Difference between revisions of "The Six Samurai"

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'''The Six Samurai''' (六武衆) are a series of [[Warrior]]-[[type]] [[Monster Cards|monsters]] that debuted in [[Strike of Neos]], with further support included in [[Gladiator's Assault]]. Their names include "The Six Samurai" or "shien". They, as well as other related support, rely on having other Six Samurai on the [[Playing Field|field]] to use their effects, and as such a [[Deck]] revolving around them is often based on [[swarm]]ing the [[Playing Field|field]].
 
'''The Six Samurai''' (六武衆) are a series of [[Warrior]]-[[type]] [[Monster Cards|monsters]] that debuted in [[Strike of Neos]], with further support included in [[Gladiator's Assault]]. Their names include "The Six Samurai" or "shien". They, as well as other related support, rely on having other Six Samurai on the [[Playing Field|field]] to use their effects, and as such a [[Deck]] revolving around them is often based on [[swarm]]ing the [[Playing Field|field]].
  
All cards with "Six Samurai" in their names are consider to be a six samurai and can benefit from support. The overall theme seems to be futuristic, while in some form drawing most inspiration from feudal Japan.
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The "Six Samurai" monsters consist of the original six, as well as their allies and masters. "Shien" cards are supported by this theme, "[[Great Shogun Shien]]" seeming to be the warlord they serve. The overall theme seems to be futuristic, while in some form drawing most inspiration from feudal Japan.
  
 
The basic Six Samurai monsters (the initial '6') all have the effect ''"If this card would be destroyed you can destroy another "Six Samurai" monster you control instead"'' and also ''"While you control another "Six Samurai" monster with a different name, this card can... "'' referring that their effects activate when another "Six Samurai" monster is on the field.  
 
The basic Six Samurai monsters (the initial '6') all have the effect ''"If this card would be destroyed you can destroy another "Six Samurai" monster you control instead"'' and also ''"While you control another "Six Samurai" monster with a different name, this card can... "'' referring that their effects activate when another "Six Samurai" monster is on the field.  
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Most Six Samurai card effects revolve around destroying opposing cards, either in battle or by "giving up" their attack for that turn.  Since these effects have no other cost, their user can easily maintain field advantage once the field has been properly swarmed. Six Samurai users are especially good against opponents who play defensively or use Stall tactics, because of this.
 
Most Six Samurai card effects revolve around destroying opposing cards, either in battle or by "giving up" their attack for that turn.  Since these effects have no other cost, their user can easily maintain field advantage once the field has been properly swarmed. Six Samurai users are especially good against opponents who play defensively or use Stall tactics, because of this.
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One great card to add to the deck is "[[Freed the Matchless General]]", since he is a card that can assure that you get the right monster you need every turn, fully utilising the diversity of the Six Samurai cards' effects. The only drawback is a player can feel too reliant on Freed, and you won't be able to get your "Shien" cards or spell and traps this way.
  
 
Six Samurai are at their weakest against opponents capable of either swarming the field with strong monsters early in the game faster than they can, or against opponents capable of using card effects that negate special summons (except for [[Grandmaster of the Six Samurai]] who can simply return himself to the owner's hand after being destroyed by effects) thereby slowing the swarming ability of the deck (though many decks in the current [[metagame]] have that problem). They are particularly vulnerable to things that clear monsters out ''en masse'', like [[Lightning Vortex]] or [[Torrential Tribute]]. A Card that can easily lockdown a Six Samurai deck is [[Gozen Match]], due to all Six Samurai being of different Attributes.
 
Six Samurai are at their weakest against opponents capable of either swarming the field with strong monsters early in the game faster than they can, or against opponents capable of using card effects that negate special summons (except for [[Grandmaster of the Six Samurai]] who can simply return himself to the owner's hand after being destroyed by effects) thereby slowing the swarming ability of the deck (though many decks in the current [[metagame]] have that problem). They are particularly vulnerable to things that clear monsters out ''en masse'', like [[Lightning Vortex]] or [[Torrential Tribute]]. A Card that can easily lockdown a Six Samurai deck is [[Gozen Match]], due to all Six Samurai being of different Attributes.

Revision as of 11:55, 20 August 2009

The Six Samurai (六武衆) are a series of Warrior-type monsters that debuted in Strike of Neos, with further support included in Gladiator's Assault. Their names include "The Six Samurai" or "shien". They, as well as other related support, rely on having other Six Samurai on the field to use their effects, and as such a Deck revolving around them is often based on swarming the field.

The "Six Samurai" monsters consist of the original six, as well as their allies and masters. "Shien" cards are supported by this theme, "Great Shogun Shien" seeming to be the warlord they serve. The overall theme seems to be futuristic, while in some form drawing most inspiration from feudal Japan.

The basic Six Samurai monsters (the initial '6') all have the effect "If this card would be destroyed you can destroy another "Six Samurai" monster you control instead" and also "While you control another "Six Samurai" monster with a different name, this card can... " referring that their effects activate when another "Six Samurai" monster is on the field.

Strengths and Weaknesses

Six Samurai tend to be flexible enough to be able to respond to most situations, though they are highly dependent on numbers and basic Warrior support cards like "Reinforcement of the Army" and "The A. Forces". They also rely on cards that allow them to swarm quickly, such as Double Summon, since they have no effect when alone on the field. Their support cards help prevent them from being destroyed and they have a number of options for reviving themselves onto the field (including Backs to the Wall that lets up to five of them be revived at once). They also have a strong draw support with Six Samurai United and Spirit of the Six Samurai, since the more powerful monsters in the Archetype are usually summoned from the hand rather than the Deck.

Most Six Samurai card effects revolve around destroying opposing cards, either in battle or by "giving up" their attack for that turn. Since these effects have no other cost, their user can easily maintain field advantage once the field has been properly swarmed. Six Samurai users are especially good against opponents who play defensively or use Stall tactics, because of this.

One great card to add to the deck is "Freed the Matchless General", since he is a card that can assure that you get the right monster you need every turn, fully utilising the diversity of the Six Samurai cards' effects. The only drawback is a player can feel too reliant on Freed, and you won't be able to get your "Shien" cards or spell and traps this way.

Six Samurai are at their weakest against opponents capable of either swarming the field with strong monsters early in the game faster than they can, or against opponents capable of using card effects that negate special summons (except for Grandmaster of the Six Samurai who can simply return himself to the owner's hand after being destroyed by effects) thereby slowing the swarming ability of the deck (though many decks in the current metagame have that problem). They are particularly vulnerable to things that clear monsters out en masse, like Lightning Vortex or Torrential Tribute. A Card that can easily lockdown a Six Samurai deck is Gozen Match, due to all Six Samurai being of different Attributes.

Also, see The Six Samurai Deck.

Aesthetic Trivia

The basic Six Samurai monsters (the initial '6') artwork features each of them holding a weapon which refers to their effects.

Each Six Samurai holds a different attribute, and those with polar attributes have opposite effects. Yaichi's opposite is Kamon. Nisashi is Yariza, and Irou is Zanji. While Yaichi destroys face-down spell/trap cards, Kamon destroys face-up ones. Nisashi can attack and potentially destroy several monsters at once, while Yariza bypasses monsters entirely to attack directly. Irou is designed to take down monsters with his own effect before they become a threat, while Zanji can be suicide (a D.D. Warrior Lady) to take out an already opposing threat. Yaichi, Nisashi and Irou also are all in a calm stance, while Kamon, Yariza, and Zanji are all in action poses (this is because while Kamon stance is calm he's holding some dynamite; and appearing ready to throw it).

The name of the archetype may be derived from the 1945 japanese film, "Seven Samurai," by Akira Kurosawa.