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Shadow Six Samurai [Spirit Warriors]


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Kagerokubushuu – Genba / Shadow Six Samurai – Genba
Fire Warrior / Tuner / Effect
LV2 500/2100

(1) When this card is Normal Summoned: You can target 1 of your banished “Six Samurai” monsters; add it to your hand.
(2) If exactly 1 “Six Samurai” monster you control would be destroyed by card effect, you can banish this card from your GY instead.

 

Kagerokubushuu – Hatsume / Shadow Six Samurai – Hatsume
Water Warrior / Effect
LV3 1600/1500

You can only use this card name’s (1) effect once per turn.
(1) You can banish 2 “Six Samurai” monsters from your GY and/or face-up from your field, then target 1 “Six Samurai” monster in your GY, except “Shadow Six Samurai – Hatsume”; Special Summon it.
(2) If exactly 1 “Six Samurai” monster you control would be destroyed by card effect, you can banish this card from your GY instead.

 

Kagerokubushuu – Kizaru / Shadow Six Samurai – Kizaru
Earth Warrior / Effect
LV4 1900/1000

(1) When this card is Special Summoned: You can add 1 “Six Samurai” monster that does not share an Attribute with any monster you control from your Deck to your hand.
(2) If exactly 1 “Six Samurai” monster you control would be destroyed by card effect, you can banish this card from your GY instead.

 

Kagerokubushuu – Rihan / Shadow Six Samurai – Rihan
Light Warrior / Fusion / Effect
LV5 2400/2400

? “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 a Fusion Material.
(1) Once per turn: You can banish 1 “Six Samurai” card from your GY or that you control face-up, then target 1 card on the field; banish it.
(2) 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.

 

Sauce: https://ygorganization.com/whyallofthematoncewhy/

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how dont know how they would handle banishing so im not the best judge

Six Sams actually have a few banishing effects, such as LSS Enishi, who can banish 2 Six Sams from the Grave to bounce a monster as a Quick Effect. He's been a staple of the deck since the 5D's era, and now, they are able to recur what they lose to these types of effects, while also protecting the Six Sams from beyond the mortal coil (which is a great flavorful application of the "Shadow Six Samurai" concept).

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Six Sams actually have a few banishing effects, such as LSS Enishi, who can banish 2 Six Sams from the Grave to bounce a monster as a Quick Effect. He's been a staple of the deck since the 5D's era, and now, they are able to recur what they lose to these types of effects, while also protecting the Six Sams from beyond the mortal coil (which is a great flavorful application of the "Shadow Six Samurai" concept).

i remember those,but i took them as something they did not what they want to do unlike the shadows

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Wow, Synchro, Xyz and now Fusion? I knew we were in for more SS down the line, they love those bastards, but I was thinking Pendulums first. I am going to give them a go since I don't hate them as much as Lightsworn, and I do like that they are going another direction somewhat, but I still hate a lot of their playstyle, so I hope I'm glad these aren't too overboard.

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Admittedly, Six Sams aren't exactly the first archetype I thought of that needed revamping for Links, but giving them a third series of monsters and a fusion aspect seems pretty cool. Their banishing protection is nice, but overall they seem a bit lackluster to me. Wonder what the Shien card for this round is gonna be.

 

Kinda annoyed that the level 4 can't search Grandmaster or Kizan, but I do suppose it makes sense.

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there's no six sam with 1900 ATTACK for asceticism rip, how we gonna b00st up a samurai boi

Admittedly, Six Sams aren't exactly the first archetype I thought of that needed revamping for Links, but giving them a third series of monsters and a fusion aspect seems pretty cool. Their banishing protection is nice, but overall they seem a bit lackluster to me. Wonder what the Shien card for this round is gonna be.

 

Kinda annoyed that the level 4 can't search Grandmaster or Kizan, but I do suppose it makes sense.

ENLIGHTENED people add Chancellor
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there's no six sam with 1900 ATTACK for asceticism rip, how we gonna b00st up a samurai boi

ENLIGHTENED people add Chancellor

 

I guess you could always use the +400 ATK boost from Gateway xD

Though I now think that boost effect should have been a quick effect.....

Or Rush Recklessly, that would be a troll tech just for fun little locals :v

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Interesting, the wiki lists the summoning requirement number as 3 ... (could we finally get back tripple gateway in the tcg already ?)

These actually sound cute, the tuner is ... alright, the reviver is nice, the last one is ... a searcher I guess and the fusion sounds a bit overly expensive, considering its removal effect is not even spell speed 3.

Still interesting legacy support.

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Is it me or does Rihan look a little like Genji.

 

OT: Intresting Support for SixSams with banish related effects along with a tuner that recycles one of your banished cards, Hatsume being able to Special Summon from the grave and finally Kizaru being a searcher. All of these with banishing effects to protect your other Sixsams as well seems really nice and the Fusion being able to banish cards your opponent controls is pretty cool too.

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Woah, didn't see Six Samurai support coming. Really curious on the story of these ones; could they be related to the Xyz Shadow of the Six Samurai - Shien?

I funny how Konami is making more of these in-grave protection cards; and Six Samurais got 4 here xD

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This is kind of underwhelming tbh. None of them can Special Summon themselves and the protection effects protect from destruction alone, with all but the Fusion only even then protecting if a single monster would be destroyed. Kizaru would've been much more exciting if he could search Kizan/Grandmaster. The boss is cool and probably requires 2 monsters, but he's not as good as Shi En if he can't activate on the opponent's turn. 

 

Perhaps this is a sign of more things to come, but as is these are looking like a Shadow of their former selves. 

 

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how does that make it trash?

You require 3 specific monsters to get out a 2400 monster, which has to throw away even more advantage to actually do anything even remotely noteworthy, not to mention the monster has no spell speed 2 effect, so it is a sitting duck. You could argue with gateway perhaps coming back to promote these, though that would hardly have much to do with this and leads into far better plays.
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Defo a maindeck WIND and DARK on the way, based on slots.

 

I'd assume 2-3 S/T as well.

 

Now I'm just curious what the other decks in the pack will be. If trends hold, this should be equivalent to Tribe Force/The Secret Forces, which means we will probably get another Legacy support archetype. Could be Neospacians given the Aqua Dolphin appearance coming up, but doubt they'd appear after sams in the set list.

 

Also be ready for a third archetype along the lines of PSY-Frame, Quants, or Darklords.

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Chancellor isn't a Six Sam though, right?

Yeah it isn't (but enlightenment transcends naming conventions)

 

You can grab Hand and Mizuho iirc using the 1600 guy for Asceticism

 

gotta look up the other targets for the tuner. Tuner might not have anything good compared to kagemusha outside of being searchable by igknights lmao

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IMG_2049.jpg?resize=206%2C300&ssl=1

Shadow Art of the Six Samurai

Quick-Play Spell
You can only activate 1 card with this name once per turn.
(1) Send 1 monster you control to the Graveyard, then target 1 of your banished “Six Samurai” monsters; Special Summon it.

 

Another one. Not sure if this makes them any better or not. At least it's a Quick-Play though, so there's that.

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IMG_2049.jpg?resize=206%2C300&ssl=1

Shadow Art of the Six Samurai

Quick-Play Spell

You can only activate 1 card with this name once per turn.

(1) Send 1 monster you control to the Graveyard, then target 1 of your banished “Six Samurai” monsters; Special Summon it.

 

Another one. Not sure if this makes them any better or not. At least it's a Quick-Play though, so there's that.

 

 

It's a lesser version of Cunning which wasn't the best to begin with. 

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Are... Are we positive these guys are Samurai and not Ninja? (actually, that would be pretty cool if these were "Ninja Six Samurai". Pull together support for both...)

 

Anyways, back on track, Polaris hit the nail on the head here. I really can't see the spell being super useful. Admittedly, it can turn any monster into a Sam, which could make for cute plays alongside outside tech monsters (Goukis, Red Resonator, engine stuff, etc.). Could also clear the EMZ if that's an issue (though I feel Cunning would be better suited for that).

 

I didn't realize before but M-X-Saber Invoker triggers Kizaru, right? That could work as additional consistency and can open up fusion stuff via the Predaplant engine (and since the Shadows have grave effects, the discard shouldn't hurt as much).

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 A few things of note. Genba, the new Tuner, turns Gold Sarcophagus into RotA (that can also grab Grandmaster). I think it's worth a 2/2 ratio of Genba/Kagemusha. The only reason Kagemusha should even be played now is because it is an Asceticism target for Elder and it can be used to make Naturia Beast. 1 copy of Spirit may be justified now, since it pairs with Genba for Asceticism.

 

Kizaru has potential to be really good, depending on what the DARK and WIND ones do. As others have said, it does indeed suck that he's EARTH and DARK would've been better (because everyone wants to search Irou :Kappa: ), but free +1's are always welcome. As of now, the only reason I could justify playing more than one Kizaru is by playing a Rank 3 engine, but unfortunately Predaplants eat the Normal Summon and Terrortop got borked by the banlist. However, it would open up an easy Link 2 like Missus Radiant, which opens up 2 slots for Extra Deck summons. Because Dojo still exists and Kageki + 1900 ATK make drawing him not too terrible either, I can see playing a copy.

 

Hatsume is a solid one-of because you can revive Shi En and fetch her with RotA or Smoke Signal when needed, but right now, you usually won't want to open with her.

 

Rihan might as well not exist. If it 1) could banish from the GY for its cost and 2) required 2 materials OR if it was a Quick Effect that could banish from the field or GY and didn't target, then it'd be worth playing...but it's trash, so that's unfortunate. I don't know why they didn't just given 'em a better Link 3 Monster with the same summoning requirements instead of making Rihan.

 

I'll wait on the DARK and WIND Shadow Six Samurai and the other S/T's before making a final judgment because they could potentially tie these cards together and make them really good. As of right now though, the cards are decent with a few cool interactions here and there, but the synergy just isn't there yet.

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