Samurai Deck Swarm!
duelists! As we all know, this era of Yu-Gi-Oh is
being dominated by some of the biggest and baddest
holographic brawlers we've ever seen in the game so
far. Chimeratech, Monarchs, Diamond Dude Turbo, etc.
I for one respect these decks, but I mean, come on.
Is it really that great when everyone is running it?
Where's the sense of individuality? So when
searching for a deck different from the norm, I came
to the Strike of Neos Sneak Preview, and came across
a new decktype that I recognized as a new force to
be reckoned with: The Six Samurai. thus I grabbed a
bunch of copies of each, and luckily I managed to
get three copies of The Grandmaster. I built a deck
that would get the Samurai out fast and furious(ly),
and this deck does just that. So, without further
ado, I present-
Six Samurai Swarm
Grandmaster of the Six Samurai x3
Great Shogun Shien x2
The Six Samurai- Zanji x2
The Six Samurai- Irou x2
The Six Samurai- Kamon x2
The Six Samurai- Nisashi x2
The Six Samurai- Yaichi x2
The Six Samurai- Yariza x2
Marauding Captain x2
Neo-Spacian Grand Mole
United We Stand
The A. Forces x2
Swords of Revealing Light
Reinforcement of the Army x2
Mystical Space Typhoon
Call of the Haunted
Ring of Destruction
Okay, now to "justify" what's in there. Three
Grandmasters is almost automatic, because of his
special summoning capability and how he can trigger
other samurai effects. The Great Shogun can easily
be summoned in this deck, and with his spell and
trap lockdown, he can stop certain machine decks
easily. Two of each samurai is because they are like
a duelist's Swiss Army Knife. Each one has a
decktype it can slash and crash its way through.
Zanji can (if you can spare the lifepoints) take
down Monarchs and Chimeratech, or destroy annoying
Spirit Reapers. Irou can instantly kill face-down
monsters much like Mystic Sword Lv.2, but he has
1700 ATK, so he can survive on his own. Kamon
destroys several kinds of spell and trap support,
such as Swords of Revealing Light, Wave-Motion
Cannon, Future Fusion, Macro Cosmos, Dimensional
Fissure, etc. Nisashi punches his way through weenie
decks, or delivers an extra punch when you attack
someone who's wide open. Yaichi has one of the most
useful effects: destroying nasty face-down traps; 'Nuff
said on him. Yariza seems to many like the odd
choice, but he has uses. He's small enough to slip
under Level Limit- Area B and Gravity Bind, and
better yet, if a Samurai is on your field he can run
past all their spell and traps (or Spirit Reapers)
and whack them for a grand.
Whew! Now for the non-samurai. Marauding Captain is
almost self-explanatory in this deck. He provides
warrior protection, plus enhances the swarm factor.
Command Knight is powerful in this deck, as she
shields herself when around a bunch of warriors
(hint, hint) plus gives them an extra boost in
attack. Spirit Reaper is just for defense, in case
the field runs out of Samurai. Grand Mole is there
to serve in Zanji and Irou's lieu. He'll bounce
giant threats out of the way, like Zaborg or nasty
fusions, or simply eliminate face-down threats.
Standard spells like Heavy Storm, Mystical Space
Typhoon, etc. are automatic for a competitive deck.
Reinforcements let you grab just the right Samurai
for any situation, that being one of the reasons
every samurai is included. The A. Forces works gold
with the swarm factor. The more Samuria you dish
out, the more they can. just having two on the field
turns Zanji into a monster that can run over Cyber
Dragon, and three makes him a match for the fearsome
Monarchs. United We Stand is there for pure power.
This deck usually fills up its field pretty quickly,
and United We Stand adds enough attack to a monster
to let it hopefully overpower anything the opponent
has left. Shrink is great for the samurai, as on
their own they aren't much of a match for burly
giants like Zaborg or Cyber Dragon.
There isn't much to say about traps here. Torrential
Tribute, Ring of Destruction, Call of the Haunted,
and Royal Decree could be seen in many competitive
decks. Ultimate Offering, however, is key to the
swarm strategy. It allows you to fill up your field
in a few, if not a single turn.
Well, thanks for reading my (most likely) long
article! Questions, praise, rants, advice, nachos
can be given at TonyEWorld@AOL.com