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Superheavy Samurai Support


Ultimagamer

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These were some Superheavy Samurai support cards I thought of, giving them more consistency and retraining all of the Synchro monsters to give them more versatility. 

 

Superheavy Samurai Takamori

Link / Earth / Machine / Effect

Link 2

Link Materials: 2 Machine monsters

Link Markers: Bottom Left, Bottom Right

2000 attack

 

While you have no Spell/Trap cards in your GY this card’s Link summon cannot be negated, also this card’s effects cannot be negated. When this card is Link Summoned: you can target 1 “Superheavy Samurai” monster in your GY; Special Summon that target in defense position, then you can Special Summon 1 “Superheavy Samurai” monster with a different Level from the summoned monster from your Deck in defense position. You can target 1 “Superheavy Samurai” monster you control; that target becomes a Tuner if it is not a Tuner, or a non-Tuner if it is a Tuner. You can target 1 “Superheavy Samurai” monster you control; Either increase or decrease the Level of that monster by 1 or 2. You can only use each effect of “Superheavy Samurai Takamori” once per turn.

 

Superheavy Samurai Snack Truck

Level 8 / Earth / Machine / Effect

2000 attack / 2000 defense

 

If you have not activated any Spell/Trap cards this duel while this card is in your hand; you cannot summon monsters for the rest of this duel, except “Superheavy Samurai” monsters, also Special Summon this card to your opponent’s field in Defense Position. You cannot activate monster effects on the field except this card’s effects, also you cannot activate Spell/Trap cards in response to the summons of or effects of your opponent’s “Superheavy Samurai” monsters. If this card is targeted by your opponent’s card effect: your opponent declares a number from 3-10; this card’s original Level becomes that Level until the end of this turn ( even if this card is sent to the GY ).

 

Superheavy Samurai Tracker

Level 4 / Earth / Machine / Tuner / Effect

0 attack / 2000 defense

 

If you have no Spell/Trap cards in your GY: you can discard this card; Send 1 “Superheavy Samurai” monster from your Deck to your GY. If the battle position of a monster is changed while this card is in your hand or GY while you have no Spell/Trap cards in your GY; you can Special Summon this card to your field in defense position.

 

Superheavy Samurai Carrier

Level 6 / Earth / Machine / Effect

0 attack / 2400 defense

 

While you have no Spell/Trap cards in your GY, this card can be treated as a Tuner for a Synchro Summon. If you have no Spell/Trap cards in your GY, you can Special Summon this card from your hand to your field, also for the rest of the turn after you use this effect you cannot summon monsters except “Superheavy Samurai” monsters. When a “Superheavy Samurai” monster you control inflicts damage to your opponent by battle while you have no Spell/Trap cards in your GY: you can banish this card from your GY; inflict damage to your opponent equal to half of the DEF of that monster. You can only use this effect of “Superheavy Samurai Carrier” once per turn.

 

Superheavy Samurai Soul Smasher

Level 2 / Earth / Machine / Effect

0 attack / 700 defense

 

You can target 1 “Superheavy Samurai” monster you control; Equip this monster from your hand or your side of the field to that target. While this card is equipped to this monster by this effect: You can Special Summon this card. When the equipped monster battles your opponent cannot activate Cards or effects until the end of the damage step. When your opponent activates a Spell/Trap card during the main phase while you control a “Superheavy Samurai” monster: you can banish this card from your GY; negate the activation, then destroy that card. You can only use this effect of “Superheavy Samurai Soul Smasher” once per turn.

 

Superheavy Samurai Boots

Level 2 / Earth / Machine / Tuner / Effect

0 attack / 500 defense

 

If this card is in your GY while have no Spell/Trap cards in your GY: you can target any number of “Superheavy Samurai” monsters in your GY including at least 1 Tuner monster and 1 non-Tuner monster; Banish those targets, then Special Summon 1 “Superheavy Samurai” Synchro monster from your Extra Deck whose Level equals the total Levels of the banished monsters ( This Summon is treated as a Synchro Summon ). You can only use this effect of “Superheavy Samurai Boots” once per turn.

 

Superheavy Samurai Masamune

Level 6 / Earth / Machine / Synchro / Effect

400 attack / 2400 defense

1 “Superheavy Samurai” Tuner + 1 non-Tuner “Superheavy Samurai” monster

 

This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. During either players turn, when a Spell/Trap Card or effect is activated while you have a “Superheavy Samurai” monster in your GY and while you have no Spell/Trap cards in your GY and all of the monsters you control are “Superheavy Samurai” monsters: you can banish 1 “Superheavy Samurai” monster from your GY; negate that effect, then you can destroy that card.

 

Superheavy Samurai Sneak Ninja

Level 7 / Earth / Machine / Synchro / Effect

1000 attack / 2800 defense

1 “Superheavy Samurai” tuner + 1 Tuner “Superheavy Samurai” monster

 

This card can attack while in face-up defense position. If it does, apply its DEF for damage calculation. At the end of the battle phase, if this card battled; you can destroy 1 Spell/Trap card your opponent controls. Your opponent cannot activate Spell/Trap cards in response to this effect. If this card is sent to the GY: you can target 2 “Superheavy Samurai” monsters with different names and Levels in your GY, except “Superheavy Samurai Sneak Ninja”; Special Summon those targets, also for the rest of this turn you cannot Special Summon monsters except “Superheavy Samurai” monsters. You can only use this effect of “Superheavy Samurai Sneak Ninja” once per turn.

 

Superheavy Samurai Ninja Hattori Hanzo

Level 8 / Earth / Machine / Synchro / Effect

1800 attack / 3000 defense

1 “Superheavy Samurai” Tuner + 1 non-Tuner Machine type monster

 

This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn during either players turn, if you opponent activates a card or effect while they control a Spell/Trap card; You can negate that activation or effect. If this card is sent to the GY while you have no Spell/Trap cards in your GY: you can target 1 “Superheavy Samurai” monster in your GY, except “Superheavy Samurai Ninja Hattori Hanzo”; add 1 Machine type monster from your Deck to your hand with an equal or lower Level to that monster.

 

Superheavy Samurai Onikuma

Level 9 / Earth / Machine / Synchro / Effect

2000 attack / 3400 defense

1 “Superheavy Samurai” tuner + 1 or more non-Tuner Machine monsters

 

This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. When this card is either Synchro Summoned while you have no Spell/Trap cards in your GY and while all of the monsters you control are “Superheavy Samurai” monsters: you can target monsters your opponent controls up to the number of Spell/Trap cards your opponent controls and in their GY; destroy those targets. Your opponent cannot activate the effects of the monsters targeted by this card’s effect.

 

Superheavy Samurai Tsunenaga

Level 10 / Earth / machine / Synchro / Effect

2200 attack / 3900 defense

1 “Superheavy Samurai” Tuner + 1 or more non-Tuner “Superheavy Samurai” Monsters

 

This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Cannot be targeted or destroyed by your opponent’s Spell/Trap effects while you have no Spell/Trap cards in your GY. Up to twice per turn, if you have no Spell/Trap cards in your GY: you can banish 1 monster from your GY and declare the name of 1 Spell/Trap card; look at your opponent hand, then if that card is in your opponent’s hand, you can either discard that card, add it to your hand, or set it to your field ( it can be activated during the turn it is set ).

 

Superheavy Samurai Hideyoshi

Level 11 / Earth / Machine / Synchro / Effect

2000 attack / 4000 defense

1 “Superheavy Samurai” Tuner + 1 or more non-Tuner “Superheavy Samurai” monsters

 

This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn ( quick effect ): you can target 1 Spell/Trap your opponent controls or in their GY; negate the effects of all cards with the same original name as that card for the rest of this duel ( even if this card leaves the field ).

 

Superheavy Samurai Nobunaga  

Level 12 / Earth / Machine / Synchro / Effect

2000 attack / 4500 defense

1 “Superheavy Samurai” Tuner + 2 or more non-Tuner “Superheavy Samurai” monsters

 

This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn, during either players turn: You can banish up to 3 Spell/Trap cards from your opponent’s GY; shuffle cards your opponent controls into the Deck up to the number of Cards banished by this effect. If this card is in your possession is destroyed by your opponent’s card: You can Special Summon 1 “Superheavy Samurai” Synchro monster from your Extra Deck, except “Superheavy Samurai Nobunaga” ( This is treated as a Synchro Summon ).

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I'll leave comments in blue italics. (Hopefully you can still read them even on the black default we got now).

 

These were some Superheavy Samurai support cards I thought of, giving them more consistency and retraining all of the Synchro monsters to give them more versatility. 

 

Superheavy Samurai Takamori

Link / Earth / Machine / Effect

Link 2

Link Materials: 2 Machine monsters

Link Markers: Bottom Left, Bottom Right

2000 attack

 

While you have no Spell/Trap cards in your GY this card’s Link summon cannot be negated, also this card’s effects cannot be negated. When this card is Link Summoned: you can target 1 “Superheavy Samurai” monster in your GY; Special Summon that target in defense position, then you can Special Summon 1 “Superheavy Samurai” monster with a different Level from the summoned monster from your Deck in defense position. Once per turn: you can target 1 “Superheavy Samurai” monster you control; apply one of the following effects

  • That target becomes a Tuner if it is not a Tuner, or a non-Tuner if it is a Tuner

  • Either increase or decrease the Level of that monster by 1 or 2

An issue is that this has no hard OPT on its Special Summoning effect, and well, what is to stop you from generally looping into another one and re-summoning monsters. Probably put hard OPT on that effect. Other effects are fine. 

 

Superheavy Samurai Snack Truck

Level 8 / Earth / Machine / Effect

2000 attack / 2000 defense

 

If you have not activated any Spell/Trap cards this duel while this card is in your hand; you cannot summon monsters for the rest of this duel, except “Superheavy Samurai” monsters, also Special Summon this card to your opponent’s field in Defense Position. You cannot activate monster effects on the field, also you cannot activate Spell/Trap cards in response to the summons of or effects of your opponent’s “Superheavy Samurai” monsters. If this card is targeted by your opponent’s card effect: your opponent declares a number from 3-10; this card’s original Level becomes that Level until the end of this turn ( even if this card is sent to the GY ).

 

IIRC Superheavies sort of rely on a bit of outside help at times to address concerns that their in-archetype bosses can't, so...is it worth the risk? But at the same time, it does shut off triggering on the field and also Battleball food if you have to (uh, I gotta check if this would be a legal play). Not getting Strike'd and stuff would be nice though, but then again, it'll backfire if opponent switches control back to you. (That being said, who even runs Owner's Seal, Creature Swap, etc nowadays?) 

 

Superheavy Samurai Tracker

Level 4 / Earth / Machine / Tuner / Effect

0 attack / 2000 defense

 

If you have no Spell/Trap cards in your GY: you can discard this card; Send 1 “Superheavy Samurai” monster from your Deck to your GY. If the battle position of a monster is changed while this card is in your hand or GY while you have no Spell/Trap cards in your GY; you can Special Summon this card to your field in defense position.

 

 

I guess it works alright as set-up for Takamori to revive stuff, plus combos with Swordsman to an extent. 

 

Superheavy Samurai Carrier

Level 6 / Earth / Machine / Effect

0 attack / 2400 defense

 

While you have no Spell/Trap cards in your GY, this card can be treated as a Tuner for a Synchro Summon. If you have no Spell/Trap cards in your GY, you can Special Summon this card from your hand to your field, also for the rest of the turn after you use this effect you cannot summon monsters except “Superheavy Samurai” monsters. When a “Superheavy Samurai” monster you control inflicts damage to your opponent by battle while you have no Spell/Trap cards in your GY: you can banish this card from your GY; inflict damage to your opponent equal to the DEF of that monster. You can only use this effect of “Superheavy Samurai Carrier” once per turn.

 

 

I do have some concern about the last effect considering most of the bosses like Susanowo already have +3K DEF and coupling Soulwall and the like; that's usually OTK (or close to it thereof) off one card, especially if you do use it as a Tuner with any of the 4s for Susanowo. (I guess it helps for making him without having to invest 2 non-Tuners or something / relying on Battleball).

 

Superheavy Samurai Soul Smasher

Level 2 / Earth / Machine / Effect

0 attack / 700 defense

 

You can target 1 “Superheavy Samurai” monster you control; Equip this monster from your hand or your side of the field to that target. While this card is equipped to this monster by this effect: You can Special Summon this card. When the equipped monster battles your opponent cannot activate Cards or effects until the end of the damage step. When your opponent activates a Spell/Trap card during the main phase while you control a “Superheavy Samurai” monster: you can banish this card from your GY; negate the activation, then destroy that card. You can only use this effect of “Superheavy Samurai Soul Smasher” once per turn.

 

I suppose this does lead into an easier Link 2 (see new boss) or just Synchro stuff; though I do think a limiter is needed here (OPT). Look at how Unions work; they don't just equip / unequip every turn. Armades effect is fine and the S/T thing also works; I guess negate stuff that doesn't fall under Snack Wagon's lock-esque effect. 

 

Superheavy Samurai Boots

Level 2 / Earth / Machine / Tuner / Effect

0 attack / 500 defense

 

If this card is in your GY while have no Spell/Trap cards in your GY: you can target any number of “Superheavy Samurai” monsters in your GY including at least 1 Tuner monster and 1 non-Tuner monster; Banish those targets, then Special Summon 1 “Superheavy Samurai” Synchro monster from your Extra Deck whose Level equals the total Levels of the banished monsters ( This Summon is treated as a Synchro Summon ). You can only use this effect of “Superheavy Samurai Boots” once per turn.

 

Makes summoning the bosses a lot easier without devoting field advantage or relying on Battleball and stuff, so...that's good. 

 

Superheavy Samurai Masamune

Level 6 / Earth / Machine / Synchro / Effect

400 attack / 2400 defense

1 “Superheavy Samurai” Tuner + 1 non-Tuner “Superheavy Samurai” monster

 

This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. During either players turn, when a Spell/Trap Card or effect is activated while you have a “Superheavy Samurai” monster in your GY and while you have no Spell/Trap cards in your GY and all of the monsters you control are “Superheavy Samurai” monsters: you can banish 1 “Superheavy Samurai” monster from your GY; negate that effect, then you can destroy that card.

 

I guess this is fine, considering negation is always welcome. But then again, you are overlapping with Soul Smasher's S/T negation thing too, so... Suppose this is more proactive and puts work in after its initial summon, as opposed to Shutendoji. 

 

Superheavy Samurai Sneak Ninja

Level 7 / Earth / Machine / Synchro / Effect

1000 attack / 2800 defense

1 “Superheavy Samurai” tuner + 1 Tuner “Superheavy Samurai” monster

 

This card can attack while in face-up defense position. If it does, apply its DEF for damage calculation. At the end of the battle phase, if this card battled; you can destroy 1 Spell/Trap card your opponent controls. Your opponent cannot activate Spell/Trap cards in response to this effect. If this card is sent to the GY: you can target 2 “Superheavy Samurai” monsters with different names and Levels in your GY, except “Superheavy Samurai Sneak Ninja”; Special Summon those targets, also for the rest of this turn you cannot Special Summon monsters except “Superheavy Samurai” monsters. You can only use this effect of “Superheavy Samurai Sneak Ninja” once per turn.

 

This does compete with Stealth Ninja for the Level 7 slot here, though clearing backrow and recovering field advantage is better; well, the latter after it dies, but you get it. Least you can technically revive the Synchro bosses if you need to. In the long run, this will probably replace Stealth as the 200 ATK shouldn't make much difference. 

 

Superheavy Samurai Ninja Hattori Hanzo

Level 8 / Earth / Machine / Synchro / Effect

1800 attack / 3000 defense

1 “Superheavy Samurai” Tuner + 1 non-Tuner Machine type monster

 

This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn during either players turn, if you opponent activates a card or effect while they control a Spell/Trap card: You can negate that effect. If this card is sent to the GY while you have no Spell/Trap cards in your GY: you can target 1 “Superheavy Samurai” monster in your GY, except “Superheavy Samurai Ninja Hattori Hanzo”; add 1 Machine type monster from your Deck to your hand with an equal or lower Level to that monster.

 

Now that they got a Level 4 Tuner in here (and some other ways to access 8s), I guess this isn't too far-fetched now. Negation should be fine since most Decks nowadays do run Field Spells and that technically counts as controlling one. Searching effect is fine, considering they only have Soulpiercer for that at the moment. Does more than Sarutobi though, so that helps. 

 

Superheavy Samurai Onikuma

Level 9 / Earth / Machine / Synchro / Effect

2000 attack / 3400 defense

1 “Superheavy Samurai” tuner + 1 or more non-Tuner Machine monsters

 

This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. When this card is either Synchro Summoned while you have no Spell/Trap cards in your GY and while all of the monsters you control are “Superheavy Samurai” monsters: you can target monsters your opponent controls up to the number of Spell/Trap cards your opponent controls and in their GY; destroy those targets. Your opponent cannot activate the effects of the monsters targeted by this card’s effect in response to this card's effect.

 

You get it by now; Kyubi's terrible. Suppose this would be really nice against Spell Counter decks and a few other things as far as blowing up stuff goes (the SS4 type effect also helps here), but afterwards, it's essentially a "vanilla". Also because the stats are somewhat better for a Level 9 and not reliant on the opponent. Guess you have a Level 9 target to run now in here. 

 

Superheavy Samurai Tsunenaga

Level 10 / Earth / machine / Synchro / Effect

2200 attack / 3900 defense

1 “Superheavy Samurai” Tuner + 1 or more non-Tuner “Superheavy Samurai” Monsters

 

This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Cannot be targeted or destroyed while you have no Spell/Trap cards in your GY. Up to twice per turn, if you have no Spell/Trap cards in your GY: you can banish 1 monster from your GY and declare the name of 1 Spell/Trap card; look at your opponent hand, then if that card is in your opponent’s hand, you can either discard that card, add it to your hand, or set it to your field ( it can be activated during the turn it is set ).

 

 

You need to specify what it cannot be killed or targeted by (assuming it's both effects and battle, which is pretty impressive in its own right). But then again, this is also competing with Susanowo for a 10 slot and is reliant on your opponent running certain cards. Nowadays, the S/T count seems to be low, and very few Traps thereof. If you do have to summon this, just get it out for the slightly larger DEF and immunities. (Like you're ever running backrow in Superheavies otherwise to break it.)

 

Superheavy Samurai Hideyoshi

Level 11 / Earth / Machine / Synchro / Effect

2000 attack / 4000 defense

1 “Superheavy Samurai” Tuner + 1 or more non-Tuner “Superheavy Samurai” monsters

 

This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn ( quick effect ): you can target 1 Spell/Trap your opponent controls or in their GY; negate the effects of all cards with the same original name as that card for the rest of this duel ( even if this card leaves the field ).

 

 

Same issue with Susanowo and Tsunenaga; backrow is somewhat nonexistent nowadays, and only ones you're probably hitting are Field Spells and any Pendulums you end up dealing with. Not that it's a bad thing, since usually the former targets are at maximum and Pendulums, well, stop them from triggering stuff. I'm not exactly sure how often they can go into Level 11s outside maybe laddering and such. Transporter + Carrier works enough, I suppose. 

 

Superheavy Samurai Nobunaga  

Level 12 / Earth / Machine / Synchro / Effect

2000 attack / 4500 defense

1 “Superheavy Samurai” Tuner + 2 or more non-Tuner “Superheavy Samurai” monsters

 

This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn, during either players turn: You can banish up to 3 Spell/Trap cards from your opponent’s GY; shuffle cards your opponent controls into the Deck up to the number of Cards banished by this effect. If this card is in your possession is destroyed by your opponent’s card: You can Special Summon 1 “Superheavy Samurai” Synchro monster from your Extra Deck, except “Superheavy Samurai Nobunaga” ( This is treated as a Synchro Summon ).

 

Technically speaking, it's much better removal than Tetsudo'o given you don't have to discard anything (granted, it is reliant on the opponent actually having S/T for you to banish, but most of the time, they will; especially if you end up dealing with Sky Strikers and the engine cards). I do have my concerns about it being a Quick Effect, but taking into consideration said Striker cards, I guess that's one way to keep them in check (and stop the additional trigger effects). Floating into another Superheavy Synchro is nice too, so...no complaints about it.  

 

I guess if I had any real complaints about these, mostly because the Deck is already big as-is, and a few of the existing cards that are still in here get the boot (not that some weren't already) with the additions. But I suppose it does give them a few more options to work with; won't make them top-tier level, but suppose you did what you planned on doing in making them better. 

 

Other things you probably should fix are already listed above. The Link may require a hard OPT on its SSing effect; I would've said require that it summons to a zone it points to, but then it's dead outside the EMZ, so...yeah, go with the former.

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I've made some changes to balance the cards out a bit and to clear up some of the text errors that were originally there 

 

List of Changes

  1. HOPT on the effects of Takamori, also changed up the wording on it so you can use both the Tuner modulation effect and the Level modulation effect in the same turn ( only once per turn on each effect )

  2. Snack Trucks effect now states that it prevents the effects of all other monsters on the field from being activated ( effect conflicted with it’s last effect )

  3. Carrier now only inflicts damage equal to half of the defense rather than the full amount

  4. Hanzo now negates activations as well as effects ( he was originally intended to be like Number 23 while not technically destroying it still sends negated cards to the graveyard )

  5. Tsunenaga now states that it only protects itself from Spell/Trap cards that target or destroy 

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