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This deck runs monsters (but not Great Shogun Shien)!


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This deck was made for fun and in no way supposed to be competitive. I don't like Great Shogun Shien at all; I've decided to replace his spot with Enishi. Enishi is like a watered-down Chaos Sorcerer for SS.

 

Also, don't forget, Grandmaster, Hand, and Spirit all count as Six Samurai monsters too! So whatever effects targets or needs them, they will work.

 

Six Samurai Deck:

Monsters: 21

Enishi, Shien’s Chancellor x2

Grandmaster of the Six Samurai x3

The Six Samurai – Zanji x3

The Six Samurai – Irou x3

Hand of the Six Samurai x2

Spirit of the Six Samurai x2

The Six Samurai – Kamon

Card Trooper

Snipe Hunter

Sangan

Cyber Dragon x2

 

Spells: 15

Six Samurai United x3

Reasoning x3

Reinforcements of the Army x2

Book of Moon x2

Monster Reborn

Premature Burial

Heavy Storm

Mystical Space Typhoon

Swords of Revealing Light

 

Traps: 4

Mirror Force

Torrential Tribute

Solemn Judgment x2

 

I used Kamon over Yaichi because most of Yaichi's targets are chainable, save for Mirror Force, and because of the weakness Six Samurai have against Dimension Fissure, Macro Cosmos, and Royal Oppression. Even if the opponent doesn't use any continous cards except Premature Burial, he still is an okay attacker.

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I did a much better job on My first try, and I don't even have the cards to build it.

 

Try this:

 

Monsters(19):

3 The Six Samurai - Yaichi

3 The Six Samurai - Zanji

2 The Six Samurai - Irou

3 Grandmaster of The Six Samurai

2 Hand of The Six Samurai

3 Great Shogun Shien

1 Enishi, Shien's Chancellor

2 The Tricky / Cyber Dragon

 

Spells(17):

2 Lightening Vortex

1 Monster Reborn

3 Six Samurai United

3 Reasoning

1 Premature Burial

2 Reinforcement of the Army

3 Shrink

1 Heavy Storm

1 Mystical Space Typhoon

 

Traps(4):

3 Dark Bribe

1 Mirror Force

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Then how am I to deal with Macro Cosmos and Royal Oppression? I can't rely on having Solemn always ready for them, and Mystical Space Typhoon and Heavy Storm isn't enough. The majority of the troublesome spells and traps can either can be chained, go to the grave after activation, or stay face-up on the field.

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