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I've been playing a Superheavy Samurai Deck for a very long time but it's only recently did I optimize it. This deck has reached Diamond 1 through a complete climb. It was very difficult because this deck demands you make no misplays but if you are able to keep playing with it you can not only learn your opponents weaknesses but use the ultimate power of Superheavy Synergy.
This deck is NOT recommended for beginners. There are so many misplays you can make with this deck. Still I believe this will be the best deck I will make. Superheavy Samurai's are really cool, use the forbidden power of Infinitrack to unlock infinite potential.
Yes this deck uses spell's because you can annihilate your opponent in 1 turn or 2. I have used a version of this deck to get to Plat 1 when it was the highest rank and another (albeit cheaper) version to get to Diamond 1. You still get to use Superheavy Samurai cards most of the time and use the infinite power of infinitrack to go into any Synchro or Xyz you wish and punish them after Kaijuing them first or forbidden droplet.
Don't go into True King of all Calamites though even though this deck can. That card is too powerful and I did not use it.
On mobile devices and even on desktop you can click or tap on the pictures in order to see a bigger size and maybe a easier description. You can also just type the names of the cards below into master duel to see how they are. The Deck Strategy and Deck Main Cards are below to help you.
Combos
Using the Crossbow of Doom, link it off to summon Scarecrow and add the peacemaker to your hand, the combo you mainly go for is to use peacemaker on Scarecrow to special summon scales and resummon the Crossbow of Doom or a Superheavy monster you have in your graveyard. This allows usually a rank 4 XYZ monster to be summoned or a level 6 Synchro which can really help you out whichever one you choose. One of my favorites is Utopia Double. But see the below info.
Most the times people will always want to or be forced to use a handtrap when your peacemaker sent all monsters to your graveyard. When this happens it is too funny if you have gamma in your hand as this can be devastating to your opponent. Gamma works with this deck so well, it is a must add. This is part of Superheavy Samurai's Synergy.
Handtraps and Kaijus are synergistic with Superheavy Samurai because handtraps are synergistic with Kaijus and Kaijus are synergistic with Superheavy Samurai not only because you can banish Raigeki Kaiju (Interrupted Kaiju Slumber) as I like to call it, next turn you use it, removing all spells from your graveyard should you need that; Kaijus themselves can be used to bypass summoning restrictions to summon the lvl 12 Superheavy Samurai Steam Train King using Battle Ball. Also if you have a Kaiju on your field as well, Superheavy Samurai tuners are low enough level to tune with them.
Using this synergy is the key to winning along with the 3rd combo below.
Using Infinitrack Anchor Drill unlock Superheavy Samurai's true power by combining the special summoning ability of the Drill with Superheavy Samurai's searching capabilities; you can either choose to make 1 great Boss XYZ or Synchro monster you wish or summon Big Benkei himself to do some classic big damage.
What makes this deck Fun?
Boss Monsters
Proof of Power
I went from 10 Superheavy Samurai Cards to 7 :( but at least Big Benkei got to stay. Honestly didn't have to lower the cards and I did keep changing them but I just wanted to punish Sky Striker players.
Deck Strategy
If you want to read the effects of the cards, you should be able to read most of them by clicking or tapping on them to make them bigger.
Using
Get Rid of the Strongest
Using Bad Boy Turtle Kaiju get rid of the strongest monster they have on the field. Use any Kaiju you wish but always try to give them the Turtle because it has an animation.
Using
Batter Up
You can use Battleball to bypass the summoning restrictions if your opponent has a level 10 on the field. Most of the time you use battleball to summon Susanowo since most people usually get a level 8 out and they never expect the ball. I believe you can also chain forbidden droplet in order to protect your ball but it's risky to do so. Sometimes they Effect Veiler the ball as well. People who don't read though never see it coming.
Using
Unlock Potential
Using Infinitrack Anchor Drill to go into so many combinations. A common one is Big Benkei into Seven Sins attack and then Zeus.
As you can see there are a lot of options you can do thanks to Superheavy Samurai's fantastic searching capabilities.
The strongest card in your deck is actually perhaps either Urgent Schedule, Superheavy Crossbow or PSY-Framegear Gamma the handtrap.
Urgent Schedule needs to be limited to 2 or 1 and Superheavy Soulpiercer (Mr.Crossbow) needs to be errated to be a hard once per turn. You can actually bait an ash using your Crossbow into your link and then using your link to revive your Crossbow, drop a garnet if you have one AND synchro summoning AND getting a card for doing so. Baiting ash using the Infinitrack Spell Heavy Forward (Funny it is named that) is far better to do though.
Remember if ash or another handtrap is used and you have Psy Frame Gamma in your hand you can go into any synchro 8 or even higher if you have another tuner in hand. Not only that you negate their card if they tried to use Maxx C. That's one of the things that makes this deck so strong because most of the time your opponent will try to use a handtrap when you have no monsters on the field.
But back to Urgent Schedule it might be an even more ridiculous card it can go into Baronness instantly through Samurai Trumpet with Benkei in this deck, even though it will not be able to attack but still can destroy 1 card or you can summon your Warlord if you think it's a better option. You can go into Auroradon AND Baronness AND be able to attack with Auroradon, that is really cheap though and I didn't do it too much.
You can also use Battleball if you Kaiju and a lot of times even if you didn't, say batter up and Synchro Summon into either your Ultimate Train bypassing restrictions or if you used bad boy turtle go into Warlord Susanowo. Remember Battleball has heavy restrictions though so no spell cards or Infinitrack monsters on the field. You can use Infinitrack later though and you can use spell cards after your ultimate train is present because it can banish spell cards later.
Picture of Decklist (Cards and Info Further Below)
This deck uses the Synergy between Kaijus, Handtraps, Superheavy and Infinitrack cards. Yes I used Halqi into Auroradon (a card that needs to be Forbidden) in the Diamond 1 climb but it was not necessary, I just wanted to get to Diamond 1 faster and I didn't use it for the Pre-Plat 1 climb. I also lost a few times because I tried to get Auroradon out instead of going directly into Baronne de Fleur. I wanted to punish all the people using Fusion Destiny into Destroyer Phoenix Enforcer because they kept drawing Fusion Destiny and that was the only reason they beat me. (okay I might have misplayed, this deck is really not for beginners)
Also I got upset because a Sky Striker player stole both my Synchro cards, I had Baronness and Stardust Spark Dragon and he stole both of them when they looked so cool. Man I was upset and should have saved the replay. After that happened I kept losing to Sky Striker players after playing with them 10+ times. God I hate Sky Strikers but you can be sure of one thing.
I learned from the mistakes and will make a Sky Striker deck later. This deck will still be better though and I did dominate a Sky Striker player a few times after losing.
Deck Main Cards (Fill the rest with any number of staples of your choice)
3x
2x
2x
2x
1x
1x
Card Staples (In pretty much of every deck)
Ultimate Synergy
Use Forbidden Droplet to get rid of both Crossbow and Infinitrack Trencher. Special summon ideally or normal summon Superheavy Samurai Scales special summoning your crossbow right back. Summon Infinitrack and get your Big Benkei out and shining on the field. Use Benkei to attack if you need to or use him to go into Seven Sins AND ZEUS later if you need to. You can also go into any level 4 or level 8 you wish, try to save the crossbow though. Ideal level 4 and 8 are of course the game enders Utopia Double and Numeron Dragon. Go into Numeron last and go into Utopia Double if you are sure they don't have any interactions and double or nothing in your deck.
All while having your level 5 as a recovery in the graveyard or even adding a card to your hand if you didn't need to use your Crossbow.
A lot of times this combo will be interrupted but usually at the wrong times and remember if you have Psy Frame or Crossout in your hand you can punish so heavily. Even if they interrupted you can still land on a few great cards and have recovery in your graveyard.
Remember this is only 5 cards and you want to usually go second. Wait for them to summon their cards and then punish them. Having understanding of your opponent's deck is key to doing so.
Conclusion
I hope you guys like this deck, it was difficult to use and make. I will make a better version not using Aurarodon later but this deck is still very strong without that card.
Unlock infinite potential using one of the most restricted decks.
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