If you had 4000 or more Life Points at the start of that turn, you Life Points will not fall below 1 for one time only. This Skill will only activate once per Duel.
If one of your monsters of Level 5 or higher is destroyed in battle, in your next Draw Phase a normal draw gives you 2 cards.
When Superheavy Samurai Daihachi is Normal or Special Summoned, you can change its battle position. Once per turn, if you have no Spell/Trap Cards in your Graveyard, you can change Daihachi from face-up Defense to Attack Position, and, if you do, you can add 1 “Superheavy Samurai Soul” monster from your Deck to your hand.
Superheavy Samurai Soulpeacemaker can be equipped from your hand or field to a “Superheavy Samurai” monster you control. You can Tribute the monster Soulpeacemaker is equipped to Special Summon 1 “Superheavy Samurai” monster directly from your Deck.
As long as you have no Spell/Trap Cards in your Graveyard, you can Special Summon Superheavy Samurai Big Waraji (Level 5 non-Tuner) and Trumpeter (Level 2 Tuner) from your hand.
You are mostly going to use Big Waraji and Trumpeter to Synchro Summon Superheavy Samurai Stealth Ninja, but there are a few more things that you can do with them.
When an opponent's monster declares a direct attack, you can banish Superheavy Samurai Gigagloves from your Graveyard, excavate the top card of your deck, and if it’s a "Superheavy Samurai" monster, it’s added to your hand and the attacking monster's ATK becomes 0.
Now, I did not include Gigagloves in the Example Deck, but I do think it’s a really good card, so I would suggest trying it out.
You can’t run Cosmic Cyclone or Hey, Trunade! since having even a single Spell/Trap Card in your Graveyard would invalidate most of your cards, so I decided to include Superheavy Samurai Ogre Shutendoji in the Example Deck. When it’s Synchro Summoned, this Level 6 monster allows you to destroy all Spell and Trap Cards your opponent controls.
Pretty simple, but if you use Superheavy Samurai Fist to Summon Ogre Shutendoji, after getting rid of your opponent’s back row, you can also Summon Stealth Ninja.
Now, by reducing Ogre Shutendoji’s Level by 1, you can Special Summon Fist from the Graveyard and Synchro Summon the Level 7 Stealth Ninja.
You are mostly not going to need back row removal at all since Stealth Ninja will be unaffected by Drowning Mirror Force and Wall of Disruption, so Shutendoji Ogre might be removed from the Example Deck in the future.
You can halve Superheavy Samurai Stealth Ninja’s original DEF until the end of the turn to allow it to attack your opponent directly this turn.
If you equip both Soulhorns and Soulshield Wall to Stealth Ninja, it will be able to inflict 5200 damage to your opponent, which is more than enough to finish off most opponents.
Going 1st is admittedly detrimental for Superheavy Samurai. This Skill will allow you to survive potential Turn 2 OTKs and give you the chance to retaliate.
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