometimes if he was your only samurai, but the upsides are immense, because roll out is more useful on the opponents turn. flip it in response to an attack and the opponent loses lifepoints and an attacking monster, where you get to draw a card.
Roll Out is another thought, though it doesn't allow me to reuse Sangan or Card Trooper. Generally Sangan is used to grab D.D. Crow to help control my opponent's graveyard while Card Trooper obviously helps to fuel the graveyard for Enishi and help thin my deck out a bit more.
I do like the idea of being able to boost a Six Samurai on my field immediately though.
Anyone have thoughts on how to revamp the Six Samurai? This deck is still missing something, I'm just not sure what yet. It does suffer once in a while from dead hands, something I'd like to limit.
Trying to stay away from Reasoning right now, but who knows, I'll probably end up back there again.