Instructions for playing Superheavy Samurai

Instructions for playing Superheavy Samurai


The Superheavy Samurai deck introduced in Arc-V is Gong Strong's signature Deck. The cards in the Superheavy Samurai [SHS] deck have some pretty special characteristics in that they can attack while in a defensive position, apply their DEF stat to calculate damage, and many cards in the deck This effect requires you to have no Spell/Trap cards in your graveyard to activate. This means that SHS decks are almost always full of monster cards. Although the current SHS deck has a few Pendulum cards released in Duel Links, it has more support for Synchro Summoning and is played as a deck focused on Synchro Summoning.





overview

SHS decks often focus on two main playing styles. One of them is a Synchro Summon strategy that relies on two main cards whose effects can resolve multiple times in one turn. These are: Superheavy Samurai Trumpeter, a tuner that is specially summoned from the hand, and Superheavy Samurai Soulpiercer, a card that can be equipped to other SHS cards and searches for any SHS whenever it is sent to the grave. With these two cards and some expansion cards like Superheavy Samurai Scales and Superheavy Samurai Swordmaster Musashi, you can continuously Synchro Summon while searching for pieces for your moves.

The other main play style is a more defensive strategy, using many cards such as Superheavy Samurai Gigagloves, Superheavy Samurai Flutist and Superheavy Samurai Prepped Defense. These cards can protect your SHS cards from target effects, or protect your LP from the grave or from the hand. With this defensive strategy, your goal is to deplete your opponent's resources until a path is opened for you to defeat him with Superheavy Samurai Big Benkei or Superheavy Samurai Warlord Susanowo.

Of course, in reality, SHS decks fall on a spectrum somewhere between these two main play styles. Depending on what the meta is, you'll want to adjust your deck accordingly. Although the SHS deck is currently far from the top tier decks in Duel Links, it still shows strong moves and could become important again in the meta as there are many unreleased supports in the TCG/OCG .



Core cards Main deck

 

Superheavy Samurai Soulpiercer (x3)

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 effect and gain card advantage by reviving this card with Superheavy Samurai Scales
Not forgetting Superheavy Samurai is an otk deck, monsters equipped with Soulpiercer have the ability to penetrate enemy monsters.

Superheavy Samurai Wagon (x2-3)

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 Soulpeacemaker (x2-3)

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.


Soulpeacemaker has a very useful effect that allows you to summon an SHS monster: by sacrificing an SHS monster it is equipped to summon any SHS from your deck. This allows you to dodge backrows (for example, by special summoning an SHS from your hand and sacrificing it with Soulpeacemaker after your normally summoned monster is removed from the field).

Easily progress to bigger cards like Superheavy Samurai Big Benkei, and create long combos by activating the search from Superheavy Samurai Soulpiercer and special summoning Superheavy Samurai Scales, allowing you to re-summon Soulpiercer and search further. However, Soulpeacemaker can only use this effect once per turn, so you usually don't want to have multiple copies of this card in your hand.

Superheavy Samurai Trumpeter (x2-3)

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 Flutist (x1-2)

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 Gigagloves (x1-3)

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 Scales (x2-3)

SR Rarity
Superheavy Samurai Scales
SR Rarity
Superheavy Samurai Scales
Superheavy Samurai Scales
EARTH 4
Superheavy Samurai Scales
  • ATK:

  • 800

  • DEF:

  • 1800


If your opponent controls 2 or more monsters and you control no monsters, you can Special Summon this card (from your hand). If this card is Normal or Special Summoned: You can target 1 Level 4 or lower "Superheavy Samurai" monster in your Graveyard, except "Superheavy Samurai Scales"; Special Summon it in Defense Position. You can only use this effect of "Superheavy Samurai Scales" once per turn.



As expected of the newest support, Scales is an extremely important card for SHS. When in hand, it is the best card for the next turn in your deck, capable of resummoning any other level 4 or lower SHS except itself.

In the deck, it is a high-value target for Superheavy Samurai Soulpeacemaker . Scales improve the deck's long-term playability, opening up many important combo chains that can help us play through Disruption. It also allows you to come back from disadvantage as you can special summon it with its own effect and revive an SHS from the grave, without spending your normal summon turn. It's hard to say enough about the value of Scales for this deck.



Core Extra deck

 

Superheavy Samurai Ogre Shutendoji (x1-2)

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 summon 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 when there are no magic or traps in your grave.

Superheavy Samurai Swordmaster Musashi (x1-2)

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 (x1-2)

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 position 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 Warlord Susanowo (x1)

UR Rarity
Superheavy Samurai Warlord Susanowo
UR Rarity
Superheavy Samurai Warlord Susanowo
Superheavy Samurai Warlord Susanowo
EARTH 10
Superheavy Samurai Warlord Susanowo
  • ATK:

  • 2400

  • DEF:

  • 3800


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. Once per turn, during either player's turn, if you have no Spell/Trap Cards in your Graveyard: You can target 1 Spell/Trap Card in your opponent's Graveyard; Set it to your side of the field, but banish it when it leaves the field.


Susanowo's massive DEF and effects make it a formidable presence on the field, especially with the protection of Superheavy Samurai Flutist. Susanowo has the ability to protect the back row and can destroy other decks that rely on backrow cards in the grave, like Salamangreat before being nerfed.



Tech cards Main deck

 

Superheavy Samurai Prepped Defense (x0-1)

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 Soulhorns (x0-1)

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 Big Waraji (x0-2)

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 Big Benkei (x0-1)

UR Rarity
Superheavy Samurai Big Benkei
UR Rarity
Superheavy Samurai Big Benkei
Superheavy Samurai Big Benkei
EARTH 8
Superheavy Samurai Big Benkei
  • ATK:

  • 1000

  • DEF:

  • 3500


When this card is Normal or Special Summoned: You can change its battle position. "Superheavy Samurai" monsters you control can attack while in face-up Defense Position. If they do, apply their DEF for damage calculation.


Big Benkei is a big beater that can be easily summoned through Superheavy Samurai Soulpeacemaker . It's also a quick way to summon Superheavy Samurai Warlord Susanowo However, there are often better ways to use Soulpeacemaker, and you usually don't want to see Big Benkei in your hand.

Machina Fortress, Kiteroid and Infinitrack Anchor Drill (Good support does not belong to the archetype)

UR Rarity
Machina Fortress
UR Rarity
Machina Fortress
Machina Fortress
EARTH 7
Machina Fortress
  • ATK:

  • 2500

  • DEF:

  • 1600


You can discard Machine monster(s) whose total Levels equal 8 or more, then Special Summon this card (from your hand or GY). If this card is destroyed by battle and sent to the GY: Target 1 card your opponent controls; destroy that target. Before resolving an opponent's monster effect that targets this face-up card, look at your opponent's hand and discard 1 card from their hand.


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.


SR Rarity
Infinitrack Anchor Drill
SR Rarity
Infinitrack Anchor Drill
Infinitrack Anchor Drill
EARTH 4
Infinitrack Anchor Drill
  • ATK:

  • 1800

  • DEF:

  • 500


If this card is Normal or Special Summoned: You can Special Summon 1 EARTH Machine monster from your hand in Defense Position, except "Infinitrack Anchor Drill". You can target 1 other Machine monster you control; the Levels of both that monster and this card become the combined original Levels of those 2 monsters, until the end of this turn. You can only use each effect of "Infinitrack Anchor Drill" once per turn.


  • Machina Fortress: combines well with all Machine decks, both discards SHS to the grave, and has a high level to make Synchro material for Susanowo

  • Infinitrack Anchor Drill: This card's effect is really good when we have to play SHS on turn 1

  • Kiteroid: Searchable through Gear Gigant

Superheavy Samurai Battleball (x0-1)

UR Rarity
Superheavy Samurai Battleball
UR Rarity
Superheavy Samurai Battleball
Superheavy Samurai Battleball
DARK 2
Superheavy Samurai Battleball
  • ATK:

  • 100

  • DEF:

  • 800


If all monsters you control are "Superheavy Samurai" monsters, and you have no Spell/Trap Cards in your Graveyard: You can target 1 face-up monster your opponent controls that has a Level; send both it and this card from the field to the Graveyard, then Special Summon from your Extra Deck 1 "Superheavy Samurai" Synchro Monster whose Level equals the total original Levels of those 2 monsters in the Graveyard. (This Special Summon is treated as a Synchro Summon.) You can only use this effect of "Superheavy Samurai Battleball" once per turn.


When Resolved, Battleball is a very annoying way to eliminate monsters: allowing you to use your opponent's monsters as Synchro material.


But it can be quite difficult to activate successfully for a number of reasons.
  1. First of all, it only works on level monsters, so it won't work on XYZ monsters or Link monsters.
  2. Second, it requires you to control only SHS monsters, so it is often unstable in more mixed decks.
  3. And finally, it requires your opponent's monster to be of the appropriate level, so you won't be able to use monsters that are level 1, 2, 6, 9, 11 or 12 (currently there is no SHS Synchro level level 8 or 11 are already released in the DL), and depending on the cards you use in your Extra deck, you may not be able to use level 7 or 10 anymore.



Tech Card Extra deck

 

Superheavy Samurai Beast Kyubi (x0-1)

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.

Superheavy Samurai Steam Train King (x0-1)

UR Rarity
Superheavy Samurai Steam Train King
UR Rarity
Superheavy Samurai Steam Train King
Superheavy Samurai Steam Train King
EARTH 12
Superheavy Samurai Steam Train King
  • ATK:

  • 2000

  • DEF:

  • 4800


1 "Superheavy Samurai" Tuner + 2+ 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: You can discard up to 2 cards, then target that many cards your opponent controls; destroy them. Once per turn: You can banish all Spells and Traps from the GYs, and if you do, inflict 200 damage to your opponent for each card banished.


If it weren't for the fact that summoning is so expensive, Train King would have been a solid choice. It has a great discard effect that matches well with SHSs like Superheavy Samurai Gigagloves and Superheavy Samurai Flutist. And if you look closely, it allows you to Spell/Trap in the SHS deck by banishing your Spell/Trap cards from your graveyard.


Unfortunately, the path to summoning Train King is a 2-card sequence that uses two Superheavy Samurai Trumpeters and requires both searches of Superheavy Samurai Soulpiercer to be used on these Trumpeters. Summoning Train King on turn 1 will leave you with only two cards in your hand, not all of which are guaranteed to be used as good discards.

In real combat, instead of this card, summoning Ravenous Crocodragon Archethys or Superheavy Samurai Warlord Susanowo would be a more reasonable move.

Gear Gigant X (x0-1)

UR Rarity
Gear Gigant X
UR Rarity
Gear Gigant X
Gear Gigant X
EARTH
Gear Gigant X
  • ATK:

  • 2300

  • DEF:

  • 1500


2 Level 4 Machine-Type monsters Once per turn: You can detach 1 Xyz Material from this card; add 1 Level 4 or lower Machine-Type monster from your Deck or Graveyard to your hand. When this card leaves the field: You can target 1 Level 3 or lower "Geargia" monster in your Graveyard; Special Summon that target.


Search almost your entire deck, and can also regenerate and improve the SHS deck quite well.

Trishula, Dragon of the Ice Barrier and Ravenous Crocodragon Archethys (Limit 1 Synchro)

UR Rarity
Trishula, Dragon of the Ice Barrier
UR Rarity
Trishula, Dragon of the Ice Barrier
Trishula, Dragon of the Ice Barrier
WATER 9
Trishula, Dragon of the Ice Barrier
  • ATK:

  • 2700

  • DEF:

  • 2000


1 Tuner + 2+ non-Tuner monsters When this card is Synchro Summoned: You can banish up to 1 card each from your opponent's hand, field, and GY. (The card in the hand is chosen at random.)


SR Rarity
Ravenous Crocodragon Archethys
SR Rarity
Ravenous Crocodragon Archethys
Ravenous Crocodragon Archethys
WATER 9
Ravenous Crocodragon Archethys
  • ATK:

  • 1000

  • DEF:

  • 1000


1 Tuner + 1+ non-Tuner monsters Gains 500 ATK/DEF for each card in your hand. You can only use each of the following effects of "Ravenous Crocodragon Archethys" once per turn. ● If this card is Synchro Summoned: You can draw cards equal to the number of non-Tuners used for its Synchro Summon. ● (Quick Effect): You can discard 2 cards, then target 1 card on the field; destroy it.


Depending on the meta and skill, we can choose one of these two cards. Ravenous is a best turn 1 card and Trishula will be a card that makes the opponent cry if summoned on turn 2.



Skill

 

Superheavy Samurai Trumpeter and Superheavy Samurai Battleball (Style Evolution (33%))

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 Battleball
UR Rarity
Superheavy Samurai Battleball
Superheavy Samurai Battleball
DARK 2
Superheavy Samurai Battleball
  • ATK:

  • 100

  • DEF:

  • 800


If all monsters you control are "Superheavy Samurai" monsters, and you have no Spell/Trap Cards in your Graveyard: You can target 1 face-up monster your opponent controls that has a Level; send both it and this card from the field to the Graveyard, then Special Summon from your Extra Deck 1 "Superheavy Samurai" Synchro Monster whose Level equals the total original Levels of those 2 monsters in the Graveyard. (This Special Summon is treated as a Synchro Summon.) You can only use this effect of "Superheavy Samurai Battleball" once per turn.


Style Evolution is allows you to turn any SHS level 4 or lower into a tuner. Often using Style Evolution is necessary because many SHS decks only have 3-4 tuner cards between Superheavy Samurai Trumpeter and Superheavy Samurai Battleball.

Additionally, if Trumpeter is summoned from the hand by its effect, you are locked into summoning only SHS monsters for the rest of the turn. This means that Style Evolution is often necessary to be able to call Synchro monsters outside of the SHS deck. To see some additional combos that Style Evolution creates, please see the "Combo" section below.

Heavystrong Strategy (Skill Card) (Heavystrong Strategy (67%))

 Rarity
Heavystrong Strategy (Skill Card)
 Rarity
Heavystrong Strategy (Skill Card)
Heavystrong Strategy (Skill Card)
Heavystrong Strategy (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


Can be used once per turn if you have no Spell/Trap Cards in your Graveyard. Change all EARTH Machine-Type monsters you control to face-up Defense Position. Then, the DEF of monsters you control is increased by 200 for each monster in face-up Defense Position you control. This Skill can only be used twice per Duel.


Although the stat buff from this skill is not significant, the ability to turn your SHS monsters into a defensive position can be useful in return. For example, if Superheavy Samurai Warlord Susanowo or Superheavy Samurai Ogre Shutendoji are face down (by the effect of Book of Moon ), you will need two turns to put them back in a face up defense position without Heavystrong Strategy. Thanks to Heavystrong Strategy, this time will be reduced to one turn. However, note that this skill does not apply to face-down SHS monsters, so it will not help you overcome face-down effects on the same turn they are activated.



Combo

 


Susanowo Combo

Starting Hand

2 trong 3 lá: Superheavy Samurai WagonSuperheavy Samurai SoulpiercerSuperheavy Samurai Soulpeacemaker

  1. Normal summon Wagon hoặc Soulpiercer. (Then, if using Wagon, kích hoạt Wagon để search Soul card còn thiếu.)
  2. Equip tất cả Soul cards vào Wagon or Soulpiercer.
  3. Tribute Wagon/Soulpiercer dùng Soulpeacemaker để special summon Superheavy Samurai Scales.
  4. Hồi sinh Soulpiercer bằng Scales.
  5. Search Superheavy Samurai Trumpeter bằng Soulpiercer.
  6. Special summon Trumpeter.
  7. Triệu hồi Superheavy Samurai Warlord Susanowo.

HOẶC

  1. Triệu hồi Superheavy Samurai Ogre Shutendoji.
  2. Dùng Style Evolution on Scales/Soulpiercer.
  3. Triệu hồi Superheavy Samurai Warlord Susanowo.

Kết quả

Susanowo + 1 free Soulpiercer search

OR

Susanowo + backrow clear bởi Shutendoji + 1 free Soulpiercer search

Train King Combo

2 trong 3 lá: Superheavy Samurai WagonSuperheavy Samurai SoulpiercerSuperheavy Samurai Soulpeacemaker

  1. Làm theo các bước từ 1-7* của Susanowo Combo.
  2. Dùng Soulpiercer search  Trumpeter.
  3. Special summon Trumpeter.
  4. Triệu hồi Superheavy Samurai Steam Train King.

Train King + backrow clear bởi Shutendoji

Crocodragon Combo

2 trong 3 lá: Superheavy Samurai WagonSuperheavy Samurai SoulpiercerSuperheavy Samurai Soulpeacemaker

  1. Làm theo bước từ 1-4 của Susanowo Combo.
  2. Search Superheavy Samurai Soulhorns thông qua Soulpiercer.
  3. Equip Soulhorns.
  4. Special summon Soulhorns.
  5. Dùng Style Evolution.
  6. Summon Ravenous Crocodragon Archethys.

Crocodragon + rút thêm 2 + 1 free Soulpiercer search

Bishbaalkin Combo

Infinitrack Anchor Drill + any level 4 SHS

  1. Summon Anchor Drill.
  2. Special summon level 4 SHS bằng Anchor Drill.
  3. dùng Style Evolution.
  4. Biến cả 2 monsters thành level 8 thông qua Anchor Drill.
  5. Summon Phantasmal Lord Ultimitl Bishbaalkin.
  6. Kích hoạt Bishbaalkin để summon free 3 token ở cả 2 sân

Bishbaalkin + khoá 3 main monster zones của đối phương (+ free search nếu level 4 là Wagon or Soulpiercer)




Companion unit:

- Yu-Gi-Oh! Guidance Vietnam





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