Superheavy Samurai Brave Masurawo
Superheavy Samurai Brave Masurawo

Superheavy Samurai Brave Masurawo – #CYAC-EN039

1 Tuner + 1+ non-Tuner monsters
This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If a “Superheavy Samurai” monster(s) you control would be destroyed by battle or card effect, you can destroy 1 “Superheavy Samurai” card you control instead. Once per turn, if your opponent activates a Spell/Trap Card or effect (except during the Damage Step): You can draw until you have 3 cards in your hand.

Date Reviewed:  June 30, 2023

Rating: 3.42

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:

KoL's Avatar
King of

Hello Pojo Fans,

Superheavy Samurai Brave Masurawo wraps up the look at the Superheavy archetype with their new Synchro Monster.

Generic materials for a hugs DEF Level 12 Machine monster. Masurawo carries over Big Beneki’s effect but only for itself, allowing it to attack while in defense and use that 4000DEF as ATK. That alone is a handy ability, and had this archetype been around when Mirror Force and battle traps were the norm they would have had much more success because of that ability.

Destruction prevention from both battle and card effect in exchange for a Superheavy Samurai is a worthwhile trade if only to save your bigger, better Superheavy Samurai. With the Pendulum Summons more online with the better Pendulum Superheavy Samurai monsters within the archetype it is much easier to swarm the field in addition to their normal Special Summoning abilities. Trading a scale for protection as well is fine, as they will go back to the Extra Deck in most cases and not to your grave.

Protection aside, drawing off a Spell/Trap activation of your opponent’s until you have three cards in hand is an effect that would make a monster worth consideration for the forbidden/limited list. To add up to three cards off a searcher spell of your opponents is amazing. For an archetype that cannot play Spell/Trap (unless wildly creative) draw power was lacking. Each turn this is an available effect and with the previously mentioned Pendulum Summoning potential, you could empty your hand each turn and sit on Masurawo, waiting for your opponent to play a Spell/Trap and get your free draw(s). Make sure you have at least one negation on the field to protect against something that doesn’t destroy though. Aside from that, you can keep trading Superheavy Samurai to protect yourself and recoup loses off your opponent using their Spell/Trap cards.

Masurawo does a lot for the archetype. It is another big body that is relatively easy to summon, has built-in protection for the archetype and itself at a reasonable cost and repays you that cost (and maybe more) off your opponent playing cards that you can’t. It isn’t completely a punish your opponent kind of effect, but it is close enough to make it a great one.



Until Next Time


Crunch$G Avatar

We end the week off with the new Superheavy Samurai Level 12 Synchro that’s much easier to summon than the original one they got, Superheavy Samurai Brave Masurawo.

Brave Masurawo is a Level 12 EARTH Machine Synchro with 2100 ATK and 4000 DEF. The DEF stat is what matters here, and it’s great alongside being an EARTH Machine. Materials are any Tuner and non-Tuner(s), which is shockingly generic considering all the other Superheavy Samurai Synchros I remember need archetypal monsters, mainly the boss monsters at least. It can attack in Defense Position, applying DEF during damage calculation. I kinda wish it gave this to all your Superheavy Samurais like Big Benkei, but honestly I don’t think you’re ending on a lot of Superheavy Samurais anyways, and the ones you are can already attack in Defense Position. If a Superheavy Samurai monster(s) you control would be destroyed in battle or by card effect, you can destroy a Superheavy Samurai card you control instead, which I guess turns your Scales into protection. Finally, we got a soft once per turn if the opponent activates a Spell/Trap Card or effect, letting you draw until you got 3 cards in your hand. It’s nice little draw power, though it won’t change the fact the Spell or Trap will do whatever it’s going to do anyways. Still, with all that said, it might be the best generic Level 12 Synchro we got now. Steam Train King might be better in Superheavy Samurais for all the damage it could do, though it does need more materials, but this is a more generic option and can still do damage attacking with its 4000 DEF. Nice card to end the week.

Advanced Rating: 3.5/5

Art: 4.5/5 Mostly cause I like how they turned Gong Strong from Arc-V into a card, even if I never really paid attention to that series that much.

Mighty Vee

Finishing up the week is the new final boss of the Superheavy Samurai archetype, Superheavy Samurai Brave Masurawo, a level 12 EARTH Machine Synchro monster. Interestingly, its materials are generic like Geomathmech Final Sigma, so any deck that can make level 12 Synchros with a Tuner and one or more non-Tuners can make it. Par for course for Superheavy Samurai, Masurawo’s attack is a middling 2100, but more than makes up for it with an incredible 4000 defense, putting it on par with most of the game’s offensive juggernauts.

As expected for a Superheavy Samurai boss, Masurawo can attack in defense position by default, applying its 4000 attack for damage calculation, so if nothing else, it is an excellent beater. Masurawo also has a non-once per turn effect to save any Superheavy Samurai monster from being destroyed by battle or card effect by destroying a different Superheavy Samurai card you control in its place. In practice, you’ll probably be using this to save Masurawo by blowing up a jobber Superheavy Samurai, as otherwise Masurawo has no innate protection. Masurawo’s final effect is extremely unique and a soft once per turn, triggering if your opponent activates a Spell or Trap card or effect, letting you draw cards until you have 3 in your hand. Due to the deck’s tendency to run many hand traps and burn through its hand with Pendulum Summoning, this effect is more useful than it looks, though unless you’re locked into Superheavy Samurai monsters, it’s not an effect I would go out of my way to make over other monsters. Masurawo’s primary meta function is as a target for Superheavy Samurai Soulbreaker Armor, which alongside D/D/D Supersight King Maxwell, can burn your opponent for 4000 damage twice. Unfortunately, the FTK build has proven much less popular than the standard heavy board build, which does not run Masurawo. Overall, while not perfect, it’s still a great boss monster for the archetype’s intended strategy and at least has a niche purpose.

Advanced: 3.25/5

Art: 4.5/5 Gong’s pompadour easily makes this one of the greatest monsters of all time.

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