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Just edit posts rather than double/triple posting.
And that's what makes them balanced as opposed to the likes of the Black Feathers while still more than capable of being good.
Anyway, Six Samurais could do some Graveyard use, but it's not their only method, which is why there's not so much dedicated to it; just 3 or so cards that really do so overall. Even then, 2 of them are merely for 1 turn anyway.
For your viewing pleasure, the full list of new Six Sam Support in STOR :
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Asceticism of the Six Samurai
Quick-Play Spell
Activate by selecting 1 "Six Samurai" monster you control. Special Summon 1 "Six Samurai" monster with the same ATK as the selected monster but with a different Name from your Deck. During the End Phase of this turn, destroy the selected monster.
Kagemusha of the Six Samurai
EARTH / LV2 / Warrior / Tuner
400 ATK / 1800 DEF
If a face-up "Six Samurai" monster you control is targeted by a card effect, you can switch the target to this card instead.
Residence of the Six
Field Spell
Each time you Normal Summon or Special Summon a "Six Samurai" monster, place 1 Bushido Counter on this card. Face-up monsters your opponent controls lose 100 ATK for each Bushido Counter on this card.
[bRosukani no Magatama [/b]
Counter Trap
Activate only if you control a face-up "Six Samurai" monster. Negate the activation of an opponent's Spell Card, Trap Card or Effect Monster's effect that destroys card(s), and destroy it.
Shien’s Smoke Signal
Normal Spell
Add 1 Level 3 or lower "Six Samurai" monster from your Deck to your hand.
When a "Six Samurai" monster you control battles, you can send this card from your hand to the Graveyard during damage calculation. That monster cannot be destroyed by battle during this turn.
Once per turn, if you control a "Six Samurai" monster other than "True Six Samurai - Enishi", you can remove from play 2 "Six Samurai" monsters from your Graveyard to select 1 face-up monster on the field and return it to its owner's hand. This effect can also be activated during your opponent's turn. Also, while you control 2 or more "Six Samurai" monsters other than "True Six Samurai - Enishi", this card gains 500 ATK and DEF.
When this card is Normal Summoned, you can Special Summon 1 Level 4 or lower "Six Samurai" monster from your hand. While you control a different face-up "Six Samurai" monster, this card gains 1500 ATK.
If you control a face-up "Six Samurai" monster, except "True Six Samurai - Kizan", you can Special Summon this card from your hand. While you control 2 or more other face-up "Six Samurai" monsters, this card gains 300 ATK and DEF.
True Six Samurai – Mizuho
FIRE / LV3 / Warrior
1600 ATK / 1000 DEF
If you control a face-up "True Six Samurai - Shinai", you can Special Summon this card from your hand. Once per turn, you can Tribute 1 "Six Samurai" monster, except this card, to destroy 1 card on the field.
True Six Samurai – Shinai
WATER / LV3 / Warrior
1500 ATK / 1500 DEF
If you control a face-up "True Six Samurai - Mizuho", you can Special Summon this card from your hand. If this card is Tributed, you can add 1 "Six Samurai" monster from your Graveyard to your hand, except "True Six Samurai - Shinai"
True Six Samurai – Shien
DARK / LV5 / Warrior / Synchro
2500 ATK / 1400 DEF
1 Warrior-Type Tuner + 1 or more non-Tuner "Six Samurai" monsters
Once per turn, when your opponent activates a Spell/Trap Card, you can negate the activation of that card and destroy it. If this face-up card would be destroyed, you can destroy another "Six Samurai" monster you control instead.
Ascetiscism isn't likely to see a whole lot of play and Shinai and mizuho are niche monsters, meaning you either commit your build to run both in threes with multiples of smoke signal, or you don't run them at all. TSS - Enishi just doesn't seem to make the cut compared to shien's chancellor. Apart from not being a six sam, he leaves a large body on the field, gets rid of the threat outright and doesn't need another six sam on the field, for basically the same cost.
But is it me or do the other six cards really break this deck wide open ? I mean getting cards like kizan and kageki is really what sams needed to get back in the game after losing reasoning, premature, second ROTA etc.
But Rosukani is outright broken. It negates anything that destroys. That means as long as you have a six sam on the field it can even protect your backrow cards. Run this card in threes in a slightly monster heavy build (20-21 + search cards) and you are looking at protection from 80% of what bothers you, on top of a substitution effect for some six sams, a lot of negation etc. Basically this is screaming at me to bring back counter sams, and forces opponents into a position where they have to win by battle or lose altogether.
On top of that we get two tuners. Have mixed feelings about turning the sams into a synchro deck, but if we get it, might as well use it. Kagemusha is a samurai, can be dropped alongside kageki for an easy LV5, with Kizan for a 6 and grandmaster for a 7, opening up such a wide range of options its ridiculous. Enishi and shien will take a less prominent role, but for those that play them, lv8 and 9 are in reach as well. His effect seems pointless since as the weakest card on the field he is the first target, has no stats to speak of and why would you waste a tuner by keeping it out. But its a LV2 tuner with a samurai name. With spirit of the six sam it can even bring out naturia beast, with kizan, soon it'll be unleasing Naturia Balkion. Balkion and true six samurai - Shien are going to be massive in this deck. Easy to bring out, 2500 ATK stats and negating opposing cards. Shien's yoriko is a little plus two, as another means to keep monsters from being destroyed, in battle this time, offering ultimate protection, and being a LV1 EARTH tuner. Sadly it has no six samurai name, but getting it on the field with a kizan or grandmaster also lends easy access to naturia monsters and TSS - SHien. Both are LV2 or lower warriors, giving a new dimension to reinforce truth as a key samurai card. The fact that we have tuners also breathes new life into cards like Double Edged Sword Technique and return of the six samurai.
Although I don't immediately see Residence taking a prominent role, I do see massive potential for a card that can hold bushido counters. Wish they'd have made the TSS a little more bushido oriented. Now its just there for gateway.
Smoke signal is a good one-of in the deck to grab a spirit or one of your three kageki, or even kagemusha. It easily lets you put together the combo of Kageki and kagemusha for an instant TSS - SHien. Could be played in two or three in builds focussing on shinai and mizuho.
This deck now has everything it needs to become tier 1. Problem is, when it does, Konami will have to hit Gateway, limiting or even banning it. Because if they don't, every samurai mirror match will be about who draws the first gateway, benefiting from his opponent summoning samurai ...
FTK ? Only if you consistently hit mass driver, two gateways and a sam. Its not all that stable. They should hit Gateway regardless. i'm looking forward to playing samurai again, but as the odds of a mirror match increase, i'd prefer they hit gateway just to make sure I don't lose to luck of the draw every time.Gateway is a great card as long as the deck isn't top tier. Once it is, it becomes massively overpowered to the point where the first one to play it safely is almost guaranteed to win.
Hence the slash and OTK. When you consider the extra stuff added like Shien's Smoke Signal, Reasoning (if still used at the time) along with Gateway, it's actually not as difficult to pull off. Not completely guaranteed, but still very viable.
Gateway would easily be the first one hit before Mass Driver would be anyway, like people keep screaming for x_x (with or without the OTK/FTK).
But a deck that OTK's by actually being good enough to wipe your field without mass destruction and then attacking, aren't that big of a threat to the game. So barring lucksacked Dark hole into swarm plays, I don't really see that as a threat. Although Rusokani makes it a bit less likely to be stopped, unless you start using cards like no Entry and windstorm etc.
But for the sake of sams themselves I really hope gateway is limited or banned before STOR gets here, because it will take all the skill out of the mirror, and that would be a pity for such a skilful deck.
Well, you can either use Mizuho to wipe out their field, then swarm and attack or the Mass Driver OTK with them, so essentially, they got 2 possible OTKs and not just one x_x
And that's one of the things I feared (and what has essentially come true) with The True Six Samurai being added in with the other support; them pretty much becoming like most other lucksack and/or less "skilled" Decks and more about simply slapping almost whatever down...now they're really becoming no different than X-Sabers, Infernity, Black Feathers, etc. They're actually a little WORSE when you consider the likes of both Shien now too.
Well, you can either use Mizuho to wipe out their field, then swarm and attack or the Mass Driver OTK with them, so essentially, they got 2 possible OTKs and not just one x_x
And that's one of the things I feared (and what has essentially come true) with The True Six Samurai being added in with the other support; them pretty much becoming like most other lucksack and/or less "skilled" Decks and more about simply slapping almost whatever down...now they're really becoming no different than X-Sabers, Infernity, Black Feathers, etc. They're actually a little WORSE when you consider the likes of both Shien now too.
Hand of the six likely still better than mizuho. The trick is getting two gateway set up for any OTK/FTK to be effective in that regard. (Hand + 2 gateway, get grandmaster, blow up and repeat, then summon grandmaster last time and search for multiple copies of kizan).
mass driver is sooner FTK, too many ways to stop it past that points if you make mass driver a key element in the deck.
Although mass driver needs to be banned, I'd sooner and rather they ban gateway. it didn't breathe new life into sams the way they are, but it will make them a lucksack deck with the new support in mirrors, and it will make them overpowered in other matchups.
I think they more or less even eachother out (Hand being only monsters, but no limit on number of times per turn while Mizuho is once per turn, but can hit any 1 card), though Mizuho has a small advantage in its ability to Special Summon itself.
Mass Driver all but dropped as being a threat after Frogs got hit, but now Samurai came back to make use of it again. As said, though, it's Gateway that gives it the real ability to OTK/FTK and not Driver.
I think they more or less even eachother out (Hand being only monsters, but no limit on number of times per turn while Mizuho is once per turn, but can hit any 1 card), though Mizuho has a small advantage in its ability to Special Summon itself.
Early game is a complicated game state typically, all the more so in this day and age with massive swarms and backrows. If you wish to OTK, once a turn is a major restriction. Besides, if the key is the double gateway (which is still the limiting factor, not the choice of monsters) into grandmaster is the key, the fact that he can special summon himself is inconsequential, especially since that requires shinai to start things off. The fact that he can't sack himself is another issue. If OTK is out of the question (I'm going to guess things like waboku and roar will be very in vogue against a deck that can stop destruction at spell speed 3) it helps to know you can manipulate the field by getting rid of hand leaving only 2000+ monsters out.
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Mass Driver all but dropped as being a threat after Frogs got hit, but now Samurai came back to make use of it again. As said, though, it's Gateway that gives it the real ability to OTK/FTK and not Driver.
Mass driver is an otk card. Lets face it, 400 damage here and there, as with most burn cards, is a bad thing to most people, given the loss of card advantage. It will never see competitive play except for FTK/OTK decks. So it really should be banned, because there is no good reason to keep it around.
The reason I'd rather see gateway go is not so much the OTK/FTK potential, but simply the fact that it will offer massive advantage to the first person that draws it. Since it gains counters for samurai summoned on the other side as well, it yields an unfair advantage to one player if he has the luck of drawing it sooner. Limiting gateway already stops OTK/FTK plays, but ideally, with the amount of power sams gain, i'd rather see it banned entirely, to prevent that unfair advantage from ever occuring.
im definitely buying atleast two box's
and i like smokescreen, seems necessary atleast at one since im going to main kamon, yaichi, hand, mizuho, kageki, etc
Still doesn't heavily change the OTK/FTK potential, especially with additional searching made available, which Gateway is also the key card for. Take it away and it completely loses it in that regard. At least with Hand, it still leaves the backrow, but even then, Samurai getting their little Counter Trap kills off a majority of commonly used removal there x_x;
Anybody have any ideas that let me abuse Kagemusha more ? I need more ways to summon him to the field except reinforce truth, possibly from the graveyard. I love the extra protection he provides. Any stuff out there that can summon this guy face-up ?
So far I'm testing Limit Reverse, call of the haunted etc, but they are infinitely slow. Nothing spell based out there that'll let me pull him back immediately ?
Not much to add for Traps besides Angel Lift/"Graceful Revival", which is even more limited in use in Six Samurai than Limit Reverse or Call of the Haunted. Return of the Six Samurai and/or Double-Edged Sword Technique. Damage Gate would make it easy as you'd only need to take 400+ Battle Damage. Of course, all being Traps, they'll all seem too slow.
In terms of Magic Cards, always good ol' Monster Reborn, but for something only for Kagemusha, it'd be a bit of a waste. Otherwise, The Warrior Returning Alive, but that merely adds to the hand and doesn't Special Summon. Cunning of the Six Samurai requires you to send another one from your field to the Graveyard. Variety Out doesn't let you Synchro Summon that same turn.
The game has become more balanced, so things aren't nearly as fast and those few that are are probably banned like Premature Burial. Most things I can find also wouldn't work. Either only for themselves or for other Attributes/Types/family/etc.
Not much to add for Traps besides Angel Lift/"Graceful Revival", which is even more limited in use in Six Samurai than Limit Reverse or Call of the Haunted. Return of the Six Samurai and/or Double-Edged Sword Technique. Damage Gate would make it easy as you'd only need to take 400+ Battle Damage. Of course, all being Traps, they'll all seem too slow.
In terms of Magic Cards, always good ol' Monster Reborn, but for something only for Kagemusha, it'd be a bit of a waste. Otherwise, The Warrior Returning Alive, but that merely adds to the hand and doesn't Special Summon. Cunning of the Six Samurai requires you to send another one from your field to the Graveyard. Variety Out doesn't let you Synchro Summon that same turn.
The game has become more balanced, so things aren't nearly as fast and those few that are are probably banned like Premature Burial. Most things I can find also wouldn't work. Either only for themselves or for other Attributes/Types/family/etc.
Wonder how good cunning would be now that gateway is at one. It would have been a decent idea when we were frequently able to drop Shi En and a pair of monsters, but would have to see how frequent that is still the case. If so, I really don't mind trading my kizan for a kagemusha given the level of protection kagemusha offers me against a wide variety of cards.