In this article, I will help you understand the Superheavy Samurai deck and the basic combos you need to know to play this deck.
Instructions for playing Superheavy Samurai
Sections covered in this guide:
overview
In general, Superheavy samurai is an archetype of Ground-type Machine monsters first released in the Future Horizon box. From its debut until now, Superheavy Samurai has still retained its unique fighting style and OTK abilities.
General gameplay
Superheavy Samurai is simply a otk deck by summoning synchro big bosses from the extra deck. The characteristic of the deck is that monsters can attack while in a defensive position.
Superheavy Samurai Ogre Shutendoji has the effect of destroying all magic and traps of the enemy, making it easier for you to otk. However, Shutendoji and most Superheavy Samurai monsters require that there be no magic or traps in your grave. to be able to use the effect.
Core deck
The core of Superheavy Samurai includes the following cards.
Superheavy Samurai Trumpeter (3)
Superheavy Samurai Trumpeter
ATK:
300
DEF:
600
If you have no Spell/Trap Cards in your Graveyard, you can Special Summon this card (from your hand). After this card was Special Summoned this way, you cannot Special Summon monsters for the rest of this turn, except "Superheavy Samurai" monsters. If this card is Tributed for the Tribute Summon of a "Superheavy Samurai" monster and sent to the Graveyard, and you have no Spell/Trap Cards in your Graveyard: You can Special Summon this card.
Trumpeter is a tuner monster and the most important monster in the deck.
With the ability to self-summon without magic, traps in the grave an unlimited number of times and being a tuner, Trumpeter is an indispensable element in the deck to help you synchro summon many Superheavy Samurai from the extra deck.
Superheavy Samurai Gigagloves (2-3)
Superheavy Samurai Gigagloves
ATK:
100
DEF:
1000
If this card is sent to the Graveyard, and you have no Spell/Trap Cards in your Graveyard: You can look at 5 cards from the top of your Deck, then place them on the top of the Deck in any order. When an opponent's monster declares a direct attack: You can banish this card from your Graveyard; excavate the top card of your Deck, and if it is a "Superheavy Samurai" monster, add it to your hand, and if you do, the attacking monster's ATK becomes 0. Otherwise, send it to the Graveyard.
This monster will protect you from the enemy's heavy attacks and help you find combo pieces if forced to go first.
The first effect can trigger when Gigagloves are sent to the grave. Gigagloves helps you arrange 5 cards on top of the pile, which can put pressure on your opponent when you have dug up nearly 1/3 of your deck and will most likely be able to draw a combo piece next turn.
The second effect activates when you receive a direct attack from your opponent. With the cost of discarding this card from the graveyard, then checking the card on top of the pile if it is a Superheavy Samurai you will dodge the attack when Gigagloves turns the attack of the attacking monster to 0 permanently, than You will get that Superheavy Samurai in your hand. If the card you see is different from Superheavy Samurai, you must send it to the grave and will still receive attacks as normal. But don't worry about this because when combined with the first effect or your deck is all Superheavy Samurai, the success rate is almost absolute. The enemy will have to be more cautious between attacking you or not.
Superheavy Samurai Prepped Defense (0-1)
Superheavy Samurai Prepped Defense
ATK:
100
DEF:
2100
Cannot be Normal or Flip Summoned, if you have any Spell/Trap Cards in your Graveyard. When you take battle damage, if you have no Spell/Trap Cards in your Graveyard and this card is in your hand: You can Special Summon this card, and if you do, it cannot be destroyed by battle or card effects this turn.
Prepped Defense can replace Gigagloves in some cases. This is a very good shield for the deck, you can special summon Prepped Defense when receiving battle damage and Prepped Defense will protect itself from being destroyed in combat or by effects during the turn it is summoned.
Superheavy Samurai Flutist (1-2)
Superheavy Samurai Flutist
ATK:
500
DEF:
1000
You can Tribute this card; Special Summon 1 "Superheavy Samurai" monster from your hand. During either player's turn, when a card or effect is activated that targets a "Superheavy Samurai" monster you control: You can banish this card from your Graveyard; negate the activation, and if you do, destroy that card. You can only use each effect of "Superheavy Samurai Flutist" once per turn.
The effect of sacrificing itself to summon a Superheavy Samurai from the hand is often used to summon Superheavy Samurais that need to be sacrificed when summoned normally, however Superheavy Samurais are almost all level 4 or lower so this effect is quite good. excluded and rarely used. The best way to take full advantage of this effect is to sacrifice Flutist while equipped with a Soulpiercer so that the Soulpiercer 's effect can be activated in the grave.
What makes Superheavy Samurai decks have to play at least 1 Flutist in the deck comes from the protection effect of this monster. By removing himself from the grave, Flutist can negate the activation of a card's effect or an effect if a Superheavy Samurai is targeted by them.
Superheavy Samurai Soulpiercer (3)
Superheavy Samurai Soulpiercer
ATK:
1200
DEF:
0
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. If it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card is sent from the field to the Graveyard: You can add 1 "Superheavy Samurai" monster from your Deck to your hand, except "Superheavy Samurai Soulpiercer".
Soulpiercer lets you take any Superheavy Samurai from the deck except Soulpiercer if this card is sent from the field to the graveyard.
Soulpiercer in hand or on the field can be equipped as a card to another Superheavy Samurai. Soulpiercer 's effect of getting a card into hand is not required when it is a monster or equipment, so you can equip it first, then send the monster. Equipped monsters go to the grave by summoning synchro to activate this effect.
Superheavy Samurai Wagon (2-3)
Superheavy Samurai Wagon
ATK:
1200
DEF:
1800
When this card is Normal or Special Summoned: You can change its battle position. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If you have no Spells/Traps in your GY: You can change this face-up Defense Position card you control to Attack Position, and if you do, add 1 "Superheavy Samurai Soul" monster from your Deck to your hand. You can only use this effect of "Superheavy Samurai Wagon" once per turn.
Without much discussion, Wagon is an indispensable monster for the deck to help get more resources from the deck. By switching from defense to attack, Wagon helps you get a Superheavy Samurai Soul in your hand. Through this effect, you can take Soulpeacemaker and Tribute Wagon equipped with Soulpeacemaker to summon a Superheavy Samurai from the deck.
Wagon has outlined a specific win condition for this Superheavy Samurai deck that makes the deck more consistent and cohesive.
Superheavy Samurai Soulshield Wall (1-2)
Superheavy Samurai Soulshield Wall
ATK:
1200
DEF:
1200
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. It gains 1200 DEF. When the monster equipped with this card by this effect is targeted for an attack: You can send this Equip Card to the Graveyard; negate that attack, but the equipped monster's DEF becomes 0.
The Superheavy Samurai monster equipped by Soulshield Wall has increased defense power up to 1200, a not small number that helps you overcome the opponent's large attack monsters.
Superheavy Samurai Big Waraji (1)
Superheavy Samurai Big Waraji
ATK:
800
DEF:
1800
If you have no Spell/Trap Cards in your Graveyard, you can Special Summon this card (from your hand). After this card was Special Summoned this way, you cannot Special Summon monsters for the rest of this turn, except "Superheavy Samurai" monsters. This card can be treated as 2 Tributes for the Tribute Summon of a Machine-Type monster.
Extender is exclusive to Superheavy Samurai and carries level 5 to make your synchro summoning easier.
Superheavy Samurai Soulhorns (1)
Superheavy Samurai Soulhorns
ATK:
0
DEF:
300
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. It can make a second attack during each Battle Phase. While this card is equipped to a monster by this card's effect: You can Special Summon this card. You can only use this effect of "Superheavy Samurai Soulhorns" once per turn.
You don't want to see Soulhorns drawn to your hand often, but you should play 1 Soulhorns because when equipped to another Superheavy Samurai, that monster can attack twice!
Superheavy Samurai Swordmaster Musashi (1-2)
Superheavy Samurai Swordmaster Musashi
ATK:
300
DEF:
2300
1 Tuner + 1+ non-Tuner monsters When this card is Synchro Summoned: You can target 1 Machine monster in your GY; add it to your hand, also if you have a Spell/Trap in your GY, you cannot Normal or Special Summon it, or a monster with its name, for the rest of this turn. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation.
With Musashi 's restock ability, you can get Trumpeter back to continue tuning or get other combo pieces from the grave like Soulpiercer if your hand already has Trumpeter .
Superheavy Samurai Stealth Ninja (2)
Superheavy Samurai Stealth Ninja
ATK:
1200
DEF:
2800
1 Machine-Type Tuner + 1 or more non-Tuner Machine-Type monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If you have no Spell/Trap Cards in your Graveyard: You can halve this card's original DEF until the end of this turn, and if you do, this card can attack your opponent directly this turn. Once per turn, during the next Standby Phase after this card was destroyed by a card effect and sent to the Graveyard: You can Special Summon this card.
Superheavy Samurai from the extra deck can attack in defense and use defense as attack for their friends. Stealth Ninja is a win condition for Superheavy Samurai.
Stealth Ninja can split his base in half to attack the opponent directly. Because Stealth Ninja 's basic defense is only divided in half, the defense increased by other effects such as from Soulshield Wall remains unchanged. Combined with Soulhorns equipment, Stealth Ninja can easily finish off opponents in just one turn.
Superheavy Samurai Ogre Shutendoji (2)
Superheavy Samurai Ogre Shutendoji
ATK:
500
DEF:
2500
1 Machine-Type 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. When this card is Synchro Summoned, while you have no Spell/Trap Cards in your Graveyard: You can destroy all Spell and Trap Cards your opponent controls.
Another boss of Superheavy Samurai after Stealth Ninja , with an extremely easy summoning condition for Superheavy Samurai, Ogre Shutendoji will be a fear for opponents with the ability to destroy all magic and traps on the opponent's field. method when there are no magic or traps in your grave.
Superheavy Samurai Beast Kyubi (0-1)
Superheavy Samurai Beast Kyubi
ATK:
1900
DEF:
2500
1 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. If you have no Spell/Trap Cards in your Graveyard, this card gains 900 DEF for each Special Summoned monster your opponent controls.
Superheavy Samurai's big boss, being a level 9 synchro monster, Kyubi may cause some difficulty in summoning. With the effect of increasing defense to 900, a huge number for each specially summoned monster the opponent controls will turn Kyubi into a solid wall for Superheavy Samurai.
Tech
Superheavy Samurai has very harsh conditions that require you not to have any magic or traps to activate the effect and you can only summon Superheavy Samurai during the turn as well as increase the success rate of Gigagloves if you cannot activate To activate the stacking effect, you need to consider carefully when adding other cards to this deck.
Sphere Kuriboh and Kiteroid (0-2)
Kiteroid
ATK:
200
DEF:
400
During damage calculation, if your opponent's monster attacks directly (Quick Effect): You can discard this card; you take no battle damage from that battle. During damage calculation, if your opponent's monster attacks directly (Quick Effect): You can banish this card from your Graveyard; you take no battle damage from that battle.
If you are unfortunately forced to go first, these monsters can help you survive that turn. With the ability to stack rows as well as summon bosses continuously, Superheavy Samurai is completely capable of defeating opponents in just the next turn.
Fire Formation - Gyokkou (0-3)
Fire Formation - Gyokkou
Activate this card by targeting 1 Set Spell/Trap Card your opponent controls. Your opponent cannot activate the targeted card in response to this card's activation. While this card is face-up on the field, that Set card cannot be activated. All Beast-Warrior-Type monsters you control gain 100 ATK.
One of the rare spells that can be played with Superheavy Samurai, Gyokkou helps you block an opponent's magic or trap and prevent them from reacting in time. However, it will be extremely risky if you don't finish off your opponent early. When Gyokkou goes to the grave, that's when your Superheavy Samurai will have nothing left.
Skills
The following skills can combine well with Superheavy Samurai.
Defense Charge
Skill with a simple effect that helps a Superheavy Samurai increase his defense, making it easy to finish the game.
Level Augmentation
Skills bring many advantages to the deck by changing the level of monsters like Soulpiercer to tune Musashi to regain Trumpeter and add resources with Soulpiercer without having to waste normal summons for other level 3 Superheavy Samurai.
See you later (Skill Card) (1)
With the unlimited self-summoning ability of Trumpeter and Big Waraji , the skill helps you send Soulpiercer to the grave the fastest or return monsters that have been transferred face-down to your hand and continue using them.
Combo
The following are basic combos.
Superheavy Samurai Trumpeter, Superheavy Samurai Gigagloves and Superheavy Samurai Flutist (Combo of 2 cards 1 Stealth Ninja)
Superheavy Samurai Trumpeter
ATK:
300
DEF:
600
If you have no Spell/Trap Cards in your Graveyard, you can Special Summon this card (from your hand). After this card was Special Summoned this way, you cannot Special Summon monsters for the rest of this turn, except "Superheavy Samurai" monsters. If this card is Tributed for the Tribute Summon of a "Superheavy Samurai" monster and sent to the Graveyard, and you have no Spell/Trap Cards in your Graveyard: You can Special Summon this card.
Superheavy Samurai Gigagloves
ATK:
100
DEF:
1000
If this card is sent to the Graveyard, and you have no Spell/Trap Cards in your Graveyard: You can look at 5 cards from the top of your Deck, then place them on the top of the Deck in any order. When an opponent's monster declares a direct attack: You can banish this card from your Graveyard; excavate the top card of your Deck, and if it is a "Superheavy Samurai" monster, add it to your hand, and if you do, the attacking monster's ATK becomes 0. Otherwise, send it to the Graveyard.
Superheavy Samurai Flutist
ATK:
500
DEF:
1000
You can Tribute this card; Special Summon 1 "Superheavy Samurai" monster from your hand. During either player's turn, when a card or effect is activated that targets a "Superheavy Samurai" monster you control: You can banish this card from your Graveyard; negate the activation, and if you do, destroy that card. You can only use each effect of "Superheavy Samurai Flutist" once per turn.
Cards in hand: Trumpeter , any level 3 Superheavy Samurai.
- Normal summon a level 3 Superheavy Samurai.
- Special Summon Trumpeter with its effect.
- Synchro Summon Musashi with Trumpeter and remaining Superheavy Samurai.
- Use Musashi 's effect to retrieve Trumpeter from the grave.
- Special summon Trumpeter a second time.
- Synchro Summon Stealth Ninja with Trumpeter and Musashi .
Superheavy Samurai Stealth Ninja (End combo)
Superheavy Samurai Stealth Ninja
ATK:
1200
DEF:
2800
1 Machine-Type Tuner + 1 or more non-Tuner Machine-Type monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If you have no Spell/Trap Cards in your Graveyard: You can halve this card's original DEF until the end of this turn, and if you do, this card can attack your opponent directly this turn. Once per turn, during the next Standby Phase after this card was destroyed by a card effect and sent to the Graveyard: You can Special Summon this card.
In this combo, you can send Gigagloves to the grave to use Gigagloves ' effect, or Flutist to have protection for Stealth Ninja . If you have an extra Soulpiercer in your hand, take advantage of the Soulpiercer to get Superheavy Samurai Souls to equip your Stealth Ninja .
Superheavy Samurai Wagon (Replacement piece)
Superheavy Samurai Wagon
ATK:
1200
DEF:
1800
When this card is Normal or Special Summoned: You can change its battle position. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If you have no Spells/Traps in your GY: You can change this face-up Defense Position card you control to Attack Position, and if you do, add 1 "Superheavy Samurai Soul" monster from your Deck to your hand. You can only use this effect of "Superheavy Samurai Wagon" once per turn.
In the combo above Wagon can replace the position of the remaining non-tuner Superheavy Samurai.
Don't worry about normal summoning Wagon in attack position, when summoned normally Wagon will be able to switch back to defense position.
Use Wagon's effect to get Soulpeacemaker to your hand. Then equip Soulpeacemaker to Wagon , sacrifice Wagon to summon a level 3 Superheavy Samurai from the deck.
Performing the above combo will give you the same results.
Superheavy Samurai Trumpeter and Superheavy Samurai Wagon (Combo of 2 cards 1 Ogre Shutendoji)
Superheavy Samurai Trumpeter
ATK:
300
DEF:
600
If you have no Spell/Trap Cards in your Graveyard, you can Special Summon this card (from your hand). After this card was Special Summoned this way, you cannot Special Summon monsters for the rest of this turn, except "Superheavy Samurai" monsters. If this card is Tributed for the Tribute Summon of a "Superheavy Samurai" monster and sent to the Graveyard, and you have no Spell/Trap Cards in your Graveyard: You can Special Summon this card.
Superheavy Samurai Wagon
ATK:
1200
DEF:
1800
When this card is Normal or Special Summoned: You can change its battle position. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If you have no Spells/Traps in your GY: You can change this face-up Defense Position card you control to Attack Position, and if you do, add 1 "Superheavy Samurai Soul" monster from your Deck to your hand. You can only use this effect of "Superheavy Samurai Wagon" once per turn.
Cards in hand: Trumpeter , Wagon .
- Normal summon Wagon , putting Wagon in defense position.
- Using Wagon 's effect, add Soulpeacemaker to your hand.
- Equip Soulpeacemaker to Wagon , use Soulpeacemaker 's effect to summon Soulpiercer .
- Special Summon Trumpeter .
- Synchro Summon Ogre Shetendoji with Trumpeter and Soulpiercer .
- Activate Soulpiercer 's effect, get a Superheavy Samurai you want in your hand (usually Superheavy Samurai Soul to equip to Ogre Shetendoji ).
Superheavy Samurai Ogre Shutendoji and Superheavy Samurai Soulhorns (End combo)
Superheavy Samurai Ogre Shutendoji
ATK:
500
DEF:
2500
1 Machine-Type 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. When this card is Synchro Summoned, while you have no Spell/Trap Cards in your Graveyard: You can destroy all Spell and Trap Cards your opponent controls.
Superheavy Samurai Soulhorns
ATK:
0
DEF:
300
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. It can make a second attack during each Battle Phase. While this card is equipped to a monster by this card's effect: You can Special Summon this card. You can only use this effect of "Superheavy Samurai Soulhorns" once per turn.
Why do we have to combo like that when the Wagon itself is level 4 equipped with Soulpiercer and then tuned with level 2 Trumpeter to get level 6 Ogre Shutendoji faster? Why is Soulpeacemaker needed in the combo when it still gives the same result?
Epilogue
Through the combos of the deck, it can be seen that Superheavy Samurai is a deck with very high connectivity from the Superheavy Samurai monsters ( Wagon , Trumpeter , Gigagloves , Flutist , Musashi ) to the Superheavy Samurai Souls ( Piercer , Peacemaker ). .
Superheavy Samurai Trumpeter and Superheavy Samurai Wagon (Important combo piece)
Superheavy Samurai Trumpeter
ATK:
300
DEF:
600
If you have no Spell/Trap Cards in your Graveyard, you can Special Summon this card (from your hand). After this card was Special Summoned this way, you cannot Special Summon monsters for the rest of this turn, except "Superheavy Samurai" monsters. If this card is Tributed for the Tribute Summon of a "Superheavy Samurai" monster and sent to the Graveyard, and you have no Spell/Trap Cards in your Graveyard: You can Special Summon this card.
Superheavy Samurai Wagon
ATK:
1200
DEF:
1800
When this card is Normal or Special Summoned: You can change its battle position. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If you have no Spells/Traps in your GY: You can change this face-up Defense Position card you control to Attack Position, and if you do, add 1 "Superheavy Samurai Soul" monster from your Deck to your hand. You can only use this effect of "Superheavy Samurai Wagon" once per turn.
Superheavy Samurai Soulpeacemaker, Superheavy Samurai Soulpiercer and Superheavy Samurai Swordmaster Musashi (Other combo pieces)
Superheavy Samurai Soulpeacemaker
ATK:
0
DEF:
0
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or field to that target. While this card is equipped to a monster by this effect, monsters your opponent controls cannot attack monsters you control, except the equipped monster. You can Tribute a monster you control equipped with this card by this card's effect; Special Summon 1 "Superheavy Samurai" monster from your Deck. You can only use this effect of "Superheavy Samurai Soulpeacemaker" once per turn.
Superheavy Samurai Soulpiercer
ATK:
1200
DEF:
0
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. If it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card is sent from the field to the Graveyard: You can add 1 "Superheavy Samurai" monster from your Deck to your hand, except "Superheavy Samurai Soulpiercer".
Superheavy Samurai Swordmaster Musashi
ATK:
300
DEF:
2300
1 Tuner + 1+ non-Tuner monsters When this card is Synchro Summoned: You can target 1 Machine monster in your GY; add it to your hand, also if you have a Spell/Trap in your GY, you cannot Normal or Special Summon it, or a monster with its name, for the rest of this turn. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation.
Superheavy Samurai Gigagloves and Superheavy Samurai Flutist (Underwrite)
Superheavy Samurai Gigagloves
ATK:
100
DEF:
1000
If this card is sent to the Graveyard, and you have no Spell/Trap Cards in your Graveyard: You can look at 5 cards from the top of your Deck, then place them on the top of the Deck in any order. When an opponent's monster declares a direct attack: You can banish this card from your Graveyard; excavate the top card of your Deck, and if it is a "Superheavy Samurai" monster, add it to your hand, and if you do, the attacking monster's ATK becomes 0. Otherwise, send it to the Graveyard.
Superheavy Samurai Flutist
ATK:
500
DEF:
1000
You can Tribute this card; Special Summon 1 "Superheavy Samurai" monster from your hand. During either player's turn, when a card or effect is activated that targets a "Superheavy Samurai" monster you control: You can banish this card from your Graveyard; negate the activation, and if you do, destroy that card. You can only use each effect of "Superheavy Samurai Flutist" once per turn.
Superheavy Samurai Ogre Shutendoji and Superheavy Samurai Stealth Ninja (Win condition)
Superheavy Samurai Ogre Shutendoji
ATK:
500
DEF:
2500
1 Machine-Type 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. When this card is Synchro Summoned, while you have no Spell/Trap Cards in your Graveyard: You can destroy all Spell and Trap Cards your opponent controls.
Superheavy Samurai Stealth Ninja
ATK:
1200
DEF:
2800
1 Machine-Type Tuner + 1 or more non-Tuner Machine-Type monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If you have no Spell/Trap Cards in your Graveyard: You can halve this card's original DEF until the end of this turn, and if you do, this card can attack your opponent directly this turn. Once per turn, during the next Standby Phase after this card was destroyed by a card effect and sent to the Graveyard: You can Special Summon this card.
Superheavy Samurai Soulshield Wall and Superheavy Samurai Soulhorns (otk support)
Superheavy Samurai Soulshield Wall
ATK:
1200
DEF:
1200
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. It gains 1200 DEF. When the monster equipped with this card by this effect is targeted for an attack: You can send this Equip Card to the Graveyard; negate that attack, but the equipped monster's DEF becomes 0.
Superheavy Samurai Soulhorns
ATK:
0
DEF:
300
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. It can make a second attack during each Battle Phase. While this card is equipped to a monster by this card's effect: You can Special Summon this card. You can only use this effect of "Superheavy Samurai Soulhorns" once per turn.
Superheavy Samurai Prepped Defense and Superheavy Samurai Beast Kyubi (Some other options)
Superheavy Samurai Prepped Defense
ATK:
100
DEF:
2100
Cannot be Normal or Flip Summoned, if you have any Spell/Trap Cards in your Graveyard. When you take battle damage, if you have no Spell/Trap Cards in your Graveyard and this card is in your hand: You can Special Summon this card, and if you do, it cannot be destroyed by battle or card effects this turn.
Superheavy Samurai Beast Kyubi
ATK:
1900
DEF:
2500
1 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. If you have no Spell/Trap Cards in your Graveyard, this card gains 900 DEF for each Special Summoned monster your opponent controls.