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2002
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Question Would you recommend this deck for my friend for regional tournaments.
Monsters: 21
Six Samurai Irou x 3
Six Samurai Zanji x3
Six Samurai Nisashi x3
Great Shogun Shien x2
Grandmaster of Six Samurai x2
Cyber Dragon x2
Maruading Captain x3
D.D Assaliant x2
Neo Spacian Grand Mole x1
Spells: 14
Heavy Storm
Giant Trunade
Monster Reborn
Lightning Vortex
Reinforcements of the Army x3
The Warrior Returning Alive x2
Shein’s Castle of Mist
MST
Brain Control
United We Stand
Pot of Avarice
Trap: 8
Mirror Force
Swift Samurai Storm x1
Dust Tornado x2
Sakuretsu Armor x2
Torrential Tribute
Breakthrough
Answer I see many, many bad cards in this deck, and many cards that should be in this deck that aren't.
Monsters: You shouldn't be playing Maraudings or Assailants at all. You shouldn't need them. Nisashi has no place in this deck either, your Six Samurais should be destroying cards for free with their effects, not trying to force through extra damage in a hurry.
My standard Six Samurai lineup looks like this:
3x Shien
3x Grandmaster
3x Zanji
2-3x Irou
3x Yaichi (Why aren't you including ANY of this? Free Spell/Trap destruction is one of th emost important parts of the deck!)
2x Spirit of the Six Samurai
1x The Six Samurai - Kamon (for those pesky face-ups)
(1x other random monster)
Spells -- Pot of Avarice shouldn't be needed, Six Samurai United is a much better option -- one you should be PLAYING THREE COPIES OF. Shien's Castle of Mist shouldn't be needed, your defenses should be much more focused in Trap form.
YOU CAN ONLY USE TWO COPIES OF REINFORCEMENT OF THE ARMY, I hope it was a typo that you had three.
Giant Trunade shouldn't be needed if you are playing three copies of Yaichi.
Swords of Revealing Light would be a good pick for this deck -- usually it's a card's worth of disadvantage, but in this case it lets you get extra Six Samurai cards onto the field where your Yaichis can pick off face-down Spell and Trap cards.
Finally, why no Reasonings? These are usually the cards that give you the extra Special Summon you need to break the game wide open.
Traps -- you don't need any of the Six Samurai-specific Traps. A more streamlined version of the traps, including 3 Solemn Judgment, Mirror Force, Torrential Tribute, and a couple other strong traps (Sakuretsu, etc.) should work. Solemn Judgments are usually your big defense, as if you can throw out a regular Six Samurai monster, a Grandmaster of the Six Samurai, a Shien, and back it with a Solemn, you'll usually win the Duel.
Hopefully this helps your Six Samurai deck get back onto the right path.