“Six Samurai” is an archetype of Warrior-Type monsters that was originally introduced in Blades of Spirit and whose main strategy revolves around swarming the field with multiple Level 4 or lower monsters.
Secret Six Samurai - Fuma is a Level 1 Warrior-Type Tuner, which means you can use it to Synchro Summon Legendary Six Samurai - Shi En, and it’s also a “Six Samurai” monster, which means you can Normal Summon it and then Special Summon Legendary Six Samurai - Kizan or Normal Summon Legendary Six Samurai - Kageki and then Special Summon it from your hand.
If Secret Six Samurai - Fuma is destroyed by battle or card effect, you can Special Summon a "Six Samurai" monster from your Deck, except "Secret Six Samurai - Fuma". Since it’s not stated that Secret Six Samurai - Fuma has to be on the field in order for this effect to trigger, you could technically destroy it via Fire King Island, Fire King Avatar Yaksha or Disciple of Nephthys.
Additionally, if exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish Secret Six Samurai - Fuma from your Graveyard instead. If your opponent activates Offerings to the Doomed and targets your Legendary Six Samurai - Shi En, you can banish Secret Six Samurai - Fuma from your Graveyard to protect it, but, if your opponents banishes Survivals End from the Graveyard and targets Babycerasaurus and Shi En, you will not be able to use Fuma’s effect.
If you control another face-up "Six Samurai" monster, you can Special Summon Legendary Six Samurai - Kizan from your hand.
Even if you don’t have Legendary Six Samurai - Kizan in your opening hand, you can still activate Six Samurai Unite, Normal Summon Secret Six Samurai - Fuma, send the Continuous Spell to the Graveyard and potentially draw into it. If you do not end up drawing Kizan, you can still utilize Six Style - Dual Wield for protection thanks to Secret Six Samurai - Fuma.
If you control 1 face-up Attack Position “Six Samurai” monster, Six Style - Dual Wield allows you to target 2 cards your opponent controls and return them to their hand. Synchro Summon Legendary Six Samurai - Shi En and then Set this Trap Card: you will be able to prevent your opponent from using Hey, Trunade! and then get rid of whatever they Summon or Set.
Legendary Six Samurai - Shi En is a Level 5 Synchro that has the ability to, once per turn, negate the activation of an opponent’s Spell/Trap Card and destroy it.
Legendary Six Samurai - Shi En is not able to negate the activation of an effect of a Spell/Trap Card, which means that your opponent will still be able to banish Survival’s End and Diamond Core of Koa'ki Meiru from their Graveyard. You also can’t prevent Amazoness Onslaught from Special Summoning an “Amazoness” monster or from banishing one of your monsters; if your opponent activated the Continuous Trap before you were able to Summon Legendary Six Samurai - Shi En, there is nothing you can really do about it.
If Legendary Six Samurai - Shi En is about to be destroyed, you can choose to destroy another face-up “Six Samurai” monster you control instead.
You can Special Summon Secret Six Samurai - Rihan by sending 3 “Six Samurai” monsters you control with different attributes to the Graveyard.
Once per turn, by banishing a "Six Samurai" card from your hand or face-up from your side of the field, Secret Six Samurai - Rihan allows you to target a card on the field and banish it.
If a "Six Samurai" monster(s) you control would be destroyed by battle or card effect, you can banish this card from your Graveyard instead. Unlike Secret Six Samurai - Fuma and Secret Six Samurai - Genba, Secret Six Samurai - Rihan can protect your monsters from Survival’s End or Treacherous Trap Hole.
|Light and Dark|
Choose 1 of the following: -Return 1 DARK monster from your hand to your Deck. Then, add from your Deck to your hand, 1 LIGHT monster with the same Level and Type as the monster you returned. -Return 1 LIGHT monster from your hand to your Deck. Then, add from your Deck to your hand, 1 DARK monster with the same Level and Type as the monster you returned. This Skill can only be used once per turn, and twice per Duel.
Umbra & Lumis
If you opened with Secret Six Samurai - Fuma and Legendary Six Samurai - Enishi, you normally wouldn’t be able to Summon Legendary Six Samurai - Shi En, but, thanks to this Skill, you can shuffle your Enishi back into the Deck in exchange for a Legendary Secret of the Six Samurai, which can be Special Summoned from the hand when Fuma is Normal Summoned. Likewise, if there was a monster you wanted to remove from the opponent’s side of the field, up to twice per Duel, you would be able to exchange a Secret of the Six Samurai for a copy of Enishi via your Skill.
You can use Sealed Tombs to prevent your opponent from Special Summoning Subterror Behemoth Umastryx or Subterror Nemesis Warrior from their Graveyard and from activating cards like Spellbook of Fate. This Skill will also nullify the Graveyard effects of cards like Neos Fusion and Diamond Core of Koa'ki Meiru.
The Six Samurai - Irou represents a natural answer to monsters like Umastryx and Subterror Behemoth Stygokraken and Shi En has the ability to negate Subterror Final Battle, which is the main way Subterror decks have of interacting with the opponent during their turn. If your opponent is able to force the activation of its effect, Umastryx can banish Shi En, completely bypassing Fuma and its own effect, but you can still use World Legacy Clash to save your monster.
Blue-Eyes decks have the ability to swarm the field with multiple high ATK monsters that, unless you’re playing Beatdown, you’re just not going to be able to deal with all that well. A natural answer to Blue-Eyes would be Six Style - Dual Wield, but your opponent can just get rid of it with Snipe Hunter, while also setting up their Graveyard, or, even worse, banish it via Dragon Spirit of White.
Still, you can negate Silver's Cry and, thanks to Fuma and Shi En’s own effect, your Level 5 Synchro is not going to be so easy to get rid of. Play it slowly, let your opponent consume all of their resources and use World Legacy Clash, Six Style - Dual Wield and Enishi to slow them down.
If Ancient Gear Fortress is active, during the turn it was Summoned, Ancient Gear Reactor Dragon cannot be targeted by Six Style - Dual Wield (or Legendary Six Samurai - Enishi), which is your most efficient way of dealing with big threats, but you can still use your Trap Card to return Geartown and Fortress to your opponent’s hand, preventing Reactor Dragon from being Summoned in the first place.
Red-Eyes Slash Dragon does have a pretty high ATK and the ability to negate Dual Wield, World Legacy Clash and even the effect of Enishi, but it’s also true that Shi En can negate the activation of Red-Eyes Fusion, preventing your opponent from Summoning the Fusion Monster in the first place. If Red-Eyes is on the play, unless they have Black Metal Dragon, they will either have to Summon Slash Dragon on Turn or leave themselves pretty open.
The Buster Blader version of Red-Eyes Fusion can almost completely shut Six Samurai down by activating DNA Surgery and preventing you from Summoning Shi En, your main monster.
The White Dragon of Legend
Ancient Gear Awakening
Return of the Red-Eyes
Full Metal Desperado
Master of Chaos