Friday, October 14, 2011

Deck Profile: Ratbox Samurais

A format ago Six Samurai decks were a force to be reckoned with. Six Samurai decks were praised by some, and hated by others but both sides could agree that the deck itself was one of the more consistent decks of the format.

Fortunately for the sake of the game they took a pretty lofty hit from the new banlist. Legendary Six Samurai - Shi En was limited along with Shien's Smoke Signal. Even after the banlist Six Sams are still around, only not as strong.

Usually for Six Samurai decks staples are as followed: x3 Kizan, x3 Kagemusha, and x3 Kageki. All Six Samurai decks use this as a standard, more or less. The rest of the Six Samurai cards are put in depending on what kind of a deck you want to have. As you can tell, I side deck Kageki, merely because I'm use a Ratbox variant in my deck. A Ratbox deck is a toolbox variant that centers around bringing out monsters from Giant Rat's effect. All of the Six Samurai in this deck are Earth so that I can exploit their explosive swarming and synchro into the Naturia monsters, Barkion and Beast, to lock down my opponent according to what kinds of backrow they have.

This deck is fairly consistent, it has a lot of swarming ability with Kizan, and Grandmaster being able to special summon themselves when I have a Six Samurai monster out. There's one thing though, Grandmaster is limited to where you can only have one of the card out on the field at a time. Elder of the Six Samurai is practically a level 3 Cyber Dragon with the ability to special summon itself if you control no monsters, but your opponent does. Spirit of the Six Samurai is a Union monster that gives Six Samurai monsters 500 attack, and lets you draw a card when you destroy a card. This can be very helpful, since Grandmasters attack is 2100, and when you add the 500 to the original attack, it allows you to defeat strong and annoying monsters like Stardust Dragon and Brionac, Dragon of the Ice Barrier. In place of Kageki I run Marauding Captain because he can summon all monsters level 4 or under from my hand, and is not limited to Six Samurai monsters and it's also an Earth monster that helps for Naturia Beast. Giant Rat speaks for itself, I can use him to special summon Kagemusha, Marauding Captain, Spirit of the Six Samurai, Elder of the Six Samurai or Neo-Spacian Grand Mole. Grand Mole is a great card in that his effect allows you to "bounce" monsters, or return them to the hand when the monsters battle. This can work especially good against Synchro monsters, since instead of going to the hand, they are sent back to the Extra Deck and have to be Special Summoned again. I also run two Effect Veiler because it has pretty much become a staple, in the ability to stop effects for one turn. In some cases like Caius the Shadow Monarch or Trishula, Dragon of the Ice Barrier that have Trigger Effects which activate when they're summoned, and don't activate every turn, Effect Veiler can stop them completely, which is an amazing asset to have especially if you're close to pushing for game.

The Spells for the most part of self explanatory, staples like Monster Reborn, Dark Hole, Book of Moon, x2 Mystical Space Typhoon, Heavy Storm. There are also the Six Samurai spell cards that you usually run, like Gateway of the Six Samurai, Shien's Smoke Signal and Six Samurai United. Spell cards that I run that AREN'T staples are ones that I feel run fairly well in this deck, like Forbidden Lance and Miracle Synchro Fusion. Forbidden Lance is a phenomenal card which can thwart cards like Mirror Force and Dark Hole, although taking away 800 attack which is most cases is completely worth it. Miracle Synchro Fusion is kind of an odd card, I use it to summon Dragon Knight Draco-Equiste. Equiste is a 3200 beater, that lets me take the effect of Dragon Type Synchro monsters for a turn. It's good if you have a clear field and a Dragon Synchro monster and a Warrior monster in your graveyard, which you'll usually have since this deck is predominantly Warrior, and you'll be synchro summoning into Naturia Barkion a lot in this deck.

The Traps are pretty much staples as well in that you have Solemn Warning and Judgment, Mirror Force, and Torrential Tribute. Trap cards that are becoming staples like Trap Dustshoot and Mind Crush which can cripple an opponents hand early in the game. There are also the Six Samurai traps Musakani Magatama and Double-Edged Sword Technique which explain themselves if you read them.

My Side Deck consists of x3 Kageki, x1 Maxx "C", x2 D.D. Crow, x1 Naturia Landoise, x1 Mind Control, x1 Mystical Space Typhoon, x1 Debunk, x1 Solemn Warning, x1 Bottomless Trap Hole, x1 Mind Crush, and x2 Call of the Haunted. Most are kind of self explanatory, you use Maxx "C" if you're going against decks that special summon a lot. D.D. Crow and Debunk cripple decks like Dark World and Fabled. The rest are pretty much extra staples just in case you need them in game two and three.

The Extra Deck reads x1 Ally of Justice Catastor, x1 Brionac, x1 Naturia Beast, x1 Naturia Barkion, x1 Driven Daredevil, x1 Stardust Dragon, x1 Trishula, x1 Black Rose Dragon, x1 Scrap Dragon, x1 Shi En, x1 Gem-Knight Pearl, x1 Number: 39 Utopia, x1 Steelswarm Roach, x1 Number: 20 Gig-Anto Brilli-Ant and x1 Draco-Equiste. Catastor, Brionac, Beast, Barkion, Stardust, Tishula, BRD, Scrap and Shi En all speak for themselves. I run a Driven Daredevil since he's a level 7 synchro monster that I can go into without having BRD, and that his effect allows him to get over a lot of cards. Utopia and Roach are staples, and I run Gig-Anto Brilli-Ant mainly because I was doing test runs against decks for that spot and his effect allowed me to win against an Agent deck 2-0.

Pretty much overall, the deck is fairly consistent and allows for huge plays, even though you DO want to play conservatively this format. It has some flaws since it's just now coming back from being knocked down from the banlist. I don't think you'd be topping Regional Tournaments with this deck, but I'd say you could still win using Six Samurai even though everyone tries to say that they're dead because their boss monster was limited.

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