Instructions for building and playing Superheavy Samurai (Ver 2023)

Instructions for building and playing Superheavy Samurai (Ver 2023)

SSam is an archetype famous for quickly establishing an invincible field with a style that doesn't rely too much on Spell/Trap. And with its new support in CYBERSTORM ACCESS, SSam will take a new step forward and have an extremely powerful gameplay!




overview

This version will give you more summoning options and allow you to access the most terrible Extra Decks in the current meta, not to mention, the Pendulum and Link supports also make searching for cards much easier. much!

In addition, on the internet at this time there are also a lot of vids showing that SSam's 1.5 card combo is taking over the show of the current meta. Let's also see how this version is built!



Core

As for the Core part, it goes without saying that it will focus a lot on SSams. However, their support will be added in the latest CYBERSTORM ACCESS pack as well

Các Searcher chính

Superheavy Samurai Soulpeacemaker 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.


Superheavy Samurai Motorbike Superheavy Samurai Motorbike
Superheavy Samurai Motorbike
EARTH 2
Superheavy Samurai Motorbike
  • ATK:

  • 800

  • DEF:

  • 1200


If you have no Spells/Traps in your GY: You can discard this card; add 1 "Superheavy Samurai" monster from your Deck to your hand, except "Superheavy Samurai Motorbike". You can only use this effect of "Superheavy Samurai Motorbike" once per turn. Once per turn: You can target 1 Machine monster you control; increase its Level by 2.


Superheavy Samurai Soulpiercer
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".


Superheavy Samurai Wagon 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.


Wagon, Soulpiercer and Soulpeacemaker are all 3 searcher cards that we know through the old version of SSam:
  • Wagon searches for 1 Soul when switching from Attack to Defense position
  • Piercer searches for 1 SSam straight from the Deck if it goes down to GY , suitable for Normalizing it then Linking and with this effect, it will not be limited to once per turn but can be used continuously with the latest 2 Pendulum! It also helps penetrate armor
  • Peacemaker will sacrifice 1 SSam that it equips to search , which is quite resource consuming so you can consider only putting 1-3 cards in your deck. But according to the old combo method, you can still equip it to Piercer to get a double search !
The change I want to talk about is Bike: its effect allows us to put it on the GY to immediately search for 1 SSam from the Deck , this is an extremely good effect, helping you not waste too many resources. This type of card is only created by searching, but the second effect is rarely used in my personal opinion.

Superheavy Samurai Magnet and Superheavy Samurai Scales (Tái chế Time)

Superheavy Samurai Magnet Superheavy Samurai Magnet
Superheavy Samurai Magnet
EARTH 4
Superheavy Samurai Magnet
  • ATK:

  • 900

  • DEF:

  • 1900


When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower "Superheavy Samurai" monster from your hand, then change this card to Defense Position. Monsters your opponent controls cannot attack any monsters, except this one.


Superheavy Samurai Scales 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.


Bodies have the ability to recycle SSam in the grave. The purpose is to easily retrieve the Tuner and Synchro!

Superheavy Samurai Prodigy Wakaushi and Superheavy Samurai Monk Big Benkei (Các Pendulum mới)

Superheavy Samurai Prodigy Wakaushi Superheavy Samurai Prodigy Wakaushi
Superheavy Samurai Prodigy Wakaushi
DARK 48
Superheavy Samurai Prodigy Wakaushi
  • ATK:

  • 1000

  • DEF:

  • 1500


[ Pendulum Effect ] If you have no Spells/Traps in your GY: You can place 1 "Superheavy Samurai" Pendulum Monster from your Deck, except "Superheavy Samurai Prodigy Wakaushi", in your other Pendulum Zone, then Special Summon this card. You can only use this effect of "Superheavy Samurai Prodigy Wakaushi" once per turn. [ Monster Effect ] If you have no Spells/Traps in your GY: You can discard 1 monster; Special Summon 1 "Superheavy Samurai" monster from your hand or Deck in Defense Position, also you cannot Special Summon monsters for the rest of this turn, except "Superheavy Samurai" monsters. If this card is used as Synchro Material and added to your Extra Deck face-up: You can place this card in your Pendulum Zone. You can only use each effect of "Superheavy Samurai Prodigy Wakaushi" once per turn.


Superheavy Samurai Monk Big Benkei Superheavy Samurai Monk Big Benkei
Superheavy Samurai Monk Big Benkei
EARTH 81
Superheavy Samurai Monk Big Benkei
  • ATK:

  • 1000

  • DEF:

  • 3500


[ Pendulum Effect ] If you control a "Superheavy Samurai" monster: You can add 1 "Superheavy Samurai Soul" monster from your Deck to your hand. You can only use this effect of "Superheavy Samurai Monk Big Benkei" once per turn. [ Monster Effect ] If you have no Spells/Traps in your GY: You can send 1 "Superheavy Samurai Big Benkei" from your hand or Deck to the GY, and if you do, Special Summon this card from your hand. If this card is used as Synchro Material and added to your Extra Deck face-up: You can place this card in your Pendulum Zone. You can only use each effect of "Superheavy Samurai Monk Big Benkei" once per turn.


What has changed significantly are these two new Pendulums, making your SSam set strangely linked.
  • Wakaushi with the monster effect allows you to summon 1 SSam from the Deck (so we have a 5th searcher :v) at the cost of discarding 1 card (monster) in your hand to the GY. And if you Synchro use it as a material and it is placed on the Extra Deck face up, it will be returned to the Pendulum Zone (This is an extremely smart way to recycle after using up all of your Normal Summon turns). me, you can continue to extend your combo through Pendulum Summon). In addition, this bonus is a Tuner !
    • With his Pendulum effect, Wakaushi allows you to put another Pendulum ( Big Benkei ) directly into the Pendulum Zone and then summon it. Thus, if you use a combo that includes Wakaushi, you will want to put it into the Pendulum Zone first so you don't lose 1 Normal Summon.
  • Big Benkei's monster effect allows you to quickly summon it to the field for the cost of only 1 copy of it whether in your Deck or in your hand. In addition, it can also be recycled again to use for Pendulum Summon after being placed on the Extra Deck during Synchro.
    • As for its Pendulum effect, Big Benkei allows you to search for 1 Soul and put it in your hand (so we have a 6th searcher :v). You will want to search for Piercer due to its reusable effects.
With 2 new Pendulums, 1 SSam set has up to 6 searchers and makes your combos truly interconnected and your actions truly meaningful :v You will not be labeled a no-read Where is the player, but when playing SSam, remember to read carefully (:>)

Superheavy Samurai Stealthy (2-3x)

Superheavy Samurai Stealthy Superheavy Samurai Stealthy
Superheavy Samurai Stealthy
EARTH 1
Superheavy Samurai Stealthy
  • ATK:

  • 200

  • DEF:

  • 700


If you have no Spells/Traps in your GY, you can Special Summon this card (from your hand). You can only Special Summon "Superheavy Samurai Stealthy" once per turn this way. If you have no Spells/Traps in your GY (Quick Effect): You can Tribute this card, then target 1 Spell/Trap in your opponent's GY; Set it to your field, but banish it when it leaves the field. You can only use this effect of "Superheavy Samurai Stealthy" once per turn.


As the name "Spy", this card will help us set Spells/Traps in opp's GY on our field and even REMOVE that card after it leaves the field (bye Labrynth). Doubly convenient for yourself, both helping the GY empty Spell/Trap, and eliminating potential dangers with Spells/Traps that can trigger effs in the GY.

Superheavy Samurai Soulgaia Booster (3x)

Superheavy Samurai Soulgaia Booster Superheavy Samurai Soulgaia Booster
Superheavy Samurai Soulgaia Booster
EARTH 4
Superheavy Samurai Soulgaia Booster
  • ATK:

  • 0

  • DEF:

  • 0


You can target 1 "Superheavy Samurai" monster you control; equip this card from your hand or field to that monster you control. The equipped monster is treated as a Tuner. If you have no Spells/Traps in your GY and this card was equipped to a monster by this card's effect: You can Special Summon this equipped card. You can only use this effect of "Superheavy Samurai Soulgaia Booster" once per turn.


The convenience of this card helps turn 1 SSam on the field into a Tuner if it is equipped. Not to mention, it can summon itself back to the field. What will you think of? 1 Synchro Play without spending too many resources!

Superheavy Samurai Soulhorns (2-3x)

Superheavy Samurai Soulhorns 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 all know the effect of this "dzá.i b.ò" fruit, it helps SSam attack twice. In addition, we will not spend any Normal Summon, we just need to equip it to SSam, then summon it again on the field, and that's it, we get a lvl body for Synchro or Link.

Superheavy Samurai Drum and Superheavy Samurai Trumpeter (Tuner)

Superheavy Samurai Drum Superheavy Samurai Drum
Superheavy Samurai Drum
EARTH 1
Superheavy Samurai Drum
  • ATK:

  • 300

  • DEF:

  • 300


If this card on the field is destroyed and sent to the Graveyard: You can target 1 "Superheavy Samurai" monster in your Graveyard, except "Superheavy Samurai Drum"; Special Summon it. You can only use this effect of "Superheavy Samurai Drum" once per turn.


Superheavy Samurai Trumpeter 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.


Both of these Tuners are a bit different in level, but with normal builds, you will want to use Drum because it's easy to measure level for synchro, but if you play in a style that doesn't want to waste any Normal Summon or potential Summon turns, I will advise you to use Trumpeter.

Superheavy Samurai Big Benkei (1x)

Superheavy Samurai Big Benkei 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.


Beater, it's as simple as that :v But it's also a costly body for Synchros from level 10 and above.



Other Superheavy Samurai

And of course there will be a few SSams that you think will "work well" when you put them in, but in reality they won't speed up the deck, but you can put them in the Side Deck in some situations!

Superheavy Samurai Thief (0-1x)

Superheavy Samurai Thief Superheavy Samurai Thief
Superheavy Samurai Thief
EARTH 10
Superheavy Samurai Thief
  • ATK:

  • 1000

  • DEF:

  • 1000


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. You can Tribute this card, then activate 1 of these effects; ● Destroy 1 card in your opponent's Spell & Trap Zone, then you can Set the destroyed Spell/Trap Card on your side of the field. ● Destroy 1 card in your opponent's Pendulum Zone, then you can place the destroyed card in your Pendulum Zone.


Thief has a similar effect to Spy but it will not completely solve opp's Spell/Trap, only Set can go on the field and that's it. However, for decks that use Pendulum, this card will work extremely well, but to be honest, no one uses Pendulum much and knows a lot about the properties of Pendulums considered Spells, so Spy will have the darkest effect. is better than this card.

Oh but the plus point of this card is a level 10 body that is completely free and easy to summon, hmmm, the ATK is a bit low but what is your ultimate goal? Go to Synchro, right?

Superheavy Samurai Battleball (1x)

Superheavy Samurai Battleball 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.


The effect will be a bit similar to Underworld Goddess but will be Synchro, this effect will work well for Decks that use Aces as leveled monsters, will troll them a bit but also works well to eliminate the relationship. dangerous without triggering any monster effects.



Tech

The nature of SSams is that they do not need to use Spells/Traps, so if added to the deck, SSams will not be able to operate smoothly, but if duelists are really smart, they will use Spells/Traps. Trap banishes itself from the grave to activate the effect, convenient for SSam. But it's quite rare that those cards can be used to really cause a connection to SSam, so I also skipped part of the article about Spells/Traps and will summarize them through the Tech section below!

Handtrap

Artifact Scythe
Artifact Scythe
Artifact Scythe
LIGHT 5
Artifact Scythe
  • ATK:

  • 2200

  • DEF:

  • 900


You can Set this card from your hand to your Spell & Trap Zone as a Spell. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your GY: Special Summon it. If this card is Special Summoned during your opponent's turn: Your opponent cannot Special Summon monsters from the Extra Deck for the rest of this turn.


Droll & Lock Bird Droll & Lock Bird
Droll & Lock Bird
WIND 1
Droll & Lock Bird
  • ATK:

  • 0

  • DEF:

  • 0


If a card(s) is added from the Main Deck to your opponent's hand, except during the Draw Phase (Quick Effect): You can send this card from your hand to the GY; for the rest of this turn, cards cannot be added from either player's Main Deck to the hand.


Maxx "C"
Maxx "C"
Maxx "C"
EARTH 2
Maxx "C"
  • ATK:

  • 500

  • DEF:

  • 200


During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.


Ash Blossom & Joyous Spring Ash Blossom & Joyous Spring
Ash Blossom & Joyous Spring
FIRE 3
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.


D.D. Crow D.D. Crow
D.D. Crow
DARK 1
D.D. Crow
  • ATK:

  • 100

  • DEF:

  • 100


(Quick Effect): You can discard this card to the GY, then target 1 card in your opponent's GY; banish that target.


Effect Veiler Effect Veiler
Effect Veiler
LIGHT 1
Effect Veiler
  • ATK:

  • 0

  • DEF:

  • 0


During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls; negate the effects of that face-up monster your opponent controls, until the end of this turn.


Almost indispensable in any deck of the current meta. I recommend that you use Ash and Maxx to optimize card slots and gameplay.

Sekka's Light (1-3x)

Sekka's Light
Sekka's Light
Sekka's Light
Spell Normal
Sekka's Light

    If you have no Spells/Traps in your GY: Draw 2 cards, also, for the rest of this Duel after you activate this card, you cannot activate Spell/Trap Cards or effects, except "Sekka's Light". You can banish this card from your GY; reveal 1 monster in your hand, shuffle it into the Deck, then, draw 1 card. You can only use each effect of "Sekka's Light" once per turn.


    The engine draws cards as well as self-expulsion to reload your cards for a better hand. In TCG, you will only be allowed to use 1, but we are OCG, feel free to x3!

    Kaiju

    Thunder King, the Lightningstrike Kaiju Thunder King, the Lightningstrike Kaiju
    Thunder King, the Lightningstrike Kaiju
    LIGHT 9
    Thunder King, the Lightningstrike Kaiju
    • ATK:

    • 3300

    • DEF:

    • 2100


    You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. Once per turn: You can remove 3 Kaiju Counters from anywhere on the field; your opponent's cards and effects cannot be activated for the rest of this turn, also this card can make up to 3 attacks on monsters during each Battle Phase this turn.


    Dogoran, the Mad Flame Kaiju Dogoran, the Mad Flame Kaiju
    Dogoran, the Mad Flame Kaiju
    FIRE 8
    Dogoran, the Mad Flame Kaiju
    • ATK:

    • 3000

    • DEF:

    • 1200


    You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. Once per turn: You can remove 3 Kaiju Counters from anywhere on the field; destroy all monsters your opponent controls. This card cannot attack the turn this effect is activated.


    Gameciel, the Sea Turtle Kaiju Gameciel, the Sea Turtle Kaiju
    Gameciel, the Sea Turtle Kaiju
    WATER 8
    Gameciel, the Sea Turtle Kaiju
    • ATK:

    • 2200

    • DEF:

    • 3000


    You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. When your opponent activates a card or effect, except "Gameciel, the Sea Turtle Kaiju" (Quick Effect): You can remove 2 Kaiju Counters from anywhere on the field; negate the activation, and if you do, banish that card.


    Gadarla, the Mystery Dust Kaiju Gadarla, the Mystery Dust Kaiju
    Gadarla, the Mystery Dust Kaiju
    WIND 8
    Gadarla, the Mystery Dust Kaiju
    • ATK:

    • 2700

    • DEF:

    • 1600


    You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. Once per turn, during either player's turn: You can remove 3 Kaiju Counters from anywhere on the field; the ATK and DEF of all other monsters on the field become halved.


    Jizukiru, the Star Destroying Kaiju Jizukiru, the Star Destroying Kaiju
    Jizukiru, the Star Destroying Kaiju
    LIGHT 10
    Jizukiru, the Star Destroying Kaiju
    • ATK:

    • 3300

    • DEF:

    • 2600


    You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. When a card or effect is activated that targets exactly 1 card (and no other cards) (Quick Effect): You can remove 3 Kaiju Counters from anywhere on the field; negate that effect, and if you do, you can destroy 1 card on the field.


    Lava Golem Lava Golem
    Lava Golem
    FIRE 8
    Lava Golem
    • ATK:

    • 3000

    • DEF:

    • 2500


    Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) to your opponent's field by Tributing 2 monsters they control. You cannot Normal Summon/Set the turn you Special Summon this card. Once per turn, during your Standby Phase: Take 1000 damage.


    Radian, the Multidimensional Kaiju Radian, the Multidimensional Kaiju
    Radian, the Multidimensional Kaiju
    DARK 7
    Radian, the Multidimensional Kaiju
    • ATK:

    • 2800

    • DEF:

    • 2500


    You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. Once per turn: You can remove 2 Kaiju Counters from anywhere on the field; Special Summon 1 "Radian Token" (Fiend-Type/DARK/Level 7/ATK 2800/DEF 0), but it cannot be used as a Synchro Material.


    2 monsters and 2 lavas are enough to deal with some of opp's troublesome bosses

    Performapal Seal Eel and Archfiend Eccentrick (Pendulum Tech)

    Performapal Seal Eel Performapal Seal Eel
    Performapal Seal Eel
    WATER 13
    Performapal Seal Eel
    • ATK:

    • 100

    • DEF:

    • 100


    [ Pendulum Effect ] Once per turn: You can target 1 face-up monster your opponent controls; that face-up monster has its effects negated until the end of this turn (even if this card leaves the field). [ Monster Effect ] When this card is Normal or Special Summoned: You can target 1 Set Spell/Trap Card your opponent controls; that Set card cannot be activated this turn. Neither player can activate cards or effects in response to this effect's activation.


    Archfiend Eccentrick Archfiend Eccentrick
    Archfiend Eccentrick
    LIGHT 37
    Archfiend Eccentrick
    • ATK:

    • 800

    • DEF:

    • 1000


    [ Pendulum Effect ] You can target 1 other Spell/Trap on the field; destroy both it and this card. You can only use this effect of "Archfiend Eccentrick" once per turn. [ Monster Effect ] You can Tribute this card, then target 1 monster on the field; destroy it. You can only use this effect of "Archfiend Eccentrick" once per turn.


    A few good options for you to consider to bombard opp's yard

    Therion "King" Regulus (1x)

    Therion "King" Regulus Therion "King" Regulus
    Therion "King" Regulus
    EARTH 8
    Therion "King" Regulus
    • ATK:

    • 2800

    • DEF:

    • 1600


    You can only use each of the following effects of "Therion "King" Regulus" once per turn. ● You can target 1 "Therion" monster or 1 Machine monster in your GY; Special Summon this card from your hand, and if you do, equip that monster to this card. ● When your opponent activates a card or effect (Quick Effect): You can send 1 "Therion" Monster Card from your hand or face-up field to the GY; negate that effect. A "Therion" monster equipped with this card gains 700 ATK, also it can activate the 2nd effect listed above as if it were "Therion "King" Regulus".


    Negate is perfect for Souls (specifically Piercers) to search for other SSam.

    Mecha Phantom Beast Auroradon and Mecha Phantom Beast O-Lion (Mecha Phantom Engine)

    Mecha Phantom Beast Auroradon
    Mecha Phantom Beast Auroradon
    Mecha Phantom Beast Auroradon
    WIND
    Mecha Phantom Beast Auroradon
    • ATK:

    • 2100

    • LINK-3

    Link Arrow:

    Left

    Bottom

    Bottom-Right


    2+ Machine monsters If this card is Link Summoned: You can activate this effect; Special Summon 3 "Mecha Phantom Beast Tokens" (Machine/WIND/Level 3/ATK 0/DEF 0), also you cannot Link Summon for the rest of this turn. Once per turn: You can Tribute up to 3 monsters, then apply 1 of these effects, based on the number Tributed; ● 1: Destroy 1 card on the field. ● 2: Special Summon 1 "Mecha Phantom Beast" monster from your Deck. ● 3: Add 1 Trap from your GY to your hand.


    Mecha Phantom Beast O-Lion Mecha Phantom Beast O-Lion
    Mecha Phantom Beast O-Lion
    WIND 2
    Mecha Phantom Beast O-Lion
    • ATK:

    • 600

    • DEF:

    • 1000


    You can banish this card from your Graveyard; immediately after this effect resolves, Normal Summon 1 "Mecha Phantom Beast" monster from your hand. While you control a Token, this card cannot be destroyed by battle or card effects. If this card is sent to the Graveyard: You can Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). You can only use this effect of "Mecha Phantom Beast O-Lion" once per turn.


    Good engine to make Extender

    Cyber-Stein (1x)

    Cyber-Stein
    Cyber-Stein
    Cyber-Stein
    DARK 2
    Cyber-Stein
    • ATK:

    • 700

    • DEF:

    • 500


    You can pay 5000 LP; Special Summon 1 Fusion Monster from your Extra Deck in Attack Position.


    Put 1 Fusion on the field but lose 5000LP :/ the price is quite expensive but if you like it, just play



    Extra Deck

    SSam's Extra Deck will be quite diverse, but I'll just suggest you a few cards that I think you'll need for an SSam OCG version!

    Superheavy Samurai

    Superheavy Samurai Ogre Shutendoji 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.


    Superheavy Samurai Steam Train King 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.


    Superheavy Samurai Brave Masurawo Superheavy Samurai Brave Masurawo
    Superheavy Samurai Brave Masurawo
    EARTH 12
    Superheavy Samurai Brave Masurawo
    • ATK:

    • 2100

    • DEF:

    • 4000


    1 Tuner + 1+ non-Tuner monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If a "Superheavy Samurai" monster(s) you control would be destroyed by battle or card effect, you can destroy 1 "Superheavy Samurai" card you control instead. Once per turn, if your opponent activates a Spell/Trap Card or effect (except during the Damage Step): You can draw until you have 3 cards in your hand.


    Superheavy Samurai Scarecrow
    Superheavy Samurai Scarecrow
    Superheavy Samurai Scarecrow
    EARTH
    Superheavy Samurai Scarecrow
    • ATK:

    • 0

    • LINK-1

    Link Arrow:

    Bottom-Left


    1 "Superheavy Samurai" monster Cannot be used as Link Material. While you have no Spells/Traps in your GY, you take no battle damage from attacks involving this card. If you have no Spells/Traps in your GY: You can discard 1 monster, then target 1 "Superheavy Samurai" monster in your GY; Special Summon it to your zone this card points to, in Defense Position. You can only use this effect of "Superheavy Samurai Scarecrow" once per turn.


    Superheavy Samurai Commander Shanawo Superheavy Samurai Commander Shanawo
    Superheavy Samurai Commander Shanawo
    DARK 81
    Superheavy Samurai Commander Shanawo
    • ATK:

    • 2000

    • DEF:

    • 2500


    [ Pendulum Effect ] When an opponent's monster declares an attack: You can Special Summon this card, then if you have no Spells/Traps in your GY, change that opponent's monster's ATK to 0, also negate its effects. You can only use this effect of "Superheavy Samurai Commander Shanawo" once per turn. [ Monster Effect ] 1 Tuner + 1+ non-Tuner monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn, during the Battle Phase, if you control this Synchro Summoned card (Quick Effect): You can Special Summon 1 "Superheavy Samurai" Monster Card from your GY or face-up Spell & Trap Zone, then you can place this card in your Pendulum Zone.


    This set of 5 SSam is required in every version. Here is the ratio for each card:
    • Train King x1
    • Shutendoji x1
    • Scarecrow x2
    • Masurao and Shanao are both x1 but should be placed in the Side Deck just in case

    Borreload Savage Dragon and Baronne de Fleur (Boss Synchro)

    Borreload Savage Dragon Borreload Savage Dragon
    Borreload Savage Dragon
    DARK 8
    Borreload Savage Dragon
    • ATK:

    • 3000

    • DEF:

    • 2500


    1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can equip 1 Link Monster from your GY to this card, and if you do, place Borrel Counters on this card equal to that Link Monster's Link Rating. This card gains ATK equal to half the ATK of the monster equipped to it by its effect. When your opponent activates a card or effect (Quick Effect): You can remove 1 Borrel Counter from this card; negate the activation. You can only use this effect of "Borreload Savage Dragon" once per turn.


    Baronne de Fleur Baronne de Fleur
    Baronne de Fleur
    WIND 10
    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.


    In addition to extremely high damage, these bosses also have extremely strong negate effects, so consider adding them to have a quality yard!

    Naturia Beast, Naturia Exterio and Naturia Barkion (Naturia)

    Naturia Beast Naturia Beast
    Naturia Beast
    EARTH 5
    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 Naturia Exterio
    Naturia Exterio
    EARTH 10
    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 Naturia Barkion
    Naturia Barkion
    EARTH 6
    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.


    An Engine that is extremely suitable for SSam using the EARTH attribute, plus the use of extremely powerful negates (the cost is cards in the same deck or in the graveyard). These will be good Extra Deck options for you to consider putting in the Main Deck and Side Deck.

    Tornado Dragon, Number 41: Bagooska the Terribly Tired Tapir and Abyss Dweller (Xyz Floodgate)

    Tornado Dragon Tornado Dragon
    Tornado Dragon
    WIND
    Tornado Dragon
    • ATK:

    • 2100

    • DEF:

    • 2000


    2 Level 4 monsters Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 Spell/Trap on the field; destroy it.


    Number 41: Bagooska the Terribly Tired Tapir Number 41: Bagooska the Terribly Tired Tapir
    Number 41: Bagooska the Terribly Tired Tapir
    EARTH
    Number 41: Bagooska the Terribly Tired Tapir
    • ATK:

    • 2100

    • DEF:

    • 2000


    2 Level 4 monsters Once per turn, during your Standby Phase, detach 1 material from this card. If you cannot, destroy it. This Attack Position card cannot be destroyed by your opponent's card effects. Your opponent cannot target this Attack Position card with card effects. While this card is in face-up Defense Position, change all face-up monsters on the field to Defense Position, also negate the activated effects of monsters that were in Defense Position when that effect was activated.


    Abyss Dweller Abyss Dweller
    Abyss Dweller
    WATER
    Abyss Dweller
    • ATK:

    • 1700

    • DEF:

    • 1400


    2 Level 4 monsters While this card has a material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn (Quick Effect): You can detach 1 material from this card; your opponent cannot activate any card effects in their GY this turn.


    Looking at the name, you already understand, you can lock the field or GY to whatever level you can, but you will ensure your winning move!

    Gear Gigant X (1x)

    Gear Gigant X 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.


    Searcher is good for continuing combos

    Divine Arsenal AA-ZEUS - Sky Thunder (1x)

    Divine Arsenal AA-ZEUS - Sky Thunder
    Divine Arsenal AA-ZEUS - Sky Thunder
    Divine Arsenal AA-ZEUS - Sky Thunder
    LIGHT
    Divine Arsenal AA-ZEUS - Sky Thunder
    • ATK:

    • 3000

    • DEF:

    • 3000


    2 Level 12 monsters Once per turn, if an Xyz Monster battled this turn, you can also Xyz Summon "Divine Arsenal AA-ZEUS - Sky Thunder" by using 1 Xyz Monster you control as material. (Transfer its materials to this card.) (Quick Effect): You can detach 2 materials from this card; send all other cards from the field to the GY. Once per turn, if another card(s) you control is destroyed by battle or an opponent's card effect: You can attach 1 card from your hand, Deck, or Extra Deck to this card as material.




    Tag(s):

    Boss Xyz

    Spright Sprind and Spright Elf (Spright)

    Spright Sprind Spright Sprind
    Spright Sprind
    FIRE
    Spright Sprind
    • ATK:

    • 1400

    • LINK-2

    Link Arrow:

    Bottom-Left

    Top-Right


    2 monsters, including a Level/Rank/Link 2 monster Cannot be used as Link Material the turn it is Link Summoned. You can only use 1 of the following effects of "Spright Sprind" per turn, and only once that turn. If this card is Link Summoned: You can send 1 Level 2 monster from your Deck to the GY. If another monster is Special Summoned while this card is on the field (except during the Damage Step): You can detach 1 material from an Xyz Monster you control, then target 1 monster on the field; return it to the hand.


    Spright Elf
    Spright Elf
    Spright Elf
    FIRE
    Spright Elf
    • ATK:

    • 1400

    • LINK-2

    Link Arrow:

    Bottom-Left

    Bottom-Right


    2 monsters, including a Level/Rank/Link 2 monster Cannot be used as Link Material the turn it is Link Summoned. Your opponent cannot target monsters this card points to with card effects. During the Main Phase (Quick Effect): You can target 1 Level 2 monster in your GY, or, if your opponent controls a monster, you can target 1 Rank/Link 2 monster instead; Special Summon it. You can only use this effect of "Spright Elf" once per turn.


    This will be the Engine to bring the Bike or any level 2 to bring it back from the GY to the field. Well, basically it's to prolong that combo :v

    Artifact Dagda (Artifact)

    Artifact Dagda Artifact Dagda
    Artifact Dagda
    LIGHT
    Artifact Dagda
    • ATK:

    • 1500

    • LINK-2

    Link Arrow:

    Bottom-Left

    Bottom-Right


    2 monsters with different names When an effect of another card on the field is activated (Quick Effect): You can Set 1 "Artifact" monster from your hand or Deck to your Spell & Trap Zone as a Spell, but destroy it during your opponent's next End Phase. During your opponent's turn, if this Link Summoned card is destroyed: You can Special Summon 1 "Artifact" monster from your GY in Defense Position. You can only use each effect of "Artifact Dagda" once per turn.


    Can combine with Scythe to create a divine combo :v

    Platinum Gadget (1x)

    Platinum Gadget Platinum Gadget
    Platinum Gadget
    LIGHT
    Platinum Gadget
    • ATK:

    • 1600

    • LINK-2

    Link Arrow:

    Bottom-Left

    Bottom-Right


    2 Machine monsters Cannot be used as Link Material the turn it is Link Summoned. During your Main Phase: You can Special Summon 1 Level 4 or lower Machine monster from your hand to your zone this card points to. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 "Gadget" monster from your Deck. You can only use each effect of "Platinum Gadget" once per turn.


    The Extender extends the combo but has the restriction that it cannot be used as a Link material during the turn it is summoned . However, I:P can be used to overcome this.

    Ancient Gear Ballista (Side Deck)

    Ancient Gear Ballista Ancient Gear Ballista
    Ancient Gear Ballista
    EARTH
    Ancient Gear Ballista
    • ATK:

    • 1500

    • LINK-2

    Link Arrow:

    Bottom-Left

    Right


    2 EARTH Machine monsters If this card is Link Summoned: You can add 1 "Ancient Gear" monster or 1 "Geartown" from your Deck to your hand. You can target 1 Spell/Trap you control and 1 face-up monster your opponent controls; destroy that card you control, and if you do, change that opponent's monster's ATK/DEF to 0 until the end of the turn. You can only use each effect of "Ancient Gear Ballista" once per turn.


    This would be a good choice to lure backrows from opp, but it's also quite situational. Should be put in Side Deck!

    Boss

    Underworld Goddess of the Closed World Underworld Goddess of the Closed World
    Underworld Goddess of the Closed World
    LIGHT
    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.


    Knightmare Unicorn Knightmare Unicorn
    Knightmare Unicorn
    DARK
    Knightmare Unicorn
    • ATK:

    • 2200

    • LINK-3

    Link Arrow:

    Left

    Bottom

    Right


    2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.


    Apollousa, Bow of the Goddess Apollousa, Bow of the Goddess
    Apollousa, Bow of the Goddess
    WIND
    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.


    Borrelsword Dragon Borrelsword Dragon
    Borrelsword Dragon
    DARK
    Borrelsword Dragon
    • ATK:

    • 3000

    • LINK-4

    Link Arrow:

    Top

    Left

    Bottom-Left

    Bottom


    3+ Effect Monsters Cannot be destroyed by battle. Once per turn (Quick Effect): You can target 1 Attack Position monster; change it to Defense Position, also, this card can make a second attack during each Battle Phase this turn. Your opponent cannot activate cards or effects in response to this effect's activation. Once per turn, when this card declares an attack on a face-up monster: You can activate this effect; until the end of this turn, this card gains ATK equal to half that monster's current ATK, and if it does, that monster's current ATK is halved.


    Mekk-Knight Crusadia Avramax Mekk-Knight Crusadia Avramax
    Mekk-Knight Crusadia Avramax
    LIGHT
    Mekk-Knight Crusadia Avramax
    • ATK:

    • 3000

    • LINK-4

    Link Arrow:

    Left

    Bottom-Left

    Bottom-Right

    Right


    2+ monsters Special Summoned from the Extra Deck While this Link Summoned card is on the field, your opponent cannot target this card with card effects, also their monsters cannot target monsters for attacks, except this one. Once per battle, during damage calculation, if this card battles a Special Summoned monster (Quick Effect): You can make this card gain ATK equal to that opponent's monster's ATK during that damage calculation only. If this Link Summoned card you control is sent to your GY by an opponent's card: You can shuffle 1 card on the field into the Deck.


    I:P Masquerena I:P Masquerena
    I:P Masquerena
    DARK
    I:P Masquerena
    • ATK:

    • 800

    • LINK-2

    Link Arrow:

    Bottom-Left

    Bottom-Right


    2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.


    Accesscode Talker Accesscode Talker
    Accesscode Talker
    DARK
    Accesscode Talker
    • ATK:

    • 2300

    • LINK-4

    Link Arrow:

    Top

    Left

    Bottom

    Right


    2+ Effect Monsters Your opponent cannot activate cards or effects in response to this card's effect activations. If this card is Link Summoned: You can target 1 Link Monster that was used as material for its Link Summon; this card gains ATK equal to that monster's Link Rating x 1000. You can banish 1 Link Monster from your field or GY; destroy 1 card your opponent controls, also for the rest of this turn, you cannot banish monsters with that same Attribute to activate this effect of "Accesscode Talker".




    Tag(s):

    Borreload Dragon Borreload Dragon
    Borreload Dragon
    DARK
    Borreload Dragon
    • ATK:

    • 3000

    • LINK-4

    Link Arrow:

    Left

    Bottom-Left

    Bottom-Right

    Right


    3+ Effect Monsters Neither player can target this card with monster effects. Once per turn (Quick Effect): You can target 1 face-up monster on the field; it loses 500 ATK/DEF. Your opponent cannot activate cards or effects in response to this effect's activation. At the start of the Damage Step, if this card attacks an opponent's monster: You can place that opponent's monster in a zone this card points to and take control of it, but send it to the GY during the End Phase of the next turn.


    The most common Bosses and Techs possible in every Extra Deck of every archetype!!!

    Accel Synchro Stardust Dragon (1x)

    Accel Synchro Stardust Dragon Accel Synchro Stardust Dragon
    Accel Synchro Stardust Dragon
    WIND 8
    Accel Synchro Stardust Dragon
    • ATK:

    • 2500

    • DEF:

    • 2000


    1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can Special Summon 1 Level 2 or lower Tuner from your GY. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Stardust Dragon" from your Extra Deck (this is treated as a Synchro Summon), then, immediately after this effect resolves, Synchro Summon 1 Synchro Monster using monsters you control as material. This turn, the monsters Synchro Summoned by this effect are unaffected by your opponent's activated effects. You can only use each effect of "Accel Synchro Stardust Dragon" once per turn.


    Lvl 8 is needed to climb to lvl 9-10 more easily!

    Qliphort Genius (1x)

    Qliphort Genius Qliphort Genius
    Qliphort Genius
    EARTH
    Qliphort Genius
    • ATK:

    • 1800

    • LINK-2

    Link Arrow:

    Bottom-Left

    Bottom-Right


    2 Machine monsters This Link Summoned card is unaffected by Spell/Trap effects and the activated effects of other Link Monsters. Once per turn: You can target 1 face-up card on each player's field, except this card; both those cards have their effects negated until the end of this turn. When 2 monsters are Special Summoned at the same time to the zones this card points to: You can add 1 Level 5 or higher Machine monster from your Deck to your hand.


    You can search for Therion "King" Regulus or simply other high level SSams. To do this, you can do it through Pendulum Summon !

    Mecha Phantom Beast Auroradon (1x)

    Mecha Phantom Beast Auroradon
    Mecha Phantom Beast Auroradon
    Mecha Phantom Beast Auroradon
    WIND
    Mecha Phantom Beast Auroradon
    • ATK:

    • 2100

    • LINK-3

    Link Arrow:

    Left

    Bottom

    Bottom-Right


    2+ Machine monsters If this card is Link Summoned: You can activate this effect; Special Summon 3 "Mecha Phantom Beast Tokens" (Machine/WIND/Level 3/ATK 0/DEF 0), also you cannot Link Summon for the rest of this turn. Once per turn: You can Tribute up to 3 monsters, then apply 1 of these effects, based on the number Tributed; ● 1: Destroy 1 card on the field. ● 2: Special Summon 1 "Mecha Phantom Beast" monster from your Deck. ● 3: Add 1 Trap from your GY to your hand.


    In TCG it is banned but in OCG it is not, feel free to use it to get a few more Tokens! Note that Link Summon will not be possible after summoning it to the field.



    Combo

    Oh this post is so long! But we'll get to the part where we actually understand how to use the deck. Below is the basic combo for this version!

    Combo cơ bản nhất

    Superheavy Samurai Soulpeacemaker 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.


    Superheavy Samurai Prodigy Wakaushi Superheavy Samurai Prodigy Wakaushi
    Superheavy Samurai Prodigy Wakaushi
    DARK 48
    Superheavy Samurai Prodigy Wakaushi
    • ATK:

    • 1000

    • DEF:

    • 1500


    [ Pendulum Effect ] If you have no Spells/Traps in your GY: You can place 1 "Superheavy Samurai" Pendulum Monster from your Deck, except "Superheavy Samurai Prodigy Wakaushi", in your other Pendulum Zone, then Special Summon this card. You can only use this effect of "Superheavy Samurai Prodigy Wakaushi" once per turn. [ Monster Effect ] If you have no Spells/Traps in your GY: You can discard 1 monster; Special Summon 1 "Superheavy Samurai" monster from your hand or Deck in Defense Position, also you cannot Special Summon monsters for the rest of this turn, except "Superheavy Samurai" monsters. If this card is used as Synchro Material and added to your Extra Deck face-up: You can place this card in your Pendulum Zone. You can only use each effect of "Superheavy Samurai Prodigy Wakaushi" once per turn.


    Superheavy Samurai Monk Big Benkei Superheavy Samurai Monk Big Benkei
    Superheavy Samurai Monk Big Benkei
    EARTH 81
    Superheavy Samurai Monk Big Benkei
    • ATK:

    • 1000

    • DEF:

    • 3500


    [ Pendulum Effect ] If you control a "Superheavy Samurai" monster: You can add 1 "Superheavy Samurai Soul" monster from your Deck to your hand. You can only use this effect of "Superheavy Samurai Monk Big Benkei" once per turn. [ Monster Effect ] If you have no Spells/Traps in your GY: You can send 1 "Superheavy Samurai Big Benkei" from your hand or Deck to the GY, and if you do, Special Summon this card from your hand. If this card is used as Synchro Material and added to your Extra Deck face-up: You can place this card in your Pendulum Zone. You can only use each effect of "Superheavy Samurai Monk Big Benkei" once per turn.


    Superheavy Samurai Scales 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.


    Superheavy Samurai Scarecrow
    Superheavy Samurai Scarecrow
    Superheavy Samurai Scarecrow
    EARTH
    Superheavy Samurai Scarecrow
    • ATK:

    • 0

    • LINK-1

    Link Arrow:

    Bottom-Left


    1 "Superheavy Samurai" monster Cannot be used as Link Material. While you have no Spells/Traps in your GY, you take no battle damage from attacks involving this card. If you have no Spells/Traps in your GY: You can discard 1 monster, then target 1 "Superheavy Samurai" monster in your GY; Special Summon it to your zone this card points to, in Defense Position. You can only use this effect of "Superheavy Samurai Scarecrow" once per turn.


    Superheavy Samurai Motorbike Superheavy Samurai Motorbike
    Superheavy Samurai Motorbike
    EARTH 2
    Superheavy Samurai Motorbike
    • ATK:

    • 800

    • DEF:

    • 1200


    If you have no Spells/Traps in your GY: You can discard this card; add 1 "Superheavy Samurai" monster from your Deck to your hand, except "Superheavy Samurai Motorbike". You can only use this effect of "Superheavy Samurai Motorbike" once per turn. Once per turn: You can target 1 Machine monster you control; increase its Level by 2.


    Superheavy Samurai Soulpiercer
    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".


    You will only need 1 card in your hand, Soulpiercer , and 1 other card to discard: v
    1. Normal Summon Soulpiercer
    2. Link Scarerow , Eff Soulpiercer activates when brought to the GY and allows you to get a Bike into your hand
    3. Drop the Bike into the GY to get Wakaushi
    4. Activate Wakaushi into Pendulum Zone and activate Pendulum Eff, allowing us to Sum it onto the field and put Benkei into Pendulum Zone
    5. Activate Scarerow 's 2nd eff, discard 1 card to Sum Soulpiercer from below GY onto the field.
    6. Synchro 1 body level 8 onto the field (At this point, you can stop setting up the field with Borreload Savage Dragon but you will need to put Scarerow on the GY before Synchro it up to have 1 negate for Borreload!). The body I chose is Accel Synchro Stardust Dragon to extend my combo.
    7. Wakaushi goes to the Extra Deck, activates eff to return to the Pendulum Zone, and Soulpiercer, when down to the GY, activates his Eff to get another Wakaushi in his hand. Finally, Accel Synchro Stardust Dragon will activate the eff to bring the Bike onto the field. So we have 3 chains (Arrange the chain so that Wakaushi's effect lasts to avoid getting hit by Ash).
    8. Synchro to Baronne thanks to Accel and Bike (You can stop here but we can still do more :")).
    9. Activate Benkei 's effect to add Peacemaker to your hand
    10. Equip Peacemaker to Scarerow to activate the effect, sacrifice Scarerow to bring Scales to the field.
    11. Scales activates the eff to bring Soulpiercer back to the field
    12. Link Summon to Qliphort Genius . Activating Soulpiercer 's effect brings another SSam to hand (Bike).
    13. Pendulum Summon both Bike and Wakaushi to the field, activating Genius's effect, bringing Therion "King" Regulus to hand
    14. Link Summon Mecha Phantom Beast Auroradon , using Genius and Wakaushi. Then 3 Tokens are summoned to the field.
    15. Activate Auroradon's eff, use it and Bike to summon O-Lion to the field. Now you have 3 Token level 3 and 1 Tuner level 2
    16. You can go to Borreload Savage Dragon right now and choose Auroradon to get 3 negates.
    17. Summon Therion "King"
    You can see, with this combo, the combinations and gameplay creativity are limitless. As you can see, we have 1 Token left over for Synchro spawns of other strong bosses, but the main idea here is that with this combo, you will have at least 3 negates in the same turn (Baronne, Borreload, Therion "King"), pretty much giving opp a hard time!



    Sample deck

    To get a more general idea of ​​what the 2023 SSam version is like, please take a look at YGO Vietnam's sample Deck!

    Deck mẫu #1

    Main: 50 Extra: 15

    1 cardArtifact Scythe
    1 cardArtifact Scythe
    Artifact Scythe
    LIGHT 5
    Artifact Scythe
    • ATK:

    • 2200

    • DEF:

    • 900


    You can Set this card from your hand to your Spell & Trap Zone as a Spell. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your GY: Special Summon it. If this card is Special Summoned during your opponent's turn: Your opponent cannot Special Summon monsters from the Extra Deck for the rest of this turn.


    2 cardGadarla, the Mystery Dust Kaiju 2 cardGadarla, the Mystery Dust Kaiju
    Gadarla, the Mystery Dust Kaiju
    WIND 8
    Gadarla, the Mystery Dust Kaiju
    • ATK:

    • 2700

    • DEF:

    • 1600


    You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. Once per turn, during either player's turn: You can remove 3 Kaiju Counters from anywhere on the field; the ATK and DEF of all other monsters on the field become halved.


    3 cardMaxx "C"
    3 cardMaxx "C"
    Maxx "C"
    EARTH 2
    Maxx "C"
    • ATK:

    • 500

    • DEF:

    • 200


    During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.


    1 cardRadian, the Multidimensional Kaiju 1 cardRadian, the Multidimensional Kaiju
    Radian, the Multidimensional Kaiju
    DARK 7
    Radian, the Multidimensional Kaiju
    • ATK:

    • 2800

    • DEF:

    • 2500


    You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. Once per turn: You can remove 2 Kaiju Counters from anywhere on the field; Special Summon 1 "Radian Token" (Fiend-Type/DARK/Level 7/ATK 2800/DEF 0), but it cannot be used as a Synchro Material.


    1 cardSuperheavy Samurai Big Benkei 1 cardSuperheavy 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.


    3 cardSuperheavy Samurai Magnet 3 cardSuperheavy Samurai Magnet
    Superheavy Samurai Magnet
    EARTH 4
    Superheavy Samurai Magnet
    • ATK:

    • 900

    • DEF:

    • 1900


    When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower "Superheavy Samurai" monster from your hand, then change this card to Defense Position. Monsters your opponent controls cannot attack any monsters, except this one.


    3 cardSuperheavy Samurai Scales 3 cardSuperheavy 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.


    3 cardSuperheavy Samurai Soulgaia Booster 3 cardSuperheavy Samurai Soulgaia Booster
    Superheavy Samurai Soulgaia Booster
    EARTH 4
    Superheavy Samurai Soulgaia Booster
    • ATK:

    • 0

    • DEF:

    • 0


    You can target 1 "Superheavy Samurai" monster you control; equip this card from your hand or field to that monster you control. The equipped monster is treated as a Tuner. If you have no Spells/Traps in your GY and this card was equipped to a monster by this card's effect: You can Special Summon this equipped card. You can only use this effect of "Superheavy Samurai Soulgaia Booster" once per turn.


    2 cardSuperheavy Samurai Soulhorns 2 cardSuperheavy 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.


    3 cardSuperheavy Samurai Soulpeacemaker 3 cardSuperheavy 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.


    3 cardSuperheavy Samurai Soulpiercer
    3 cardSuperheavy 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".


    3 cardSuperheavy Samurai Stealthy 3 cardSuperheavy Samurai Stealthy
    Superheavy Samurai Stealthy
    EARTH 1
    Superheavy Samurai Stealthy
    • ATK:

    • 200

    • DEF:

    • 700


    If you have no Spells/Traps in your GY, you can Special Summon this card (from your hand). You can only Special Summon "Superheavy Samurai Stealthy" once per turn this way. If you have no Spells/Traps in your GY (Quick Effect): You can Tribute this card, then target 1 Spell/Trap in your opponent's GY; Set it to your field, but banish it when it leaves the field. You can only use this effect of "Superheavy Samurai Stealthy" once per turn.


    3 cardSuperheavy Samurai Wagon 3 cardSuperheavy 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.


    1 cardTherion "King" Regulus 1 cardTherion "King" Regulus
    Therion "King" Regulus
    EARTH 8
    Therion "King" Regulus
    • ATK:

    • 2800

    • DEF:

    • 1600


    You can only use each of the following effects of "Therion "King" Regulus" once per turn. ● You can target 1 "Therion" monster or 1 Machine monster in your GY; Special Summon this card from your hand, and if you do, equip that monster to this card. ● When your opponent activates a card or effect (Quick Effect): You can send 1 "Therion" Monster Card from your hand or face-up field to the GY; negate that effect. A "Therion" monster equipped with this card gains 700 ATK, also it can activate the 2nd effect listed above as if it were "Therion "King" Regulus".


    3 cardSuperheavy Samurai Monk Big Benkei 3 cardSuperheavy Samurai Monk Big Benkei
    Superheavy Samurai Monk Big Benkei
    EARTH 81
    Superheavy Samurai Monk Big Benkei
    • ATK:

    • 1000

    • DEF:

    • 3500


    [ Pendulum Effect ] If you control a "Superheavy Samurai" monster: You can add 1 "Superheavy Samurai Soul" monster from your Deck to your hand. You can only use this effect of "Superheavy Samurai Monk Big Benkei" once per turn. [ Monster Effect ] If you have no Spells/Traps in your GY: You can send 1 "Superheavy Samurai Big Benkei" from your hand or Deck to the GY, and if you do, Special Summon this card from your hand. If this card is used as Synchro Material and added to your Extra Deck face-up: You can place this card in your Pendulum Zone. You can only use each effect of "Superheavy Samurai Monk Big Benkei" once per turn.


    3 cardSuperheavy Samurai Prodigy Wakaushi 3 cardSuperheavy Samurai Prodigy Wakaushi
    Superheavy Samurai Prodigy Wakaushi
    DARK 48
    Superheavy Samurai Prodigy Wakaushi
    • ATK:

    • 1000

    • DEF:

    • 1500


    [ Pendulum Effect ] If you have no Spells/Traps in your GY: You can place 1 "Superheavy Samurai" Pendulum Monster from your Deck, except "Superheavy Samurai Prodigy Wakaushi", in your other Pendulum Zone, then Special Summon this card. You can only use this effect of "Superheavy Samurai Prodigy Wakaushi" once per turn. [ Monster Effect ] If you have no Spells/Traps in your GY: You can discard 1 monster; Special Summon 1 "Superheavy Samurai" monster from your hand or Deck in Defense Position, also you cannot Special Summon monsters for the rest of this turn, except "Superheavy Samurai" monsters. If this card is used as Synchro Material and added to your Extra Deck face-up: You can place this card in your Pendulum Zone. You can only use each effect of "Superheavy Samurai Prodigy Wakaushi" once per turn.


    3 cardAsh Blossom & Joyous Spring 3 cardAsh Blossom & Joyous Spring
    Ash Blossom & Joyous Spring
    FIRE 3
    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.


    1 cardMecha Phantom Beast O-Lion 1 cardMecha Phantom Beast O-Lion
    Mecha Phantom Beast O-Lion
    WIND 2
    Mecha Phantom Beast O-Lion
    • ATK:

    • 600

    • DEF:

    • 1000


    You can banish this card from your Graveyard; immediately after this effect resolves, Normal Summon 1 "Mecha Phantom Beast" monster from your hand. While you control a Token, this card cannot be destroyed by battle or card effects. If this card is sent to the Graveyard: You can Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). You can only use this effect of "Mecha Phantom Beast O-Lion" once per turn.


    2 cardSuperheavy Samurai Drum 2 cardSuperheavy Samurai Drum
    Superheavy Samurai Drum
    EARTH 1
    Superheavy Samurai Drum
    • ATK:

    • 300

    • DEF:

    • 300


    If this card on the field is destroyed and sent to the Graveyard: You can target 1 "Superheavy Samurai" monster in your Graveyard, except "Superheavy Samurai Drum"; Special Summon it. You can only use this effect of "Superheavy Samurai Drum" once per turn.


    3 cardSuperheavy Samurai Motorbike 3 cardSuperheavy Samurai Motorbike
    Superheavy Samurai Motorbike
    EARTH 2
    Superheavy Samurai Motorbike
    • ATK:

    • 800

    • DEF:

    • 1200


    If you have no Spells/Traps in your GY: You can discard this card; add 1 "Superheavy Samurai" monster from your Deck to your hand, except "Superheavy Samurai Motorbike". You can only use this effect of "Superheavy Samurai Motorbike" once per turn. Once per turn: You can target 1 Machine monster you control; increase its Level by 2.


    3 cardSekka's Light
    3 cardSekka's Light
    Sekka's Light
    Spell Normal
    Sekka's Light

      If you have no Spells/Traps in your GY: Draw 2 cards, also, for the rest of this Duel after you activate this card, you cannot activate Spell/Trap Cards or effects, except "Sekka's Light". You can banish this card from your GY; reveal 1 monster in your hand, shuffle it into the Deck, then, draw 1 card. You can only use each effect of "Sekka's Light" once per turn.


      1 cardAccesscode Talker 1 cardAccesscode Talker
      Accesscode Talker
      DARK
      Accesscode Talker
      • ATK:

      • 2300

      • LINK-4

      Link Arrow:

      Top

      Left

      Right

      Bottom


      2+ Effect Monsters Your opponent cannot activate cards or effects in response to this card's effect activations. If this card is Link Summoned: You can target 1 Link Monster that was used as material for its Link Summon; this card gains ATK equal to that monster's Link Rating x 1000. You can banish 1 Link Monster from your field or GY; destroy 1 card your opponent controls, also for the rest of this turn, you cannot banish monsters with that same Attribute to activate this effect of "Accesscode Talker".




      Tag(s):

      1 cardArtifact Dagda 1 cardArtifact Dagda
      Artifact Dagda
      LIGHT
      Artifact Dagda
      • ATK:

      • 1500

      • LINK-2

      Link Arrow:

      Bottom-Left

      Bottom-Right


      2 monsters with different names When an effect of another card on the field is activated (Quick Effect): You can Set 1 "Artifact" monster from your hand or Deck to your Spell & Trap Zone as a Spell, but destroy it during your opponent's next End Phase. During your opponent's turn, if this Link Summoned card is destroyed: You can Special Summon 1 "Artifact" monster from your GY in Defense Position. You can only use each effect of "Artifact Dagda" once per turn.


      1 cardI:P Masquerena 1 cardI:P Masquerena
      I:P Masquerena
      DARK
      I:P Masquerena
      • ATK:

      • 800

      • LINK-2

      Link Arrow:

      Bottom-Left

      Bottom-Right


      2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.


      1 cardKnightmare Unicorn 1 cardKnightmare Unicorn
      Knightmare Unicorn
      DARK
      Knightmare Unicorn
      • ATK:

      • 2200

      • LINK-3

      Link Arrow:

      Left

      Right

      Bottom


      2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.


      1 cardMecha Phantom Beast Auroradon
      1 cardMecha Phantom Beast Auroradon
      Mecha Phantom Beast Auroradon
      WIND
      Mecha Phantom Beast Auroradon
      • ATK:

      • 2100

      • LINK-3

      Link Arrow:

      Left

      Bottom

      Bottom-Right


      2+ Machine monsters If this card is Link Summoned: You can activate this effect; Special Summon 3 "Mecha Phantom Beast Tokens" (Machine/WIND/Level 3/ATK 0/DEF 0), also you cannot Link Summon for the rest of this turn. Once per turn: You can Tribute up to 3 monsters, then apply 1 of these effects, based on the number Tributed; ● 1: Destroy 1 card on the field. ● 2: Special Summon 1 "Mecha Phantom Beast" monster from your Deck. ● 3: Add 1 Trap from your GY to your hand.


      1 cardQliphort Genius 1 cardQliphort Genius
      Qliphort Genius
      EARTH
      Qliphort Genius
      • ATK:

      • 1800

      • LINK-2

      Link Arrow:

      Bottom-Left

      Bottom-Right


      2 Machine monsters This Link Summoned card is unaffected by Spell/Trap effects and the activated effects of other Link Monsters. Once per turn: You can target 1 face-up card on each player's field, except this card; both those cards have their effects negated until the end of this turn. When 2 monsters are Special Summoned at the same time to the zones this card points to: You can add 1 Level 5 or higher Machine monster from your Deck to your hand.


      2 cardSuperheavy Samurai Scarecrow
      2 cardSuperheavy Samurai Scarecrow
      Superheavy Samurai Scarecrow
      EARTH
      Superheavy Samurai Scarecrow
      • ATK:

      • 0

      • LINK-1

      Link Arrow:

      Bottom-Left


      1 "Superheavy Samurai" monster Cannot be used as Link Material. While you have no Spells/Traps in your GY, you take no battle damage from attacks involving this card. If you have no Spells/Traps in your GY: You can discard 1 monster, then target 1 "Superheavy Samurai" monster in your GY; Special Summon it to your zone this card points to, in Defense Position. You can only use this effect of "Superheavy Samurai Scarecrow" once per turn.


      1 cardBorreload Savage Dragon
      1 cardBorreload Savage Dragon
      Borreload Savage Dragon
      DARK 8
      Borreload Savage Dragon
      • ATK:

      • 3000

      • DEF:

      • 2500


      1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can equip 1 Link Monster from your GY to this card, and if you do, place Borrel Counters on this card equal to that Link Monster's Link Rating. This card gains ATK equal to half the ATK of the monster equipped to it by its effect. When your opponent activates a card or effect (Quick Effect): You can remove 1 Borrel Counter from this card; negate the activation. You can only use this effect of "Borreload Savage Dragon" once per turn.


      1 cardNaturia Beast 1 cardNaturia Beast
      Naturia Beast
      EARTH 5
      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.


      1 cardSuperheavy Samurai Ogre Shutendoji 1 cardSuperheavy 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.


      2 cardSuperheavy Samurai Steam Train King 2 cardSuperheavy 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.


      1 cardAbyss Dweller 1 cardAbyss Dweller
      Abyss Dweller
      WATER
      Abyss Dweller
      • ATK:

      • 1700

      • DEF:

      • 1400


      2 Level 4 monsters While this card has a material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn (Quick Effect): You can detach 1 material from this card; your opponent cannot activate any card effects in their GY this turn.


      1 cardNumber 41: Bagooska the Terribly Tired Tapir 1 cardNumber 41: Bagooska the Terribly Tired Tapir
      Number 41: Bagooska the Terribly Tired Tapir
      EARTH
      Number 41: Bagooska the Terribly Tired Tapir
      • ATK:

      • 2100

      • DEF:

      • 2000


      2 Level 4 monsters Once per turn, during your Standby Phase, detach 1 material from this card. If you cannot, destroy it. This Attack Position card cannot be destroyed by your opponent's card effects. Your opponent cannot target this Attack Position card with card effects. While this card is in face-up Defense Position, change all face-up monsters on the field to Defense Position, also negate the activated effects of monsters that were in Defense Position when that effect was activated.


       




      Companion unit:

      - Yu-Gi-Oh! Guidance Vietnam





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