Counters what, you ask? ...Whattaya got? (YGO)

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    • Seen Aug 11, 2009
    Beta version. Read on.

    Monsters:

    2x Cyber Dragon
    1x Guardian Sphinx (laughs maniacally at Gadgets until they get Shield Crash)
    1x Jinzo

    3x Kycoo the Ghost Destroyer
    2x Des Wombat
    2x Exiled Force
    1x Neo-Spacian Grand Mole
    1x Penguin Knight (not a typo)
    3x Hydrogeddon
    1x DD Warrior Lady
    1x Kinetic Soldier
    1x Sangan
    2x Brron, Huntsman of Dark World

    Spells:
    2x Twister
    2x Enemy Controller
    1x Card Destruction
    1x Premature Burial
    1x Snatch Steal
    1x Heavy Storm
    1x Mystical Space Typhoon
    1x Scapegoat
    1x Nobleman of Crossout
    1x United We Stand
    1x Pot of Avarice
    1x Reinforcement of the Army

    Traps:
    2x Royal Decree
    1x Call of the Haunted
    2x Pikeru's Circle of Enchantment

    Counters Gadget, Chain Burn, RFG, and even Dark World a bit with revenge for Dark World Dealing. I haven't bought a single STON pack yet, which yes, also means that I don't have the Twisters or Mole, which is why it's a Beta.

    Rate/Fix/Flame
     
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    I say stick with one theme. You have the cards needed to make a anti meta side deck but your deck needs to main more a main component.

    I would push this deck to the Dark World/ Strike Ninja Side though.
     
    Nyu, I concur. The cards look a bit too...fragmented. Anyway, Goldd isn't really the kind of monster you can just slap on and use effectively. Your only own means of discarding the bugger for use is Card Destruction. One card to play two otherwise seriously subpar monsters? Not too cool, imo. Anyway, if your whole point is to punish your opponent for discard effects - as opposed to making use of them yourself - then wouldn't Reign-Beaux be more like it? It will be a bit worse a draw than Goldd but when it does pay off it does so with a vengeance. That really seems more like a side-deck thing for me, though. Either go full dark world or save them for specific match-ups. Also, dare I ask what insidious plan you have in mind for Penguin Knight?

    As for the six samurai: the best way to counter them is mass-destruction, because their key ability is sacrificing partners to save themselves, so Lightning Vortex, Mirror Force, and Torrential Tribute are the most effective, I guess. Also, there's Great Shogun Shien to take into account. That only one spell or trap per turn limitation makes it all the more essential to kill monsters off in bulk. Basically, the six samurai look like so:

    The Six Samurai - Irou
    Warrior / Effect
    4 Star / Dark
    1700 Atk / 1200 Def

    "While you control another ""Six Samurai"" monster with a different name, if this card attacks a face-down Defense Position monster, destroy the monster immediately with this card's effect without flipping it face-up or applying damage calculation. If this card would be destroyed, you can destroy another ""Six Samurai"" monster you control instead."

    The Six Samurai - Kamon
    Warrior / Effect
    3 Star / Fire
    1500 Atk / 1000 Def

    "Once per turn, while you control another ""Six Samurai"" monster with a different name, you can destroy 1 face-up Spell or Trap Card. This monster cannot declare an attack during the turn this effect is used. If this card would be destroyed, you can destroy another ""Six Samurai"" monster you control instead."

    The Six Samurai - Nisashi
    Warrior / Effect
    4 Star / Wind
    1400 Atk / 700 Def

    "While you control another ""Six Samurai"" monster with a different name, this card can attack twice during the same Battle Phase. If this card would be destroyed, you can destroy another ""Six Samurai"" monster you control instead."

    The Six Samurai - Yaichi
    Warrior / Effect
    3 Star / Water
    1300 Atk / 800 Def

    "Once per turn, while you control another ""Six Samurai"" monster with a different name, you can destroy 1 Set Spell or Trap Card. This monster cannot declare an attack during the turn this effect is used. If this card would be destroyed, you can destroy another ""Six Samurai"" monster you control instead."

    The Six Samurai - Yariza
    Warrior / Effect
    3 Star / Earth
    1000 Atk / 500 Def

    "While you control another ""Six Samurai"" monster with a different name, this card can attack your opponent directly. If this card would be destroyed, you can destroy another ""Six Samurai"" monster you control instead."

    The Six Samurai - Zanji
    Warrior / Effect
    4 Star / Light
    1800 Atk / 1300 Def

    "While you control another ""Six Samurai"" monster with a different name, destroy any monster this card attacks at the end of the Damage Step. If this card would be destroyed, you can destroy another ""Six Samurai"" monster you control instead."

    Grandmaster of the Six Samurai
    Warrior / Effect
    6 Star / Earth
    2100 Atk / 800 Def

    "You can only have 1 ""Grandmaster of the Six Samurai"" monster on your side of the field. While you control a face-up ""Six Samurai"" monster, you can Special Summon this card from your hand. When this card is destroyed by your opponent's card effect, add 1 ""Six Samurai"" monster from your Graveyard to your hand. "

    Great Shogun Shien
    Warrior / Effect
    7 Star / Fire
    2500 Atk / 2400 Def

    "If you control 2 or more ""Six Samurai"" monsters, you can Special Summon this card from your hand. Your opponent can activate only 1 Spell/Trap Card each turn. If this card would be destroyed, you can destroy a ""Six Samurai"" monster you control instead."

    As you can see, the only ones with real bulk are Shien and Grandmaster. Generally, it seems like Six Samurai like to hide behind traps (Sakuretsu Armor, Mirror Force, and what-have-you) and pick off opponents with their awesome card effects while any samurai that do get killed are brought back with The Warrior Returning Alive, Premature Burial, and Call of the Haunted. So yeah, kind of a swarming strategy, I guess, because those little buggers get onto the field right quick. >.< Grandmaster and Shien are a serious menace because they special summon easily and particularly in combo. (Normal summon a Six Samurai, special summon Grandmaster, and special summon Shien for great field dominance) and because they're warriors they of course have access to easy monster search and return (Like letting Grandmaster die to bring back another samurai, after which Grandmaster is brought back with The Warrior Returning Alive and special summoned).
     
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    Six Samurais really don't hide behind traps. In this metagame, above 1600 is a very good measure for Lv4 monsters because you're immune to unassisted hydroggedon, and that's what Zanji and Irou got (and those two are the triples in a Samurai deck... Kamon and Yaichi are added occassionally but never triples.) So, it's only 4 star+ and Lily that can really destroy Samurais in battle.

    But Alter Ego got it right with the strategy dead on. It's about *mass* swarm. Grab a samurai, summon it, get the grandmaster out, and proceed with the manslaughter. Shien isn't really used often and is at most teched, if at all, because it's heavy investment. My Body as a Shield protects the samurais from s/t evils, especially lightning vortex. Believe that a good Six Samurai deck is available in the last SJC's deck profile for an example.

    Shameless advertisement: check out the Create a Card for Frosty's creation ^^
     
    The Six Samurai are a good set of monsters. They started out what E-Heros should have begin with when TLM came out. Though it depends on what new sets comes out and how the metagame will be during the main tournaments.

    With modern day Level 4 monsters. Anything above Snipe Hunter is good.
     
    lol, I think 4 stars are currently defined by Hydroggedon's 1600. Snipe Hunter's power is in its effect and not exactly its attack power. It'll suck if Hydro killed something, summon another, then suicide ram into your other 1600. Also, 1600 is the attack of banisher which is still a powerful sidedeck monster.
     
    ...What the......? That doesn't match my decklist...hmm, guess I'll just update it.

    And FTR, Penguin Knight's for countering random remnants of last banlist's Mill/Dons.
     
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