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					Pojo's Yu-Gi-Oh! Card of the Day 
					
							Daily Since 2002!  
					
						
						
							
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							 | 
							
							 
							
							Superheavy Samurai Warlord Susanowo 
							
							- #SECE-EN048 1 Machine-Type Tuner + 1 or more non-Tuner "Superheavy Samurai" monsters
This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn, during either player's turn, if you have no Spell/Trap Cards in your Graveyard: You can target 1 Spell/Trap Card in your opponent's Graveyard; Set it to your side of the field, but banish it when it leaves the field. 
							Card Ratings 
							Advanced: 
							2.44   
							Ratings are based on a 1 to 5 scale 
							 
							1 is Horrible. 
							3 is Average. 
							5 is the highest rating.  
							 
							Date Reviewed: 
							Feb. 3, 2015 
							
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					Baneful | 
                          
							 
							
							
							Superheavy Samurai Warlord Susanowo 
							
							
							  
							
							
							3800 ATK is nice, but it's really not much different 
							than 3000 ATK, practically speaking. 
							It's effect of being able to steal an 
							opponent's Spell/Trap card is great, but it requires 
							you to have no Spell/Traps in your grave, which is a 
							dealbreaker. 
							Could be good early game for the deck type, 
							but not worth the concerted effort to summon most of 
							the time. 
							
							
							  
							
							
							2/5 
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                           Dark  
                           
							
                            
                           
							Paladin | 
                          
							 Superheavy Samurai Warlord Susanowo is a Synchro 
							Monster (remember them) and a new variety of Samurai 
							(Superheavy do different things than the Normal 
							Samurai and work better with themselves, but can 
							work well with the other Samurai brethren).  
							This is a Level 10 Synchro, who specifically 
							requires a Machine-type Tuner, and one or more 
							non-Tuner Superheavy Samurai Monster.  You're 
							likely looking at at least three Monsters to pull 
							this off, the Tuner, and two others, but it could be 
							well worth it.  2400 attack is unremarkable for 
							Level 10 but Earth will help a bit, as will being 
							Machine, and the 3800 defense is monstrous.  
							Especially since he can attack while in face-up 
							Defense position.  (Like Total Defense Shogun!  
							Remember him?)  But wait, if attacking from Defense 
							position, you apply the whopping 3800 Defense during 
							Damage Calculation.  Furthermore, once per 
							turn, if you control no Magic or Trap cards, you can 
							Set one from your opponent's Graveyard to your side 
							of the Field.  Said card is removed from play 
							when it leaves the Field.  He does a lot, he's 
							hard to Summon, but he's a huge asset to the Deck. 
							 
							Rating: 2.75/5  
							Art:  4.5/5 
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					Kingof 
					Lullaby | 
                          
							 Hello Pojo Fans, 
							  
							It's been a while since we reviewed a monster from 
							the Superheavy Samurai archetype, and this one is 
							their Synchro heavy-hitter (no pun intended).  
							  
							Superheavy Samurai Warlord Susanowo is built for 
							primary use only in the “Superheavy” archetype, as 
							it requires “Superheavy Samurai” monsters alongside 
							a Machine-Type Tuner. Birdman, Unknown Synchron, and 
							Black Salvo are other Machine-Type Tuners beside 
							Superheavy Samurai Trumpeter that can be used to 
							summon Susanowo. With several monsters under 500ATK, 
							Machine Duplication is a real option to swarm 
							monsters to the field for a Synchro Summon. 
							Regardless of what combo you use to summon Susanowo, 
							its ability to attack while in face-up defense will 
							keep it safe due to its beefy defense. While it's 
							ATK isn't close to what you'd want a Level 10 
							Synchro's ATK to be, it's DEF is applied for damage 
							calculation when you attack while in defense, making 
							it likely the strongest monster on the field.  
							  
							The “Superheavy Samurai” archetype benefit from a 
							lack of spells/traps in your graveyard. If that is 
							the case during either players turn while Susanowo 
							is on the field, you can steal a spell/trap from 
							your opponents graveyard and set it on your field. 
							Protect yourself with their traps, or use their 
							spells on your turn. This card also will banish them 
							once they leave the field, eliminating resources if 
							your opponent has the ability to bring back 
							spells/traps from their graveyard.  
							  
							The effect to use its high DEF as it's attack power 
							while attacking in defense mode, keeping itself safe 
							from almost any monster in terms of attack, and the 
							ability to use an opponents spell/trap cards once 
							per turn during either turn, this card isn't seeing 
							any play outside of the archetype even if a deck 
							would run enough specific monsters to realistically 
							summon this.  
							  
							  
							Advanced-2/5 
							Art-2.5/5 
							  
							Until Next Time 
							KingofLullaby 
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					Mr. Dragon | 
                          
							 
							I'll profess to not having known much about 
							Superheavy Samurai until recently and that much of 
							what I did know about them was due to their 
							appearance in the anime, with them being used by 
							Gongenzeka in Yu-Gi-Oh! Arc V. 
							 
							
							Superheavy Samurai Warlord Susanowo seems an 
							awkward card to use really, which is really the 
							prime issue with the archetype. They're all sort of 
							awkward. Not being able to have spell/trap cards in 
							the graveyard when you use the archetype's various 
							effects can be of particular nuisance, though there 
							are ways to circumvent this if you do wish to play 
							spells and traps within your deck, through cards 
							such as Skill Prisoner and Breakthrough Skill. This 
							deck can even tech Naturia Barkion for this purpose! 
							
							But enough about the 
							archetype, Susanowo's effect takes an opponent's 
							Spell or Trap cards, something that I've found 
							unusual in its general absence from the game, given 
							that effects that take the opponent's monsters are 
							pretty much everywhere. It has the potential to be 
							very powerful in the late-game, given that power 
							Spells have had a particular resurgence recently, 
							with cards such as Raigeki and Snatch Steal being 
							back in the game. You can also use the effect solely 
							to remove certain Spells or Traps from the 
							graveyard, such as Spellbooks or Nekroz ritual spell 
							cards, or to take your opponent’s Trap cards to make 
							a makeshift defense on their turn. There is a 
							particular appeal to the idea of using it to take an 
							opponent’s Vanity’s Emptiness for example. 
							
							Unfortunately common for 
							cards like Susanowo ,it is really limited by its own 
							archetype’s own inconsistencies and lack of power, 
							that’s what lets it down. If the deck gets more (and 
							better quality) support, the Susanowo will turn into 
							a very threatening card, but as of now, it’s hard to 
							fear a Superheavy Samurai deck, regardless of the 
							effect of its boss monster. 
							
							Advanced Rating: 3/5 
							 
							
							– A decent card, though one 
							too limited by archetypal restrictions to really 
							ever impact the game. 
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