Six Samurais. An infamous deck from way back in the days of old. Appearing first in Strike of Neos as a cute little beatdown deck but had something unique about them, if one was to be destroyed by battle you can choose a different six samurai monster instead which gave the deck a fighting chance against the might of Gladiator Beasts, and Lightsworns at the time. This deck also gave birth to some of the most infamous cards out there in the form of Legendary Six Samurai Shi En which is a soft once per turn spell/trap negate meaning if you had two or three of this chad out you could do 3 negates and combo that with Naturia Beast and Barkion at the time and the deck became feared. The next cards being the ever so loop heavy love couple of Legendary Six Samurai - Shinai as well as Legendary Six Samurai - Mizuho. The big enablers of the infinite bushido counter loop amassing almost infinite counters to abuse with Mizuho also being a soft once per turn allowing you to just keep reviving your Shinai or Kizan for field clearing or FTKs with Amazoness Archer or Cannon Soldier. The third being Legendary Six Samurai - Kizan which is just a free non once per turn special summon from hand giving you access to free field spam and letting you go into a ton of synchro, XYZ, and Link plays. The final card being the infamous and still hated to this day GATEWAY OF THE SIX which every single time a six samurai monster is normal or special summoned place two Bushido Counters on it which if you build up enough counters lets you make an unbeatable almost unbreakable monster floodgate board but enough gushing about this deck. Time to say what the main field you want is.
The main end field you want for this deck is- Apolousa with 4 counters, two Shi Ens for two spell/trap negates, a Great Shogun Shien (I believe this card is amazing this format with Adventure and Despia running around and he has priority so Despia Players can now cry when they can't resolve their Branded in Red, Branded Opening, and Branded Fusion all in the same turn), a Naturia Beast because of Non Once Per Turn spell negation so you can laugh in the face of Despia and Adventure package players when they can't resolve their Rite of Amersur (I don't know how to spell it), Faithful Adventure and for Despia their Branded Fusion, Theater, Red and Opening. The last monster slot can be anything if you play your cards right. I typically like to have either Break Sword or Shadow Shien in the last slot. The ideal spells would be Gateway and 2 Dojo or at least 1 Dojo and bith have a good number of counters on them in case I want to push for game and the last spell being a Divine Sword Phoenix Blade just as an additional power up to a warrior I control. OH I FORGOT TO MENTION. Another ideal monster for the last monster zone can be Secret Six Samurai - Rihan just as a surprise summon and because it is a banish opponents monster contact fusion (also because I think it would be based as fuck to summon)
In the end, my build is just I consider to be more negate heavy. Hope you find this enjoyable to read and are more informed.