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Superheavy samurai" really is my favorite casual deck to play if you just want to ignore the meta and play against friends. Don't get me wrong, with the right circumstances this deck can be crazy and just OTK even competitive decks. This deck mainly resolves around going second, spamming your superheavy samurai synchro's on the board (wich is very easily done with your main deck monsters) and eventually OTK'ing your opponent with very big beatsticks that can attack over almost anything in battle. Superheavy samurai's don't play spell and trap cards because most effects won't go off if there is a spell/trap card in the graveyard, this is very much one of the biggest weaknesses of the deck and really prevents the deck from playing staple going second cards (like "
lightning storm" or "
Evenly matched"). The other gimmick is that the big superheavy samurai's can attack while in defense mode and apply their DEF for damage calculation, this is why all the strong cards have a very low ATK but a very big DEF.
Here I will quickly go over a few cards and why they are important;
"Superheavy Samurai Big Benkei"
This big boy is the main deck boss monster and is just an easy to bring out strong beatstick that allows all your samurai's to attack whilein defense mode. Usually you just cheat him out the deck by the effect of "
Superheavy Samurai Soulpeacemaker" or by tributing "
Superheavy Samurai Big Waraji".
"Superheavy Samurai Thief"
"
Superheavy Samurai Thief" together with Superheavy Samurai "
Big Waraji", "
Transporter", "
Scales" and "
Magnet" all special summon themselves or other samurai's to the field to easily go into your synchro monsters.
"Superheavy Samurai Trumpeter"
This card is in my opinion one of the strongest cards in the deck and allow it to function much better than it should be. It is a free special summon if you don't have any spell and trap cards in the GY AND it special summons itself from the GY if it was used for the tribute summon of an Superheavy Samurai monster (mainly "big benkei").
"Superheavy Samurai Battleball"
Ball boy is another very strong tuner and really is one of the reasons why the deck is so fun. This card, once per turn, allows you to target any of your opponents monsters that has a level and immediatly synchro summon a Superheavy Samurai synchro monster with the targeted monster and battleball. A great piece of removal that directly benefits you by giving you a strong monster. This card is also the reason why I play "
Jizukiru, the Star Destroying Kaiju" and "Gameciel, the Sea Turtle Kaiju" because if targeted by battleballs effect you can summon "Superheavy Samurai Steam Train King" and "Superheavy Samurai Warlord Susanowo" respectivly.
"Superheavy Samurai Soulpeacemaker"
"
Soulpeacemaker", "
Soulpiercer" and "
Soulhorns" all serve as the equip spell cards of the deck. "
Soulpeacemaker" special summons a Superheavy Samurai from the deck by tributing the equiped monster,"
Soulpiercer" adds a Superheavy Samurai from the deck when sent to the GY and "
Soulhorns" allows the equiped monster to attack twice and can special summon itself when equiped. One of your better opening hands is opening "
Soulpeacemaker" and "
Soulpiercer", normal summoning Soulpiercer, equiping Soulpeacemaker, activating the effect of Soulpeacemaker and tributing Soulpiercer, now you can special summon a Samurai from your deck with peacemakers effect and add a Samurai with piercers effect (these cards depend a little bit on your hand but most of the time is is gonna be an tuner and something else).
"Soulbuster Gauntlet"
This single flying arm is a handtrap that doubles the DEF of an battling Superheavy Samurai monster until the end of the turn, this is your biggest OTK enablre and really helps you taking games.
"Sekka's Light"
I know I said we can't play spells with Superheavy Samurai's but this card is the only exception. It allows you to draw 2 cards with the negative effect that you can't use any other spells for the rest of the duel, this is no problem since we don't play any other spell cards. You can also banish this card from your GY to shuffle a card from your hand back into the deck and draw a new card. This last effect makes it so that we don't have any spell or traps in the GY and doesn't prevent us from activating he effects of Superheavy Samurai monsters.
Extra deck
In the extra deck we mostly play Superheavy Samurai Synchro's (duh) from different levels that help with different hands. The most important are
"Superheavy Samurai Steam Train King" (your strongest monster and the one you want to play when trying to OTK) "Superheavy Samurai Stealth Ninja" (probaly the card you will summon very often because you play a lot of easy to bring out lvl5 monsters and lvl2 tuners) and "Superheavy Samurai Ogre Shutendoji" (wich is basically a "Harpie's Feather Duster" on summon and a very strong pick against strong backrow decks)
Side Deck
Yea, you can put anything you want in your sidedeck, I just putin a lot of handtraps that can help against certain matchups.
In summary, "Superheavy Samurai" is a very fun, cheap and explosive deck that is a perfect beginners/casual deck BUT can aslo become very strong in a semi- competitive setting with theright circumstances.
Any questions or unclear things feel free to ask!
(please konami bring scarecrow, musashi and d
aihachi to the TCG)