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again all pointless because you have no winning record to back up your "superior skills". You are correct. I wouldn't want u teaching me how to build a deck since u can't play to save your life. You call my monster line up poor when it is as close to Lai's build as yours, which mean Your calling Lai's line up poor, which means your calling your's garbage since you basically added more nonsense that's not needed. but then, who can argue when you have a deck list with 5 Irou's. you obviousl know what your doing. Who can argue with you when you claim my deck needs a Morphing Jar, when I already have one in the deck. That just shows that you can't read or have a learning disability, or both.
All and all, you can't teach me anything because your too beneathe me to be worth anymore time dedicated to immasculating you. so while you wittle your life here, I'll be doing real life stuff. Say hello to Grandmaster and your 5 Irous for me.
So I've been testing something out lately. This is going to go against the standard thinking that most competitive have, so I'm prepared to get flamed for this a little. Read through all my thoughts first, then tell me how far off base I am.
Generally when duelists play test a deck they play test cards to see how they will perform in tournament conditions. They also play test so against the best decks in the format so they know what that decks strengths and weaknesses are so they can deal with these decks easier when they are in a Regional or Shonen Jump Championship setting. Lately I've been play testing something that most players take for granted. Going second.
Before each game starts players roll a dice, flip a coin, or play paper/rock/scissors to determine who goes first. I say goes first and not gets the choice to go first or second because I can't remember the last time I saw someone choose to go second. Players generally see an advantage to going first. You can set Traps/Quickplay Spells and you can set a monster so your opponent doesn't know what you are playing.
This is great for most decks since they play monsters that they don't mind setting. However this isn't the case in a Six Samurai deck. Generally the only monster you want to set is Morphing Jar and setting Morphing Jar on turn 1 is not an optimal play. The only way to get benefits out of it is by setting a good portion of your hand, at which point it's going to be pretty easy for your opponent to read that you've set Morphing Jar. Setting anything else in the deck really puts you a turn behind.
The Six Samurai want to swarm and end the duel as quickly as possible. Ideally this deck wants to rip apart your opponent's Spell/Traps with Giant Trunade/Heavy Storm/Mystical Space Typhoon, special summon Cyber Dragon, summon a Six Samurai, special summon Grandmaster of the Six Samurai, special summon Great Shogun Shien and then smash your opponent in the face. Once that onslaught is done, the Six Samurai player sets Ring of Destruction to win the game.
Going second always you the chance to do this, or start setting this up, on your first turn. It means you will never be wasting your cards as you don't have to summon a first turn Zanji and hope your opponent wastes some monster removal on it. In general going second with the Six Samurai helps to speed up the game in your favor. It allows you to set the tempo early on and if there's one thing this format is about, it's tempo. If you're playing Six Samurai try out this small change for a few games and see if you notice a difference.
You are entirely correct. Those 3 cybcer dragons only pay off simply because the deck is aggressive and likes to go second. Its even more so when you go up against a non-monarch deck and can side into decree. The deck really should go second all the time for all intents and purposes.
Except for me :p I'm superstitious, and I always get the feeling I have worse luck when I choose to go second :p But theoretically you are absolutely right.
You go second. Your most desired first turn play is to summon as fast as you can, clear the back field, and rush. This is where Cold Wave shines. Its the first card u play, ensuring that they don't react during your turn, and catch up their next turn. U play this, summon as much as u can, baring your hand allows it, and then pick apart the field they set up with attacks and samurai effects. Their next turn can only see these possibilities:
Generally on the second turn or whatever my kill turn is I'm going to want to play Heavy Storm/Mystical Space Typhoon/Giant Trunade to clear out my opponent's back row, then Cyber Dragon, Reasoning to get another monster, a normal summoned Six Samurai, Grandmaster of the Six Samurai, and Great Shogun Shien. Playing Cold Wave means I cut off any access my deck has to the following cards that are crucial to the deck's performance: Reinforcement of the Army, The Warrior Returning Alive, Reasoning, Premature Burial, Call of the Haunted, and even in rare cases Backs to the Wall. In my build I just can't see Cold Wave working out well.
Generally on the second turn or whatever my kill turn is I'm going to want to play Heavy Storm/Mystical Space Typhoon/Giant Trunade to clear out my opponent's back row, then Cyber Dragon, Reasoning to get another monster, a normal summoned Six Samurai, Grandmaster of the Six Samurai, and Great Shogun Shien. Playing Cold Wave means I cut off any access my deck has to the following cards that are crucial to the deck's performance: Reinforcement of the Army, The Warrior Returning Alive, Reasoning, Premature Burial, Call of the Haunted, and even in rare cases Backs to the Wall. In my build I just can't see Cold Wave working out well.
There in lies the testament of your skill. Playing around the hurdle cold wave presents to you his how you maximize its effectiveness. The key is using those resources you just mentioned, at the right time, especially if your decks supports cold wave. It can't be about committing cards all at once every turn u make. Trust me. In situations were cold wave is compared to Trunade/Heavy storm, you'll see why the card shines. Not that those selections are bad. Its just all about how u build the deck and if its built correctly to support the play style you need.
There in lies the testament of your skill. Playing around the hurdle cold wave presents to you his how you maximize its effectiveness. The key is using those resources you just mentioned, at the right time, especially if your decks supports cold wave. It can't be about committing cards all at once every turn u make. Trust me. In situations were cold wave is compared to Trunade/Heavy storm, you'll see why the card shines. Not that those selections are bad. Its just all about how u build the deck and if its built correctly to support the play style you need.
I'm not getting into this whole "testament of your skill" argument, it's ridiculous.
This deck is built to suite my play style. My play style as always been aggro. In this format that's all about tempo, it fits pretty well. I've built and updated this deck time and time again to compliment that play style.
I don't commit cards all at once every turn. I wait till I have an opening or until I create an opening and then commit as many monsters to the field as I can. In these cases I want to be able to play Premature Burial, Reinforcement of the Army, or Reasoning after I've cleared the field of my opponent's Spell and Traps. In this respect Heavy Storm/Giant Trunade are superior to Cold Wave. Since this is the style I've built my deck around, Cold Wave doesn't make sense for me. I don't want an opening hand of Reinforcement of the Army, Cyber Dragon, Cold Wave, Reasoning, Call of the Haunted, and Torrential Tribute. It's kills the tempo I'm trying to establish with the deck.
I'm not getting into this whole "testament of your skill" argument, it's ridiculous.
This deck is built to suite my play style. My play style as always been aggro. In this format that's all about tempo, it fits pretty well. I've built and updated this deck time and time again to compliment that play style.
I don't commit cards all at once every turn. I wait till I have an opening or until I create an opening and then commit as many monsters to the field as I can. In these cases I want to be able to play Premature Burial, Reinforcement of the Army, or Reasoning after I've cleared the field of my opponent's Spell and Traps. In this respect Heavy Storm/Giant Trunade are superior to Cold Wave. Since this is the style I've built my deck around, Cold Wave doesn't make sense for me. I don't want an opening hand of Reinforcement of the Army, Cyber Dragon, Cold Wave, Reasoning, Call of the Haunted, and Torrential Tribute. It's kills the tempo I'm trying to establish with the deck.
If you want to use it, go nuts.
if your going to get all offended because I bring up testament of skills, fine, but the truth is, when playing with the card, as with a lot of cards in any deck that have have balances to them, you need to know what your doing. therefore, your skill as a player and your skill as a thinker comes into play.
Does it bother you cause it looks as if I question you competence? All I'm doing is simply stating why the card works. Leave your inferiority issues off the thread. You'll be deaing with alot of people that don't think like u do, and if your going to be bothered cause they defend their causes and choices, then too bad. You can't question my card choices and expect me not question yours and defend mine.
if your going to get all offended because I bring up testament of skills, fine, but the truth is, when playing with the card, as with a lot of cards in any deck that have have balances to them, you need to know what your doing. therefore, your skill as a player and your skill as a thinker comes into play.
Does it bother you cause it looks as if I question you competence? All I'm doing is simply stating why the card works. Leave your inferiority issues off the thread. You'll be deaing with alot of people that don't think like u do, and if your going to be bothered cause they defend their causes and choices, then too bad. You can't question my card choices and expect me not question yours and defend mine.
I'm not offended by anything you have said. I've been around these boards for a long time, if I was easily offended by what other people say I would have left a long time ago.
LOL excellent thread. Im currently building a sam deck after taking a 3 year break and i got alot of info from this topic. Is YVD the online yugioih dueling game? If so i would to play you guys/girls so i can brush up on my skills/rules.
I can send you a PM with the info for YVD. It's not the official Yu-Gi-Oh online game, it's more of a third party software. It's not bad for testing out decks and using cards you don't have access too yet. :)
20
3x Great Shogun Shien
3x Grandmaster of the Six Samurai
2x Cyber Dragon
2x the Six Samurai – Zanji
3x the Six Samurai – Irou
1x The Six Samurai – Nisashi
3x The Six Samurai – Yaichi
1x The Six Samurai – kamon
1x Card Trooper
1x Relic of the Six Samurai
17
3x Reasoning
3x Smashing Ground
2x The Warrior Returning Alive
1x Reinforcement of the Army
1x Heavy Storm
1x Giant trunade
1x Mystical Space Typhoon
1x Premature Burial
1x Brain Control
2x Reasoning of the Six Samurai
1x Swords of Revealing Light
4
2x Living Blade Technique
1x Mirror Force
1x Call of the Haunted
15
2x My Body As a Shield
3x Royal Decree
2x The Six Samurai – Kamon
2x Councillor of Shien – Enishi
1x Swords of Revealing Light
3x DNA Surgery
1x Tribe-Infecting Virus
1x Breaker the magical Warrior
Losing a ROTA and a morphing jar hurts bad. With trooper at 1 and more graveyard play needed for the deck now, trooper seemed like a logical replacement. Apart from that I made two changes to the monster line-up. I cut a cyber dragon for a third Shien, because with Living Blade technique shien will dominate all. Nothing like bringing back a yaichi and a kamon, using their effect then special summoning a shien, and tributing both special summons to a second shien. And I also dumped a Kamon for a third Irou. With crystal seer and apprentice at 3, there will be a lot more flip effects in the game, so Irou's stock just went up.
In the trap line-up, ring of destruction goes, the monarch tech goes, since they take a hit and lose speed, and two living blade techniques take their place. In the spell line-up, 1 RoTA and snatch steal are out. Brain control comes in to replace the aggressive option that was snatch, and works together well with the triple shien we have now. 2 copies of reasoning of the six samurai prevent opposing brain controls, raiza's and soul exchange's while stocking the field with the preferred samurai.
Side-deck now contains 2 MBAAS and 3 DNA surgery to stop tribe-infecting virus. The former is the more economic solution, but DNA surgery works just as well if they have some field presence. You can either change them all to a non-warrior type and keep your field, or change everything on the field to warrior so you destroy their field as well.
Losing a ROTA and a morphing jar hurts bad. With trooper at 1 and more graveyard play needed for the deck now, trooper seemed like a logical replacement. Apart from that I made two changes to the monster line-up. I cut a cyber dragon for a third Shien, because with Living Blade technique shien will dominate all. Nothing like bringing back a yaichi and a kamon, using their effect then special summoning a shien, and tributing both special summons to a second shien. And I also dumped a Kamon for a third Irou. With crystal seer and apprentice at 3, there will be a lot more flip effects in the game, so Irou's stock just went up.
In the trap line-up, ring of destruction goes, the monarch tech goes, since they take a hit and lose speed, and two living blade techniques take their place. In the spell line-up, 1 RoTA and snatch steal are out. Brain control comes in to replace the aggressive option that was snatch, and works together well with the triple shien we have now. 2 copies of reasoning of the six samurai prevent opposing brain controls, raiza's and soul exchange's while stocking the field with the preferred samurai.
Side-deck now contains 2 MBAAS and 3 DNA surgery to stop tribe-infecting virus. The former is the more economic solution, but DNA surgery works just as well if they have some field presence. You can either change them all to a non-warrior type and keep your field, or change everything on the field to warrior so you destroy their field as well.
I agree with adding Card Trooper in to help make up for the loss of Reinforcement of the Army and Morphing Jar. Losing these cards severely hurts the deck but I think we can still make it work.
The third copy of Shien is interesting to me. Let me know how that works out for you. I agree that it should work great with Living Blade Technique. Obviously with Six Samurai the more special summoning the better, so a third Shien couldn't hurt too much.
If Crystal Seer sees as much play as I think it will, I know I'll be testing it out since the Apprentice Engine might become the new big thing for Monarchs, a third copy of Irou is the perfect addition to this deck. Like we've discussed before it doesn't make a whole lot of sense in the current metagame where there aren't a ton of monsters that are played face down. The other thing I can see people packing a ton of is Sheild Crush if the Apprentice Enginge takes off again. Not sure this would be worthwhile in Six Samurai since they have access to Irou, though with only one Reinforcement of the Army :(
Not too bad though if this ban list is true. I'd really only lose four cards from the deck:
1 Morphing Jar
1 Reinforcement of the Army
1 Snatch Steal
1 Ring of Destruction
I'd also take out the Backs to the Wall I've been messing around with and add in two Living Blade Techniques.
I'm still trying to figure out why this theme gets me so excited. It really is the perfect fit for my play style.
Alright this is still my favorite deck, but I've been in kind of a holding pattern with it lately. I feel like the deck still needs something else, probably in place of Backs to the Wall which is finally wearing out it's welcome. I'm just not sure exactly what that is at the moment.
Anyone have any suggestions?
The other thing I'd like to talk about is Reasoning. I love the card in this deck. I do a lot of play testing against other decks I have, sort of solitaire, when I need to just unwind for a little while. The problem I've been running into is that I know the Samurai deck too well. If I'm playing against this deck I generally know what to call when Reasoning comes into play. If I have a face down monster that I need to save I'll call Level 4. If I have a set Spell that is my only hope I'll call Level 3. If for some reason I have a Snatch Steal on my opponent's Grandmaster, I'll call Level 3. More often than not Reasoning hits what I'm calling or if it doesn't I have the answer on the field protected. Has anyone else run into this issue? Basically what I'm saying is that if I'm playing against someone that knows the Samurai deck I generally have issues getting Reasoning to work. If I'm playing someone that isn't familiar with the Levels of the Samurai then I'm in good shape. The real savior seems to be when I have Reinforcement of the Army in my hand. Is there anything we can do to avoid these issues.