Instructions for playing Superheavy Samurai

Instructions for playing Superheavy Samurai

In this article, I will help you understand the Superheavy Samurai deck and the basic combos you need to know to play this deck.




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.

In addition, Superheavy Samurai also has great protection monsters like Flutist or Gigagloves and monsters equipped with Superheavy Samurai Soul to help the deck become more cohesive.



Core deck

The core of Superheavy Samurai includes the following cards.

Superheavy Samurai Trumpeter (3)

R Rarity
Superheavy Samurai Trumpeter
R Rarity
Superheavy Samurai Trumpeter
Superheavy Samurai Trumpeter
EARTH 2
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.

However, after Trumpeter summons himself, you can only summon Superheavy Samurai monsters that turn.

Superheavy Samurai Gigagloves (2-3)

R Rarity
Superheavy Samurai Gigagloves
R Rarity
Superheavy Samurai Gigagloves
Superheavy Samurai Gigagloves
EARTH 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.

Gigagloves ' effect has an unlimited number of activations and like all Superheavy Samurai the decking effect requires your grave to be free of any spells or traps.

Superheavy Samurai Prepped Defense (0-1)

N Rarity
Superheavy Samurai Prepped Defense
N Rarity
Superheavy Samurai Prepped Defense
Superheavy Samurai Prepped Defense
EARTH 3
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)

R Rarity
Superheavy Samurai Flutist
R Rarity
Superheavy Samurai Flutist
Superheavy Samurai Flutist
EARTH 3
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.

Each effect of Flutist is limited to 1 time per turn so you need to consider before using!

Superheavy Samurai Soulpiercer (3)

SR Rarity
Superheavy Samurai Soulpiercer
SR Rarity
Superheavy Samurai Soulpiercer
Superheavy Samurai Soulpiercer
EARTH 4
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.

Soulpiercer 's effects have unlimited uses, so you can make the most of this resource bonus effect.
Not forgetting Superheavy Samurai is an otk deck, monsters equipped with Soulpiercer have the ability to penetrate enemy monsters.

Superheavy Samurai Wagon (2-3)

UR Rarity
Superheavy Samurai Wagon
UR Rarity
Superheavy Samurai Wagon
Superheavy Samurai Wagon
EARTH 4
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.

And don't forget that Wagon can attack while in a defensive position.

Superheavy Samurai Soulshield Wall (1-2)

R Rarity
Superheavy Samurai Soulshield Wall
R Rarity
Superheavy Samurai Soulshield Wall
Superheavy Samurai Soulshield Wall
EARTH 3
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)

R Rarity
Superheavy Samurai Big Waraji
R Rarity
Superheavy Samurai Big Waraji
Superheavy Samurai Big Waraji
EARTH 5
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)

N Rarity
Superheavy Samurai Soulhorns
N Rarity
Superheavy Samurai Soulhorns
Superheavy Samurai Soulhorns
EARTH 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)

R Rarity
Superheavy Samurai Swordmaster Musashi
R Rarity
Superheavy Samurai Swordmaster Musashi
Superheavy Samurai Swordmaster Musashi
EARTH 5
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)

R Rarity
Superheavy Samurai Stealth Ninja
R Rarity
Superheavy Samurai Stealth Ninja
Superheavy Samurai Stealth Ninja
EARTH 7
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.

In addition, Stealth Ninja can also be reborn in the next Standby phase after being destroyed by the effects of other cards.

Superheavy Samurai Ogre Shutendoji (2)

R Rarity
Superheavy Samurai Ogre Shutendoji
R Rarity
Superheavy Samurai Ogre Shutendoji
Superheavy Samurai Ogre Shutendoji
EARTH 6
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)

N Rarity
Superheavy Samurai Beast Kyubi
N Rarity
Superheavy Samurai Beast Kyubi
Superheavy Samurai Beast Kyubi
EARTH 9
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.

Despite the power-boosting effect, Kyubi is very passive with a base power of only 2500 and the power increase is completely dependent on the opponent, so Kyubi rarely appears in Superheavy Samurai decks because of its lack of usefulness. your use.



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)

UR Rarity
Sphere Kuriboh
UR Rarity
Sphere Kuriboh
Sphere Kuriboh
DARK 1
Sphere Kuriboh
  • ATK:

  • 300

  • DEF:

  • 200


When an opponent's monster declares an attack: You can send this card from your hand to the GY; change the attacking monster to Defense Position. When you Ritual Summon, you can banish this card from your GY as 1 of the monsters required for the Ritual Summon.


SR Rarity
Kiteroid
SR Rarity
Kiteroid
Kiteroid
WIND 1
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)

SR Rarity
Fire Formation - Gyokkou
SR Rarity
Fire Formation - Gyokkou
Fire Formation - Gyokkou
Spell Continuous
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)

    UR Rarity
    See you later (Skill Card)
    UR Rarity
    See you later (Skill Card)
    See you later (Skill Card)
    See you later (Skill Card)
    • ATK:

    • 0

    • DEF:

    • 0


    Can be used when your Life Points decrease by 1500. Select 1 monster you control and which you are the original owner of. Return the selected monster to the hand. This Skill can only be used once per Duel.


    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)

    R Rarity
    Superheavy Samurai Trumpeter
    R Rarity
    Superheavy Samurai Trumpeter
    Superheavy Samurai Trumpeter
    EARTH 2
    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.


    R Rarity
    Superheavy Samurai Gigagloves
    R Rarity
    Superheavy Samurai Gigagloves
    Superheavy Samurai Gigagloves
    EARTH 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.


    R Rarity
    Superheavy Samurai Flutist
    R Rarity
    Superheavy Samurai Flutist
    Superheavy Samurai Flutist
    EARTH 3
    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)

    R Rarity
    Superheavy Samurai Stealth Ninja
    R Rarity
    Superheavy Samurai Stealth Ninja
    Superheavy Samurai Stealth Ninja
    EARTH 7
    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)

    UR Rarity
    Superheavy Samurai Wagon
    UR Rarity
    Superheavy Samurai Wagon
    Superheavy Samurai Wagon
    EARTH 4
    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)

    R Rarity
    Superheavy Samurai Trumpeter
    R Rarity
    Superheavy Samurai Trumpeter
    Superheavy Samurai Trumpeter
    EARTH 2
    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.


    UR Rarity
    Superheavy Samurai Wagon
    UR Rarity
    Superheavy Samurai Wagon
    Superheavy Samurai Wagon
    EARTH 4
    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)

    R Rarity
    Superheavy Samurai Ogre Shutendoji
    R Rarity
    Superheavy Samurai Ogre Shutendoji
    Superheavy Samurai Ogre Shutendoji
    EARTH 6
    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.


    N Rarity
    Superheavy Samurai Soulhorns
    N Rarity
    Superheavy Samurai Soulhorns
    Superheavy Samurai Soulhorns
    EARTH 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.


    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?

    The purpose is to increase resources for the grave. In subsequent turns, Musashi can pick up Soulpeacemaker again to call another Superheavy Samurai from the deck if you fail to kill your opponent. Furthermore, your deck is thinner, making it easier for you to draw tech cards because there is no way to get them into your hand except for the draw.



    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 ). .

    Trumpeter and Soulpiercer are the highlights of the deck. While Trumpeter's unlimited self-summoning can give you crazy synchro summons, the way you send Soulpiercer to the grave to take advantage of the resource bonus effect creates many groundbreaking plays for the deck.

    Superheavy Samurai Trumpeter and Superheavy Samurai Wagon (Important combo piece)

    R Rarity
    Superheavy Samurai Trumpeter
    R Rarity
    Superheavy Samurai Trumpeter
    Superheavy Samurai Trumpeter
    EARTH 2
    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.


    UR Rarity
    Superheavy Samurai Wagon
    UR Rarity
    Superheavy Samurai Wagon
    Superheavy Samurai Wagon
    EARTH 4
    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)

    SR Rarity
    Superheavy Samurai Soulpeacemaker
    SR Rarity
    Superheavy Samurai Soulpeacemaker
    Superheavy Samurai Soulpeacemaker
    EARTH 1
    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.


    SR Rarity
    Superheavy Samurai Soulpiercer
    SR Rarity
    Superheavy Samurai Soulpiercer
    Superheavy Samurai Soulpiercer
    EARTH 4
    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".


    R Rarity
    Superheavy Samurai Swordmaster Musashi
    R Rarity
    Superheavy Samurai Swordmaster Musashi
    Superheavy Samurai Swordmaster Musashi
    EARTH 5
    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)

    R Rarity
    Superheavy Samurai Gigagloves
    R Rarity
    Superheavy Samurai Gigagloves
    Superheavy Samurai Gigagloves
    EARTH 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.


    R Rarity
    Superheavy Samurai Flutist
    R Rarity
    Superheavy Samurai Flutist
    Superheavy Samurai Flutist
    EARTH 3
    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)

    R Rarity
    Superheavy Samurai Ogre Shutendoji
    R Rarity
    Superheavy Samurai Ogre Shutendoji
    Superheavy Samurai Ogre Shutendoji
    EARTH 6
    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.


    R Rarity
    Superheavy Samurai Stealth Ninja
    R Rarity
    Superheavy Samurai Stealth Ninja
    Superheavy Samurai Stealth Ninja
    EARTH 7
    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)

    R Rarity
    Superheavy Samurai Soulshield Wall
    R Rarity
    Superheavy Samurai Soulshield Wall
    Superheavy Samurai Soulshield Wall
    EARTH 3
    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.


    N Rarity
    Superheavy Samurai Soulhorns
    N Rarity
    Superheavy Samurai Soulhorns
    Superheavy Samurai Soulhorns
    EARTH 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.


     

    Superheavy Samurai Prepped Defense and Superheavy Samurai Beast Kyubi (Some other options)

    N Rarity
    Superheavy Samurai Prepped Defense
    N Rarity
    Superheavy Samurai Prepped Defense
    Superheavy Samurai Prepped Defense
    EARTH 3
    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.


    N Rarity
    Superheavy Samurai Beast Kyubi
    N Rarity
    Superheavy Samurai Beast Kyubi
    Superheavy Samurai Beast Kyubi
    EARTH 9
    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.


     




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