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okay im trying again...-.-'


tonisanoob

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3 grandmaster

3 great shogun

3 zanji

3 yaichi

1 irou

2 spirit

1 hand

1 card trooper

3 Comrade Swordsman of Landstar(warrior, limit reversable, slight attack boost)

 

3 sim samurai united

3 instant fusion

2 hand destruction

1 monster reborn

1 heavy storm

3 rota

1 reasoning

 

3 double edged sword technuiuqe

2 limit reverse (lots of good targests, comrade, trooper, spirit)

3 soulems

 

right with my last deck i focused on abusing cosr, but thn that is rather inconsistent, and i totally forgot about ssu

 

so with hand destruction, coupled with ssu and trooper and d.e.s.t

so swarmign drawing and synchro summing should be rather easy...

 

so tell me what you think *hides*

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add a draining sheild

 

Try suggesting some good cards for a change

 

Draining Shield sucks!!!

Well' date=' it really would be more helpful for him if you elaborated why it's a poor card, over others that serve the same basic function of blocking an attack.

 

First of all, it's not chainable. More often than not, nowadays, chainability makes a huge difference. Secondly, it doesn't clear out the immediate problem, like it's cousins Sakuretsu Armor and Dimensional Prison. Typically between these two things, you're off to a bad start. Factor in that all you're gaining is Life Points, and not card advantage [actually, you're losing it'], and it's genuinely bad.

 

I know, some people think it "helps out in a pinch", but it really doesn't, if you're playing against ANYTHING competitive.

 

Next, about the actual deck, I think I see where you're going with this one. The only real changes I would make, not having tested it myself, are dropping Double-Edged Sword Technique to 2 and adding in The Warrior Returning Alive, for Shien and Grandmaster. Other than that, you're set, I think. Good job this time. =J

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add a draining sheild

 

Try suggesting some good cards for a change

 

Draining Shield sucks!!!

Well' date=' it really would be more helpful for him if you elaborated why it's a poor card, over others that serve the same basic function of blocking an attack.

 

First of all, it's not chainable. More often than not, nowadays, chainability makes a huge difference. Secondly, it doesn't clear out the immediate problem, like it's cousins Sakuretsu Armor and Dimensional Prison. Typically between these two things, you're off to a bad start. Factor in that all you're gaining is Life Points, and not card advantage [actually, you're losing it'], and it's genuinely bad.

 

I know, some people think it "helps out in a pinch", but it really doesn't, if you're playing against ANYTHING competitive.

 

Next, about the actual deck, I think I see where you're going with this one. The only real changes I would make, not having tested it myself, are dropping Double-Edged Sword Technique to 2 and adding in The Warrior Returning Alive, for Shien and Grandmaster. Other than that, you're set, I think. Good job this time. =J

 

The thing is guy, alot of people suck around these parts and repeat this sort of thing alot. Eventually we get tired of posting the same thing over and over

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add a draining sheild

 

Try suggesting some good cards for a change

 

Draining Shield sucks!!!

Well' date=' it really would be more helpful for him if you elaborated why it's a poor card, over others that serve the same basic function of blocking an attack.

 

First of all, it's not chainable. More often than not, nowadays, chainability makes a huge difference. Secondly, it doesn't clear out the immediate problem, like it's cousins Sakuretsu Armor and Dimensional Prison. Typically between these two things, you're off to a bad start. Factor in that all you're gaining is Life Points, and not card advantage [actually, you're losing it'], and it's genuinely bad.

 

I know, some people think it "helps out in a pinch", but it really doesn't, if you're playing against ANYTHING competitive.

 

Next, about the actual deck, I think I see where you're going with this one. The only real changes I would make, not having tested it myself, are dropping Double-Edged Sword Technique to 2 and adding in The Warrior Returning Alive, for Shien and Grandmaster. Other than that, you're set, I think. Good job this time. =J

 

The thing is guy, alot of people suck around these parts and repeat this sort of thing alot. Eventually we get tired of posting the same thing over and over

OOhh, I see. Hmmm, disheartening. =/

 

AW YEEEES I DONE IT :D

 

(i hope to christ its not pity)

It's not. Haha. I do like it.
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-1 Instant Fusion

-1 Reasoning

 

+1 Irou

+1 Hand of the Six Samurai

 

Running multiples of Hand is pretty important. Obviously even at 1 you have plenty of access to him due to the 3 copies of RotA, but you want to be able to bring him out more than once a game. His ability to knock out whatever happens to be troubling you at the time is just too big to pass up, and the more often your opponent has a clear field, the more often you can make direct attacks. Also, you might as well take advantage of the fact that you're running 3 copies of DEST, which combos insanely well with him.

 

Irou is less important than Hand, but he's a beatstick and his effect is certainly not useless. You may wish to keep the reasoning for now, or you may wish to stick in a Mirror Force in this slot. It's pretty much up to personal preference. I tend to be someone who favors redundancy, which is why I prefer running the second copy. However, this is obviously less important in this deck due to DEST giving you quick access to any needed monsters that have already fallen in battle.

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-1 Instant Fusion

-1 Reasoning

 

+1 Irou

+1 Hand of the Six Samurai

 

Running multiples of Hand is pretty important. Obviously even at 1 you have plenty of access to him due to the 3 copies of RotA' date=' but you want to be able to bring him out more than once a game. His ability to knock out whatever happens to be troubling you at the time is just too big to pass up, and the more often your opponent has a clear field, the more often you can make direct attacks. Also, you might as well take advantage of the fact that you're running 3 copies of DEST, which combos insanely well with him.

 

Irou is less important than Hand, but he's a beatstick and his effect is certainly not useless. You may wish to keep the reasoning for now, or you may wish to stick in a Mirror Force in this slot. It's pretty much up to personal preference. I tend to be someone who favors redundancy, which is why I prefer running the second copy. However, this is obviously less important in this deck due to DEST giving you quick access to any needed monsters that have already fallen in battle.

[/quote']

 

I don't think you should take out Reasoning. You can use Reasoning to start swarming. Reasoning is essential to Six Samurai.

 

However, I do think you should take out 2 Spirit of the Six Samurai and add 2 Hand of the Six Samurai.

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-1 Instant Fusion

-1 Reasoning

 

+1 Irou

+1 Hand of the Six Samurai

 

Running multiples of Hand is pretty important. Obviously even at 1 you have plenty of access to him due to the 3 copies of RotA' date=' but you want to be able to bring him out more than once a game. His ability to knock out whatever happens to be troubling you at the time is just too big to pass up, and the more often your opponent has a clear field, the more often you can make direct attacks. Also, you might as well take advantage of the fact that you're running 3 copies of DEST, which combos insanely well with him.

 

Irou is less important than Hand, but he's a beatstick and his effect is certainly not useless. You may wish to keep the reasoning for now, or you may wish to stick in a Mirror Force in this slot. It's pretty much up to personal preference. I tend to be someone who favors redundancy, which is why I prefer running the second copy. However, this is obviously less important in this deck due to DEST giving you quick access to any needed monsters that have already fallen in battle.

[/quote']

 

I don't think you should take out Reasoning. You can use Reasoning to start swarming. Reasoning is essential to Six Samurai.

 

However, I do think you should take out 2 Spirit of the Six Samurai and add 2 Hand of the Six Samurai.

Absolutely not. Spirit of the Six Samurai is an invaluable draw engine and a boon for hoping over Monarchs and Stardust with Grandmaster.

 

Reasoning I would say should remain, but, as stated, it really is about personal preference. It won't make a HUGE difference if you lose it or keep it. Just a cool trick sometimes. Finding room for another Hand IS favorable, but I would only say to do it if he were to cut a Comrade Swordsman of Landstar. Since you'll have the ability to revive it over and over and you can search it, it won't really matter.

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Funny Joke. =]

 

Hand of the Six Samurai is a huge part of a Six Samurai deck's successful performance. Spirit is also very useful.

 

Reasoning is still good in Samurais, but since it's limited to one, the deck has to adapt to be able o live without it. If the best designed non-reasoning deck happens to use a relatively even distribution of levels, that one Reasoning is great. If there are significantly more of one level than another, you can live without it.

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the thing is hand of the six samurai...just isnt tht good it toally goes against the point of six samurai, i would rather run exiled force BUT

 

i have one in to combo with d.e.s.t, turning it into advantage and not losing as much lifepoints

 

mormolith > exiled force > hand

 

but right now im guessing all help to this deck, is mearly just nitpicking...?

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the thing is hand of the six samurai...just isnt tht good it toally goes against the point of six samurai' date=' i would rather run exiled force BUT

 

i have one in to combo with d.e.s.t, turning it into advantage and not losing as much lifepoints

 

mormolith > exiled force > hand

 

but right now im guessing all help to this deck, is mearly just nitpicking...?

[/quote']

Bro, I don't know what to tell you. I like you, but you view things pretty crazy. If you think that synchronizing into a Stardust by clearing out a monster and possible Spell in the process is a good call, but built-in 1-for-1's aren't, I don't get it. And Mormolith sure does hit a lot... of random crap. Exiled is the middle of the road of the three, that's for sure. But you had the equation a little wonky.

 

Hand of the Six Samurai = Great > Exiled Force = Alright > Mormolith = Crap

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mormolith is both of theese cards on crack its a rat searchable dark hole

 

i kno my enshi combo was bad but that wasnt the whole point to my last deck

 

and i nko the last deck sucked so i put more thot into this

 

and if your goign on one for ones id rather run fissure or smashign ground

 

just hand defeats the purpose of the deck, but in a pinch its handy i.e why i have dest

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