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Losing the reasonings won't be the most painful thing. I was going to drop the count to two anyway, now I guess one is the number. Premature, on the other hand, i will feel considerably more. My initial thought with 3 reasoning and the addition of a 1600 ATK monster is really to go back to the decks of yore, where we employed lots of removal (back then, triple smashing and some defensive options). That can make a single samurai count if you can bring out an 1600-1800 ATK every turn, and makes the chances less each turn that they'll be able to clear your samurai.
My basic dilemma is whether I should opt to go back to decree, now that I'm deviating from counter sams, or whether I should opt for defensive traps. And the search to dig for grandmaster is on ...
Losing the reasonings won't be the most painful thing. I was going to drop the count to two anyway, now I guess one is the number. Premature, on the other hand, i will feel considerably more. My initial thought with 3 reasoning and the addition of a 1600 ATK monster is really to go back to the decks of yore, where we employed lots of removal (back then, triple smashing and some defensive options). That can make a single samurai count if you can bring out an 1600-1800 ATK every turn, and makes the chances less each turn that they'll be able to clear your samurai.
I had thought about this as well, which is part of the reason that I've got Smashing Ground in the deck right now. I'm thinking right now that would mean Smashing Ground, Fissure, X Bottomless Trap Hole, from there I'm not sure. I'm hesitant to play Hammer Shot. I'd be much more willing to play Soul Taker, but I don't currently own any. This would all change with Decree. Other than Fissure I've got this line up already with 3 Solemn Judgments for back up to take care of big threats.
It's going to be interesting making this deck click again. So far Hand Destruction has been working out pretty well despite my initial reservations.
Still working on getting Hands of the Six Samurai, but I love this deck. Not sure what to do so that it's faster yet, but it's getting closer to being viable. I may try and work with the "removal" idea that Blue had to see if that makes things run better.
Dude no one runs six samurai no more.Beside why u running card trooper in the first place. it doesent run good in every deck.No offence but i think in my opinion the deck isnt as good as you think.
Dude no one runs six samurai no more.Beside why u running card trooper in the first place. it doesent run good in every deck.No offence but i think in my opinion the deck isnt as good as you think. Besides there alot of cards that can kill samurai like nothing Peace out =D.
Personally, I like Great Shogun Shien at 2, so I would get rid of a Cunning of the Six Samurai for it. Other than that, it looks good.
Coukd you have a look at my Diamond Dude Crystal deck in my signature please?
I'll think about it, 2 Shogun always seem to end up hurting me.
Quote : Originally Posted by megalo_maniac
Dude no one runs six samurai no more.Beside why u running card trooper in the first place. it doesent run good in every deck.No offence but i think in my opinion the deck isnt as good as you think. Besides there alot of cards that can kill samurai like nothing Peace out =D.
I enjoy constructive criticism, however I don't really see anything constructive about this statement. Firstly I don't care if no one runs Six Samurai anymore. I've been running them in one form or another since they were released, that's not going to change.
Secondly the deck looks to dump monsters into the graveyard to abuse with Double-Edged Sword Technique, Monster Reborn, Cunning of the Six Samurai, and Enishi. Card Trooper helps to load the graveyard for all of these. It also replaces itself when destroyed, getting me one card closer to Grandmaster of the Six Samurai.
I'm not sure how "good" you believe I think the deck is. I've just started play testing with the new cards. So far that testing is going well but I've still got a long ways to go. This deck is sure to go under daily/weekly refinements like all my decks do.
Wanted to talk about the build that was on Metagame today. It's very similar to the original build I had in mind for this new format, with the exception of Prime Material Dragon, Morphing Jar, and an extra Bottomless Trap Hole.
Quote
Monsters: 21
2 Enishi, Shien’s Chancellor
3 Grandmaster of the Six Samurai
2 The Six Samurai - Zanji
2 The Six Samurai - Irou
2 The Six Samurai - Yaichi
2 Hand of the Six Samurai
2 Spirit of the Six Samurai
2 Jutte Fighter
1 Card Trooper
1 Morphing Jar
2 Prime Material Dragon
Spells: 11
3 Reinforcement of the Army
1 Reasoning
3 Six Samurai United
1 Monster Reborn
1 Heavy Storm
1 Mystical Space Typhoon
1 Brain Control
The main things that I question are the Prime Material Dragons. I understand their purpose in the deck, however I feel like the space could be used to fit something else in here, I just can't put my finger on what right now. There's always Shogun, which is in my current build, though I'm not sure how he'll fair in this meta. I'd love to fit in Light and Darkness Dragon so I can bring back Jutte Fighter when L&DD goes down, but I'm not convinced that it would work.
How good is Hand of the Six Samurai in this deck? It's kinda expensive, but I really want one.
And is there any real point to Gyzarus and Junk/Nitro Warrior in the Extra Deck?
Nitro Warrior, probably not, this is just the decklist from Metagame that I wanted to discuss. Gyzarus probably, since against Gladiator Beasts you have Brain Control and Monster Reborn that can net you two of your opponent's Gladiator Beasts to Contact Fuse for Gyzarus.
Hand of the Six Samurai has been great so far, all the things you'd expect to be able to do with this and more. It doesn't break the deck, but it's great support.
One thing it seems Metagame missed is that with 2 PMD and 2 Enishi, that is 4 6* LIGHT monsters for use of Avenging Knight Parshath. Until i hear otherwise, the Tuner doesn't have to be LIGHT; i think that the metagame deck should have one more Jutte Fighter and subtract Nitro/Junk for another AKP.
One thing it seems Metagame missed is that with 2 PMD and 2 Enishi, that is 4 6* LIGHT monsters for use of Avenging Knight Parshath. Until i hear otherwise, the Tuner doesn't have to be LIGHT; i think that the metagame deck should have one more Jutte Fighter and subtract Nitro/Junk for another AKP.
I think I'm going to play test this build for fun, though probably dumping the Prime Material Dragons for something else. I may also include the single copy of Cunning of the Six Samurai that I am main decking right now, since I forgot just how much fun that card is, especially when it is combined with Double-Edged Sword Technique.
same here. Although, with the Primes, looking at the original build, using MBaaS again, like we did way in the beginning may indeed be an option. Its fairly solid in stopping destruction cards, but what's better is that most destruction effects these days are monster effects, so taking out opposing monsters and saving your own for a mere 1500 LP may be worth it.
Agreed, I'm running My Body As A Shield in my Zombie deck for that very reason. Royal Decree takes care of Torrential Tribute, Mirror Force, and Solemn Judgment while My Body As A Shield takes care of Gyzarus, Judgment Dragon, and to a lesser extent (if your opponent is foolish enough to target your Monster before your back row) Dark Armed Dragon.
I think I'm off by one card, but I've begun to experiment with Synchros in this deck. The Extra deck is pretty typical, I'm hoping to get a lot more test time in with this deck now that I finally have one copy of Hand of the Six Samurai.