I'm not typically a fan of Monster Mash decks in Highlander formats, but Superheavy Samurai has always been a pet deck of mine in Trinity Format. While I think that's substantially better and more potent Monster Mash decks, this archetype performs well enough on its own thanks to the inclusion of the latest waves of support. I used to primarily focus on Wagon and Soulpeacemaker but the new cards elevate things to a level of silliness that it's almost recommended to avoid those cards entirely just because they've been powercrept. That said, the lines from the new cards do require discards so we'll still be leaning on some of the old ones to get by wherever we can.
- Difficulty -
★★☆☆☆
Despite being a combo-oriented deck and you WILL be rewarded for thinking ahead, the majority of your hands will not be curated and will be primarily composed of random monsters. You only have control over searching Superheavy Samurai Monsters and EARTH Machines in this deck. Handtraps and backrow? You're outta luck my friend.
- Consistency -
★★★★☆
Consistent enough to find what you need. For your opener routes. This is an inherent advantage over standard Monster Mash decks in Trinity since they aren't usually archetypal and backed by a niche support line.
- Sackiness -
★★☆☆☆
Games can be stolen with the Synchros, Dingirsu, or just the classic Soulbuster Gauntlet attack; however, these sacks are just entirely expressions of skill and have nothing to do with luck-sacking the opponent. Every victory rewarded that wasn't a 1-handtrap wonder is earned.The main sack we're running in this deck is ironically unironically Unity. Trust me.
- Viability -
★★★☆☆
My winrate with Superheavy Samurai has been consistently positive when testing them against new players and veterans alike of the format and that was before we got their latest wave of support. The new support enables us to do builds that can lean more on powerful Spell/Traps solely because Steam Train King is much easier to outright summon now, thus allowing us to cleanse our GY of such cards and return to machine.
Despite being a pet deck of mine, I won't be doing a long write-up for this deck. Just know that your main starters are: Wakaushi, Soulpeacemaker, and Wagon. Make the appropriate Synchro depending on your own preference. If going 1st, I recommend going for Shanao, Dragster, Ballista, or Gigant X. When going second you can blowout the opponent with Shutendoji and Steam Train King, but there's nothing wrong with a low-investment Benkei OTK attempt. More technical gamestates will reward key usages of Masurawo, Susanowo, Sheridan, Soulbang Cannon, and Flutist.
Comeback plays lie in Battleball, Gearbox -> Anchor Drill -> summon Drill and go into Ding, Revolution Synchron, and Railroad Stampede.
Recovery comes from Tunneler, Wakaushi, Vernusylph... Awakening Forests, Samurai Scales, Samurai Constable, Gigagloves, Machina Overdrive, and Prepped Defense.
50 Card Deck = 4 Points with 4p used.
1p Superheavy Samurai Prodigy Wakaushi (Extra Copy)
1p Superheavy Samurai Prodigy Wakaushi (Extra Copy)
1p Superheavy Samurai Soulpeacemaker (Extra Copy)
1p Superheavy Samurai Motorbike (Extra Copy)
Not terribly competitive but can be quite fun to play with all the bizarre restrictions this archetype has. Warlord Susanowo is also one of my favorite Synchros of all time to use in Trinity Format. Not because it's particularly good, just simply because it creates so many interesting gamestates.