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Pojo's Yu-Gi-Oh Card of the Day

Cunning of the Six Samurai

Send 1 face-up “Six Samurai” monster you control to the Graveyard. Special Summon 1 “Six Samurai” monster from either player’s Graveyard.

Card Number - GLAS-EN061

Card Ratings
Traditional: 2.50
Advanced: 4.00

Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.

Date Reviewed - 12.12.0


Dark Paladin


Cunning of the Sixth Samurai is sort of like Magical Dimension, except a bit more restrictive, and without the added monster destruction.

It is Quickplay, which is excellent, and allows you to sacrifice one Six Samurai monster you control, ideally a small and vulnerable weak monster, to summon a stronger better monster. However, the monster selected must be in either your or your opponent's Graveyard, as opposed to your Hand and/or Deck.

Mid to late game, this could be better, as you (and possibly your

opponent) would be more likely to have a better target in the Graveyard. Early game, this card is all but useless.


3/5 all around, useless early, useful late

Art: 3/5

Lonely Wolf
Wednesday, December 12th, 2007

Today we look at another Six Samurai support card. This deck type keeps getting BETTER and BETTER!!! Cunning of the Six Samurai, a quickplay spell that lets you cycle through your various Six Samurai quickly and effectively.

It’s a -1 on its own, but this deck loves to swarm and keep on attacking, so that -1 might not be such a bad thing. This deck has SOOOOO many ways to abuse it. Send a Samurai that has already attacked to the grave in order to get another one to attack with as this is a quickplay! Send Kamon or Yaichi to the grave after they forfeited their attack for the turn to destroy a Spell/Trap. Or, defensively, this can save you from a Brain Control among various other cards. And these are just a few of the ways Cunning can cause destruction!

This is just a powerful card in a Samurai deck, simple as that. So many uses, so many situations!!

Ratings: (SS only, obviously)

Traditional: 4/5 (Samurais aren’t quite as good here, but still solid)
Advanced: 5/5
Art: 3.5/5
General Zorpa
Cunning of the Six Samurai
This is one of the new Samurai cards from Gladiator's Assault. You destroy a Samurai on your field and then Special Summon another from your graveyard. This works well when a monster is targeted by an effect, as the effect fizzles and the new monster cannot be targeted by it.  It can also work offensively, trading in a Samurai that has already attacked for a fresh one from your grave that can attack during that battle phase. A solid card for Samurai, but obviously useless everywhere else.

Cunning of the Six Samurai

Quick-Play Spell

Send 1 face-up “Six Samurai” monster you control to the Graveyard.  Special Summon 1 “Six Samurai” monster from either player’s Graveyard. 


            Very cunning indeed.  Laser beam from eyes…very samurai-like indeed. 


            Believe or not, this card has higher utility than Enishi, Chancellor of the Six Samurai.  While Chancellor Enishi gives an easy card advantage, Cunning (literally) gives more tricks to Six Samurais. 


             Sending a SS from your side to the Graveyard is a cost; it does not destroy the monster, so Grandmaster’s effect cannot activate through Cunning.  However, the cost and effect both complement each other; there is no limitation on target other than “Six Samurai,” meaning Six Samurai sent to the Graveyard can be brought back by the same Quick-Play (similar to Test Tiger).


            This is what makes Cunning so deadly; Yaichi and Kamon can destroy an additional Spell or Trap or attack after activating its effect prior to Cunning’s activation.  Nisashi can now swing four times, dealing 5600 in a single turn.  Zanji and Irou can both attack twice and take out two troublesome monsters.  You can dodge Bottomless Trap Hole by summoning a weaker Six Samurai.  Special Summoning 1500 ATK or more monster will not help, because Bottomless Trap Hole would resolve after Cunning. 


             There are just so many potentials with this card; since Six Samurai monsters should be majority of a Six Samurai deck’s monster line-up, Cunning of the Six Samurai will never have a dead target.  Countless situations are suited for this card.  For example, summoning Yaichi with Grandmaster of the Six Samurai is THE signature move for SS, whereas summoning E-Hero Stratos, searching for D-Hero – Disk Commander, and activating Destiny Draw are the signature moves for…you know. 


             Let’s say you have Yaichi and Zanji on the field, and your opponent just activated Torrential Tribute.  You need a Grandmaster of the Six Samurai.  Just chain Cunning of the Six Samurai, take out Grandmaster of the Six Samurai, and take your pick when he is destroyed.  It’s a much more versatile version of Warrior Returning Alive for Six Samurai.  Heck, you can even Tribute Chancellor Enishi after nuking a monster. 


            Speaking of Enishi, the reason Ennis does not see a lot of play is because it gets rid of potential targets of Cunning of the Six Samurai.  Zanji, Great Shogun Shien, Irou, and Grandmaster should be strong enough to take down any threats.  Sure, you can play Return from the Different Dimension or Dimension Fusion, but come on; Quick-Play is so much cooler.


            I personally like how, in Six Samurai mirror match, Cunning of the Six Samurai allows one player to use the opponent’s Graveyard as if it were his or hers.  Adding an intricate possibility while not changing typical uses…nice! 


Traditional:  2/5            I never heard of Six Samurai Turbo…to me, DDT always sounded like a…pesticide.  Oh wait, it is.

Advanced:   5/5            (Obviously in Six Samurai decks…)                  This is a Spell equivalent of Grandmaster; this gives pulls SS utility to a new zenith.

Bob Dole Cunning of the Six Samurai

I really suck at pumping out CotD's in time.

Welcome to a review of why Enishi's not going to do jacksquat in the current metagame.

CotSS is a quickplay spell (yay), that allows you to chuck one of your own Samurai on the field, to grab for one from the graveyard (either players in this case). It may look like a -1, since CotSS is simply trading monsters, but that would only be true if all monsters were created equal. This will let you chuck a much weaker Six Samurai, for something that could do some real damage. Which is why I love this card. Kill something via Kamon/Yaichi and pull out Nisashi for some nice direct damage. You could even just clear the field with Kamon or Yaichi if you wanted, making for a nice 1-2 trade-off. It's a very simple card with a simply beautiful effect.

In Traditional, the Six Samurai aren't exactly top o' the food chain. This card is still nice though, since you could pack a deck with three and a Painful Choice. Makes it fairly simple to start the advantage chain.

In Advanced, I think we've got a card that's going places. Sure, it - along with others - completely kills Enishi but hey, screw him. It's a staple in every SS Deck that's not including Enishi.

Traditional: 3/5
Advanced: 4/5
Six Samurai Deck w/o Enishi: 5/5

Bob Dole

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