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you got shafted by six sam which is meme tier in a bo1 format, move on
More than that the entire full lock he created not just that one
as stated in post this was in silver 5, thought I'd be safe there to try new deck, also same difference if I can't play anything anyway.
If you face a deck like that your best bet is to Ash, Imperm or Veiler the Battle Shogun that searches Gateway. If they hard draw Gateway...I guess you can Droll them if you main deck that card or pray they don't have a Dojo out and drop a Nibiru on them (Dojo will make Nibiru useless by summoning a Six Sam after you used Nibiru so even that's not a guaranteed counter, if the Six Sam player knows what they're doing). Maxx "C" vs Six Samurai gets you FTK'd. That is one card you do not want to use vs them or they'll deck you out.
If you start running into this lots then you could main deck XYZ Encore to send all the materials attached to Rhongo to the graveyard. Since it deals with materials and not Rhongo, it bypasses it's unaffected effect.
Thx for being the first person with an actual suggestion he did all that on turn 1, turn 2(mine) i just set the defense and tried to play some spells out of spite that of course got negated, he pulled all that field on turn 1.
True, I'm sure some people are mad about the new locked gate for plat people next season but to a degree, since I don't like to play meta decks that seems like the only solution. Ran into a few high tier duelists before facing this one, thx for the post.
Yep I will wait a few days before playing this deck but dunno what to do if I get the win 2 ranked matches challenge because really I got no deck that can deal with this.
This is why I can't take this game seriously on a competitive level.
It definitely helps that I run a highly refined version of this deck so I know exactly what it does, how it does it and how to counter it. If you have any questions about how to deal with Six Samurai I'm the guy to ask.
Basically 80% of the time, if you negate Battle Shogun's effect Six Sam die because they need Gateway of the Six to function. If they don't get to use Gateway of the Six they're basically a trashy, bad warrior version of Blackwings.
So basically when vsing Six Spamurai Rhongo Turbo these are the rules.
1. Negate Battle Shogun. This is the choke point of the deck and if they didn't draw Gateway of the Six, you will basically end their turn by negating this monster's effect. Gateway of the Six has to be played fairly early during the Six Spamurai turn or they don't get enough counters to fuel their loops so if they draw it with no cards in hand and not enough counter holding cards on the field, you can safely ignore it's activation.
2. Never use Maxx "C" vs Six Samurai unless you are desperate. If they're a good player they will literally deck you out that turn and not bother using Rhongo. Using Maxx "C" against Six Spamurai is a win condition for them. The hand traps that work vs this are Ash Blossom, Veiler, Imperm, Droll and Ghost Belle. All other hand traps will either be ineffective, are so gimmicky that they're going to lose you more games than they'll help with (Dimension Shifter, for example) or can be mitigated by the Six Samurai player doing good plays (Nibiru doesn't work vs them if they have a Dojo on the field or Monster Reborn in hand and play well for example)
3. If for some reason Rhongo makes it onto the field it's not over yet. If you can destroy, tribute or negate Shadow Gossip: Rhongo because a 3k attack beatstick with 2 materials. You'll probably still lose because Gateway of the Six is still out which means they still get an overpowered "break my board" field next turn...but at least it's not a 6-7 mat Rhongo.
4. If Rhongo makes it onto the field with over 6 mats and you know your deck doesn't have an answer to it, you've 2 choices. Either stay and watch the fireworks or surrender. Sometimes you just get unlucky and lose. That's the nature of a best of 1 format.
On the plus side that field was pretty weak. When I go full combo, my end turn field is 7 mat Rhongo, 2 Shi En, 3200 attack Apollousa, 1 Battle Shogun with 5k+ attack and a Great Shogun so you only get to play 1 spell or trap per turn, making all of your baits for the Shi Ens super dangerous because I can just let the effect resolve to lock you out of more spells or traps.