Forum:Rate my Six Samurai Deck!

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Ok, well I recently aquired the basics to create a Six Samurai Deck on ebay and i modded it up and created

a deck out of it. Please rate and tell me what needs help on.

Well Yeah thats the deck, please rater and comment it so i can imprive on it.
Side deck ideas are also greatly wanted, plz and ty =)
~Bonez4life~
Get the 3rd Gateway and the 3rd United. Runer5h 02:44, February 25, 2010 (UTC)Runer5h

Take morphing Jar out. and get a 3rd Solidarity a 3rd Grandmaster as well. Call of the haunted Also works Well, And Swiftstrike won't be needed much, so Return of the Six Samurai will work better

Where's Heavy Storm It's a staple in Beatdown decks, Dark Bribe and Solemn sometimes isn't enough

also, If you're running only 1 Mist Castle. I suggest you drop it for Nisashi or Yaichi.]]

I suggest Rivalry of Warlords as a side deck, It will Completely Cripple some decks. IOkung 08:20, February 25, 2010 (UTC)


  • The Six Samurai have a lot of potential to be a dominant force in this format, especially now that Lightsworn's have taken a huge hit. While Blackwings are far and above the leaders in terms of speed while maintaining hand advantage, with the addition of Gateway of the Six they Six Samurai become a deck that can respond to any given situation. In my experience both using and against the Six, the key to victory is to quickly gather the samurai from the deck, and clear the opponents field; OTK's can easily be achieved with the right combination of cards and deck economics.
The samurai are one of those archetypes that can easily win with little trap use. Deck staples like Mirror Force, Dark Bribe, and Solemn Judgment are fine, but you may quickly find your spell & trap card zones becoming full as the samurai tend to leave you with many continuous spell cards. I would remove the Threatening Roar and Sakuretsu Armor for additional copies of Waboku, as it facilitates Zanji's ability to 'kamikaze' while protecting weaker samurai in the opening turns of the duel. Be wary of Glad Beasts when doing so however, as they will jump at the chance for a free tag in. Otherwise, I would even consider running Royal Decree, or Trap Stun if you find need of the spot, so as to prevent massive monster destruction in the form of Torrential Tribute or Mirror Force.
As far as spells go, I would remove Shien's Castle of Mist and replace it with Burden of the Mighty. Burden is much more versatile of a card, allowing the majority of the weaker Samurai to surpass a host of common monsters, from Blackwings to GladBeasts, and the majority of Lightsworn's, especially given Honest now being Semi-Limited. Burden also has the added benefit of not requiring you to possess a face-up Six Samurai, protecting you even following a Lightning Vortex, or one of the many massive monster destruction trap cards. On a related note, I would advise you to consider running a copy or two of My Body as a Shield; at the cost of 1500 life points, you can prevent your monsters from being destroyed by card effect. I wouldn't run a Morphing Jar and Solidarity together, though deciding between the two is difficult. Losing hand advantage is a common problem of the Samurai, and is often why seemingly close duels are lost. On the other hand, the samurai themselves are somewhat weak monsters, and greatly enjoy the boost from Solidarity which wouldn't work with Morphing Jar in the grave. Perhaps consider running 3 Burden of the Mighty over any Solidarity, as this would seemingly provide the least dead draws if run with Morphing Jar.
As for your monsters, consider running 3 Grandmasters especially given your use of Gateway of the Six. With Gateway on the field, special summons are always your friend, allowing you to search out for any particular samurai from the deck or graveyard based on the situation, and even if no particular samurai would be especially useful, it allows for the deck to be constantly thinned, in my opinion the most important aspect of the Samurai and dueling in general. Remove Yariza, and if you can find them be sure to run Hand of the Six Samurai. In conjunction with a Grandmaster and a Gateway, you can easily clear the opponents field of monsters and attack for at least 3700. I hope this helped in some way, be sure to remember that massive monster destruction is your worst enemy and the power of the archetype comes from its speed and deck thinning ability. MexiKade 03:48, February 26, 2010 (UTC)

UPDATE

Well i took into account what my friend Mexi proposed, so i decided to change the deck

  • the deck is now 45 cards
  • waboku power
  • solidarity compatible
  • rivalry of warlord able, as well as no traps all together
  • swapped spirits for hands and added a grandmaster and mauradings for special summon power
  • burden of mighty
ok so those are the changes ive made so far, i want to make this the best Six Samurai deck possible so all feedback and comments still welcome!!
PLZ AND THX!
~Bonez4life~

In my experience with Six Samurai's Marauding Captain takes up too much space on the field, also try running Turret Warrior works like a dream in my deck, my field will often end up as such:

With the spells of:

Take a look at my deck for a few more ideas, your deck looks rather good itself :)

Doz Bate 12:08, February 28, 2010 (UTC)


  • Hello again. Deck's looking good, just a few things I feel would improve it a tad. I would keep Rivalry of Warlords as a side deck option, given that you wouldn't know your opponent's deck until after the first duel. It can be quite the devastating card, but would be a dead draw against a similar signle-type deck, such as Blackwings. I also agree with Doz Bate; I think you'll find your field becoming full quickly and the Maruading Captains really only take up space, as while they do let you special summon a samurai, they use up the normal summon you would have used on the samurai anyway. They really end up just slowing the deck down.

I really like the addition of Hand of the Six Samurai, though I think you could put Spirit back in by replacing some copies of Kamon and Yaichi. One of each is typically enough given that you can re-use them given Gateway of the Six, and Spirit helps by adding strength and draw power to the deck. I would remove the Maurading Captains entirely, and maybe an Irou as face-downs arn't that common nowadays, bringing your monster count down to 18. I know that seems a bit low but you can use the Gateway to both search for the right monster for any situation, and recycle any samurai in the grave. My only real problem at this point is you should always strive to maintain a 40 card deck, it speeds things up and makes sure you draw what you need quicker, but I can't really think of anything to take out that I haven't already mentioned. Overall, it's looking like a really good deck, and I hope it serves you well. Plus it'll be really fun given how versatile the Samurai can be. MexiKade 03:50, March 1, 2010 (UTC)

New Updates

  • No more mauradings
  • new side decking, rivalry
  • cut down to 40 cards again
  • added spirit and updated the number of irous
So this is what i have so far, all feedback still welcome PLZ AND THX.
Thanks to MexiKade for getting me this far, i reall appreciate it man.
~Bonez4life~

six samurai Yariza.

Use 3 Six Samurai United, it's the best drawpowercard six samurai have.


[Nsan] Hey, i run a six samurai deck aswell, and i think ur deck is pretty decent. I was actually thinking of running a united we stand over burden of the mighty, but im still debating whether or not to run both. Anyway, a good addition to ur deck would definately be starlight road (that is if you have stardust dragon). Starlight road is a great addition to any deck, it's broken and brings out an even more broken card. Hope this helps.

-Nsan

Hey i'm karsten and i am also running a six samurai deck but I have junk synchron and XX-Saber Fulhelmknight for synchro summoning. I also use Marauding captain 2x so I can get goyo guardian out quickly. And I have Shien's Footsoldier combiend with Junk Syncron I can instantly get out Colossal Fighter. But I'm asking should I remove my tuners and Shien's Footsoldier for more special summon cards? And my opinion of shien's castle of mist is that you should have it in atleast a side deck, cause it can deal with troublesome fieldspells like zombie world

DmDnomad


1x Irou 1x Kamon 1x Nisashi 2x Yaichi 2x Zanji 2x Hand of six 3x Grandmaster 1x Enishi Shien 2x Shogun Shien

1x Chaos-End Master(tuner) 1x Comrade Swordsman of Landstar(tuner) 3x Turret Warrior

Magic and trap

1x Swords of revealing light 1x torrential tribute 1x Reinforcement Of the army 1x mirror force 2x gold sarcophagus 1x mystical space typhoon 1x ultimate offering 2x six samurai united 3x gateway of the six 1x soidarity 1x burden of the might 1x double summon 1x mass driver 1x dark bribe 1x spell reclemation 1x rivalry of warlords

as u can see i focus heavily on field swarming bypassing special summons often. some decks that remove your ability to special summon will be hard but i have enough variety of cards to combat any strategy.