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DON"T GIVE AN INCH! Steadfast Style - Superheavy Samurai!


~Faytl~

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YXf6yAA.png

 

SS Big Benkei x3

Gorz 

Machina Fortress x3

Machina Gearframe

Giant Rat x3

SS Soulpiercer x3

SS Scales x3

SS Blue Brawler x3

Birdman

SS Swordsman x2

SS Soulbang Cannon

Scrap Recycler

SS Flutist x3

SS Glove x3

SS Soulfire Suit x2

SS Trumpeter x3

SS Spirit 

SS Soulbuster Gauntlet x2

 

 

Love the idea behind Steadfast Style Superheavy Samurai. I'm stumbling a bit with the deck though; Any suggestions on how I can improve it and kick butt without having to resort to those puny spell and trap cards I keep hearing about :V ?

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I count only 1 Fortress in there. In fact your numbers are completely off compared to the screenshot, which I will be going off of. Anyways, you've come to right place. Here's what I've been doing with my deck:
- I actually don't run Gorz at all. I'd just keep that Fortresses up, and throw in at least 1 Gearframe.
- Get rid of Soulbreak Armor. It's pretty bad overall and the deck doesn't need it. Wall is up to your taste, but again I would take that out as well. Gallis also doesn't need to be there.
- Have you taken your daily dosage of Tama-C yet?
- Signal Red is better than Swift Scarecrow in this deck. It helps keep what you've already got on the field alive, and opens up additional synchro and even Xyz plays if you want.
- Keep Soul cards to a 2 maximum; even if Buster Gauntlet is just SO GOOD, it can be a dead draw too often and it's searchable anyways. Same with Soulfire Suit.
- Castel is better than 101 in most situations
- Giant Rat is also worth your time.

Hope these help!

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Blue Oni seems a bit too much @3, or 2 maybe even 2. @1, he's fairly reliable as a defender and stable Xyz/Synchro fodder, yet he shouldn't get in the way of your more faster plays. Swordsman is not needed either. Gloves at least should be cut down to 2, Soul Suit cut down to 2, and I don't think Soulbreak Armor or Gauntlet are necessary at all. This deck is also lacking on the Superheavy Sam Anal Beads Soul Beads as well.

 

Red Signal is very good, as well as Battle Fader since they do decent at protection and gives you tribute fodder. You can pair those hand traps with Cardcar D, Yuki Usagi, and/or Maxx "C".

 

Birdman won't really net you a gain unless it's used on probably Trumpeter, Sandals, or Scales. But regardless it's pretty hard trying to make Birdman complete the equation when you've bounced back a Superheavy Sam. Or rather, you wouldn't get it out since Trumpeter/Sandals clause prevents other non-Super Sams from SSes. Giant Rat is great, and the Hands duo can work too. Mathematician is great too.

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Gloves is actually amazing... like especially when you're using Fortress. Blue Brawler (aka Blue Boy) is also kind of mandatory at 3, especially when he's the main target for Scales for rank 4 plays. Swordsman also works in amazing plays for attack-reduce effect that has been very clutch for me in many situations; he's fantastic at even just 2. Soul Beads are kinda... meh. I've never gotten use out of them.

I would also recommend Scrap Recycler over Mathemetician. You'll be running enough level 4 Earth Machines to make great use of him, and being able to mill your own Machina Fortresses or even your Big Ben's is a really useful tech. I would also still recommend Signal Red over Battle Fader for the reason that it doesn't require your opponent to be attacking directly.

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Gloves is actually amazing... like especially when you're using Fortress. Blue Brawler (aka Blue Boy) is also kind of mandatory at 3, especially when he's the main target for Scales for rank 4 plays. Swordsman also works in amazing plays for attack-reduce effect that has been very clutch for me in many situations; he's fantastic at even just 2. Soul Beads are kinda... meh. I've never gotten use out of them.

I would also recommend Scrap Recycler over Mathemetician. You'll be running enough level 4 Earth Machines to make great use of him, and being able to mill your own Machina Fortresses or even your Big Ben's is a really useful tech. I would also still recommend Signal Red over Battle Fader for the reason that it doesn't require your opponent to be attacking directly.

 

I thought Soulpiercer was much more of a Scales target, especialyl since it would be dumped in the grave faster. Swordsman seems neat, so I guess he's fine @2, but I don't wanna risk getting him in unhelpful situations where I cannot 1+. Beads helps considering I can revive a Soulpiercer or any other helpful Superheavy Sam, and provides Benkei/Susanowo decent protection.

 

I never really thought about Scrap Recycler in the deck nor seen anyone use it. Does it guarantee a better net. consistency?

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Well, seeing as how I use Recycler in Trains a lot and have gotten to know a lot of plays with the card, I can lay down its advantages and disadvantages compared to Math.

Math, in most decks, is a very useful card in the early game. Being attacked gives you a plus, and all other outs means your opponent likely is using up one of their power moves to get rid of admittedly an insignificant card for the long-run. Its disadvantages are that it's kind of weak in the late game, depends on your opponent to attack it to get the draw (Which means you'll need to wait a turn to get the draw, IF you get the draw), and can only mill level 4 or lower monsters. It's a fantastic card in a lot of decks, but let's look at our other options.

Scrap Recycler has, admittedly, a much weaker staying-power on the field with only 900 ATK, and using it in the early game is not as wise because if you do not have the 2 Level 4's to "recycle", all it's good for is really dying. Of course, this does not mean it's a bad card, this just means that you need to be smart in how you play him. In the late game, Recycler will usually have plenty of targets knowing that Superheavies can run enough level 4 EARTH machines. This leads into plenty of advantages for Recycler. For one, being able to gain the additional draw during the card you mill something is MUCH faster than Mathematician and can be EXTREMELY clutch in the mid and late game. For another, the fact that it can mill ANY machine regardless of level means you can mill something such as Machina Fortress; which seeing as it can be summoned from the grave means you're practically searching it out. Overall for the choices in what targets you can mill, Recycler is more versatile than Mathematician in this deck. As for the downsides of its staying power on the field, there are many ways to work around it:
- you can use it as a material for a Synchro Summon easily
- you can use it as attack bait, summon a Signal Red, and use it to go into a rank 3 such as Angineer
- you can use it as attack bait to draw attention away from other monsters you want to keep on the field (especially when you have multiple level 4 machines in the grave, a smart opponent will be conflicted on keeping a Recycler on the field so as to keep you from getting additional draws on your next turn)

Recycler is a very unknown card, and usually not used because it requires you to play a little smarter to use it more effectively compared to Mathematician whom you can just dump on the field and forget about. But, if you play Recycler smart, it makes for a much more effective and useful card than Mathematician in the right deck. So no, overall Recycler does not guarantee a better net because it depends on how you use him; but compared to Mathematician where there is no guarantee that you get the battle-draw when you use him, Recycler is an almost guaranteed net when you use him correctly, and it's not hard to know when and where to use him correctly (also not that situational).

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Signal Red has since been giving me a LOT of help; Used in in conjunction with Glove to avoid Lightsworns OTKing me (they had enough monsters to kill Red), and OTKd right back with Buster Gauntlet. Truly satisfying.

 

OP updated with the edits I've since made. 

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