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

Hand of the Six Samurai

Card Number - TDGS-EN085

Level 3
While you control another "Six Samurai" monster with a different name, you can Tribute 1 "Six Samurai" monster to destroy 1 monster on the field.

Card Ratings
Traditional: 2.00
Advanced: 3.60 

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

Date Reviewed - 08.27.08


Dark Paladin



As if Six Samurai needed more support, we come to Hand of the Six Samurai.  This is Warrior monster, (who knew?) of the Fire attribute

(cool) who is Level 3 with 1600 attack (respectable) and 1000 defense.


Now, while you control another "Six Samurai" monster, you can tribute one "Six Samurai" monster you control to destroy one monster on the Field.  That's definitely a good thing.  One thing we know about Six Samurai is that they can get monsters on the Field easily.


Secondly, if this card would be destroyed, you can destroy another "Six Samurai" monster you control instead.  That's pretty standard, and we have seen that effect before with our Samurai family.  Furthermore, the 1600 attack is fairly solid, so you can attack if need be.




Traditional:  2.25/5

Advanced:    3.25/5

Art:  4/5

General Zorpa Hand of the Six Samurai
As if Samurai needed more support. This card is pretty good. You do lose field presence due to it's effect, but Samurai can recover that quite easily. You can use Double Edged Sword Technique in order to use it as a kill trap for two creatures. It also adds a really nice level 3 to the samurai arsenal. This may take the place of Spirit of the Six Samurai in some people's decks. He is searchable, and has 1600 ATK which is great for a level 3, and can certainly hold it's own in battle.
Used with a varied Samurai build, this card just owns. It is what Enishi should have been in this format. i do think that this card can catapult samurai back into their former glory. Too bad it is a Secret Rare, which is going to be next to impossible to get. Oh well. Now that Grandmaster has been made easy to get, Samurai players needed another chase card. Do not think from my short review that this is a bad card, it isn't, it is just simple, eloquent and to the point, so much so that I do not really need to do any explaining on how to use it, except that Samurai recursion is going to become a lot more popular in the coming months for those players willing to use the samurai.

Tomas Mijares
Top 8 SJC
San Jose
THe ONe PG 16 on the Pojo Boards

Long Time, well I want to thank GeneralZorpa for inspiring me to write again for COTD after a long talk with him after a regional I went to this weekend, Don't worry everyone, I'm currently working on an article for you all soon! =]

Hand of the Six Samurai
Level 3
While you control another "Six Samurai" monster with a different name, you can Tribute 1 "Six Samurai" monster to destroy 1 monster on the field.

So the Six Samurai version of Exiled Force has finally come to us. With the name Six Samurai in it, it works well with Grandmaster of the Six Samurai, Enishi, Shien's Chancellor, Six Samurai United, and all that good stuff. The fact that you can tribute any Six Samurai (including itself) as long as you have another Six Samurai monster with a different name is really nice. Yet there is a MAJOR problem with this card. It's the fact that it doesn't have the same ending effect that all the other Six Samurai Monsters that have effects have which is "If this card would be destroyed, you can destroy another "Six Samurai" monster you control instead." With that effect missing, it really makes this card not as good as many people would think. This could end up winning you the game, if your opponent has swarmed and you can swarm back and take out their monsters with Hand of the Six Samurai's effect, but without that one key effect this card takes a huge hit. Makes me really wonder why it's a Secret Rare when it's missing such a key component of what makes Six Samurai decks even better. Yet his effect is unlike the others, except for Enishi, Shien's Chancellor. Enishi can end up being a better card than Hand of the Six Samurai at times, but not always. Hand will always be a nice toolbox kind of card for Six Samurai, but it would have been just that much better with that other effect.

Traditional: 1.5/5, Samurai isn't my favorite pick here, but it's still good.
Advanced: 2.5/5, The low score is because of the missing effect, it really does count and really does make a big difference to this card and the other support for Six Samurai

- Tomas Mijares


Hand of the 6s is really pretty good. In a control deck it provides versatility and some extra muscle. When you summon a samurai via return of the 6s, then use it's effect, you can play this and get an extra card for it.

4/5 all. 6s control

Jeff Lang
Hand of the Six Samurai
Level 3
1600 atk 1000 def

While you control another "Six Samurai" monster with a different name, you
can Tribute 1 "Six Samurai" monster to destroy 1 monster on the field. If
this card would be destroyed, you can destroy another "Six Samurai" monster
you control instead.

Secret Rare

    Todayʼs card up for review is Hand Of The Six Samurai. This card is absolutely ridiculous for the archetype, I am really happy the deck type got some attention finally. The Samurai deck can now sack even harder because of this card. The deck would sometimes have trouble getting rid of monsters on the field, but now that problem is solved. The deck got hurt a little bit, with reasoning going to 1 in Japan, but I think the deck can still be competitive. Reinforcement of The Army looks like its at 3 as well, so the deck gains more search power. The deck is nicely forming into a toolbox, meaning each Samurai can clear the path of any problem in your way now. And with the deck being able to summon 1-5 monsters in a turn, Hands effect is really hot. If you like the deck type, you HAVE to get 3 of this card
Trad: 2/5
Adv: 4/5

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