I appreciate the intro, it took me back to when I was young and cracked the old Six Sams in the early GX sets. Man I've really been getting spoiled lately with supports for all the old archetypes that I love, this being one of them.
If you want to quick synchro into the new enishi you can use a bit of a forgotten link monster from way back, junk connector. Specifically because six sam can spam forever it sounds doable
With the ftk line, make sure you're running a Trishula and 3rd Saryuja, that way if your opponent hits you with a Spooky Dogwood, you can turn the combo into a 5 card handloop. Then turn 3 re-set up Mizuho + Shinai and since Gateway has infinite counters, you can make a monster you control gain infinite attack, so it doesn't matter that your opponent has 2 million life points or whatever from Dogwood.
@@TCGNistro it's basically exactly the same except you go through Trishula instead of Cowboy, which requires an extra Saryuja as you need to special 2 tuners from hand with every loop instead of 1. Evilswarm Ouroboros also works but isn't as good since it sends to grave which can backfire if your opponent is on Tear or Branded. Trishula is also better than Ouroboros going 2nd if you lose the dice roll.
What's the line into riser? I can kinda see a line that goes riser - kelsha shi en - add instructor - link into battle shogun add gateway add six strike- activate gateway activate six strike - summon back klesha into battle shogun's link arrow. So if riser can be made consistently with 1 card this can be a good line, otherwise I don't think it's any better than just opening 3 engine cards.
At the start of the video, You talked about discarding a card for Battle Shogun’s effect, but you didn’t discard, no offense just trying to follow along
I'm not crazy about the bushido version, because to start you have to see gate, for gate you have to do link2, it's true that using tuner you can block ash on the link, but veilers and similar effects remain, too many ways, and the link is blocked the combo blocked. In my opinion a more sober version would be more suitable for tournaments, with my version ending with 4 interruptions, minimum 3, that is the new spell (which will have double effect) shien lv5 and lv6 and the Great shogun shien.
in 3 card combo Kizaru is bad but for 5 card combo and getting missing part of the combo he is the best for that. You can get an extender to Nibiru you still can go without Spiker link if you have Kizaru. and even sometime get a negate before going into your combo
U dont need nibiru as a cross out target. The searchable monster reborn(six strike double assault) plays thru nibiru, also the new shi en negates monster effects(nibiru counter)
Bro, can you give me the decklist? I need one after the new banned, cause we got prosperity to 1 and apollousa banned, I've seen some lists that played both
Yes as long as you are actually advancing the game state and not taking long with decisions your opponent cannot claim slow play as you combo, the only time limit is the time of the round itself, which is 45 minutes. Master Duel has a lot of moments where you need to make small decisions and the timer still goes down. The more decisions you make, the more chances the timer has to go down. Every time you take a second too long to make a decision you don't get that time back until the end of the turn. So if you make 50 decisions instead of just 5 or 10, even the slightest mistake could cost you the game. It's frustrating. At least in YGO Omega this is not a problem because Omega gives you some time back with every decision.
No because both Secret Skills Of The Six Samurai and new Enishi Synchro need a monster to be sent to grave to interact with your banished monsters, and hatsune miku only summons from gy. We could probably still make a multi negate board depending on what we opened but no ftk or saryuja loops.
You can also make the same case that droll and lock bird is a huge weakness to six sam. Just means that gateway is pretty safe from the ban list as long as d-shifter and droll is at 3.
42:30...you didn't discard a card for shogun to search gateway. Dojo would be the card discarded, so it wouldn't be on the field with 10 counters. Could draw into another copy of dojo w/ saryuja to and still pop off.
If you want a faster ftk, then all you need is beatrice, dugaress, and catapult turtle. Do the Infinite counter loop, return a battle shogun to the extra deck via the effect of gateway. Attempting to add it to hand will return it to the extra deck due to game mechanics. Summon a battle shogun whose attack will have an infinite, or however many declared loops there are. Summon beatrice (using 2 klesha shi en and or ensho ) then dump catapult turtle. Summon dugares to summon turtle from grave, then tribute battle shogun for burn and game.
U also dont need beatrice to dump the ftk main deck monster(cannon soldier or amazonness archer) becuz this deck can summon infinitely so u can summon saryuja 9 trillion times to draw your entire deck
Master Duel needs to make adding and removing counter faster. The animations that play each time wastes too much time. People having been complaining about this within weeks of the game releasing and Konami still hasn't addressed it to this day. Six Sams are my favourite deck but it takes so much time and mental energy to play them that i'm burnt out after around 2 duels on average. It's wasn't nearly as exhausting to play them on YGOPro because you could remove your 4 counters in less than a second because you could rapid tap them, but master duel had to have the pause for the useless animation and you have to click the card then click confirm for each counter
Don’t think you can tribute mizuho to pop another card due to her wording of “tribute another face up six samurai monster,…” implying that it has to be a different six sam than herself in 21:12
She is tributing shinai to target herself for destruction, on resolution both are in grave and shinai can be triggered to add back mizuho to hand. Rinse repeat.
The first combo is incorrect because you would of had to use kizan and instructor to get your second shogun. Also you have to discard to be able to search your deck for Sam cards with bushido counters
I don't understand what you mean, you can link battle shogun into battle shogun, and because battle shogun was used as link material both emz's were free so I was allowed to summon to either. And I mention they are 2.5/3.5 card combos because of the battle shogun discard.
This feels like an analysis of the six samurai archetype with the new support.
I appreciate the intro, it took me back to when I was young and cracked the old Six Sams in the early GX sets. Man I've really been getting spoiled lately with supports for all the old archetypes that I love, this being one of them.
nice video, I enjoy these long analysis of yugioh you make, especially when you put a story about yourself in the intro
love this archtype. six sams for life. glad they still coming out with support for the old archtypes. about time they get some love
I love Six Samurai this deck took me to my first place win 🏆 at my local OTS back in the day 🎉.
Before isolde got banned, I was able to win second place in the local tournament.
If you want to quick synchro into the new enishi you can use a bit of a forgotten link monster from way back, junk connector. Specifically because six sam can spam forever it sounds doable
That might work actaully🤣
If only instructor summon wasn't hard opt since it needs a tuner to make
With the ftk line, make sure you're running a Trishula and 3rd Saryuja, that way if your opponent hits you with a Spooky Dogwood, you can turn the combo into a 5 card handloop. Then turn 3 re-set up Mizuho + Shinai and since Gateway has infinite counters, you can make a monster you control gain infinite attack, so it doesn't matter that your opponent has 2 million life points or whatever from Dogwood.
@@francisbartoszewski2284 I was thinking of trying Trishula...I'd have to do more labbing
@@TCGNistro it's basically exactly the same except you go through Trishula instead of Cowboy, which requires an extra Saryuja as you need to special 2 tuners from hand with every loop instead of 1.
Evilswarm Ouroboros also works but isn't as good since it sends to grave which can backfire if your opponent is on Tear or Branded. Trishula is also better than Ouroboros going 2nd if you lose the dice roll.
Ive been testing it on omega. Ive been using shooting riser dragon to synchro into him as a quickie. No main deck bricks that way.
What's the line into riser?
I can kinda see a line that goes riser - kelsha shi en - add instructor - link into battle shogun add gateway add six strike- activate gateway activate six strike - summon back klesha into battle shogun's link arrow.
So if riser can be made consistently with 1 card this can be a good line, otherwise I don't think it's any better than just opening 3 engine cards.
At the start of the video, You talked about discarding a card for Battle Shogun’s effect, but you didn’t discard, no offense just trying to follow along
I added 3 Solemn Judgement to my simulation just thinking about the Dark Ruler No more scenario. It seems it suits well.
I been a loyal six samurai player since first release in Strike of Neos
Same, except I started around Storm Of Ragnarok
If were using chamberlain, then the new primoredial tremors is decent tech option to increase consistency, expanding 2-3 card combinations.
Tremors is just a quick play unexpected dai, if it didn't only summon from deck like the continuous spell does, then maybe I'd consider it for sams.
I'm not crazy about the bushido version, because to start you have to see gate, for gate you have to do link2, it's true that using tuner you can block ash on the link, but veilers and similar effects remain, too many ways, and the link is blocked the combo blocked. In my opinion a more sober version would be more suitable for tournaments, with my version ending with 4 interruptions, minimum 3, that is the new spell (which will have double effect) shien lv5 and lv6 and the Great shogun shien.
in 3 card combo Kizaru is bad but for 5 card combo and getting missing part of the combo he is the best for that. You can get an extender to Nibiru you still can go without Spiker link if you have Kizaru. and even sometime get a negate before going into your combo
Great deck profile and walkthrough! What were those 3 cards left of the imperm? (Bottom row, in between crossout and imperm) thanks!
Droll & Lock Birds
Ahh ok thanks! I've been a little out of the game for a bit haha
awesome video
We need 3 gateway to be meta relevant.
No we don’t. Battle shogun is gateway on legs.
This is gonna be meta out the gate
Gateway is a crutch, a win more card really.
@@tomardrax9802 win more? no it ain't. The deck can't compete at all without gateway
@@ssickhead1 that is right. Gateway of the six is the heart of the six samurai archetype.
You think synchro zone would work great in the deck to get to enishi on opponent turn
Not a terrible idea, but I don't like the idea of playing non searchable non engine to compensate for a lack of engine
U dont need nibiru as a cross out target. The searchable monster reborn(six strike double assault) plays thru nibiru, also the new shi en negates monster effects(nibiru counter)
It's for the hands where the line starts with battle shogun
Bro, can you give me the decklist? I need one after the new banned, cause we got prosperity to 1 and apollousa banned, I've seen some lists that played both
well lucky for you, i dont play prosperity, and the ftk's are still more than possible, I'll make an updated list closer to rage of the abyss
Hey whats the deck build on this? I love the ftk with the gagaga cowboy. 8m getting back into the game and i wanna use that ftk.
The deck profile at 1:00:36
Thank you that 1st ftk is dope. I'm trying to get most of the the build before the new support release.
They should make a rank 6 samurai
I'd love to see some combos that don't use saryuja
So would I tbh, I think this new support could potentially get us plays without the need for gateway and those could be our 2 card lines
This doesn’t work in master duel, you don’t have enough time. So it’s allowed in real tournaments? No time limit?
Yes as long as you are actually advancing the game state and not taking long with decisions your opponent cannot claim slow play as you combo, the only time limit is the time of the round itself, which is 45 minutes.
Master Duel has a lot of moments where you need to make small decisions and the timer still goes down. The more decisions you make, the more chances the timer has to go down. Every time you take a second too long to make a decision you don't get that time back until the end of the turn. So if you make 50 decisions instead of just 5 or 10, even the slightest mistake could cost you the game. It's frustrating.
At least in YGO Omega this is not a problem because Omega gives you some time back with every decision.
But can it play through shifter
No because both Secret Skills Of The Six Samurai and new Enishi Synchro need a monster to be sent to grave to interact with your banished monsters, and hatsune miku only summons from gy.
We could probably still make a multi negate board depending on what we opened but no ftk or saryuja loops.
Shifter is a bullshit card anyways🤣
@@TCGNistro they simply will not have it
@@createrz8433 Last thing I need is to scoop to a purrely player because they hit me with the lamest shifter zeus combo known to man
You can also make the same case that droll and lock bird is a huge weakness to six sam.
Just means that gateway is pretty safe from the ban list as long as d-shifter and droll is at 3.
42:30...you didn't discard a card for shogun to search gateway. Dojo would be the card discarded, so it wouldn't be on the field with 10 counters. Could draw into another copy of dojo w/ saryuja to and still pop off.
I didn't drop for shogun in any of the combos because I was only showing the opening cards necessary to play the combos
What simulator ate you using
Wait it's Duelingbook it's a website not EDOPro
If you want a faster ftk, then all you need is beatrice, dugaress, and catapult turtle.
Do the Infinite counter loop, return a battle shogun to the extra deck via the effect of gateway. Attempting to add it to hand will return it to the extra deck due to game mechanics. Summon a battle shogun whose attack will have an infinite, or however many declared loops there are. Summon beatrice (using 2 klesha shi en and or ensho ) then dump catapult turtle. Summon dugares to summon turtle from grave, then tribute battle shogun for burn and game.
True
That requires u to play a main deck brick in the form or catapult turtle
U also dont need beatrice to dump the ftk main deck monster(cannon soldier or amazonness archer) becuz this deck can summon infinitely so u can summon saryuja 9 trillion times to draw your entire deck
@@shadowdraqon2479 if you draw catapult turtle then just summon it using saryuja. It is a brick, but it is also a soft brick.
This takes to long, I can never play six samurai’s on masterduel cuz of the timer, need a faster ftk to be realistic
Master Duel needs to make adding and removing counter faster. The animations that play each time wastes too much time. People having been complaining about this within weeks of the game releasing and Konami still hasn't addressed it to this day. Six Sams are my favourite deck but it takes so much time and mental energy to play them that i'm burnt out after around 2 duels on average. It's wasn't nearly as exhausting to play them on YGOPro because you could remove your 4 counters in less than a second because you could rapid tap them, but master duel had to have the pause for the useless animation and you have to click the card then click confirm for each counter
There are a lot of issues with Master Duel, I dont bother with it.
Don’t think you can tribute mizuho to pop another card due to her wording of “tribute another face up six samurai monster,…” implying that it has to be a different six sam than herself in 21:12
She is tributing shinai to target herself for destruction, on resolution both are in grave and shinai can be triggered to add back mizuho to hand. Rinse repeat.
The first combo is incorrect because you would of had to use kizan and instructor to get your second shogun. Also you have to discard to be able to search your deck for Sam cards with bushido counters
I don't understand what you mean, you can link battle shogun into battle shogun, and because battle shogun was used as link material both emz's were free so I was allowed to summon to either.
And I mention they are 2.5/3.5 card combos because of the battle shogun discard.
your deck dies to droll and shifter pretty much
Still seems pretty competent, most decks die to shifter
If you open kizan + instructor or just anyway to make the 6 before a search you can just negate droll
19:45 u still used only 3 monsters
I used 4, Kizan was a material as well but the replay showed it too fast
Rewind to 19:25 and you'll see kizan go to gy for no reason its because he's also link material
@@TCGNistro ohh great, thanks!!