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[TCG] Six Samurai


IQuitDolphin

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Merely a proof of concept at this point. Deck is focused on getting first turn (which isn't hard considering PePe blind second) and then just summoning Nat Beast, Rafflesia, and backrow. 

 

Magical Mallet is a tech decision that alleviates bricks and helps dig further into traps.

 

 

> Bottomless is meant to hit the Joker Conductor play.

> Treacherous Trap Hole is meant to stop the Hat Tricker play off Plushfire and for additional utility.

> Time-Space hits the Extra Deck outs.

 

These are the 2-card combos that easily achieve a Nat Beast board off the top of my head.

 

Kizan + Dojo

Ascetism + Kagemusha / Elder

Kageki + Kagemusha

 

which is further assisted by Upstarts and RotAs

 

Rafflesia can be Summoned off of

 

Double Kizan

Kizan + Ascetism

Zanji + Kizan

Kizan + Dojo @4

Soul Charge

 

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Overall a deck pretty much focused on wrecking PePe and other pendulum decks turn 1. Only issue I have so far is a subpar Extra, so if someone can help with that, It'd be appreciated. A side deck is needed as well, but it's mostly just cards like Twin Twister, Gameciel, Menko, Gorz etc. that alleviate going second.

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  • 2 weeks later...

I've actually tested out this Deck, and I can confirm this wouldn't work against Performapal/Performage. At least not frequently. The lack of monsters is already a bad sign, the lack of protection is even worse, and while the Xyz Monsters show some thought, you'll almost never be able to bring more than one out on the field. You'd need a perfect hand and a lot of luck to win with this Deck.

 

And I think I know what he was referring to with Magical Mallet. It doesn't solve dead draws, and instead just takes up space.

 

What's funny is that you considered Kozmotown's shuffle effect a mulligan, yet you added Magical Mallet to this Deck, which does almost the same thing, yet is inferior.

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I've actually tested out this Deck, and I can confirm this wouldn't work against Performapal/Performage. At least not frequently. The lack of monsters is already a bad sign, the lack of protection is even worse, and while the Xyz Monsters show some thought, you'll almost never be able to bring more than one out on the field. You'd need a perfect hand and a lot of luck to win with this Deck.

 

And I think I know what he was referring to with Magical Mallet. It doesn't solve dead draws, and instead just takes up space.

 

What's funny is that you considered Kozmotown's shuffle effect a mulligan, yet you added Magical Mallet to this Deck, which does almost the same thing, yet is inferior.

 

I won't refute the results of your testing, but let me try to argue on some of your points:

 

1) Six Sams are meant to have a low monster count. Smoke Signal and RotA count as monsters, so the deck actually runs 18 monsters (realistically 16), which is a respectable amount.

2) So back/deckrow is not considered protection?

3) Ideally you choose the right Xyz for the right situation, based on the deck you're playing.

4) Magical Mallet is a decision I made since even though the deck has numerous 2-card combos, they overlap with one another and can cause subpar hands. Mallet is meant to fix this, since the -1 is inconsequential considering it's a "bricked hand" and the 5th card won't be of much use anyways, and it can shuffle back unused combo pieces to attempt to hit into backrow.

 

The deck has been put on the backburner though, and it'll take some time for me to update this for the new adjusted list. So this thread is essentially dead for the time being.

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I won't refute the results of your testing, but let me try to argue on some of your points:

 

1) Six Sams are meant to have a low monster count. Smoke Signal and RotA count as monsters, so the deck actually runs 18 monsters (realistically 16), which is a respectable amount.

2) So back/deckrow is not considered protection?

3) Ideally you choose the right Xyz for the right situation, based on the deck you're playing.

4) Magical Mallet is a decision I made since even though the deck has numerous 2-card combos, they overlap with one another and can cause subpar hands. Mallet is meant to fix this, since the -1 is inconsequential considering it's a "bricked hand" and the 5th card won't be of much use anyways, and it can shuffle back unused combo pieces to attempt to hit into backrow.

 

The deck has been put on the backburner though, and it'll take some time for me to update this for the new adjusted list. So this thread is essentially dead for the time being.

Yeah; Magical Mallet is useful in theory, but it is almost useless in execution (at least where this Deck's concerned). And no; Spells do not count as monsters. Plus, coming from someone who's done it in this Deck, as well as others, getting Naturia Beast out on turn 1 (or any turn for that matter) isn't as effective as you'd expect. You'd have to depend on your opponent having nothing that can remove it from the field, except Spell Cards, and Pendulum Cards (except Eccentric Archfiend). Otherwise, it doesn't work. You're really better off setting up Kageki/Elder (or any other Level 3) and Kagemusha, maybe a Great Shogun Shien, and Legendary Six Samurai - Shi En. Also, unless you're going to end a game without interruption, there's no reason Scar-right should be in the Extra Deck. And going back to your "backrow", you only have five or six cards that can be considered protection; the rest are for adding or Summoning, and the best they can serve for as protection is Mystical Space Typhoon and Twin Twister bait.

 

However, looking at it closer, did you intend a turbo Deck?

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The backrow covers what the Nat Beast doesn't, and Rafflesia is also another card that can be summoned. PePe's easy plays consist of spell cards, and if you can stop the Xyz Summons, etc. they drain all of their resources.

But the fact still remains that you only have six cards for the Spell & Trap Card Zones to cover what Beast doesn't. And Magical Mallet doesn't do you many favors (if any). And you're only looking at this from one perspective. They do in fact, have monsters that can be Normal Summoned, and Solemn Warning, to use against Naturia Beast when Beast uses it's effect. Not only that, but there's also the Eccentric Archfiend and Yuki Usagi/Ghost Ogre & Snow Rabbit you didn't take into consideration (Solemn Notice could help with this, but inconsistencies say otherwise. And no; Magical Mallet doesn't help solve these inconsistencies).

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Won't deny Ghost Ogre, but stuff like Eccentric Archfiend aren't played in PePe / Dracopals, and Rafflesia can cover the Normal Summons.

Even so, the new list will limit the Deck, so Eccentric Archfiend could be added to the Deck. Plus, how would this Deck hold up against other Decks.

 

You should test this or an alteration of this Deck to see.

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