R/F Six Samurai Two Turn Tie

esilver9Posted 7/26/2011 8:55:45 PM
Monsters: 12
2x grandmaster
1x hand
3x kagemusha
3x kageshi
3x kizan

Spells: 21
1x Card Destruction
3x Dark World Dealings
1x Gateway of the Six
3x Hand Destruction
1x RoTA
3x dojo
3x smoke signal
3x six sam. united
3x upstart goblin

Traps: 7
3x backs to the wall
3x self-destruct button
1x wall of revealing light


thinking about adding either dualities or gold sarcs, maybe even changing the build to use less samurais and more draw cards. any suggestions to speed up the deck would be great
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No pain, no gain. Get better everyday.
The hardest part of ending is starting again.
dsky9000Posted 7/26/2011 10:55:19 PM
Well that seems answer if you can't do first turn Shi-en on the first turn in a match.

Nice deck man.
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My Yugi-Oh WC 2011 FC Code 1034-2473-4999
Pokemon Black FC Code:2709-2745-6275
PenOfStonePosted 7/26/2011 11:14:02 PM
dsky9000 posted...
Well that seems answer if you can't do first turn Shi-en on the first turn in a match.

If you can't beat them, just tie.

Pro strategy.
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"I would rather die than hear her say those words. I would rather die than face a defeat like that." - Dr. Memory.
esilver9(Topic Creator)Posted 7/27/2011 5:46:15 AM
just keep tying until your opponent rages enough to forfeit the match
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No pain, no gain. Get better everyday.
The hardest part of ending is starting again.
esilver9(Topic Creator)Posted 7/27/2011 7:51:57 AM
-3 dojo
+3 broww, hunstman of dark world

sad thing is most people quit before I use self-destruct button because I used six sams
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No pain, no gain. Get better everyday.
The hardest part of ending is starting again.