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Monsters:
Great Shogun Shien [3]
Grandmaster Of The Six Samurai [3]
The Six Samurai-Zanji [3]
The Six Samurai-Irou [2]
The Six Samurai-Yaichi [2]
The Six Samurai-Kamon [2]
Sangan
Spirit Of The Six Samurai
Enishi, Shien's Chancellor
Spells:
Book Of Moon [2]
Six Samurai United [2]
Mystical Space Typhoon
Reinforcement Of The Army
Gateway Of The Six
Cunning Of The Six Samurai
Pot Of Avarice
Swords Of Revealing Light
Lightning Vortex
Heavy Storm
Fissure
Traps:
Bottomless Trap Hole [2]
Dimensional Prison
Divine Wrath
Torrential Tribute
Solemn Judgment
Mirror Force
Phoenix Wing Wind Blast
Call Of The Haunted
you're going to have to max out on spirits honey. 1 wont do
same thing with gateways
get rid of pot of avarice. its not a fit for this deck
sangan is irrelavent.
fissure is good, but it takes up space
so does lightning votex and a majority of your traps.
Six samurai are one of the few decks who can stick so closely to their theme cards and still be successful. try not to add every card deemed good by the community cause it doesnt neccessarily mean its good for this deck.
you're going to have to max out on spirits honey. 1 wont do
same thing with gateways
get rid of pot of avarice. its not a fit for this deck
sangan is irrelavent.
fissure is good, but it takes up space
so does lightning votex and a majority of your traps.
Six samurai are one of the few decks who can stick so closely to their theme cards and still be successful. try not to add every card deemed good by the community cause it doesnt neccessarily mean its good for this deck.
smooches
so do you think cards like:
-Backs to the Wall
-Breakthrough!
-Double-Edged Sword Technique
-Swiftstrike Armor
and the other Six samurai cards could be good in there?
so do you think cards like:
-Backs to the Wall
-Breakthrough!
-Double-Edged Sword Technique
-Swiftstrike Armor
and the other Six samurai cards could be good in there?
While this deck can stay fairly close to its own theme most of these aren't really needed or very good. Double-Edged Sword Technique being the best of them but even it is far to risky to really try out.
I agree with Rose that Sangan is irrelavant. It needs to become a Hand of the Six Samurai. Although I don't think that 3 Spirit is totally needed. 2 at very most imo.
I also think that 3 Great Shogun is far too many. 2 is the very most I would ever run. The the one you take out should also become a Hand of the Six Samurai.
For spells:
-1 Swords
-1 Pot of Avarice
-1 Lightning Vortex
-1 Fissure
+2 Gateway of the Six
+1 Book of Moon
+1 Smashing Ground
There are just too many times that Swords and Pot aren't needed in this deck so they are easy things to take out. Vortex for Book is because there is just too many times when Book is needed to stop sycnhro summoning or get Irou to kill something automatically. Smash over Fissure is personal preference but Smash is typically better 90% of the time.
As for traps:
-1 PWWB
-1 Dimensional Prison
-1 Divine Wrath
+3 Dark Bribe
There are far too many things that you want to protect like United or Gateway to not run Bribe. Plus if you get Shien on the field this takes there 1 spell of trap a turn and wastes it.
dont forget reasoning that card still does amazing in my six sam's
gold sarc. is important
maxing six sam united and gateway is important
looks like everyone is steering you in the right direction you'll have to pick through everyones ideas and see whats right for you though cuz we all ahve our preferences (hateee bribe) :P
i'm on the fence about bribe. I dont like the idea of my opponent drawing. if your going to use any negation, one solomn and some jammers/7tools/divines would be the safest. it really comes down to what cost u can stomach the most.
maxing out on gateways and uniteds are a priority, but i'm in the camp that maxes out on spirits as well. they protect, boost, and let you draw. you need everything you can get in this deck to help you stay in the game longer and you need it as fast as possible.
run the gold sarcs if you have room. I think they are cool too, but not entirely essential.
theres nothing wrong with maxing out on shoguns honey. especially if you're deck focuses on them. but since you use shien, you'd want to stick to 2. also gives you an incentive to run those jammers.
your traps need to defend and protect. so lean your line up towards that. your spells should be straight forward and to the point. noting thats filler and nothing too chancey. No monster should be allowed in the deck unless it has a shien or six on its name. your going to want your hand to have a monster(s) that can correlate with the spell(s) that sit right next to it.
2 Great Shogun Shien
3 Grandmaster of the Six Samurai
1 Enishi, Shien's Chancellor
3 The Six Samurai - Zanji
2 The Six Samurai - Yaichi
2 Spirit of the Six Samurai
2 The Six Samurai - Irou
1 The Six Samurai - Kamon
1 Hand of the Six Samurai
1 Card Trooper
1 Sangan
(19)
3 Six Samurai United
3 Gateway of the Six
1 Reinforcement of the Army
1 Heavy Storm
1 Mystical Space Typhoon
2 The Warrior Returning Alive
1 Lightning Vortex
1 Brain Control
2 Book of Moon
(15)
2 Bottomless Trap Hole
1 Torrential Tribute
1 Call of the Haunted
2 Threatening Roar / Phoenix Wind Wind Blast
1 Mirror Force
(7)
suggested fixes in above quote - hope it helps - should be more faster, aggressive and speedy
I guess I'm the only one that doesn't agree maxing out on Gateway of the Six and Six Samurai United is essential for this deck. I like maxing out of Gateway of the Six but honestly I think adding the Six Samurai United to the deck leads you to terrible hands. Six cards that rely heavily on having a monster in your hand is not a good thing in my opinion. I'd rather sacrifice a little speed for more even draws.
Look the deck wants Grandmaster of the Six Samurai as early as possible. Between 3 copies of Gateway of the Six, the 2 copies of Gold Sarcophagus that I still believe is a must in any Six Samurai deck, and 3 copies of Grandmaster of the Six Samurai himself you have a 64% probability of opening with one of those cards in your first hand. That's pretty darn good. The deck just needs to be tweaked a little to go on the defensive early on until it has it's infrastructure set up.
with those odds that means united should be a +1 as soon as you get the grandmaster even if you dont have it you just trade it for a new card, pherhaps give it another shot its easier then ever b4, but as i said b4 to each their own preferences :D
with those odds that means united should be a +1 as soon as you get the grandmaster even if you dont have it you just trade it for a new card, pherhaps give it another shot its easier then ever b4, but as i said b4 to each their own preferences :D
I've tried it as recently as a month ago and it just made my deck grind to a halt because it became to reliant on drawing multiple Six Samurai monsters to be played with United. I man United, and Gateway to for that matter, really work best when you have Grandmaster so you can get the +1. If you already have Grandmaster I'd rather play a Gateway so I can search out whatever I need for my next turn or draw something more useful like the Lightning Vortex and Phoenix Wing Wind Blasts that I play in place of United.
Gold Sarcophagus is always useful, in the late turns you just need to shift it's focus from grabbing what you need to grabbing what you don't want to top deck.
I would like to infer, and i think you all will agree with this statement as it is logical and does not bash any of the theories that have been placed out there thus far.
It appears Six Samurai United, Gold Sarc, and Gateway can't be played all in the same deck if you plan to run them in multiples. Though they all serve the same/similar purposes, they step on each others' toes. 2 sets of each should be ran in a deck. be it united and sarc, sarc and gateway, or gateway and united. it literally IS at your own disgression.
I guess I'm the only one that doesn't agree maxing out on Gateway of the Six and Six Samurai United is essential for this deck. I like maxing out of Gateway of the Six but honestly I think adding the Six Samurai United to the deck leads you to terrible hands. Six cards that rely heavily on having a monster in your hand is not a good thing in my opinion. I'd rather sacrifice a little speed for more even draws.
Hey I never said max on United. lol. I think that 2 is just fine since they have Gateway now. But on the other hand I think that Gold Sacro is a little less needed now that they do have Gateway, which is just as quick to get Grandmaster. I just don't see them as essential anymore. But we all have our prefences. But I do agree that there has to be a sacafice somewhere. If the deck maxed on Gateway, United and Gold Sacro you could be digging yourself into a hole. Plus that gives you a much higher chances of drawing dead cards when you don't want them.