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.
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.
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.
Hand of the Six Samurai: 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: Respectable 1800 attack, and has an effect to destroy monsters. As long as you have another face up six samurai monster with a different name, you can attack into your opponent's defense position monster to destroy them. If you want to destroy the ones in attack position, you will need to have 2 other face up six samurai, and at least 1 of them will need to have a different name.
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.
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.
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. And it also won't get destroyed if the trap itself gets destroyed.
Copy Knight: You won't be able to use the Six Samurai's effect with a monster and this trap alone, but this can be a quick and easy way to get Shien on to the field. It can act as a sacrifice for any of your Six Samurai's second effect, or for Hand of the Six Samurai's 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.
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.
Shogun dead? are you kidding? if you cant get 2 sams on the field (and thats literally the only thing you need to summon him) then you are the problem. free 2700atk special summon + good effect = useless. k.
I know right. Personally for me Irou is essential because he can negate flip effects and has 1900 atk assuming your using Field of Warriors skill. His effect can snowball you since its pure beat down. I use 3 Irou and 2 Zanji with 2 Youchi and 2 Hand with Shogun and Chancellor and have been winning most of my games.
In the current meta, barely anyone minus Burn Decks play face down. There are enough competitive monsters to play face up with effects pre built (or require a Gemini normal summon).
Irou needs another Six Sam to activate that effect as well. HAND does a more effective job since she can destroy pretty much any monster without triggering most effects. HAND plus Half Counter and Copy Knight=GG
Not when Samurai preys on GB. Yu-Gi-Oh is a game of RNG rock paper scissors. Particular decks will always win 90% of the time against certain decks. That's the truth that people can't seem to understand. They sour coat it with "git gud" when in reality it won't even matter bc card advantages will always determine your victory.
I don't think SS preys on GB, but they definitely have the upper hand. GB monsters are forced to attack to tag-out and use their effects, and SS monsters just have to not be alone. With the help of spells and traps, the latter situation is more easily achieved.
personally i like adding a ''the A-forces'' to this deck,since it's geared to have multiple warriors on field and their attack is under-meta
Seems like a nice idea, but A-Forces severely limits your backrow, assuming you use Powerful Rebirth. The attack boost can be really great, but for a control-approach deck like Six Samurai, I think it's better to tech defensive cards to help you build your board and get access to their effects.
i play swift strike armour so if i draw one i get one out for free rly esily and can quickly get cards out
you might need more ways to get 2 samurai at once. 2nd pwrful rebirth, shien footsoldier 1-2, blue flame swordsman ( joey lv40 ), try a draw sense ability, like fire to get kamon or hand for sure. riryoku maybe.
CHANCELLOR often provide me a dead hand.
He is a nomi, and since you cant synchro summon yet, it will take a long time to summon him. Too much time for your enemy to act. Once you summon him, usually u already in pinch. Making sure your six sam in field is wiser, since they eork togather