Since the box “Blade of Spirits” was added to the game, the Six Samurai archetype has received more support from the box “Crusaders’ Battlegrounds”, introducing the Secret Six Samurai monsters and Grandmaster of the Six Samurai as one of the essentials to form a potential OTK deck.
The Six Samurai archetype revolves around summoning multiple Six Samurai monsters, with different names, which allows them to activate their unique effects. They also possess one common effect, which is that if a Six Samurai monster would be destroyed, while you control another one, you can choose to destroy another Six Samurai instead. This effect further varies with Secret Six Samurais, as you can choose to banish another Secret Six Samurai monster from your Graveyard to protect your other “Six Samurai” monster from card effects that destroys them.
Great Shogun Shien is an amazing boss monster with its lockdown effect. The ideal hand is to open with a Lvl 3-4 Six Samurai + Grandmaster + Great Shogun Shien and summon all 3 on the same turn. You'll have a full monster lineup, plus your opponent will only be able to activate 1 spell/trap per turn. Unfortunately, Great Shogun Shien is not a "Six Samurai" monster, so he doesn't trigger your other Six Samurai effects.
With this deck, you would want to Restart for Grandmaster. Grandmaster special summoning himself from your hand is what enables any of your other Six Samurai to use their effects. This monster also sets up for Great Shogun Shien to be Special Summoned to the Field.
Secret Six Samurai - Doji & Secret Six Samurai - Kizaru
Ideally, you also want to open with Secret Six Samurai - Doji. Summoning Secret Six Samurai - Doji and then Grandmaster triggers Secret Six Samurai - Doji’s effect to send a Six Samurai to the grave. You want to send either Secret Six Samurai - Kizaru or another Secret Six Samurai - Doji if you don't have anymore Secret Six Samurai - Kizaru in your deck. Additionally, Secret Six Samurai - Kizaru can search for either The Six Samurai - Irou or Hand of the Six Samurai, when it was Special Summoned.
Attack your opponent's face-down monster and it will immediately be destroyed by Irou's effect. That monster would be destroyed without being flipped face-up meaning they will not be able to activate their flip effects, hindering your opponent's strategy. This works well against Sylvan decks to destroy Sylvan Komushroom without flipping it face-up.
This card is used mostly when facing Amazon Decks because of their banishing effects, which poses a serious threat to your Six Samurai. You would want to banish Amazoness Onslaught for that matter. It is also a good face-down removal when facing other decks, to further limit their Spell/Trap alongside your Great Shogun Shien’s effect.
Super Rush Headlong, Enemy Controller & Paleozoic Canadia
This card can be used in conjunction with Hand of the Six Samurai’s effect to bring back the Six Samurai monster tributed, and if it was Secret Six Samurai - Kizaru, you are able to trigger it’s effect to search another Six Samurai monster with different attribute than the Six Samurai monsters you control on the Field.
As mentioned before, The Six Samurai work best when they are together. So your goal is to try and get 2 Six Samurai on the field, and gain an advantage over your opponent through their effects. That’s why this deck runs Powerful Rebirth and Copy Knight.
This card is your boss monster and can be special summoned when you control two Six Samurai monsters. It has a powerful effect that prevents your opponent from activating more than 1 spell or trap card each turn. It also comes with its own protection, just like all the other Six Samurai monsters, you can destroy another samurai instead when Great Shogun Shien would be destroyed. Running Grandmaster of the Six Samurai helps you get this card out quicker, swarming the field with Six Samurai monsters. This card is also another reason why this deck runs Powerful Rebirth and Copy Knight, as these cards help you get multiple Six Samurai on the field.
Copy Knight: This trap can copy the name and level from a warrior monster that you normal summon (keep in mind it will be treated as a normal monster with 0 attack and 0 defense). You can choose to destroy the monster summoned with Copy Knight when one of your Six Samurai would be destroyed. But keep in mind if you use Copy Knight on for example The Six Samurai-Yaichi, and you only control those two monsters, you won’t be able to activate the effect of Yaichi. However if you only control Hand of the Six Samurai together with Copy Knight you can activate her effect and tribute the monster summoned by Copy Knight to destroy another monster on the field (because her effect doesn’t need 2 Six Samurai monsters with different names). Also greatly helps to meet the conditions for you to summon your boss monster Great Shogun Shien. Another great use for Copy Knight is to use it against Cyber Angels, when Cyber Angel Dakini forces you to send one monster to the graveyard, you can choose to send the monster summoned by Copy Knight.
Powerful Rebirth : This card fits great in a Six Samurai deck. Brings your level 4 or lower Six Samurai monsters back from the graveyard, but with an additional 100 attack and defense boost. Greatly helps you to activate the Six Samurai effects and summon Great Shogun Shien. Keep in mind this trap doesn’t work like for example “Birthright”. When Powerful Rebirth would be destroyed, for example with cosmic cyclone, the monster linked to this card won’t be destroyed, which is a great bonus effect.
All around these cards are superb in this meta and necessary to have a chance against Cyber Angels. They also have great synergy in a Six Samurai deck as they allow you to slow the game down, allowing you to get multiple Six Samurai monsters on the field. Floodgate Trap Hole also has synergy with The Six Samurai - Zanji, you can flip down a card like Cyber Angel Dakini, and then attack it with Zanji, allowing you to clear it from the field.
This card is considered to be the most powerful low level monster in this deck, because its effect adds an efficient way of monster removal to the deck. She also works very well with Copy Knight, basically allowing you to kill of one Copy Knight for one monster of your opponent (a one-for-one).
The Six Samurai - Zanji & The Six Samurai - Yaichi
The Six Samurai - Zanji : This monster has a respectable 1800 attack (2000 if you use the skill Fields of the Warriors). Its effect allows you to destroy the monster this card attacked after damage calculations. Meaning if you attacked a monster in defense position, but it’s defense is too high, you’ll take some damage but you’ll be able to destroy that monster anyway. (notable monsters with a defense equal to or higher than 2000; Cyber Angel Dakini, Cyber Angel Idaten, Red-Eyes Zombie Dragon). Another great use for this effect is against a Gladiator Beast deck. Because your opponent will try to use cards to keep his gladiator beasts alive, it won’t matter because even if they survived the damage step, you can activate Zanji’s effect to destroy them. A more rare situation, but still one that should be kept in mind, is when you control a field with one Zanji and two other Six Samurai monsters (with at least one that has a different name) and your opponent controls a monster in attack position with a higher attack than Zanji. What you could do is attack that monster in attack position, activate Zanji’s effect to destroy another Six Samurai monster instead, the damage step will happen, your Zanji will survive and you’ll take some damage, but because you control another Six Samurai monster
The Six Samurai - Yaichi: Even though this card’s attack is quite low, it’s effect to destroy one face down spell or trap each turn can be very powerful during a duel. This card is the main reason why you would run the skill Mind Scan, allowing you to pick your opponent’s best spell/trap to destroy each turn. Keep in mind this card cannot attack on the same turn it activated this effect.
This could be another boss monster in a Six Samurai deck, however it remains to be seen how realistic it actually is to be able to summon this card (because the deck runs Powerful Rebirth, preventing you from having monsters in your Graveyard), this card might be too slow in the end, especially in this fast paced meta.
Just like Enemy Controller and Floodgate Trap Hole this card could allow you to stall against faster decks and decks with high attack monsters. A devastating card against swarm decks, but useless against Ancient Gear decks.
Same use as Windstorm. This card works better than windstorm against decks that run Sergeant Electro because you can chain it to its effect, and unlike with Windstorm of Etaqua, the monsters that got changed to defense position during your opponent's main phase won’t be able to switch back to attack during that turn.
Because a lot of players are playing Mind Scan right now, this card can catch your opponent off guard. Just like Windstorm, Curse of Anubis and Enemy Controller, this card helps you keep your monsters alive, and counter attack the ones in defense with Zanji.
Once you’ve revived a monster with Powerful Rebirth, you could send the continuous trap to the graveyard to pay for the cost of Parallel Twister, and destroy a card (monster, spell or trap) your opponent controls. Your monster won’t be destroyed because Powerful Rebirth doesn’t work like Birthright.
Because the attack of some of the Six Samurai monsters is quite lacking, this card could come in handy to make cards like The Six Samurai - Yaichi more useful during turns you won’t activate his effect.
This card can compensate the deck spot if you lack Powerful Rebirth, it allows potential OTK as it can be used after you have attacked with your “Six Samurai” monsters, by getting another “Six Samurai” monster from either players’ Graveyard to the Field and attack again, but you need to send 1 face-up “Six Samurai” monster you control to the Graveyard as a cost.
You will almost never use this Six Samurai because its quite hard to summon it, but since it fits in your Extra Deck, you can put it in to confuse your opponents during the start of the duel.
King of Games [Mar 2018]
IGN KOG Players
Field of Warriors
jmcoelho: Card notes: Powerful Rebirth: Useful to have 2 or more six samurai up so they can use their effects. Run 3 if you have. Six Samurai Zanji: Don't forget it's effect! If you have one other 6sam, if you attack with zanji, the other monster is destroyed. If you destroy your zanji in the process, you can Powerful Rebirth him. This effect WON'T win against SSA.Six Samurai Kamon, SSH, AMA: Cards that i used to deal with the SSA deck. SSH only works if you are the attacker, don't forget.Tribute to the doomed: Card used to deal with Sylvan.