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Power Player
The Broken Six Samurai Combo
Alright, don't know if this is posted already on this site, but I'd like to point out a combo far worse than double Faultroll that can easily put Six Samurai on the tier 1 list. Gateway of the Six Samurai for infinite Bushido Counters.
Grandmaster of the Six Samurai:
Warrior/ Effect
You can only control 1 "Grandmaster of the Six Samurai" monster. While you control a face-up "Six Samurai" monster, you can Special Summon this card from your hand. When this card is destroyed by your opponent's card effect, add 1 "Six Samurai" monster from your Graveyard to your hand.
Gateway of the Six: Continuous Spell
Each time a "Six Samurai" monster is Normal or Special Summoned, place 2 Bushido Counters on this card. You can remove Bushido Counters from your side of the field to apply the following effects. ● 2 Counters: Until the End Phase of this turn, 1 face-up "Six Samurai" or "Shien" Effect Monster gains 500 ATK. ● 4 Counters: Add 1 "Six Samurai" monster from your Deck or Graveyard to your hand. ● 6 Counters: Special Summon 1 "Shien" Effect Monster from your Graveyard.
Six Samurai United: Continuous Spell
When a "Six Samurai" monster is Normal Summoned or Special Summoned, place 1 Bushido Counter on this card (max. 2). By sending this card to the Graveyard, draw a number of cards from your Deck equal to the number of Bushido Counters on this card.
The basis of this combo is having 2 Gateways on the Field and either a third gateway or a six samurai united. Note: Gateway of the Six can have unlimited counters and can use counters from anywhere on the field including Six Samurai United. The idea is to summon a samurai get Grandmaster, +4-5 bushido counters from 3 continuous spells. get another grandmaster and summon it with grandmaster on the field. Essentially You are only allowed to have one samurai on the field, One gets sent to the graveyard. You use Gateway of the Six (which can get samurai from the graveyard with its recruiter effect also) to get Grandmaster and create a loop gaining infinite counters.
The reason this is broken is because you can draw out your whole deck's six samurai monsters leaving you with all spells / traps / great shogun shiens to draw and also lets you dump any variety / combination of samurai into your graveyard making double edged sword technique or cunning of the six samurai even more viable.
I'll admit that this combo is much more consistent than any sketchy OTK comboes to make it a force because having any combination of 2 Gateway of the Six and 3rd gateway or Six Samurai United is very viable in a drawn out or slow game. Its essentially 6 cards in your deck plus one samurai in order to initiate such a combo.
I don't know if six samurai will become top tier, but printing a card better than black whirlwind (you can't stop the counters from being added except by negating a summon) that also feeds off of special summons makes the deck an arsenal as powerful as Gladiator Beasts with even greater explosive potential such as Grandmaster, Samurai, Shogun, backfield first turn into a more consistent basis serves to put them over the top and possibly a new contendor for the meta.
Also note that the ability to recycle Grandmaster is almost equivalent to being able to recycle Cyber Dragon over and over allowing Six Samurai effects to always be on.
Edit: I was wrong about the combo and apologize. But It might be useful to keep this thread up on some form to show anyone who might reach the same conclusion.
Last edited by AznThundaGod; 11-06-2009 at 03:18 AM.
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New Member
I do not believe this is posted in the right section...
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Power Player
Hm
Yes, Id say Gateway of good, especially late game.
Six Sam United can hold 2 counters MAX, and can only tribute itself with its own counter. So the max you can draw with SSU is 2 cards.
Gateway brings the Sam to your HAND, not the FIELD, so an infintie loop cant be used without Mass Driver/Cannon Soldier/etc.
I think the combo your looking for is;
HAND:
2 Gateway of the Six
1 Grandmaster of the Six Samurai
1 [Lvl 1-4 Six Samurai]
1 Mass Driver
Play both gateway, play mass driver. Summon Six Sam, SS Grandmaster. Tribute GM for Mass Driver. Use Gateways effect to bring GM back to hand, SS and repeat for game.
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Power Player
 Originally Posted by w t f
hm
yes, id say gateway of good, especially late game.
Six sam united can hold 2 counters max, and can only tribute itself with its own counter. So the max you can draw with ssu is 2 cards.
Gateway brings the sam to your hand, not the field, so an infintie loop cant be used without mass driver/cannon soldier/etc.
I think the combo your looking for is;
hand:
2 gateway of the six
1 grandmaster of the six samurai
1 [lvl 1-4 six samurai]
1 mass driver
play both gateway, play mass driver. Summon six sam, ss grandmaster. Tribute gm for mass driver. Use gateways effect to bring gm back to hand, ss and repeat for game.
w t f!?!?!?!?!
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Radiant Harbinger
It has one fatal flaw... You cannot manually choose to summon another Grandmaster of the Six Samurai or flip summon it, while you already control 1.
Also as WTF mentioned, you can only ever have a maximum of 2 Bushido Counters on Six Samurai United, and will only ever be able to draw a maximum of 2 cards with it since it is sent to the graveyard as part of its cost for the drawing effect.
Last edited by D_DASHER; 11-06-2009 at 02:08 AM.
"Thou Shalt Not Carbon Date The Herculoids"
 Originally Posted by Somebody Smart
Even though there are 3 Harpie Lady Sisters, Harpie Lady Sisters is 1 monster and gains only 500 ATK from Cyber Shield.
 Originally Posted by BurnForGame
Ninja do not use guns... period. All violators of this rule shall be shot.
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