Bringing Back the Oldies prt. 1
In todays instalment I am introducing a new concept, a concept I call the "Oldies", this term implies towards the old decks and themes we use to love and use all the time.
Though since the game has evolved we rarely see these decks played anymore, and because of this we loose out on the chance to play those old themes and see what could have been. So I am going to introduce a few sets of decks I had enjoyed and see what they could have become.
Most of the time the decks we cast aside end up being picked up and played by the lesser known duelists, those duelists you never see make it in the top 20 at any reginal and are usually seen only at local tournaments.
Well lately since no major tournaments have sprung up in my area I decided to play at a few local tournaments. This is where I met people using those old deck types, such as Six Samurai, E-Hero, Zombie Deck-out, Monarch Control, and even a rare Perfect Circle.
So these will be the deck I will discuss in my instalments. The first of which will be one very famous deck theme...Six Samurai.
So you've all seen Six Samurai and know that they once were a huge threat, and that all changed when DAD, Lightsworn and Gladiators came into the game.
Well lets take a look at what the deck could have become. We all know that Six Samurai had an amazing ability to swarm and control the field and even had the ability to OTK occasionaly. Although what was it that cost the deck to loose it's right to be played in the top tournaments? That can be answered quite easily with two words Speed and Consistency, this was what killed the samurai theme. The theme basicaly had to evolve into control in order to even stay alive in the duels. Well that's about to change, one thing Six Samurai lacked in the past it now has to use, Synchros, yes these simple monsters can change the decks outlook all around.
So now lets take a look at a build I have been tweaking with lately.
monsters: 20
3x Great Shogun Shien
3x Grand Master of the Six Samurai
3x Six Samurai - Yaichi
3x Six Samurai - Zanji
1x Six Samurai - Kamon
1x Enishi, Shien's Chancellor
2x Hand of the Six Samurai
1x Plaguespreader Zombie
1x Blackwing - Gale the Whirlwind
1x Rose Warrior of Revenge
1x Card Trooper
magics: 14
1x Mystical Space Typhoon
1x Heavy Storm
1x Brain Control
1x Lightning Vortex
2x Burden of the Mighty
3x Book of Moon
3x Six Samurai United
1x Reinforcment of the Army
1x Cold Wave
Traps: 7
2x Anti-Spell Fragrance
2x Dark Bribe
1x Solemn Judgment
1x Mirror Force
1x Call of the Haunted
Extra: 15
3x Stardust Dragon
1x Goyo Gaurdian
1x Colosal Fighter
1x Red Dragon Archfiend
1x Thought Ruler Archfiend
1x Ancient Fairy Dragon
1x Black Rose Dragon
2x Magical Android
1x Blackwing Armor Master
1x Armory Arm
1x Gaia Knight Force of the Earth
1x X-Saber Urbellum
The focus of the deck is that similar to the past, use traps to control your opponent and strike when your opponent is off gaurd. You will be using your magics as back up more then as a weapon in the deck, use Cold Wave when you can defeat your opponent, but are worried of the back row. Use Lightning Vortex to clear your way for an open attack. And Delay your opponents attacks with Book of Moon.
Your Traps are what protect your monsters, cards like Solemn Judgment and Dark Bribe protect your Shogun and Yaichi, while Anti-Spell Fragrance forces your opponent to wait out a turn before they can try and stop your forces, using Yaichi stops those traps.
You're probaly thinking well what about those pesky monsters like Lyla and Breaker that deystroy my magics and traps. That comes down to two things your Book of Moon and what you prepared for in your side deck (which I will discuss shortly). The deck still has alot of power in it, you just need preperation and the know how on what to play and when to play it.
Now lets look at the monster set up, I put in three copies of Yaichi, this was to be used in combination with Anti-Spell Fragrance. I also added one Enishi and two copies of Hand of the S. Samurai, these are your monster control, they can clear those large monsters off the field and stop them from attacking over your weaker monsters.
I added in one Card Trooper for two reasons mainly, it fuels the grave for Enishi, and it's a good second turn 1900 monster that can attack over your opponent's monsters. It also has the added effect of allowing you to draw an aditional card when it is deystroyed and sent to the graveyard.
The tuners I added are the basics, Plaguespreader can be used twice due to it's own effect and Gale can allow you to attack over larger monsters like DAD and Judgment Dragon. While Rose Warrior is just a basic level four tuner allowing you to synchro for your level eight monsters and level seven monsters faster. The main synchro monster you will be using in the duel will be Stardust Dragon, as he will protect most of your cards from being deystroyed and with Anti-Spell Fragrance and Yaichi on the field it makes it even harder to for your opponent to eliminate your Stardust Dragon.
Now onto one of the most important parts of the deck, the side deck. Everyone usually has their own oppinion on the side deck, but this will probaly be a given side deck based on what is most popular now and what will be more benificial to you.
Side Deck: 15
2x Forbiden Chalice
3x Thunder King Rai-oh
3x Light Imprisoning Mirror
2x Shadow Imprisoning Mirror
1x Six Samurai Kamon
2x Mirror of Oaths
2x Kycoo the Ghost Deystroyer
Now the side deck is based off of the most common type of decks seen lately Blackwing (or dark in general), Lightswron, Gladiator Beast and X-Sabers. The side deck has these decks covered, Lightswron will be stopped by Forrbiden Chalice, Light Imprisoning Mirror, Thunder King Rai-oh and to a lesser extent Kycoo. While Blackwing, Dark and Twighlight are stopped by Kycoo, Thunder King, Shadow Imprisoning Mirror, and to a lesser extent Forrbiden Chalice. Gladiator beasts are slowed down by cards like Mirror of Oaths, Thunder King Rai-oh and Forrbiden Chalice. X-Sabers are slowed down by Forrbiden Chalice and Thunder King Ria-oh.
Now the deck will usually be run on control, unless you draw the OTK god hand that rarely is produced by this deck type. You will often want to play out your Anti-Spell Fragrance as soon as you can and defend it with any cards possible as this will severely weaken your opponent. You will want to use cards like Yaichi to hinder your opponent's choices, save your Yaichi till you need it or when your opponent is off gaurd. Using Anti-Spell Fragrence will usually slow down your opponent's draw engin and allow you to keep them from re-fueling their hand as quickly. Use cards like Book of Moon to slow down your oppoents effect monsters, the first duel will often be spent learning what to expect from your opponent. Use this time to get an idea of how the opponent plays and what combos they favor. if they tend to use Lyla for her ability to deystroy magics/traps over her attack power then using Book of Moon to stop that ability is the key, but if they tend to favor using her as bait to draw you into and Honest then you will likely want to use your Hand of Six Samurai and Enishi to eliminate her.
Knowing your opponent's deck is half the battle, pay attaention to their first few turns and from there you have an idea of what you are up against, hold you big cards till you know what they are focusing on then drop your larger cards to pin them when they are unsuspecting. A good idea it to try and flush out there big magics and traps then set your Anti-Spell Fragrance without worry of it being Deystroyed.
Well I hope this has help you and maybe influenced you to pick up those old decks and play with them again, some of them aren't dead but just need a few tweaks to get them up to date, so until next time peace.
Though since the game has evolved we rarely see these decks played anymore, and because of this we loose out on the chance to play those old themes and see what could have been. So I am going to introduce a few sets of decks I had enjoyed and see what they could have become.
Most of the time the decks we cast aside end up being picked up and played by the lesser known duelists, those duelists you never see make it in the top 20 at any reginal and are usually seen only at local tournaments.
Well lately since no major tournaments have sprung up in my area I decided to play at a few local tournaments. This is where I met people using those old deck types, such as Six Samurai, E-Hero, Zombie Deck-out, Monarch Control, and even a rare Perfect Circle.
So these will be the deck I will discuss in my instalments. The first of which will be one very famous deck theme...Six Samurai.
So you've all seen Six Samurai and know that they once were a huge threat, and that all changed when DAD, Lightsworn and Gladiators came into the game.
Well lets take a look at what the deck could have become. We all know that Six Samurai had an amazing ability to swarm and control the field and even had the ability to OTK occasionaly. Although what was it that cost the deck to loose it's right to be played in the top tournaments? That can be answered quite easily with two words Speed and Consistency, this was what killed the samurai theme. The theme basicaly had to evolve into control in order to even stay alive in the duels. Well that's about to change, one thing Six Samurai lacked in the past it now has to use, Synchros, yes these simple monsters can change the decks outlook all around.
So now lets take a look at a build I have been tweaking with lately.
monsters: 20
3x Great Shogun Shien
3x Grand Master of the Six Samurai
3x Six Samurai - Yaichi
3x Six Samurai - Zanji
1x Six Samurai - Kamon
1x Enishi, Shien's Chancellor
2x Hand of the Six Samurai
1x Plaguespreader Zombie
1x Blackwing - Gale the Whirlwind
1x Rose Warrior of Revenge
1x Card Trooper
magics: 14
1x Mystical Space Typhoon
1x Heavy Storm
1x Brain Control
1x Lightning Vortex
2x Burden of the Mighty
3x Book of Moon
3x Six Samurai United
1x Reinforcment of the Army
1x Cold Wave
Traps: 7
2x Anti-Spell Fragrance
2x Dark Bribe
1x Solemn Judgment
1x Mirror Force
1x Call of the Haunted
Extra: 15
3x Stardust Dragon
1x Goyo Gaurdian
1x Colosal Fighter
1x Red Dragon Archfiend
1x Thought Ruler Archfiend
1x Ancient Fairy Dragon
1x Black Rose Dragon
2x Magical Android
1x Blackwing Armor Master
1x Armory Arm
1x Gaia Knight Force of the Earth
1x X-Saber Urbellum
The focus of the deck is that similar to the past, use traps to control your opponent and strike when your opponent is off gaurd. You will be using your magics as back up more then as a weapon in the deck, use Cold Wave when you can defeat your opponent, but are worried of the back row. Use Lightning Vortex to clear your way for an open attack. And Delay your opponents attacks with Book of Moon.
Your Traps are what protect your monsters, cards like Solemn Judgment and Dark Bribe protect your Shogun and Yaichi, while Anti-Spell Fragrance forces your opponent to wait out a turn before they can try and stop your forces, using Yaichi stops those traps.
You're probaly thinking well what about those pesky monsters like Lyla and Breaker that deystroy my magics and traps. That comes down to two things your Book of Moon and what you prepared for in your side deck (which I will discuss shortly). The deck still has alot of power in it, you just need preperation and the know how on what to play and when to play it.
Now lets look at the monster set up, I put in three copies of Yaichi, this was to be used in combination with Anti-Spell Fragrance. I also added one Enishi and two copies of Hand of the S. Samurai, these are your monster control, they can clear those large monsters off the field and stop them from attacking over your weaker monsters.
I added in one Card Trooper for two reasons mainly, it fuels the grave for Enishi, and it's a good second turn 1900 monster that can attack over your opponent's monsters. It also has the added effect of allowing you to draw an aditional card when it is deystroyed and sent to the graveyard.
The tuners I added are the basics, Plaguespreader can be used twice due to it's own effect and Gale can allow you to attack over larger monsters like DAD and Judgment Dragon. While Rose Warrior is just a basic level four tuner allowing you to synchro for your level eight monsters and level seven monsters faster. The main synchro monster you will be using in the duel will be Stardust Dragon, as he will protect most of your cards from being deystroyed and with Anti-Spell Fragrance and Yaichi on the field it makes it even harder to for your opponent to eliminate your Stardust Dragon.
Now onto one of the most important parts of the deck, the side deck. Everyone usually has their own oppinion on the side deck, but this will probaly be a given side deck based on what is most popular now and what will be more benificial to you.
Side Deck: 15
2x Forbiden Chalice
3x Thunder King Rai-oh
3x Light Imprisoning Mirror
2x Shadow Imprisoning Mirror
1x Six Samurai Kamon
2x Mirror of Oaths
2x Kycoo the Ghost Deystroyer
Now the side deck is based off of the most common type of decks seen lately Blackwing (or dark in general), Lightswron, Gladiator Beast and X-Sabers. The side deck has these decks covered, Lightswron will be stopped by Forrbiden Chalice, Light Imprisoning Mirror, Thunder King Rai-oh and to a lesser extent Kycoo. While Blackwing, Dark and Twighlight are stopped by Kycoo, Thunder King, Shadow Imprisoning Mirror, and to a lesser extent Forrbiden Chalice. Gladiator beasts are slowed down by cards like Mirror of Oaths, Thunder King Rai-oh and Forrbiden Chalice. X-Sabers are slowed down by Forrbiden Chalice and Thunder King Ria-oh.
Now the deck will usually be run on control, unless you draw the OTK god hand that rarely is produced by this deck type. You will often want to play out your Anti-Spell Fragrance as soon as you can and defend it with any cards possible as this will severely weaken your opponent. You will want to use cards like Yaichi to hinder your opponent's choices, save your Yaichi till you need it or when your opponent is off gaurd. Using Anti-Spell Fragrence will usually slow down your opponent's draw engin and allow you to keep them from re-fueling their hand as quickly. Use cards like Book of Moon to slow down your oppoents effect monsters, the first duel will often be spent learning what to expect from your opponent. Use this time to get an idea of how the opponent plays and what combos they favor. if they tend to use Lyla for her ability to deystroy magics/traps over her attack power then using Book of Moon to stop that ability is the key, but if they tend to favor using her as bait to draw you into and Honest then you will likely want to use your Hand of Six Samurai and Enishi to eliminate her.
Knowing your opponent's deck is half the battle, pay attaention to their first few turns and from there you have an idea of what you are up against, hold you big cards till you know what they are focusing on then drop your larger cards to pin them when they are unsuspecting. A good idea it to try and flush out there big magics and traps then set your Anti-Spell Fragrance without worry of it being Deystroyed.
Well I hope this has help you and maybe influenced you to pick up those old decks and play with them again, some of them aren't dead but just need a few tweaks to get them up to date, so until next time peace.
Total Comments 16
Comments
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Posted 3 Weeks Ago at 09:28 PM by mezuki94
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Well since I have yet to see all of the cards in the new Stardust Overdrive set including the one you just mentioned, then I can't say how this deck would change, but none the less thank you for the comment. I am sure that there are many cards that can improve the Six Samurai, but it's all a matter of testing and opinion.Posted 3 Weeks Ago at 10:27 PM by WafflesofChaos
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Posted 3 Weeks Ago at 03:18 AM by Samuraialz
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I stopped reading when I saw you were running 3 yaichi and no irou, bad build is bad.Posted 3 Weeks Ago at 09:45 PM by PsyKnz -
PsyKnz you obviously don't have any idea how to run a competitive Samurai deck and for that your remark means absolutly nothing, the fact that you stopped reading based on that is absolutly redundant, infact the past competitive Six Samurai decks (the actual competitive ones) rarely ran Irou if at all, and when they did they ran no more then one, infact they ran 3 Yaichi and Mother Grizzly to pull them out faster, those where the decks that made Six Samurai. You on the other hand obviously can't tell a good deck if it was handed to you. So based on your reaction, I am just going to judge you like you judged my deck...a bad duelist, nothing more.Posted 3 Weeks Ago at 10:33 PM by WafflesofChaos
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Posted 2 Weeks Ago at 10:41 PM by ridleyslayer
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Posted 2 Weeks Ago at 11:19 PM by WafflesofChaos
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Nice article, this really gives me a greater understanding of six samurai, as i had quit during their ruling period...Posted 2 Weeks Ago at 11:22 PM by Roche29
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Posted 2 Weeks Ago at 11:24 PM by WafflesofChaos
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Posted 1 Week Ago at 11:43 PM by WafflesofChaos
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Posted 1 Week Ago at 12:33 AM by envoy_of_chaos
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Well RotA may be out dated thanks to Gate of the Six, having the ability to grab any Six Sam from the deck, plus power them up, plus special summon Shien. It's a great card with alot of promise, not to say that RotA will no longer be in Six Sam, but instead now has an enormous search engin that is countinuous.Posted 1 Week Ago at 03:03 PM by WafflesofChaos
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Posted 1 Week Ago at 09:28 PM by jiles001
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Posted 1 Week Ago at 10:46 PM by WafflesofChaos
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