Six Samurais is a very agile field swarm archetype, using their main focus on their main monster, the Legendary Six Samurai - Shi En. Shi En's nullification effect, combined with the bounce effects of Legendary Six Samurai - Enishi and Six Style - Dual Wield, make Six Samurais a highly disruptive deck that many other decks cannot match. difficult to deal with. Additional search, float, and card draw effects (from Secret Six Samurai - Kizaru / Shien's Dojo, Secret Six Samurai - Fuma, and Six Samurai United, respectively) help keep the deck extremely consistent and the options Other yard swarms in Grandmaster of the Six Samurai and Legendary Six Samurai - Kizan also make Six Samurais an offensive threat.
Instructions for Playing Six Samurai
Sections covered in this guide:
CORE
a bunch of monsters that can jump on their own and billions of other cancers
Legendary Six Samurai - Kizan (x3)
Jumps on its own and not once per turn. When eligible, the body has 2100 ATK, enough to overcome a few negate or destroy or banish monsters for the next combo.
Shien's Dojo (x3)
Shien's Dojo
Each time a "Six Samurai" monster(s) is Normal or Special Summoned, place 1 Bushido Counter on this card. You can send this card to the GY; Special Summon 1 "Six Samurai" or "Shien" Effect Monster from your Main Deck, whose Level is less than or equal to the number of Bushido Counters on this card.
is a card that can jump six samurai monsters from the deck and not once per turn :D
Legendary Six Samurai - Kageki (x1-2)
is one of the cards searched by Smoke Signal, this card allows you to jump another Six Samurai card in your hand when Normal Summon :D
Legendary Six Samurai - Mizuho (x2)
If you have normal summoned then this is the card you prioritize searching for by Smoke Signal, simply because this card has both the ability to jump and shoot a card, but it is a tribute card other than itself, so don't play it. via Skill Drain :(
Legendary Six Samurai - Shinai (x2)
jumps by itself and if you get a tribute you can pick up another Six Samurai (priority is given to those that can jump on their own) and can be searched by Smoke Signal
Secret Six Samurai - Fuma (x0-1)
Secret Six Samurai - Fuma
ATK:
200
DEF:
1800
If this card is destroyed by battle or card effect: You can Special Summon 1 "Six Samurai" monster from your Deck, except "Secret Six Samurai - Fuma". If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
Because it is a Level 1 monster, Dojo can jump out of it very easily. If this card is destroyed, it jumps 1 Six Samurai from the deck and no one uses this effect :D. Mainly this card is easy to call, Level 1 and is a Tuner, but if you pick it up in your hand, it's a bit difficult to play because you can't jump on your own.
Secret Six Samurai - Hatsume (x1)
Secret Six Samurai - Hatsume
ATK:
1600
DEF:
1500
You can banish 2 "Six Samurai" monsters from your GY and/or face-up from your field, then target 1 "Six Samurai" monster in your GY, except "Secret Six Samurai - Hatsume"; Special Summon it. You can only use this effect of "Secret Six Samurai - Hatsume" once per turn. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
Searchable by Smoke Signal, has the ability to bring back 1 Six Samurai from the grave, has the ability to protect, and is also a girl, but because she can't jump herself, it's only x1 :(
Secret Six Samurai - Kizaru (x1)
Secret Six Samurai - Kizaru
ATK:
1900
DEF:
1000
When this card is Special Summoned: You can add from your Deck to your hand, 1 "Six Samurai" monster with a different Attribute from every monster you control. If exactly 1 "Six Samurai" monster you control (and no other cards) would be destroyed by card effect, you can banish this card from your GY instead.
Can be jumped by Dojo or other Six Samurai. When Special Summoned, it can search for another Six Samurai to Attribute to those you control. In addition, this card is Level 4 and has a protection effect.
Grandmaster of the Six Samurai (x1)
Grandmaster of the Six Samurai
ATK:
2100
DEF:
800
You can only control 1 "Grandmaster of the Six Samurai". If you control a "Six Samurai" monster, you can Special Summon this card (from your hand). If this card in your possession is destroyed by an opponent's card effect: Target 1 "Six Samurai" monster in your GY; add that target to your hand.
has the ability to jump on its own, the body can punch to death a few negates or annoying leaves, and if it is destroyed by an opp, it can be restored (priority is given to those that jump on their own).
Gateway of the Six (If x1 wasn't limited, I would have brought x3 cmnr)
Gateway of the Six
Each time a "Six Samurai" monster(s) is Normal or Special Summoned, place 2 Bushido Counters on this card. You can remove Bushido Counters from your field to activate these effects. ● 2 Counters: Target 1 "Six Samurai" or "Shien" Effect Monster; that target gains 500 ATK until the end of this turn. ● 4 Counters: Add 1 "Six Samurai" monster from your Deck or GY to your hand. ● 6 Counters: Target 1 "Shien" Effect Monster in your GY; Special Summon that target.
Any effect is cancerous
Six Samurai United (x3)
super famous pot of greed,
Extra Deck
Number 86: Heroic Champion - Rhongomyniad (x1)
Number 86: Heroic Champion - Rhongomyniad
ATK:
1500
DEF:
1500
2 or more (max. 5) Level 4 Warrior monsters Once per turn, during your opponent's End Phase: Detach 1 material from this card. This card gains effects based on the number of materials attached to it. ● 1+: Cannot be destroyed by battle. ● 2+: Gains 1500 ATK/DEF. ● 3+: Unaffected by other cards' effects. ● 4+: Your opponent cannot Normal or Special Summon monsters. ● 5: Once per turn: You can destroy all cards your opponent controls.
When we talk about Six Samurai, we talk about this handsome guy. Instead of using number 75 to get this one to have 5 Xyz materials like other normal decks, these cancer retards get number 86 by using 5 Level 4 monsters. Let's Xyz out this one to get full power without any support, so OP.
Number 75: Bamboozling Gossip Shadow (x0)
Number 75: Bamboozling Gossip Shadow
ATK:
1000
DEF:
2600
2+ Level 3 monsters Once per turn, when an opponent's monster activates its effect (Quick Effect): You can detach 2 materials from this card; the activated effect becomes "both players draw 1 card". You can target 1 other "Number" Xyz Monster you control; attach this card to it as material. (Transfer its materials to that monster.) You can only use this effect of "Number 75: Bamboozling Gossip Shadow" once per turn.
Shadow of the Six Samurai - Shien (x1)
Bushido Counter go brrrrr
Legendary Six Samurai - Shi En (x0-1)
Legendary Six Samurai - Shi En
ATK:
2500
DEF:
1400
1 Warrior Tuner + 1+ non-Tuner "Six Samurai" monsters Once per turn, when your opponent activates a Spell/Trap Card (Quick Effect): You can negate the activation, and if you do, destroy it. If this card on the field would be destroyed by battle or card effect, you can destroy another "Six Samurai" monster you control instead.
Rarely used, but because it has 1 negate spell/trap so going first can't get 86, so this one also has 1 negate.
Battle Shogun of the Six Samurai (x2-3)
Battle Shogun of the Six Samurai
ATK:
1000
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 Warrior monsters, including a "Six Samurai" monster If this card is Link Summoned: You can discard 1 card; add 1 card from your Deck to your hand that has an effect that places a Bushido Counter(s). You can only use this effect of "Battle Shogun of the Six Samurai" once per turn. Each time a "Six Samurai" monster(s) is Normal or Special Summoned to a zone(s) this card points to, place 1 Bushido Counter on this card. Gains 100 ATK for each Bushido Counter on your field.
a very ultimate super a lot of Bushido Counter go brrrrr, not only does it search for cards that can place Bushido Counters, it also places Bushido Counters for itself so that other cards can use them, and this link 2 only needs 1 named one. The remaining six Samurai are fine as long as they are Warriors, so getting this one is extremely easy.
Isolde Two Tales of the Noble Knights (x1)
Isolde, Two Tales of the Noble Knights
ATK:
1600
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 Warrior monsters If this card is Link Summoned: You can add 1 Warrior monster from your Deck to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with that name, nor activate their monster effects. You can send any number of Equip Spells with different names from your Deck to the GY; Special Summon 1 Warrior monster from your Deck, whose Level equals the number of cards sent to the GY. You can only use each effect of "Isolde, Two Tales of the Noble Knights" once per turn.
My first wife and second wife, anyway, search for a Warrior and have the ability to send an equip spell of a DIFFERENT NAME from the deck to the grave to jump a monster whose level is EQUAL to the equip spell sent to the grave, there will be 2 cases here.
Time Thief Redoer (x1)
Time Thief Redoer
ATK:
2400
DEF:
2000
2 Level 4 monsters Once per turn, during the Standby Phase: You can attach the top card of your opponent's Deck to this card as material. (Quick Effect): You can detach up to 3 different types of materials from this card, then apply the following effect(s) depending on what was detached. ● Monster: Banish this card until the End Phase. ● Spell: Draw 1 card. ● Trap: Place 1 face-up card your opponent controls on the top of the Deck. You can only use this effect of "Time Thief Redoer" once per turn.
Very handsome and versatile, so any deck with Level 4 has it, even the Phantom Knights and Dinos have it.
Broken Bamboo Sword, Cursed Bamboo Sword and Golden Bamboo Sword (x0-3)
Cursed Bamboo Sword
The equipped monster gains 0 ATK. You can target 1 other "Bamboo Sword" card you control; return it to the hand, and if you do, the equipped monster can attack your opponent directly this turn. You can only use this effect of "Cursed Bamboo Sword" once per turn. If this card is sent to the Graveyard: You can add 1 "Bamboo Sword" card from your Deck to your hand, except "Cursed Bamboo Sword".
If Cursed Bamboo Sword touches the grave, it will add 1 Bamboo Sword from the deck to the hand except itself. Because it is thrown with Isolde, if you have 1 of 2 pieces of Broken Bamboo Sword or Golden Bamboo Sword, prioritize throwing Cursed to Pot Of Greed. .
Staple
Ash Blossom & Joyous Spring (x0)
Ash Blossom & Joyous Spring
ATK:
0
DEF:
1800
When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.
This deck usually doesn't bring handtraps because if you bring too many handtraps, it will be peeled off, people will think it's clgt, but peeling x2 or more handtrap pieces and also peeling off called by the grave or a few more spell cards is considered impossible to combo.
x2
Infinite Impermanence
Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.
Dark Ruler No More
Negate the effects of all face-up monsters your opponent currently controls, until the end of this turn, also, for the rest of this turn after this card resolves, your opponent takes no damage. Neither player can activate monster effects in response to this card's activation.
called by the grave helps protect your combo from handtraps on turn 1
Fire Flint Lady (x1-2)
Fire Flint Lady
ATK:
100
DEF:
100
If you control a Warrior monster: You can Special Summon this card from your hand. You can send this card from the field to the GY; Special Summon 1 Level 4 or lower Warrior monster from your hand, and if you do, your opponent cannot target it with card effects this turn. You can only use each effect of "Fire Flint Lady" once per turn.
can jump for free and send itself from the field to the Graveyard to jump a Level 4 or lower Warrior monster, usually jumps Six Samurai that cannot jump on their own or cards that Special Summon will trigger an effect, and opp does not target that card with card effect.
"Infernoble Arms - Durendal" (x1-2)
"Infernoble Arms - Durendal"
While this card is equipped to a monster: You can add 1 Level 5 or lower FIRE Warrior monster from your Deck to your hand, then destroy this card. If this card is sent to the GY because the equipped monster is sent to the GY: You can target 1 Level 5 or lower FIRE Warrior monster in your GY; Special Summon it, also you cannot Special Summon monsters for the rest of the turn, except Warrior monsters. You can only use 1 ""Infernoble Arms - Durendal"" effect per turn, and only once that turn.
Usually search for Mizuho or Fire Flint or those that jump on their own, in addition this card also has the effect of jumping 1 card from the grave but no one cares :)
Living Fossil (x1)
Living Fossil
Activate this card by targeting 1 Level 4 or lower monster in your GY; Special Summon it and equip it with this card, but banish it when it leaves the field (even if this card has left the field). When this card leaves the field, banish the equipped monster. The equipped monster loses 1000 ATK/DEF, also its effects are negated. You can only activate 1 "Living Fossil" per turn.
It's an equip spell so Isolde can be thrown from the deck. If you accidentally pick it up, you can usually jump 1 Six Samurai from the grave to increase Bushido Counter.
Overdone Burial (x0-1)
Overdone Burial
Activate this card by discarding 1 monster, then target 1 monster in your GY whose Level is lower than the discarded monster's original Level; Special Summon it and equip it with this card. The equipped monster has its effects negated. You can only activate 1 "Overdone Burial" per turn.
jump a monster from the grave with cost, and an equip spell with a different name
Balanced Engine
Predaplant Verte Anaconda
ATK:
500
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 Effect Monsters You can target 1 face-up monster on the field; it becomes DARK until the end of this turn. You can pay 2000 LP and send 1 "Fusion" or "Polymerization" Normal or Quick-Play Spell from your Deck to the GY; this effect becomes that Spell's effect when that card is activated, also, you cannot Special Summon monsters for the rest of this turn. You can only use each effect of "Predaplant Verte Anaconda" once per turn.
Destiny HERO - Celestial
ATK:
1600
DEF:
1400
When this card declares an attack: You can target 1 face-up Spell your opponent controls; destroy it, and if you do, inflict 500 damage to your opponent. While you have no cards in your hand, except the turn this card was sent to the GY: You can banish this card and 1 "Destiny HERO" monster from your GY; draw 2 cards. You can only use this effect of "Destiny HERO - Celestial" once per turn.
Destiny HERO - Dasher
ATK:
2100
DEF:
1000
Once per turn: You can Tribute 1 other monster; this card gains 1000 ATK until the End Phase. If this card attacks, change it to Defense Position at the end of the Battle Phase. One time only, when you draw a Monster Card during your Draw Phase while this card is in your Graveyard: You can reveal it; Special Summon it. This card must be in the Graveyard to activate and to resolve this effect.
Destiny HERO - Destroyer Phoenix Enforcer
ATK:
2500
DEF:
2100
1 Level 6 or higher "HERO" monster + 1 "Destiny HERO" monster Monsters your opponent controls lose 200 ATK for each "HERO" card in your GY. You can only use each of the following effects of "Destiny HERO - Destroyer Phoenix Enforcer" once per turn. (Quick Effect): You can destroy both 1 card you control and 1 card on the field. If this card is destroyed by battle or card effect: You can activate this effect; Special Summon 1 "Destiny HERO" monster from your GY during the Standby Phase of the next turn.
Fusion Destiny
Fusion Summon 1 Fusion Monster from your Extra Deck that lists a "Destiny HERO" monster as material, using monsters from your hand or Deck as Fusion Material, but destroy it during the End Phase of the next turn, also for the rest of this turn after this card resolves, you cannot Special Summon monsters, except DARK "HERO" monsters. You can only activate 1 "Fusion Destiny" per turn.
Phoenix is not an individual or an organization, Phoenix is an ideology
Fleuret de Fleur (x0-1)
Fleuret de Fleur
Activate this card by targeting 1 Level 2 or lower monster in your GY; Special Summon it, but negate its effects, also equip it with this card. When this card, equipped by this effect, leaves the field, destroy that monster. The equipped monster gains 700 ATK. If this card is sent from the Spell & Trap Zone to the GY: You can equip this card to 1 Synchro Monster you control. You can only use this effect of "Fleuret de Fleur" once per turn. You can only activate 1 "Fleuret de Fleur" per turn.
"just a monster reborn and equip spell with different name"
Number 60: Dugares the Timeless (x0-1)
Number 60: Dugares the Timeless
ATK:
1200
DEF:
1200
2 Level 4 monsters You can detach 2 materials from this card, then activate 1 of the following effects; ● Skip your next Draw Phase, also draw 2 cards, then discard 1 card. ● Skip your next Main Phase 1, also Special Summon 1 monster from your GY in Defense Position. ● Skip the Battle Phase of your next turn, also double the ATK of 1 monster you control until the end of this turn. You can only use this effect of "Number 60: Dugares the Timeless" once per turn.
Don't worry about its next skip turn effect. If you create a huge field, the next turn will be opp surr, so don't worry about it :D
Saryuja Skull Dread (x1)
Saryuja Skull Dread
ATK:
2800
LINK-4
Link Arrow:
Bottom-Left
Bottom
Bottom-Right
Top
2+ monsters with different names This card gains effects based on the number of materials used for its Link Summon. ● 2+: If a monster(s) is Normal or Special Summoned to a zone this card points to: That monster(s) gains 300 ATK/DEF. ● 3+: Once per turn, during your Main Phase: You can Special Summon 1 monster from your hand. ● 4: When this card is Link Summoned: You can draw 4 cards, then place 3 cards from your hand on the bottom of your Deck in any order.
mercenary lord, chain link 2 to protect negate, jump 1 card from hand for free and make deadhand a playable hand
Apollousa Bow of the Goddess (x1)
Apollousa, Bow of the Goddess
ATK:
0
LINK-4
Link Arrow:
Bottom-Left
Bottom
Bottom-Right
Top
2+ monsters with different names, except Tokens You can only control 1 "Apollousa, Bow of the Goddess". The original ATK of this card becomes 800 x the number of Link Materials used for its Link Summon. Once per Chain, when your opponent activates a monster effect (Quick Effect): You can make this card lose exactly 800 ATK, and if you do, negate the activation.
negate không once per turn go brrrr
Baronne de Fleur (x1)
Baronne de Fleur
ATK:
3000
DEF:
2400
1 Tuner + 1+ non-Tuner monsters Once per turn: You can target 1 card on the field; destroy it. Once while face-up on the field, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that card. You can only use the previous effect of "Baronne de Fleur" once per turn. Once per turn, during the Standby Phase: You can target 1 Level 9 or lower monster in your GY; return this card to the Extra Deck, and if you do, Special Summon that monster.
Mercenary lord, mercenary for both combo and midrange decks, every effect is strong and usable, body big enough to commit suicide with another 3000 ATK monster
Crystron Halqifibrax (x0-1)
Crystron Halqifibrax
ATK:
1500
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 monsters, including a Tuner If this card is Link Summoned: You can Special Summon 1 Level 3 or lower Tuner from your hand or Deck in Defense Position, but it cannot activate its effects this turn. During your opponent's Main Phase or Battle Phase (Quick Effect): You can banish this card you control; Special Summon 1 Tuner Synchro Monster from your Extra Deck. (This is treated as a Synchro Summon.) You can only use each effect of "Crystron Halqifibrax" once per turn.
Free jump 1 Six Samurai as Tuner from deck to increase Bushido Counter
Underworld Goddess of the Closed World (x1)
Underworld Goddess of the Closed World
ATK:
3000
LINK-5
Link Arrow:
Bottom
Bottom-Right
Right
Top-Right
Top
4+ Effect Monsters You can also use 1 monster your opponent controls as material to Link Summon this card. If this card is Link Summoned: You can negate the effects of all face-up monsters your opponent currently controls. This Link Summoned card is unaffected by your opponent's activated effects, unless they target this card. Once per turn, when your opponent activates a card or effect that Special Summons a monster(s) from the GY (Quick Effect): You can negate the activation.
Because these Shit Samurai like to jump, they can jump to the Underworld of the Closed World very easily. Because you can use 1 of opp's monsters as raw materials for this card, you can steal 1 monster with negate or your friend. won't pass, besides all of her effects are OP
Broken Bamboo Sword, Cursed Bamboo Sword and Golden Bamboo Sword (x0-3)
Cursed Bamboo Sword
The equipped monster gains 0 ATK. You can target 1 other "Bamboo Sword" card you control; return it to the hand, and if you do, the equipped monster can attack your opponent directly this turn. You can only use this effect of "Cursed Bamboo Sword" once per turn. If this card is sent to the Graveyard: You can add 1 "Bamboo Sword" card from your Deck to your hand, except "Cursed Bamboo Sword".
If Cursed Bamboo Sword touches the grave, it will add 1 Bamboo Sword from the deck to the hand except itself. Because it is thrown with Isolde, if you have 1 of 2 pieces of Broken Bamboo Sword or Golden Bamboo Sword, prioritize throwing Cursed to Pot Of Greed. .
x0-1
Naturia Beast
ATK:
2200
DEF:
1700
1 EARTH Tuner + 1+ non-Tuner EARTH monsters When a Spell Card is activated (Quick Effect): You can send the top 2 cards of your Deck to the GY; negate the activation, and if you do, destroy it. This card must be face-up on the field to activate and to resolve this effect.
Naturia Exterio
ATK:
2800
DEF:
2400
"Naturia Beast" + "Naturia Barkion" A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. While this card is face-up on the field, you can negate the activation of a Spell/Trap Card, and destroy it, by removing from play 1 card from your Graveyard, then sending the top card of your Deck to the Graveyard.
Naturia Barkion
ATK:
2500
DEF:
1800
1 EARTH Tuner + 1 or more non-Tuner EARTH monsters During either player's turn, when a Trap Card is activated: You can banish 2 cards from your Graveyard; negate the activation, and if you do, destroy it. This card must be face-up on the field to activate and to resolve this effect.
Just a little evil
Combo
The combo is quite long, but most of the time you get Number 86 with 4 or more ingredients and you are the god of the world. You can use Number 75 to help.