“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.
This is a Synchro Deck that primarily focuses on Summoning Legendary Six Samurai - Shi En by utilizing a Level 4 “Six Samurai” non-Tuner and the Level 1 Tuner Secret Six Samurai - Fuma.
[Skill] description | User |
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Reinforcement Can be used each time your Life Points decrease by 1500. Return 1 card from your hand to your Deck and draw a random Warrior-Type monster. | Common |
Secret Six Samurai - Fuma | WIND Warrior ★1 ATK 200 / DEF 1800 |
Warriors Unite [R] | |
If this card is destroyed by battle or card effect: You can Special Summon 1 "Six Samurai" monster from your Deck, except "Secret Six Samurai - Fuma". If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead. |
Fuma is a Level 1 Warrior-Type Tuner, making it a great pair with any level-4 Six Samurai to Synchro Summon Legendary Six Samurai - Shi En. Being a Six Samurai monster, you can Normal Summon it and then Special Kizan from your hand as its synchro pair.
Fuma's floating effect lets you Special Summon a Six Samurai monster from the deck. This lets you slightly stall during the opponent's turn and prepares a level-4 to use as synchro material the next turn.
Lastly, Fuma's graveyard effect lets you protect a Six Samurai from effect destruction. This lets you protect Shi En after Synchro Summoning him with Fuma.
Legendary Secret of the Six Samurai | DARK Warrior ★4 ATK 500 / DEF 2000 |
Warriors Unite [N] | |
When you Normal or Special Summon a "Secret Six Samurai" monster(s) (except during the Damage Step): You can Special Summon this card from your hand. You can only use this effect of "Legendary Secret of the Six Samurai" once per turn. Once per turn: You can banish 1 Level 4 or lower "Six Samurai" monster from your GY; until the end of this turn, this card's Attribute, Level, and ATK/DEF become the same as that banished monster's. |
Legendary Secret can Special Summoned after Normal Summoning Fuma and will mostly be used as synchro material alongside Fuma. Occasionally you can use Legendary Secret's second effect to banish Shi En or Grandmaster to push damage.
Legendary Six Samurai - Kizan | EARTH Warrior ★4 ATK 1800 / DEF 500 |
Warriors Unite [UR] | |
If you control a face-up "Six Samurai" monster with a different name, you can Special Summon this card (from your hand). While you control 2 or more other face-up "Six Samurai" monsters, this card gains 300 ATK and DEF. |
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.
Secret Six Samurai - Kizaru | EARTH Warrior ★4 ATK 1900 / DEF 1000 |
Crusaders Battleground [R] | |
When this card is Special Summoned: You can add from your Deck to your hand, 1 "Six Samurai" monster with a different Attribute from every monster you control. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead. |
Another decent Beater with 1900 ATK stat and you can add 1 "Six Samurai" monster while he is special summoned by Fuma's, Shien's Dojo's or Return of the Six Samurai's effect.
Legendary Six Samurai - Enishi | LIGHT Warrior ★4 ATK 1700 / DEF 1700 |
Warriors Unite [R] | |
Once per turn, during either player's turn: You can banish 2 "Six Samurai" monsters from your Graveyard to target 1 face-up monster on the field; return that target to the hand. You must control a face-up "Six Samurai" monster with a different name to activate and to resolve this effect. While you control 2 or more face-up "Six Samurai" monsters except "Legendary Six Samurai - Enishi", this card gains 500 ATK and DEF. |
Enishi doesn't help with the Deck's signature swarm playstyle but instead offers a decent removal effect. Unlike other similar effects, Enishi's can be activated during the opponent's turn so you can use it to bounce combo pieces upon summoning. This is useful for disrupting enemy Xyz and Synchro plays.
The ATK boost effect puts Enishi at a respectable 2200 ATK, but in cases like this where you have three monsters on board you're usually better off making an Extra Deck play instead. So the ATK boost is not too relevant
Six Samurai United | Continuous Spell |
Warriors Unite [SR] | |
Each time a "Six Samurai" monster(s) is Normal or Special Summoned, place 1 Bushido Counter on this card (max. 2). You can send this card to the Graveyard; draw 1 card for each Bushido Counter on this card. |
Main draw engine which can allows you to increase hand card advantages like backrow techs or Six Style - Dual Wield.
This will be the usual starting combo:
Start with normal summon Fuma then special summon Kizan from your hand. After that, send Six Samurai United with 2 counters to draw out 2 cards.
Shiens Dojo | Continuous Spell |
Primal Burst [N] Warriors Unite [N] | |
Each time a "Six Samurai" monster(s) is Normal or Special Summoned, place 1 Bushido Counter on this card. You can send this card to the Graveyard; Special Summon 1 "Six Samurai" or "Shien" Effect Monster from your Main Deck, whose Level is less than or equal to the number of Bushido Counters on this card. |
Combo with Level 4 Six Samurai monster to let you special summon Fuma from your Deck for Synchro Summoning Legendary Six Samurai - Shi En easily.
Six Style - Dual Wield | Normal Trap |
Warriors Unite [SR] | |
If the only monster you control is 1 "Six Samurai" monster in face-up Attack Position: Target 2 cards your opponent controls; return those targets to the hand. |
For a card that can get rid of two monsters, the activation condition is actually quite easy and has no additional cost. The only actual challenge is not summoning too many monsters in a swarm deck such as this, but this can easily be played around.
Don't overextend your monster zone. After making Shi En, set Dual Wield and don't summon anymore monsters till you activate it during the opponent's turn. When timed correctly this can completely stop your opponent's combo and force them to end their turn.
Duel Wield can also be used defensively when you open a bad hand. For example, opening with Fuma as your only monster, you can Normal Summon him and defend him with Duel Wield.
Expendable Dai | Normal Trap |
Future Circuit [SR] | |
Tribute 1 Warrior monster, then target 1 card on the field; destroy it, and if you do, draw 1 card. |
Similar effect to Ballista Squad but gives an Extra 1 Draw and Warrior-Type monster required which makes this card works pretty well in this Deck since Six Samurai Monsters are all Warrior-Type.
Brionac, Dragon of the Ice Barrier | WATER Dragon ★6 ATK 2300 / DEF 1400 |
Aerial Assault [UR] | |
1 Tuner + 1+ non-Tuner monsters You can discard any number of cards to the GY, then target the same number of cards your opponent controls; return those cards to the hand. You can only use this effect of "Brionac, Dragon of the Ice Barrier" once per turn. |
Brionac is a powerful Synchro capable of getting multiple enemy cards off the board. With enough cost, you can even use this effect to field wipe the opponent.
Legendary Six Samurai - Shi En | DARK Warrior ★5 ATK 2500 / DEF 1400 |
Warriors Unite [UR] | |
1 Warrior-Type Tuner + 1 or more non-Tuner "Six Samurai" monsters Once per turn, during either player's turn, when your opponent activates a Spell/Trap Card: You can negate the activation, and if you do, destroy it. If this card would be destroyed, you can destroy another face-up "Six Samurai" monster you control instead. |
One nuance of Shi En's negation is that it only negates the activation of a card not the activation of an effect. This is important to remember because effects activated from the graveyard are popular in many modern builds, and these cannot be negated by Shi En. Shi En also cannot negate Spell/Traps already present on the field such as a previously activated Black Whirlwind.
That said, Shi En is still a powerful monster to have onboard and his negation effect is still relevant for stopping combo pieces. Notably you want to stop Spell/Traps that can bring out powerful monsters (i.e. Neos Fusion, Invocation, and other Fusion Spells), searchers, and combo pieces that give your opponent resources. During your turn you want to use this to negate battle traps such as Drowning Mirror Force and Wall of Disruption.
The protection effect is fairly okay since you would rather destroy any other Six Samurai monsters than the Shi En you spent effort making. It is also notable that this can trigger Fuma's search
Shadow of the Six Samurai - Shien | EARTH Warrior ★4 ATK 2500 / DEF 400 |
Ranked Rewards [UR] | |
2 Level 4 "Six Samurai" monsters Once per turn, during either player's turn: You can detach 1 Xyz Material from this card to target 1 face-up "Six Samurai" monster you control with less than 2000 ATK; its original ATK becomes 2000 until the End Phase. |
Can be used to boost up low stats of Six Samurai like Secret Six Samurai - Fuma or Legendary Secret of the Six Samurai to becomes decent beater.
Dark Rebellion Xyz Dragon | DARK Dragon ★4 ATK 2500 / DEF 2000 |
Phantom of Rebellion [UR] | |
2 Level 4 monsters You can detach 2 Xyz Materials from this card, then target 1 face-up monster your opponent controls; its ATK becomes half its current ATK, and if it does, this card gains that lost ATK. |
General Rank 4 Xyz Monster for players to use so far. Its effect essentially lets you deal 2500 (its own ATK) damage if this attacks the monster you targeted. The advantage is that your opponent's monster's ATK is also lowered, allowing you to attack over it with your other weaker monsters.
Number 70: Malevolent Sin | DARK Insect ★4 ATK 2400 / DEF 1200 |
Photons of Galaxy [SR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3. |
Summon Malevolent Sin if you need a non-destruction form of removal. Malevolent Sin temporarily banishes a monster, possibly opening your opponent up for direct attacks. Another thing to note is that banishing an Xyz monster gets rid of all their Xyz materials.
Steelswarm Roach | DARK Fiend ★4 ATK 1900 / DEF 0 |
Photons of Galaxy [SR] | |
2 Level 4 monsters During either player's turn, when a Level 5 or higher monster would be Special Summoned: You can detach 1 Xyz Material from this card; negate the Special Summon, and if you do, destroy it. |
Roach is great for monster suppression, much like a Trap Hole card. When your opponent summons a boss monster, use Roach's effect to immediately destroy it. This is an especially good counter against High-Level Monster Summoning, especially Mekk-Knight, Odd-Eyes, or Synchro Decks. But most of the time, just Roach's presence on the field is enough to deter the opponent from making big monsters.
Link Disciple | LIGHT Cyberse ATK 500 / DEF 1 |
Link Revolution [R] | |
1 Level 4 or lower Cyberse monster You can Tribute 1 monster this card points to; draw 1 card, then place 1 card from your hand on the bottom of the Deck. You can only use this effect of "Link Disciple" once per turn. |
Used as Filter Draw by tributing 1 monster this card points to; usually used to get rid of Knightmare Corruptor Iblee that was special summoned to your field by the opponent.
Grandmaster of the Six Samurai | EARTH Warrior ★5 ATK 2100 / DEF 800 |
Crusaders Battleground [UR] | |
You can only control 1 face-up "Grandmaster of the Six Samurai". If 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: Target 1 "Six Samurai" monster in your Graveyard; add that target to your hand. |
Grandmaster has a similar Special Summoning condition to Kizan. Pair him with Fuma to make level-6 Synchros. Do this by Normal Summoning Fuma then Special Summoning Grandmaster.
Grandmaster's floating effect is unlikely to activate since his ATK is low enough for your opponent to just attack over. The most likely situation where it would be triggered is if your opponent uses Black Rose Dragon.
Number 39: Utopia | LIGHT Warrior ★4 ATK 2500 / DEF 2000 |
Shining Hope [UR] | |
2 Level 4 monsters When any player's monster declares an attack: You can detach 1 Xyz Material from this card; negate the attack. When this card is targeted for an attack, while it has no Xyz Materials: Destroy this card. |
Summon Utopia with the Samurais summoned by Backs to the Wall then immediately upgrade to Utopia Ray. Equip Utopia Ray with the the ZW monster and use up all of Utopia Ray's materials to boost his ATK while debuffing the opponent.
Backs to the Wall | Continuous Trap |
Warriors Unite [N] | |
Pay Life Points so that you only have 100 left. Special Summon as many "Six Samurai" monsters from your Graveyard as possible. You cannot Special Summon more than 1 monster with the same name, or a monster that has the same name as a monster on the field. |
To perform this combo immediately, you'll need to reduce your LP by a lot. Activate Backs to the Wall at the end of your opponent's turn to be safe, while also performing the LP reduction in time for the start of your turn. This also serves to swarm your field with monsters for making Utopia.
[Skill] description | User |
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ZEXAL - Zexal Weapon Activates at the beginning of your turn if your Life Points are 2000 or below. Yuma and Astral build the Overlay Network! ZEXAL Morph! After transforming to ZEXAL, add 1 "Number C39: Utopia Ray" to your Extra Deck. Each turn, you can look at the top card of your Deck before drawing a card. In addition, you can use each of the following effects once per turn. - Before conducting your normal draw, change the top card in your Deck to a “ZW” monster. - Can be used at the beginning of your Main Phase. Play 1 “ZW” monster from your hand. | Yuma and Astral |
When performing the combo, always change your top card to a ZW monster. Any ZW monster would give your Utopia Ray a huge ATK boost, ideal for OTK-ing.
Return of the Six Samurai | Normal Trap |
Crusaders Battleground [R] | |
Target 1 "Six Samurai" monster in your Graveyard; Special Summon that target. Destroy it during the End Phase of this turn. |
Use this to revive a Six Samurai and then immediately use it to Synchro Summon. You will most often be reviving Fuma since he is your only Tuner. Another reason to revive Fuma is to stall the opponent's attacks and get another search.
World Legacy Clash | Quick Spell |
Blazing Rose [R] Selection Box Vol. 02 Mini [R] Link Revolution [R] HERO Generation [R] | |
Banish 1 face-up monster you control (until the End Phase), then target 1 face-up monster your opponent controls; that target loses ATK/DEF equal to the original ATK/DEF of that banished monster. |
Activate World Legacy Clash, banishing Legendary Six Samurai - Shi En, the Quick-Play Spell will lower the ATK of the opponent’s monster you targeted by 2500 which is great ATK Downgrade Tech, and, during the End Phase, when Shi En is returned to your side of the field makes this effect also can protect your monster especially Shi En from backrow or other effect discruption.
Warning Point | Normal Trap |
Link Revolution [UR] | |
When a monster(s) is Summoned: This turn, that face-up monster(s) cannot attack, its effects are negated, also it cannot be used as material for a Fusion, Synchro, Xyz, or Link Summon. |
Great Discruptive Trap by negating 1 face-up monster's effect with block attack while it is Summoned, also prevent it from being using as Extra Deck Summon material.
Secret Six Samurai - Rihan | LIGHT Warrior ★5 ATK 2400 / DEF 2400 |
Crusaders Battleground [SR] | |
3 "Six Samurai" monsters with different Attributes Must first be Special Summoned (from your Extra Deck) by sending the above cards you control to the GY. (You do not use "Polymerization".) Cannot be used as Fusion Material. Once per turn: You can banish 1 "Six Samurai" card from your hand or face-up from your field, then target 1 card on the field; 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 GY instead. |
Can be hard to make since most of the Six Samurai in this build are EARTH. But if you do manage to make it the non-destruction banishing removal can be good for getting rid of problem cards.
The protection effect is not really helpful since you don't want Rihan going to the graveyard. Losing a monster like Rihan that you spent 3 cards to make will likely lose you the Duel or put you at a severe disadvantage.
Vermillion Dragon Mech | FIRE Machine ★9 ATK 2700 / DEF 1800 |
Blazing Rose [UR] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn: You can banish 1 Tuner from your hand, field, or Graveyard, then target 1 card on the field; destroy it. If this Synchro Summoned card is destroyed by card effect and sent to the Graveyard: You can target 1 of your banished Tuners; add it to your hand. |
Making Rihan for his removal effect is not always viable; You spend 3 Six Samurais making him and you spend another Six Samurai as effect cost. A less costly alternative for removing a problem monster is crashing HTS Psyhemuth.
Armades, Keeper of Boundaries | LIGHT Fiend ★5 ATK 2300 / DEF 1500 |
Secrets of the Ancients [UR] | |
1 Tuner + 1 or more non-Tuner monstersIf this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. |
Summon Armades if you need to attack through multiple enemy backrow. While Shi En does have backrow negation, it can only be used once per turn which is why we need Armades.
HTS Psyhemuth | EARTH Psychic ★6 ATK 2400 / DEF 1800 |
Valhalla Calling [SR] | |
1 Tuner + 1 or more non-Tuner monsters After damage calculation, when this card battles an opponent's monster: You can banish that monster, also banish this card. |
If Brionac can't remove your opponent's boss monster due to targeting immunity, you can instead summon Psyhemuth to crash into it.
Stardust Charge Warrior | WIND Warrior ★6 ATK 2000 / DEF 1300 |
Warriors Unite [SR] | |
1 Tuner + 1 or more non-Tuner monstersWhen this card is Synchro Summoned: You can draw 1 card. You can only use this effect of "Stardust Charge Warrior" once per turn. This card can attack all Special Summoned monsters your opponent controls, once each. |
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