#1 Six Samurai First Turn Lockdown

Deck Information
Deck Type: Non-Meta Decks
Deck Master: Battle Shogun of the Six Samurai
TCG/OCG: TCG
Submission Date: September 22nd 2021
Last Updated: September 25th 2021
Author: GG World
YGOPRODeck File Download

Hey there! Welcome to my Six Samurai deck profile! Today, I am going to explain to you how insane this deck really is. Trust no other Samurai deck than this. Any other Samurai deck profile is irrelevant! ^.^ Just kidding! haha.. ha.. But for real listen up yo -.- Do not underestimate the Power of the Samurai, you'll need an entire side deck dedicated to this matchup if you want to stop me :P

Anyway, Kageki and Kizaru 2 card combo is all you need to have a first turn full combo board. Or any spell card and 2 monsters. Or 2 bushido counter cards/spells and 1 monster. Or any 3 monsters. There are a few exceptions but usually, that's what it takes. Anything better than that, you can even play through some negates. Best 5 card hand would be Kageki, Kizaru, Gateway of the Six, Terraforming for Temple of the Six, and a Fire Flint Lady for protection or even another counter card. First turn board should go full combo almost every game, it's ridiculous.  This usually includes unlimited bushido counters on *up to*  4 spell cards, also Battle Shogun can have unlimited counters and your 1 field spell, temple of the six can have unlimited counters, reducing the enemies attack to nothing.

At the end of our first turn. monster/trap/spell/field spell/graveyard/deck/hand will look like this:

Battle Shogun of the Six, with unlimited counters(infinite attack damage). He will deal with high attack monsters.

Apollousa with at least 3200 attack. She will deal with effect monsters.

Naturia Barkion. He will deal with trap cards.

Naturia Beast. He will deal with spell cards.

Abyss Dweller. He will stop any hand traps or graveyard effects.

Grandmaster of the Six. Just a body to fill the last open monster row.

Imperial Order. This will deal with spell cards that Naturia Beast cannot negate, like Dark Ruler No More.

A field spell, Temple of the Six.

2 3 or 4 bushido counter cards on the field.

2o-25 cards in the graveyard.

10-15 cards left in the deck.

6 cards in hand.

 

This deck is VERY consistent. You will end first turn with 20+ cards in the graveyard and about 10-15 cards left in your deck. I have drawn full combo 30 shuffles in a row. Still testing the accuracy and I have made some edits after posting this deck list. I added more temple of the six because it never feels like a brick. I have tested over 100 hands. Drawing 2 has never stopped me, it often helps. The deck is more consistent with 3 temple and 1 terraforming. The consistency is the best part about the deck, except the BEAST of a lockdown.

 

I run 42 cards instead of 40 because there are NO cards that you specifically need to see in your opening hand. If you don't have Kageki and Kizaru there is no need to worry, there is at least 10 different ways to achieve the same result and you can still do full combo even without opening a single bushido counter card. If you do draw bushido counter spells, you can play through some negates. Temple of the six is amazing, almost as good as Shien's Dojo. Fire Flint Lady helps play through a negate as well. We can bait out a hand trap with Kageki and then go into Fire Flint Lady to continue our combo, so I run 3. Special summon Kizaru and use his affect to add Legendary Secret to the hand to later summon when we get Hatsume. There are a few garnets and other cards you would rather NOT see in your opening hand, so 42 cards help alleviate the ratios, better than a 40 card deck. I have a lower chance of drawing 2 equip spells in a 42 card deck compared to a 40 card deck. Even drawing just 1 of my 4 equip spells is a 1 in 10.5 chance in a 42 card deck. It is a 1 in 10 chance in a 40 card deck. The cards that you would rather not draw opening hand are Hatsume, Fuma, D.D.R., Living Fossil, Divine Sword Phoenix Blade and Infernoble Arms. It is 100% okay if you draw 1 equip spell, drawing 2 can slow you a bit but unless you have a horrible hand it should be okay. There are plenty of situations where drawing Hatsume and Fuma on the first turn is okay as well, but the main strategy is to special summon Hatsume from the deck by using Isolde, sending 3 equip spells to the graveyard. Use her first affect to add a Kageki to the hand. Then use her 2nd affect to summon Hatsume. Chain summon Legendary Secret of the Six Samurai or any other special summon.  Then summon it and Isolde away for Battle Shogun. We then discard 1 card, (the Kageki that we searched off of Isolde) and get Gateway of the Six. Then we use Hatsume's effect to special summon Kizaru from the grave. Search Mizuho with Kizaru affect and add to hand for later. We can then bring out another Battle Shogun for 3 more counters, we next get 2 Kizans special summoned and then we can XYZ for Shadow of the Six Samurai for 3 more counters.. Bring out more Kizans and Grandmaster. Go into a 4 link material Saryuja and draw some cards. Special summon Mizuho with Saryuja's next affect. Finally, we do the Mizuho and Shinai loop combo with Gateway and Battle Shogun. We can then go through everything in our extra deck including all 3 Saryuja summons on our first turn, drawing a ton of cards. We can use all 15 extra deck monsters in 1 turn, very easily if we are not stopped.. I'm talking almost every game, maybe 90% accuracy for full combo if they have no negates. Maybe a 50% chance if they do negate.

 

Asceticism is great! It allows for a free special summon. We are trying to get as many free summons as we can. Not many people run it right now but it has never been a bad draw for me. It works with Fuma/Kageki, Grandmaster/Kizan, Hatsume/Mizuho.. Asceticism even works great with Legendary Secret of the Six Samurai. He can copy any samurai's attack power from the grave. So he can copy a Kizaru's attack, to special summon another Kizaru from the deck! It also works very well with Battle Shogun of the Six too because his attack is always changing depending on the number of bushido counters on the field, we can manipulate those counters with Gateway to Asceticism for Kizaru or anyone else. Asceticism works well with Divine Sword Phoenix Blade too, which boosts a monsters attack by 300. You can boost Hatsume or Mizuho to Asceticism for Kizaru! Asceticism is a great way to get Kizaru more active even if it doesn't appear that way at first because no other monsters have 1900 attack. Last, it works well with Gateway of the six, which can use 2 counters to give 500 attack to any samurai monster that you can then Asceticism with. Asceticism can be very good if you get creative with it, even if your deck isn't entirely built off of it. Right now I run 1 asceticism.

 

Primathmech is used to search for Imperial Order or another spell if you already have it. The 3 Saryuja allows for a ton of draw power. 1 Battle Shogun is nice but 2 is needed for those final extra 3 bushido counters you need sometimes. Shadow of the Six xyz can get you 3 extra bushido counters. Crystron Halqifibrax ensures a way to get Shien's Squire in case you don't already have him. Shien's Squire allows for Naturia Barkion and Naturia Beast to come out. Basically, once your bushido loop combo is established, you have a way to search for everything you need. The important cards that are searchable are Shien's Squire, Imperial Order, Gateway of the Six, Kizan, Grandmaster, Mizuho and Shinai. You probably won't even need a Mizuho and Shinai combo to do a Gateway loop.

 

The biggest weakness to this deck is Nibiru because of course it is. You would need 3 bushido counter cards with counters to play through a Nibiru and continue full combo. Also, if you can destroy my Gateway, I can't do the loops.





Toggle Deck List
MonsterLegendary Six Samurai - Kageki x3
Legendary Six Samurai - Kizan x3
Secret Six Samurai - Kizaru x3
Fire Flint Lady x3
Legendary Six Samurai - Mizuho x2
Legendary Six Samurai - Shinai x1
Grandmaster of the Six Samurai x1
Legendary Secret of the Six Samurai x1
Secret Six Samurai - Hatsume x1
Secret Six Samurai - Fuma x1
Shien's Squire x1
TrapsImperial Order x1
SpellsSix Samurai United x3
Shien's Dojo x3
Shien's Smoke Signal x3
Temple of the Six x3
Terraforming x1
Gateway of the Six x1
Reinforcement of the Army x1
Asceticism of the Six Samurai x1
One for One x1
Divine Sword - Phoenix Blade x1
Living Fossil x1
"Infernoble Arms - Durendal" x1
D.D.R. - Different Dimension Reincarnation x1
ExtraIsolde, Two Tales of the Noble Knights x1
Battle Shogun of the Six Samurai x2
Saryuja Skull Dread x3
Crystron Halqifibrax x1
Apollousa, Bow of the Goddess x1
Shadow of the Six Samurai - Shien x1
Primathmech Alembertian x1
Abyss Dweller x1
Leviair the Sea Dragon x1
Legendary Six Samurai - Shi En x1
Naturia Beast x1
Naturia Barkion x1
SideDark Ruler No More x3
Triple Tactics Talent x3
Forbidden Droplet x3
Twin Twisters x3
Ash Blossom & Joyous Spring x3
Id
4

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