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

Spirit of the Six Samurai

Once per turn, you can equip this card to a "Six Samurai" monster you control, OR unequip it to Special Summon this card in face-up Attack Position. When equipped to a monster by this card's effect, that monster gains 500 ATK and DEF. When the equipped monster destroys an opponent's monster by battle, draw 1 card. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, this card is destroyed instead.)

Card Number - GLAS-EN033

Card Ratings
Traditional: 1.25
Advanced: 2.60

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

Date Reviewed - 12.19.0


Dark Paladin

Really folks, it is NOT Six Samurai week. This will be short and sweet folks. I've never really been a fan of Union monsters, and the best ones in the game, the alphabet set, at least the XYZ set, still aren't that great. You don't need this guy if you are playing Six Samurai, and you should all ready know that.

It's a good ability to draw when the equipped monster destroys something, but if you want to draw cards, try things like Airknight Parshath. :)


Art: 3/5

Spirit of the Six Samurai

I just do not understand the samurai dilemma, ohh maybe I do. The problem with the samurai is that they are ubber aggressive. To play them efficiently, you have to be aggressive, all the time. Being aggressive is nice, but it is not always going to happen. Decks need to be capable of switching tempo up numerous times within a single game. Samurai can't do that due to the deck needing to be built out of this hit fast and hard mentality. Most games are decided within the first 2-3 turns as a result of an opening hand. Not to say players can make bad moves, misread, etc. and end up throwing away advantage. Nothing we can do about having a hand full of monsters, or a hand full of monster supporting spells with no monsters. Samurai decks are so tight into needing there theme support, that other warriors such as D.D. Assailant, D.D. Warrior Lady, etc. tend not to appear in successful builds. This union monster is kinda cool, makes me want to visualize beating someones face with it, the combination of effects provide utility. Then again I am left here questioning if it is worth my time to summon him, when more than likely another samurai can contribute to my field presence better. Why do I need to worry about hand advantage when I only want to win the game by turn 3.


just not aggressive enough to merit play in my opinion
General Zorpa Spirit of the Six Samurai
Yay! The best of the three new Samurai monsters! Even though Enishi and Chamberlain have it beat in ATK and DEF, this little guy allows you to get a card with each monster destroyed while equipped to a Samurai. I do a lot of plays like summon Spirit, Special Summon Grandmaster, Special Summon Shien, equip Spirit to Grandmaster and beat face. I also can use Shien's Footsoldier in order to Special Summon him, or pull some nasty tricks with Creature Swap. Definitely a good card, and I use him at two in my Samurai deck.
David "BobDole" Hoffman
Spirit of the Six Samurai
 Well it still looks like Six Samurai week, though it’s not, I assure you.
 Well here we have a 3 star (Yay), Earth-Warrior (Yay), 500 ATK (boo) Union monster (boo) for the Six Samurai. Being 3 stars let it slip under G-Bind and Level Limit Area B, which is nice. Unfortunately the 500 ATK isn’t going to do much of anything. It is a Warrior though, which means it has the usual ridiculous amount of Support. Plus it’s a Six Samurai, so it’s got about as much support as a card can get.
 Unfortunately Its effect sucks. Sorry for being so straight forward, but why didn’t Konami/UDE learn from their mistake before with Union monsters? The idea of taking two turns (or 500 LP and a card with Ultimate Offering), to give a monster an extra few hundred ATK points is just kind of stupid.
-          It’s first effect is Union, which means it’s bad.
-          It’s second effect isn’t enough to make up for the fact that’s still an extra summon.
-          Its final effect almost makes up for the extra summon. The unfortunate thing is that unless your opponent has two Scapegoat tokens, and you have Nisashi equipped with this, it’s not going to do anything. Especially with all the removal being played currently, it’s not going anywhere.
 In Traditional, I don’t see this doing jacksquat.
 In Advanced, this is slightly better, since monsters can stay on the field for more than one turn. Still, this isn’t going to do anything.
 Traditional: 1/5
 Advanced:  1/5
 Bob Dole
The First Hokage Spirit of the Six Samurai

Continuing on reviewing some of the new Six Samurai cards, we come across a union monster which hasn't been seen in a while. I definitely think this card has potential in Samurai decks, you just need to figure out where exactly to fit it in your deck.

You can equip this union monster to any Six Samurai you control, and the selected monster gains 500 attack and defense. I think that's pretty nifty. Grandmaster becomes a 2600 attacker which beats almost anything down. In addition to the attack, when the Six Samurai monster defeats your opponent's monster you also get to draw a card on top of that. Samurai is lacking the drawing power to make them tier 1. This card definitely gives them some hope.

I personally would run maybe 1 or 2 of these to give them a try. I am not sure how well they would work on an OTK Samurai build or a more moderate Six Samurai control build. In SS control, I think that the Spirit of the Six Samurai would work a lot better than OTK, but that's just me.

In Traditional, I don't see Six Samurai being competitive since some of the new cards don't have enough synergy. As for advanced, this little guy gives Samurai some needed support.

My Ratings:

Advanced: 4/5
Traditional: 2/5
Art: 2.75/5

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