For everyone who is thinking about building six samurais here is a list that accomplishes ftk in the most efficient and refinded way you can hope to find. Im not saying it is the best possible version but it comes really close to the perfected deck :) Its a bit harder to play tho. (Its tcg btw) 1x Fire Flint Lady 3x Grandmaster of the Six Samurai 3x Immortal Phoenix Gearfried 1x Legendary Secret of the Six Samurai 1x Legendary Six Samurai Kageki 3x Legendary Six Samurai Kizan 3x Legendary Six Samurai Mizuho 3x Legendary Six Samurai Shinai 1x Magicore, Warrior of relics 3x Mariamne the True Dracophoenix 3x Secret Six Samurai Fuma 1x Secret Six Samurai Hatsume 2x Secret Six Samurai Kizaru 2x Swap Frog 1x The Phantom Knights of ancient cloak 1x The Phantom Knights of Silent boots 1x The Phantom Knights of Torn Scales 1x Wandering Gryphon Rider 3x Water enchantress of the Temple 2x Infernoble Arms Durendal 1x Axe of Fools 1x D.D.R. Different Dimension Reincarnation 1x Divine Sword Phoenix Blade 1x Dracoback the ridable dragon 1x Dragonic Diagram 1x Fateful Adventure 1x Foolish Burial 1x Gateway of the Six 1x Reinforcement of the army 3x Rite of aramesir 3x Shiens dojo 3x Shiens Smoke Signal 1x Terraforming 1x Phantom Knights Fog Blade 1x The Phantom Knights of shade brigadine Extradeck: 2x Battleshogun of the six samurai 1x Isolde, two tales of the noble knights 1x Cherubini, ebon angle of the burning abyss 1x Spright Elf 1x Saryuja Skulldread 1x Abyss Dweller 1x Daigusto Emeral 1x Gagaga Cowboy 1x Gigantic Spright 1x Number 60: Dugares the Timeless 1x Toadally Awesome 1x Baronne de Fleur 1x Psy Frame Lord Omega 1x X-Saber Wayne Ok lemme explain some things because I have seen some people talk shit about some choices that I made. First off 60 cards is correct. When you play six sam you are forced to play a specific number of cards that you dont want to draw while your combos are so generic that you only need a couple of extenders. So what you want to do is to up the number of extenders in your deck when playing any number of dead draws. Then also some players didnt understand the swapfrogs and spright cards. I think we can all agree that Traditional Six Samurai lists have a problem as soon as the battleshogun doesnt resolve because they need their gateway in order to accomplish anything. What if I told you that this doesnt have to be. If you go into battleshogun first like then the opponent will shotgun his ash on battleshogun and you can afterwards go into a comboline like this: Isolde summon Herokid (which summons itself) and then make Gigantic Spright. From that point onwards you can make whatever you want, you can go for double toad negate like me, or you can play melffys or maybe windalock the opponent. And all this after a negated battleshogun. Also all these combolines are pretty good in grindgame because they all generate decent enough followup as well as more advantage. About the true kings people often say the version is nowadays unplayabe because VFD is banned and Diagram is at one... But my deck never needed VFD in the first place. The level 9 of the true kings is advantageous in other ways like for example in making level 10 synchros such as baronne de fleur. In some combolines it is possible to make baronne even before commiting too much to your board which allows for handtrapprotection in engine. Also the engine makes it easier ro go second because of the baronne access and also the high attackstats on the true kings to out opponents cards in battle before going into your main lines. They additionally protect you from nibiru and make it harder for the opponent to handtrap you at the correct timings because with true kings those timings are often times different from each other. Igknights are exceptionally good at giving you advantage. They have excellent synergy with isolde since you are still able to scale the searched igknight and then perform a pendulum summon as well as add a fire monster from deck. That can for example be immortal phoenix gearfried who is terrifying going second and a good addtional interrupt when going first through a handtrap. Igknights also allow you to play through Nibiru because of their pendulum summon. Here we go :) Its really the best list you can find on samurais but without the combolines its worthless so here the combolines that all accomplish infinite counters, which always converts into a full handloop at that point: 3 Extenders 2 Extenders 1 Bushido Card 2 Extenders 1 True King 2 Extenders 1 Legendary Secret 2 Extenders 1 Diagram 2 Extenders 1 Igknight 1 Kageki 1 Kizaru 1 Fuma 1 Diagram Also here are some combos that can play through 1 ht: 2 Fuma 1 Diagram 2 Fuma 1 Mariamne 1 Fuma 1 Diagram 1 Extender (All these can make Baronne before going into combo) 2 Extender 1 Gateway (Almost every Gateway Hand) 3 Extenders 1 Bushido And here are some combolines which can play through a ht but only end on double toad (which is usually enough cause those lines can grindgame insanely good, outgrinding stuff like altergeist or that kind of stuff) 3 Extenders (cause isolde goes into genba into gigantic) 2 Extenders 1 True King 1 Fuma There are a whole lot more combos possible which I could briefly touch but that would be too much for a yt comment. If you really wanna learn my deck you can start with these combolines. If there is a combo you cannot figure out, just comment that one and ill go over it as soon as possible. However, it is impossible to just give a full explanation to every comboline since there are so many. In addition to all these combolines you have to know that every time I draw into adventure I can make an omni before going into full combo as well giving me extra protection and making the deck even more tools to getvthe ftk going. For all the masterduel players among you: Did you know you can still make rhongo by using 4 lvl 4 Samurai (3 Kizan and 1 other). Here is my list on how to do that most efficientely. 1x Fire Flint Lady 3x Grandmaster of the Six Samurai 2x Destiny HERO - Malicious 1x Destiny HERO - Denier 3x Maxx "C" 2x Ash Blossom and Joyous Spring 1x Legendary Secret of the Six Samurai 1x Legendary Six Samurai Kageki 3x Legendary Six Samurai Kizan 3x Legendary Six Samurai Mizuho 3x Legendary Six Samurai Shinai 1x Magicore, Warrior of relics 3x Mariamne the True Dracophoenix 3x Secret Six Samurai Fuma 1x Secret Six Samurai Hatsume 2x Secret Six Samurai Kizaru 1x The Phantom Knights of ancient cloak 1x The Phantom Knights of Silent boots 1x The Phantom Knights of Torn Scales 1x Wandering Gryphon Rider 1x Water enchantress of the Temple 2x Infernoble Arms Durendal 1x Axe of Fools 1x Smoke Grenade of the Thief 1x Dracoback the ridable dragon 1x Dragonic Diagram 1x Fateful Adventure 1x Foolish Burial 1x Fusion Destiny 1x Gateway of the Six 1x Reinforcement of the army 2x Rite of aramesir 3x Shiens dojo 3x Shiens Smoke Signal 1x Terraforming 1x Phantom Knights Fog Blade 1x The Phantom Knights of shade brigadine Extradeck: 2x Battleshogun of the six samurai 1x Isolde, two tales of the noble knights 1x Cherubini, ebon angle of the burning abyss 1x Predaplant Verte Anaconda 1x Accesscode Talker 1x Apollousa, Bow of the Goddess 1x Saryuja Skulldread 1x Number 86: Heroic Champion - Rhongomyniad 1x Number 60: Dugares the Timeless 1x Baronne de Fleur 1x Psy Frame Lord Omega 1x X-Saber Wayne 1x Legendary Six Samurai Shi En 1x Destiny HERO - Destroyer Phoenix Enforcer The combo starters are pretty much the same for masterduel and you still try to get to infinite counters. Only thing different is that now you wanna end on a different Board than in the tcg built. Hope this was helpful to you
I've run Rhongo in my six sams deck on master duel, don't forget sales ban for easy lock! to find the SB i'd used Primathmech Albert, it's quite easy to xyz 4 materials with six sams tbh, so i can find my way to SB and Rhongo on the board, but it also need Battleshogun/Gateway and the field spell for the extra counter to spam the loop, anyway this is a great comment and info about Six Sams in general, god bless you bro!
@@geminitricks2332 what does that have to do with gateway being addable from the gy? First of all, if you get to gateway you win the game usually. And if your combo does not go through, you loose. With or without gateway addable. But then what if you actually make a comboline that can consistantly make 5 negates without ever activating gateway? Then you clearly dont need battleshogun to add gate from gy cause that will never come up anyways.
Nooo then it would either be broken or it wouldnt change anything cause the support would be too bad. If they would make it broken, it would get banned eventually. Keep it the way it is so I mustnt be afraid from the banlist
Starting a new trend of asking; This time, Koa'ki Meiru. It's got a few good cards, but can the gimmick of the deck of needing Iron Core and / or a similar-Attritbute monster in the hand be played around or made playable? I like gimmick decks with unique ideas, good or bad. Some effects on these cards are honestly really good -- like Urnight being a SS from Deck that's a soft OPT, not a hard one. It's not enough to make them Meta, or even anywhere near it, obviously, but are they good enough to be playable at all?
if you play duel links you can play this deck without support, but it's mainly a deck with a horrendous drawbcak like the fact of "I'm gonna blew myself up for nothing" It's mainly a support or an engine in some others like adamancipator
@@taida5138 I know it's okay in Duel Links. And I knew it wasn't great in MD (I even said that in the OG post), I just want to see if a decklist is playable at all, and if anyone can make it work, it's this man Crab Mater Duel.
swap rihan for shadow of the six samurai and ur combo in match 3 is weird u should make 2nd legendary and make saryuja with that 2nd legendary + shadow + kizan + grandmaster, so u don't waste the dojo naturia beast and barkion is good generic syncro monster
It takes practice to get the end board right and it's almost obvious he doesn't play it that much. If someone wants some expert Six Sams combos then you know who to watch @Emma Valentine www.youtube.com/@EmmaValentineox
Oh Six samurai a popular deck in duel links, master duel not so much. Very fun deck to play. It it possible to do a speedroid windwitch deck, red eyes Zombie deck and/or true draco deck?
Now that ove seen it it's just like debunking simple I see your card now I play this one on who knows what number nonsense I play to counter your card AE86 rigged
Gimme your discord and we can try to work something out together. (I havent read infernobles but I am really good at inventing combos - e.g. I have invented around 30 different samurai lines, combos that make hot red archfiend king calamity, combos that end on kali yuga on the opponents turn. So i feel like I can work something out when I read the infernobles once more)
This deck still has some of the most insane draw power and searching in the game. It still impresses me to this day
For everyone who is thinking about building six samurais here is a list that accomplishes ftk in the most efficient and refinded way you can hope to find. Im not saying it is the best possible version but it comes really close to the perfected deck :) Its a bit harder to play tho. (Its tcg btw)
1x Fire Flint Lady
3x Grandmaster of the Six Samurai
3x Immortal Phoenix Gearfried
1x Legendary Secret of the Six Samurai
1x Legendary Six Samurai Kageki
3x Legendary Six Samurai Kizan
3x Legendary Six Samurai Mizuho
3x Legendary Six Samurai Shinai
1x Magicore, Warrior of relics
3x Mariamne the True Dracophoenix
3x Secret Six Samurai Fuma
1x Secret Six Samurai Hatsume
2x Secret Six Samurai Kizaru
2x Swap Frog
1x The Phantom Knights of ancient cloak
1x The Phantom Knights of Silent boots
1x The Phantom Knights of Torn Scales
1x Wandering Gryphon Rider
3x Water enchantress of the Temple
2x Infernoble Arms Durendal
1x Axe of Fools
1x D.D.R. Different Dimension Reincarnation
1x Divine Sword Phoenix Blade
1x Dracoback the ridable dragon
1x Dragonic Diagram
1x Fateful Adventure
1x Foolish Burial
1x Gateway of the Six
1x Reinforcement of the army
3x Rite of aramesir
3x Shiens dojo
3x Shiens Smoke Signal
1x Terraforming
1x Phantom Knights Fog Blade
1x The Phantom Knights of shade brigadine
Extradeck:
2x Battleshogun of the six samurai
1x Isolde, two tales of the noble knights
1x Cherubini, ebon angle of the burning abyss
1x Spright Elf
1x Saryuja Skulldread
1x Abyss Dweller
1x Daigusto Emeral
1x Gagaga Cowboy
1x Gigantic Spright
1x Number 60: Dugares the Timeless
1x Toadally Awesome
1x Baronne de Fleur
1x Psy Frame Lord Omega
1x X-Saber Wayne
Ok lemme explain some things because I have seen some people talk shit about some choices that I made. First off 60 cards is correct. When you play six sam you are forced to play a specific number of cards that you dont want to draw while your combos are so generic that you only need a couple of extenders. So what you want to do is to up the number of extenders in your deck when playing any number of dead draws.
Then also some players didnt understand the swapfrogs and spright cards. I think we can all agree that Traditional Six Samurai lists have a problem as soon as the battleshogun doesnt resolve because they need their gateway in order to accomplish anything.
What if I told you that this doesnt have to be. If you go into battleshogun first like then the opponent will shotgun his ash on battleshogun and you can afterwards go into a comboline like this:
Isolde summon Herokid (which summons itself) and then make Gigantic Spright. From that point onwards you can make whatever you want, you can go for double toad negate like me, or you can play melffys or maybe windalock the opponent. And all this after a negated battleshogun. Also all these combolines are pretty good in grindgame because they all generate decent enough followup as well as more advantage.
About the true kings people often say the version is nowadays unplayabe because VFD is banned and Diagram is at one... But my deck never needed VFD in the first place. The level 9 of the true kings is advantageous in other ways like for example in making level 10 synchros such as baronne de fleur. In some combolines it is possible to make baronne even before commiting too much to your board which allows for handtrapprotection in engine. Also the engine makes it easier ro go second because of the baronne access and also the high attackstats on the true kings to out opponents cards in battle before going into your main lines.
They additionally protect you from nibiru and make it harder for the opponent to handtrap you at the correct timings because with true kings those timings are often times different from each other.
Igknights are exceptionally good at giving you advantage. They have excellent synergy with isolde since you are still able to scale the searched igknight and then perform a pendulum summon as well as add a fire monster from deck. That can for example be immortal phoenix gearfried who is terrifying going second and a good addtional interrupt when going first through a handtrap.
Igknights also allow you to play through Nibiru because of their pendulum summon.
Here we go :) Its really the best list you can find on samurais but without the combolines its worthless so here the combolines that all accomplish infinite counters, which always converts into a full handloop at that point:
3 Extenders
2 Extenders 1 Bushido Card
2 Extenders 1 True King
2 Extenders 1 Legendary Secret
2 Extenders 1 Diagram
2 Extenders 1 Igknight
1 Kageki 1 Kizaru
1 Fuma 1 Diagram
Also here are some combos that can play through 1 ht:
2 Fuma 1 Diagram
2 Fuma 1 Mariamne
1 Fuma 1 Diagram 1 Extender
(All these can make Baronne before going into combo)
2 Extender 1 Gateway
(Almost every Gateway Hand)
3 Extenders 1 Bushido
And here are some combolines which can play through a ht but only end on double toad (which is usually enough cause those lines can grindgame insanely good, outgrinding stuff like altergeist or that kind of stuff)
3 Extenders (cause isolde goes into genba into gigantic)
2 Extenders 1 True King 1 Fuma
There are a whole lot more combos possible which I could briefly touch but that would be too much for a yt comment.
If you really wanna learn my deck you can start with these combolines. If there is a combo you cannot figure out, just comment that one and ill go over it as soon as possible. However, it is impossible to just give a full explanation to every comboline since there are so many.
In addition to all these combolines you have to know that every time I draw into adventure I can make an omni before going into full combo as well giving me extra protection and making the deck even more tools to getvthe ftk going.
For all the masterduel players among you: Did you know you can still make rhongo by using 4 lvl 4 Samurai (3 Kizan and 1 other).
Here is my list on how to do that most efficientely.
1x Fire Flint Lady
3x Grandmaster of the Six Samurai
2x Destiny HERO - Malicious
1x Destiny HERO - Denier
3x Maxx "C"
2x Ash Blossom and Joyous Spring
1x Legendary Secret of the Six Samurai
1x Legendary Six Samurai Kageki
3x Legendary Six Samurai Kizan
3x Legendary Six Samurai Mizuho
3x Legendary Six Samurai Shinai
1x Magicore, Warrior of relics
3x Mariamne the True Dracophoenix
3x Secret Six Samurai Fuma
1x Secret Six Samurai Hatsume
2x Secret Six Samurai Kizaru
1x The Phantom Knights of ancient cloak
1x The Phantom Knights of Silent boots
1x The Phantom Knights of Torn Scales
1x Wandering Gryphon Rider
1x Water enchantress of the Temple
2x Infernoble Arms Durendal
1x Axe of Fools
1x Smoke Grenade of the Thief
1x Dracoback the ridable dragon
1x Dragonic Diagram
1x Fateful Adventure
1x Foolish Burial
1x Fusion Destiny
1x Gateway of the Six
1x Reinforcement of the army
2x Rite of aramesir
3x Shiens dojo
3x Shiens Smoke Signal
1x Terraforming
1x Phantom Knights Fog Blade
1x The Phantom Knights of shade brigadine
Extradeck:
2x Battleshogun of the six samurai
1x Isolde, two tales of the noble knights
1x Cherubini, ebon angle of the burning abyss
1x Predaplant Verte Anaconda
1x Accesscode Talker
1x Apollousa, Bow of the Goddess
1x Saryuja Skulldread
1x Number 86: Heroic Champion - Rhongomyniad
1x Number 60: Dugares the Timeless
1x Baronne de Fleur
1x Psy Frame Lord Omega
1x X-Saber Wayne
1x Legendary Six Samurai Shi En
1x Destiny HERO - Destroyer Phoenix Enforcer
The combo starters are pretty much the same for masterduel and you still try to get to infinite counters. Only thing different is that now you wanna end on a different Board than in the tcg built.
Hope this was helpful to you
Thank you for this. I've been having trouble with my six samurai just losing momentum on the first combo due to an obscene card draw time and again.
Tysm
Pump this one to the top please OP!
I've run Rhongo in my six sams deck on master duel, don't forget sales ban for easy lock! to find the SB i'd used Primathmech Albert, it's quite easy to xyz 4 materials with six sams tbh, so i can find my way to SB and Rhongo on the board, but it also need Battleshogun/Gateway and the field spell for the extra counter to spam the loop, anyway this is a great comment and info about Six Sams in general, god bless you bro!
Any deck that can beat swordsoul tenyi automatically gets a like 👍
They should make Gateway searchable with Shogun in the graveyard also. If Gateway gets destroyed this deck crumbles
Only if your deck is built badly.
Eh kinda but still useful at times
@@vaonir9164 naw it crumble cause if they time it right most if not all your self special summon are in the grave from board building
@@geminitricks2332 what does that have to do with gateway being addable from the gy?
First of all, if you get to gateway you win the game usually. And if your combo does not go through, you loose. With or without gateway addable.
But then what if you actually make a comboline that can consistantly make 5 negates without ever activating gateway?
Then you clearly dont need battleshogun to add gate from gy cause that will never come up anyways.
The opponent in the first game was literally just clicking button, lmao
This is nostalgic, since my first deck on master duel was 6 Sam with Rhongo endboard hahaha
Well thanks to this I know a few cards I need to put in my deck I thank you
Happy New Year!
Happy 2023!
Te ganaste un nuevo suscriptor
Good. I play Six Samurai deck now. ^^
Thanks for card recommendation.
Ah my favorite clan taking the frontlines yet again
Six Samurai best Deck let's go
obligé j'allais te voir foutre un commentaire
Agreed. However only my version is best deck lets goo
I wish they add more support on this archetype
Nooo then it would either be broken or it wouldnt change anything cause the support would be too bad.
If they would make it broken, it would get banned eventually. Keep it the way it is so I mustnt be afraid from the banlist
Eh they just need to add more 4 star monsters kinda hard for me to XYZ summon a lot of 4* monsters at times
Starting a new trend of asking; This time, Koa'ki Meiru. It's got a few good cards, but can the gimmick of the deck of needing Iron Core and / or a similar-Attritbute monster in the hand be played around or made playable? I like gimmick decks with unique ideas, good or bad. Some effects on these cards are honestly really good -- like Urnight being a SS from Deck that's a soft OPT, not a hard one. It's not enough to make them Meta, or even anywhere near it, obviously, but are they good enough to be playable at all?
if you play duel links you can play this deck without support, but it's mainly a deck with a horrendous drawbcak like the fact of "I'm gonna blew myself up for nothing"
It's mainly a support or an engine in some others like adamancipator
@@taida5138 I know it's okay in Duel Links. And I knew it wasn't great in MD (I even said that in the OG post), I just want to see if a decklist is playable at all, and if anyone can make it work, it's this man Crab Mater Duel.
Awesome 😎 deck love six samurai decks
what’s the “How To Obtain” timeline music?
Think that the finger will hurt when clicking these counters.
Could you do a noble knights deck too please would be so awesome they’re one of my favorite archtypes
im surprised no "hyuman" songs were used for this :3
Be honest crab, while playing this deck. How often did your turn countdown timer hit 2 digits
7 in 10 match to make timer to hit 2 digits
swap rihan for shadow of the six samurai
and ur combo in match 3 is weird
u should make 2nd legendary and make saryuja with that 2nd legendary + shadow + kizan + grandmaster, so u don't waste the dojo
naturia beast and barkion is good generic syncro monster
It takes practice to get the end board right and it's almost obvious he doesn't play it that much. If someone wants some expert Six Sams combos then you know who to watch @Emma Valentine
www.youtube.com/@EmmaValentineox
Oh Six samurai a popular deck in duel links, master duel not so much. Very fun deck to play. It it possible to do a speedroid windwitch deck, red eyes Zombie deck and/or true draco deck?
Red eyes zombie the easy deck to build you just need stater pack and clear shiranui solo
@@Ysk1109 Can you send a Decklist pls
Its common in youtube you can find it in duel master deck
Just a random thought… have you ever thought of running protos in six Sam
Crab Crab
Still waiting for Crusadia Aboria...
ขอบคุณครับ ที่ทำเด็คในวัยเด็กให้ผมเห็น
I feel like the bee guy asking for infernoble has no idea how to play em without halq and needs someone to tell him/update his decklist kek.
From the land of the rising sun
Nice
Thanks
Lol I’m lost on the first 2 duels
Everything that swordsoul player did made absolutely no sense
รสคุกกี้อร่อยมั้ยครับ5555555
I'm just to lazy waiting this deck doing combo 😪😪
Now that ove seen it it's just like debunking simple I see your card now I play this one on who knows what number nonsense I play to counter your card AE86 rigged
Day 21 of asking for Infernoble due to Halq Ban
Gimme your discord and we can try to work something out together. (I havent read infernobles but I am really good at inventing combos - e.g. I have invented around 30 different samurai lines, combos that make hot red archfiend king calamity, combos that end on kali yuga on the opponents turn. So i feel like I can work something out when I read the infernobles once more)