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Tele-Sack Samurai Deck

Last post 10-11-2008, 1:13 PM by Nupehadda. 9 replies.
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  •  10-09-2008, 2:05 AM 1472243

    Tele-Sack Samurai Deck

    Before anything I would like to thank the following people for their help from the Threat "Think Six samurai stands a chance with the upcoming list" posted by Warriorjames

    Warriorjames himself, DrewByNature, and everyone else that help with Warriorjames Threat that allowed me to think of the Idea of Tele-Sack Samurai. If anything please Rate and Help fixes this deck to improve it for other Samurai Users.



    Monsters: 18


    1 [Cyber Dragon]
    1 [Enishi, Shien's Chancellor]
    3 [Grandmaster of the Six Samurai]
    1 [D.D. Warrior Lady]
    1 [Hand of the Six Samurai]
    2 [Krebons]
    2 [Psychic Commander]
    2 [The Six Samurai - Irou]
    2 [The Six Samurai - Yaichi]
    3 [The Six Samurai - Zanji]

    Magics: 14

    2 [Book of Moon]
    1 [Brain Control]
    1 [Card Destruction]
    2 [Emergency Teleport]
    1 [Heavy Storm]
    1 [Monster Reborn]
    3 [Reinforcement of the Army]
    3 [Six Samurai United]

    Traps: 08

    2 [Dark Bribe]
    2 [Double-Edged Sword Technique]
    2 [Phoenix Wing Wind Blast]
    2 [Solemn Judgment]

    Side Deck: 15

    2 [Bottomless Trap Hole]
    2 [Caius the Shadow Monarch]
    2 [Cold Wave]
    2 [D.D. Survivor]
    2 [Light-Imprisoning Mirror]
    1 [Mirror Force]
    2 [Shadow-Imprisoning Mirror]
    2 [Shrink]

    Fusion Deck: 15

    3 [Colossal Fighter]
    3 [Gaia Knight, the Force of Earth]
    2 [Gladiator Beast Gyzarus]
    2 [Goyo Guardian]
    1 [Magical Android]
    2 [Red Dragon Archfiend]
    1 [Stardust Dragon]
    1 [Thought Ruler Archfiend]
  •  10-09-2008, 2:03 PM 1472890 in reply to 1472243

    Re: Tele-Sack Samurai Deck

    This looks like a very good deck, original...

    Maybe you could look at Shiens Footsoldiers, to get you out yaichi/hand etc; maybe even double summon, or marauding captain...


    I will arise, and everyone before me shall perish...
    For I am the chosen ONE!!!
    (Cos im not a lil bit coool...!)

    Ohh, and who ate all the pies!!

    Cos im really hungry!
  •  10-09-2008, 11:45 PM 1473892 in reply to 1472890

    Re: Tele-Sack Samurai Deck

    Only problem I would have with Double Summon is that it could in up as a dead draw and I don't need to be in a bad situation like that.

    Haven't thought about Shien's Foot soldiers, could be interesting.

    Marauding Captain would be nice but don't know where I would put him and don't know if he would work with me or not.
  •  10-10-2008, 2:21 AM 1473936 in reply to 1472243

    Re: Tele-Sack Samurai Deck

    You said you would continue on and that you have.

    The build looks quite solid and I can see it being strong. How is ti holding up against Top Teir at the moment?

    Personal suggestions that I found worked wuite well when I tried Tele-Sack were:
    Threatening Roars (Keeps monsters alive so you can normal summon a tuner next turn without teleport).
    Spirit of the six samurai (Makes Grand Master 2600 attack and offers draw power)
    Reckless Greed (in my experiences, Draw power = victories for the Samurais)

    Interested to hear how this deck comes along.
  •  10-10-2008, 11:18 AM 1474323 in reply to 1473936

    Re: Tele-Sack Samurai Deck

    2352067:
    You said you would continue on and that you have.

    The build looks quite solid and I can see it being strong. How is ti holding up against Top Teir at the moment?

    Personal suggestions that I found worked wuite well when I tried Tele-Sack were:
    Threatening Roars (Keeps monsters alive so you can normal summon a tuner next turn without teleport).
    Spirit of the six samurai (Makes Grand Master 2600 attack and offers draw power)
    Reckless Greed (in my experiences, Draw power = victories for the Samurais)

    Interested to hear how this deck comes along.


    Thanks man, but right now it hasn't been play tested yet, I will have the results tomorrow after the Locals.

    Threatening Roars: They are good but at the moment I want the try PWWB to see if it would work cause I have at lest two people at Locals using DADs, if the don't then I will change out for Roars.

    Spirit of the Six Samurai: I have thought about putting them back in (I kinda wish they were Tuners, they would be so broken for Sams Big Smile [:D] ) but for right now I need to play test this deck out before I make any changes (just got Teleports yesterday)if anything I may take out both Cold Waves for Spirits for side deck before tomorrow.

    Reckless Greed: Never had good luck with this card, for some reason I always got bad luck with them.

  •  10-10-2008, 11:56 AM 1474358 in reply to 1474323

    Re: Tele-Sack Samurai Deck

    How about the deck that Jerome McHale posted on metagame. Take a look it's quite stable.

    Monsters: 21
    2 Enishi, Shien’s Chancellor
    3 Grandmaster of the Six Samurai
    1 The Six Samurai - Irou
    3 The Six Samurai - Zanji
    3 The Six Samurai - Yaichi
    2 Hand of the Six Samurai
    2 Spirit of the Six Samurai
    2 Junk Synchron
    3 Jutte Fighter


    Spells: 10

    3 Reinforcement of the Army
    3 Six Samurai United
    1 Monster Reborn
    1 Heavy Storm
    1 Mystical Space Typhoon
    1 Brain Control


    Traps: 10

    2 Bottomless Trap Hole
    3 Dimensional Prison
    3 Solemn Judgment
    2 Double-Edged Sword Technique

    I mean that right there looks like an outstanding Six Samurai Deck. It has everything you need. Instead of using Emergency Teleport for your tuners just make them warriors and use ROTA to get them to your hand. Personally I've tested this deck and I absolutly love it. I side deck 2 Shoguns because of the mass play of Tele-DAD and all the spells they have to play to get the upperhand on ya faster, it helps quite abit. Threating Roars are actually very good in Six Samurai but I didn't know what to take out to put some in so there in my side as well. Usually when I play them the person sees that I play it and says ok well I draw and your turn. Especially if I have Shogun out on the field.


    Lv.1 Judge - YuGiOh!
  •  10-10-2008, 9:04 PM 1475250 in reply to 1472243

    Re: Tele-Sack Samurai Deck

    good deck,

    card destruction shudnt be in sams IMO

    add in a third teleport since u hav enopugh targets.

    - 1 zanji

    +1 hand

    - dd warrior lady

    + enishi

    - dark bribes

    + solem

    + Mirror Force

    -1 DEST

    +TT

     

    those r my fixes

  •  10-10-2008, 11:48 PM 1475326 in reply to 1474358

    Re: Tele-Sack Samurai Deck

    2253519:

    How about the deck that Jerome McHale posted on metagame. Take a look it's quite stable.

    Monsters: 21
    2 Enishi, Shien’s Chancellor
    3 Grandmaster of the Six Samurai
    1 The Six Samurai - Irou
    3 The Six Samurai - Zanji
    3 The Six Samurai - Yaichi
    2 Hand of the Six Samurai
    2 Spirit of the Six Samurai
    2 Junk Synchron
    3 Jutte Fighter


    Spells: 10

    3 Reinforcement of the Army
    3 Six Samurai United
    1 Monster Reborn
    1 Heavy Storm
    1 Mystical Space Typhoon
    1 Brain Control


    Traps: 10

    2 Bottomless Trap Hole
    3 Dimensional Prison
    3 Solemn Judgment
    2 Double-Edged Sword Technique

    I mean that right there looks like an outstanding Six Samurai Deck. It has everything you need. Instead of using Emergency Teleport for your tuners just make them warriors and use ROTA to get them to your hand. Personally I've tested this deck and I absolutly love it. I side deck 2 Shoguns because of the mass play of Tele-DAD and all the spells they have to play to get the upperhand on ya faster, it helps quite abit. Threating Roars are actually very good in Six Samurai but I didn't know what to take out to put some in so there in my side as well. Usually when I play them the person sees that I play it and says ok well I draw and your turn. Especially if I have Shogun out on the field.



    I understand that Jerome McHale had made a Synchron Samurai Deck, but this is a Tele-Sack Samurai Deck.

    The reason for this deck is cause I believe in creating builds that other haven't or wouldn't think of and try to help others out by showing them that Samurais have more to work with.

    For now I will stick with what I have cause I believe that I can improve it as soon as I have tested it out.
  •  10-10-2008, 11:51 PM 1475329 in reply to 1475250

    Re: Tele-Sack Samurai Deck

    2230023:

    good deck,

    card destruction shudnt be in sams IMO

    add in a third teleport since u hav enopugh targets.

    - 1 zanji

    +1 hand

    - dd warrior lady

    + enishi

    - dark bribes

    + solem

    + Mirror Force

    -1 DEST

    +TT

     

    those r my fixes



    Most of the stuff I don't have such as a another Hand, a 2nd Enishi, and a 3rd Solemn.

    Mirror Force is in my Side Deck cause it's not as good as it ones was, For right now TT isn't needed until I have tested out this deck 1st handed.
  •  10-11-2008, 1:13 PM 1475949 in reply to 1475329

    Re: Tele-Sack Samurai Deck

    Okay just got back from Locals and so far the deck is 4-1-0 before Finals, lost to Tele-DADs cause of CCV and bad Hands, (Won round 1 cause of a by Super Angry [8o|] ) and I have seen that I need to take out Card Destruction, possible the 3rd Six Samurai United and the 2nd Double-Edge for 1 Reasoning, 1 Emergency Teleport and something else for the deck,


    Made it in Finals but lost 1st match cause of Goyo Mirror Match (lol). but other then that I had fun with the deck
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