Despite these first two days, this isn't Six Samurai
week, although we look at Double-Edge Sword
Technique, which is an interesting Trap card.
It allows you to Special Summon two Six Samurai
monsters from your Graveyard in face up attack
positoin. That is certainly a good thing.
However, you also have the unfortunate side-effect
of them being destroyed at the End Phase.
However, if that weren't enough, you also take
damage to your Lifepoints equal to the combined
attack of the two monsters you chose to revive. That
is not good, although I don't see you using this
card if you aren't in a postiiton with enough
Lifepoints to survive.
This card does what the Six Samurai's do so
well...swarm. I really don't like the damage, but it
could be a good card if you're going to win in that
turn.
Ratings:
Traditional: 2/5
Advanced: 3/5
Art: 3.5/5
Tebezu
Double-Edged
Sword Technique
This card allows for some quick damage
This card provides sacrifices for other samurai,
hence preventing their death.
4/5
A great theme support option that is a plus two/game
finisher is utilized properly.
General Zorpa
Double Edged Sword Technique
This is definitely a good card, but there are far
better uses for the Six Samurai than to swarm at the
cost of lifepoints. Return of the Six Samurai does
the job half as well, but at no lifepoint cost.
However if the Samurai are no longer on the field at
the end of your turn, you don't take any damage.
This results in so,e very cute tricks that the
samurai can do in order to swarm the field and then
fade into the night. I prefer to use my tricky
samurai cards in order to win the game, not keep my
cards from losing the game for me.
Traditional-1/5
Advanced-3/5
The First
Hokage
Double Edge Sword Technique
Today we are looking at another Six Samurai card,
which should potentially give them more support...
Or Does it?
First off, it's a trap card which is nice, but it's
a regular trap. Its effect allows you to Summon 2
Six Samurai Monsters from your grave into Attack
position. However, at the end of the turn, you take
damage equal to the 2 Monsters attacks. It might be
good for OTK, but that's about it. And if you want
to attack, you can only activate the trap on your
turn because you'll take hits from your opponent by
activating this card on their turn. For example, if
you play this on their turn and you take back a
Zanji and an Irou, and they have a Raiza on the
field.
You'll take more damage than just getting hit by a
Raiza. Worth it? I think not.
Another downer about this card is it has no synergy
with Enishi, which should've given Samurai more
support, instead Enishi hinders it.
Anyways, I don't think this card should ever be used
at all. It's one of those cards where you think it's
going to be solid support but turns out not to be so
hot. The lack of synergy in GLAS with Samurai cards
is one of the reasons they are over hyped.
My ratings:
Advanced: 1.5/5 Causes more harm than good
Traditional: 1/5 Definitely NOT in Here
Art: 3/5 Decent Art
Otaku
Double-Edged Sword Technique
is a new Trap to boost Six Samurai decks,
and it looks like a good investment to me. Out
of touch though I am, I still can grasp how
Six Samurai decks work. Just to prove it…
simply put once you have more than one
Samurai in play, you can generate advantage
through their effects. That is reducing the
actual strategy of the deck to a bare minimum,
so I hope I don’t offend any Six Samurai
players as I am not implying winning with them
is that easy.
Double-Edged Sword Technique
feels almost like Machine support: they are
notorious for groovy, powerful effects that hurt
some resource of the player (be it Monsters in
play like Limiter Removal or Life Points
like Power Bond). Until the end of the
turn, this card is a two for one: one Trap for
two Monsters from the Graveyard. Two is the
magic number for Six Samurai, since as
long as they aren’t the same guy you can get a
variety of useful effects. If your opponent is
vulnerable to direct attacks, then a simple
brute force application will result in the same
amount of Life Points lost, leaving you down a
Trap but at least closer to victory. Well,
unless you are stupid when you do it (much like
when someone would be careless and use Ring
of Destruction on something without noticing
it’d wipe out their own Life Points). Proper
use would be things like using Double-Edged
Sword Technique to revive two Samurai
with useful effects, then using another effect
for advantage that results in them being blown
up before the actual effect of Double-Edged
Sword Technique does, thus preventing any
damage to yourself. Cunning of the Six
Samurai would be great here: revive two, use
them, sac at least one with a Cunning,
generate more advantage and avoid “the boom”.
The main drawback of this card is that it is a
Trap in an environment with a lot of Trap hate.
Still, being Spell Speed 2 makes it more
versatile and not every support card can be a
Quick-Play Spell.