Hello everyone, welcome back to another Tribal Tech with myself, Rhakee! This time on the highly underestimated tribe of Samurais! A very powerful warrior tribe that specializes in dominating the fields of blocking or becoming blocked. With Samurais, you can have a fun, unique, deck that holds a solid aggro plan, with a back-up defensive plan. Wanting to win through honor and glory? This is the tribe for you. First, we’ll go into a little History of the Samurai.
Bushido: The code of the Samurai
Samurais are fierce warriors bound by honor and duty. They are unmatched in the ways of swordsmanship and self-discipline. They were part of a high military caste in Japan near the 12th century. The samurai were enforcers of authority and the law. While gone today, their teachings and code of conduct are still taught. The samurai code is known as Bushido, or “The Way of the Warrior.” Bushido is a unique philosophy that all warriors follow, in order to become virtuous and honorable. The code stressed loyalty, mastering the art of battle, and fighting to the death. The code also evokes compassion, fairness, and the need for justice. Bushido is defined by seven virtues:
gi (Rectitude) yūki (Courage) jin (Benevolence) rei (Respect) makoto (Honesty) meiyo (Honor) chūgi (Loyalty)
WRGBThe SamuraiWRGB
And now, the warriors of Kamigawa, the soldiers of truth and justice!
An amazing Samurai card. One of the best! Should be in every Samurai deck!
A very good and well supported Samurai card. This card should be considered when building a Samurai deck.
A good and supported Samurai card. This card is a basic building block in a Samurai deck.
Not too good of a Samurai cad. This card is usually avoided in completive formats. Add at your own risk.
A bad Samurai card. It is highly recommended not to play in any deck.
This card was so awful, we couldn't even rate it. Please, move on
Araba Mothrider: Pretty basic as Samurais go. His two mana 1/1 body is nice for the early game. Flying makes your early attacks evasive. A good starter. Nothing spectacular, but simple is better.
Bushi Tenderfoot: First of all, Bushi Tenderfoot isn’t going to kill any creature on its own without dying as well. So an Equipment investment is required just to make him a Double strike 3/4. While that may seem like a wise investment, you might as well use that slot in your deck, for a card that gives you Double strike and a power/toughness boost. Not worth it.
Devoted Retainer: If you want to go the hyper aggro route, you’re going to need one drops. This is pretty basic. Not the most thrilling one drop, but good nevertheless. If you’re thinking of a control route, I wouldn’t recommend running him.
Hand of Honor: The Samurai version of White Knight, his power is questionable. Against a black deck: fantastic. Against anything else: Another 2/2 Bushido. He is mostly sideboard material, and should be avoided in the maindeck.
Indebted Samurai: A really good samurai. 2/3 body is always solid in the early game, and only gets stronger. Since your creatures will be attacking and/or blocking a lot, your creatures will die. This only pumps up Indebted Samurai. Solid body, solid ability, solid samurai
Inner-Chamber Guard: There is a reason the word ‘guard’ is in his title. Because, really, that’s all he does on his own. A good Samurai should have a good ability on its own that only gets stronger when you equip it. The Guard can only block on his own. If you need to be on the defensive, then by all means. But there are much better slots.
Kentaro, the Smiling Cat: This card is really a mana fixer if anything. If you’re running two or more colors, this card helps with getting your Samurai’s out quickly. Nice with Samurai of the Pale Curtain’s double white mana cost.
Kitsune Blademaster: Another solid Samurai, First Strike is always a good ability to have, especially when fighting or blocking.
Kitsune Dawnblade: Awesome name. Horrible card. 2/3 for five mana is very under the curve. The only way you could play that is if his abilty was groundbreaking, which it is far from. Don’t run him.
cost.
Konda, Lord of Eiganjo: Lord of all Samurais, he is unstoppable. Indestructible stops about more than 75% of removal. Bushido 5 makes him unblockable since most of your opponent’s creatures can’t take that much damage, but he stays untapped, ready to block. An amazing Samurai, despite his mana cost and fragile body. Should be an auto include in any Samurai deck that runs white.
Konda’s Hatamoto: Obviously better if you’re running a number of legends, which there are. His 1/2 body is solid, so running him is pretty safe. Legendary creatures up his powers to the max.
Mothrider Samurai: 2/2 flyers for four mana have never been good in Magic, and his Bushido ability doesn’t make up for that. Don’t run him.
Nagao, Bound by Honor: 4 mana for a 3/3 body is always nice. Bushido 1 makes him just clear the curve. However, his anthem ability when attack is amazing. Your opponents will have enough trouble blocking him, imagine blocking 2 or 3 more pumped up Samurais!
Opal-Eye, Konda's Yojimbo: Most of the Samurai Legends have phenomenal abilities that lean toward the offense. Opal-Eye’s ability is completely defensive. He will cause a change in tide on the board, since your opponent will question whether or not to attack, only to have that damage prevented. However, two mana for 1 damage won’t be worth it, and most of the time Opal-Eye will only be able to soak 3-4 damage max with the amount of mana you will have available. Not only that, he will die in the process of taking the damage. Too much of an investment for an aggro deck. Unless you’re running a defensive play, this isn’t a good card.
Samurai Enforcers: Six mana in a color with little acceleration is a bite of a hike. A 4/4 body for six mana is also usually not worth it.
Samurai of the Pale Curtain: A small samurai with many uses. Already a plus in our book. 2/2 bodies for 2 mana is very good. He double white makes her difficult to splash, but it is possible. Her ability imminently halts graveyard shenanigans. Oh is that a dredge deck? Locked down. Oh, a reanimator? Whoops, didn’t mean to do that. Make sure, however, you don’t run her with your own graveyard interactions in mind. Not sure if she stops Indebted Samurai’s ability, but I’m pretty sure she doesn’t.
Silverstorm Samurai: Same argument as with Enforcers. Too costly for something so underpowered. Flash? Not a great deal of advantage unless you run a bounce outlet. Since Samurai’s lack the color blue, that isn’t going to happen anytime soon.
Sensei Golden-Tail: My personal favorite, since not only does he add the flavor of ‘training’ your creatures, he makes it possible to splash in non-Samurai creatures, or give Bushido to your changelings. Very good card.
Takeno, Samurai General: Despite his expensive mana cost for a underpowered body, his Lord ability makes him able to run. Bushido 2 can make him hold out on his own when blocking or blocked. His lord ability will give each of your Samurai’s +1/+1 at the very least. A fantastic creature. Just make sure to strap some equipment on to him.
Takeno’s Cavelry: It was cute in Kamigawa. But has no uses anymore, since no one runs Spirits. And even if they did, 1 damage is nothing to cripple a spirit deck. Don’t run.
Battle-Mad Ronin: Attack each turn if able… that never ends well. Unless you want to kill your Samurai on purpose… yeah don’t run him.
Brothers Yamazaki: A cute flavor card. Good synergy with each other, and make interesting plays. The thing about the brothers is, they are awful by their lonesome, but amazing together.
Fumiko the Lowblood: Once she’s on the field, a couple of things are going to happen. You’re opponent’s creatures won’t be able to block, you will suddenly flip to the defensive momentarily, you’re opponent will be vulnerable, while you take chunks of damage. With that said, Fumiko can win the game for you. Once you’re opponent’s creatures keep attacking, your Samurais can use their Bushido efficiently, staying out of harm’s way while picking off your opponent’s creatures. Then you can turn them sideways for the win. A deck may have to be tweek around her, but she can cause utter chaos. Awesome.
Iizuka the Ruthless: This card screams with synergy. Goes perfectly with Indebted Samurai. Along with Oathkeeper, you can pump up your Samurai’s to the max. Solid Samurai!
Ronin Cavekeeper: This is really a Samurai Enforcer, with one less toughness. So if Samurai Enforcer was marginally good, how do you think this guy will perform?
Ronin Cliffrider: I have such mixed feelings about this guy. A 2/2 for five mana is totally not cool in my book. Bushido 1 doesn’t even help him at all, raising him to a mere 3/3. However, his last ability sweeps chump blockers and tokens off your opponent’s map, no matter how many. And even if it doesn’t kill them, it sure cripples them for your other Samurais to overpower with their Bushido. He only gets a rate of three due to the fact that his mana cost upsets me. If he was a 3/3 naturally, or had Bushido 2, then we would have a different conversation here.
Ronin Houndmaster: Haste? Not quite necessary in a Samurai deck. So to view the worth of this card, it’s a 2/2 for three mana and Bushido 1. Not spectacular, but gets the job done if running a mono red Samurai Deck.
Sokenzan Renegade : Here is where Red Samurais get their unique flavor: Hand size. Which is strange, since red is the last color with card advantage. So in reality, burn decks and most red aggro become hand empty by turn five. If you want to run a unique build, then put this guy in. He is the perfect samurai, including the fact you’re opponent can take him, which is goes against the Bushido way. But what can you do? A 3/3 Bushido 1 body for 3 mana is just too good. Keep some removal handy though if he waddles over to the opponent’s side.
Sokenzan Spellblade: Another good red Samurai, despite his underpowered body with a high mana cost that I oh-so despise. His fire breathing ability catches my eye. If you’re running lots of card advantage, he could have possibly +5/0 for two mana. Splash-able, and potential to shine.
Cursed Ronin: Here was my reaction to Cursed Ronin-
Curse Ronin B3: Nice…
Artwork: WOW!! This card has to be badass! B: Cursed Ronin gets +1/+1 till end of turn: A built in shade ability. Nice!
1/1: OH C’MON!! -.-
Hand of Curelty: He is in the same boat as Hand of Honor. Superb against White decks. Just another 2/2 Bushido 1 against anything else. But since his artwork is so cool, you may just want to run him.
Kuro’s Taken: Regeneration is always powerful. Should be in your deck if you’re splashing black.
Nezumi Ronin: A rat that dies to a stiff wind. If he had first strike, I may be able to accept him. But he is simply not worth the slot in your deck, unless you run a mono black Samurai deck, which I recommend against.
Numai Outcast: Wanna know why she’s an outcast? Cause she is awful. Horrible, atrocious card. Don’t even think about playing her.
Toshiro Umezawa: There is a number of reasons why I’ve given him a low rating. First of all, on his own, Toshiro is an amazing card, especially in EDH. However, as a unit, he fails. Even though black has Samurais, their abilities are very poor, and there for not very well supported in the tribe. Toshiro’s abilities benefit himself, not others around him, which goes against the Samurai strategy, which consists of assaulting or defending as a unit. So for a Samurai deck, Toshiro gets only three points. However in terms of EDH, he is a star.
Isao, Enlightened Bushi: A certain bomb, with the exception of his low toughness. He can regenerate any and all Samurais, including himself. This presents a problem for your opponent. Block with a Bushido Samurai that won’t die, or take the initial damage? Isao needs an answer right away, or you will win the game. His one problem is the fact he is the only green Samurai out there o.O Odd.
XThe ArmoryX
Your soldiers need weapons to slay the wicked and protection from the damned. Here is your armory.
General’s Kabuto: This can make your Samurai virtually unstoppable. Very good equipment.
Konda’s Banner: A very good tribal card, and fantastic with Samurais. Works better in a solid color deck.
No-Dachi: While 3 mana to equip is outrageous for this sword, +2/+0 and first strike will make your Samurai’s much more potent, especially with Bushido.
Tatsumasa, the Dragon's Fang: If you want flavorful power that gives some crazy power to your samurais, this is your sword.
Swiftfoot Boots: While Haste isn’t relevant, Hexproof will protect your main Samurai. Very good pair of kicks.
Sword of Vengeance: This can make any Samurai into a full on threat. Amazing in a committed aggro deck. The sword enables your samurais to have abilities they wouldn't have normally, such as first strike or flying. This sword can make a simple samurai go the extra mile in terms of performance on the board.
Basilisk Collar: Giving your Samurais deathtouch makes them even more unattractive to block, which mean this card can get your Samurais through with their damage. It also makes them insane blockers.
Sword of Fire and Ice: Once of the best swords of the cycle, A Samurai equipped with this will definitely create problems for your opponents. Do I block and have my creatures die from a vicious Samurai that is pumped up, protected from blue and red (not a problem if they don't run those colors), and have Bushido, or do I take the damage which gives him/her even more of an edge? A definite five stars.
Umezawa's Jitte: Someone once told me this was an auto include in any creature deck. ANY CREATURE DECK, emphasized. I never really saw the point, like most cards, until I saw it in action. I cried. That’s how beautiful it was. A versatile artifact that makes dealing damage even more damaging to your opponent, and therefore forces them to block, which then their blockers will have to deal with your Bushido warriors.
WRGThe UtilityWRG
Your Samurais cannot fight this battle alone. Here is some of the many allies, familiar or weird, that a warrior must call upon in times of need
There is so much utility available for these decks, so I’m only going to list a couple. With utility, the great thing is you can add your own personal fling into the mix. But these are just some staples for Samurais. Note that there are no rating on these cards, simply because utility is your own choice when it comes to deck building.
Changelings are a good way to splash in different abilities while keeping a Samurai Tribal. Here are some good Changelings for your colors.
Avian Changeling: If you need flying in your deck, and you’re running white, this is your… erm… thing.
Mirror Entity: In the late game, this guy can really turn up the heat with his ability. You can turn four mana into "All Samurais get +4/+4." He also happens to be a Samurai himself *wink wink*
Tauren Mauler: Amazing card for red. This guy will put you ahead in the game. Give him Bushido with Sensei, and you’re all set.
Chameleon Colossus: Since there are no green Samurais, this is second best if you’re thinking of splashing in Isao. Due to the number of pump abilities and pieces of equipment, his ability will make him huge and can swing for the win.
Adaptive Automaton: A artificial Lord for your Samurais. Lord effects are always nice, so he will come in handy. Since he is colorless, he can fit into any Samurai Style of play you have.
Coat of Arms: A fantastic card in any Tribal deck. Things can get out of hand very quickly with this card. While it has the highest synergy in a tribal token deck, it has a heavy punch with Samurais
Path to Exile: Staple removal for white. Shouldn't even be a debate
Hold the Line: You have a formidable force of blockers. If you’re opponent thinks he/she can get past them, they are gravely wrong. This card can up it a notch and can sweep all of your opponent’s attackers.
Ghostly Prison: If you want to control the game, this is the card to do it with. Now, your opponent can’t attack without emptying his mana base, and can’t stay on the defensive due to your Samurais’ Bushido ability. Great synergy.
Komada’s Reach: Intensive mana ramping if you happen to splash green.
Might of Oaks and Vines of Vastwood: A trick with Bushido is that if a low power Samurai attacks, your opponent may not want to let his blocker die to a passively pumped up creature. So usually weak creatures with Bushido pass through for a mere 1 or 2 damage. You can use this fact to you advantage with massive pump up spells like this one.
Time of Need: A great way to tutor for good Legends like Isao or Takeno.
Harmonize: A card that can give really good card advantage when playing green. Works nice with the Sokenza Ogres, which depend on your hand size in order to thrive.
Lightning Helix: A awesome card if you’re running R/W. Better than Lightning Bolt.
Glory of Warfare: With Samurais, this card can change the tide of the game to your favor. Amazing offense and amazing defense. Muah!
The Strategy
Your warriors need a game plan. In order to command the army of honor-bound Samurais, you must first be familiar of their style of battle.
There are a number of ways to pilot a Samurai deck. The most common way is aggro. Turn one, two and three, creatures. Turn four, some spells to help your creatures. Keep bashing your opponent into the ground and drop that life total to 0. However, with the absence of haste and burn support spells, Samurais won’t be able to do that task very quickly. This has its pros and cons. Samurais won’t run out of steam soon into the game, however your opponent may get to you before you can get to him/her. That’s why you need to take advantage of every ability in your deck.
Bushido, while on the surface may seem pretty self-explanatory, serves a much deeper purpose. Bushido enables your Samurais to become pumped whenever they block or become blocked. When a creature is blocked, his power and toughness increase by his Bushido number before combat damage is dealt. This effect does stack, so it can be countered by a –X/-X effect. But undesrtubed, Bushido pumps up your attacker. For example, if Devoted Retainer attacks for 1, and is blocked by a Saproling Token, he is pumped up by +1/+1 once he is announced blocked. Once the effect resolves successfully, and there are no other effects, your 2/2 Devoted deals damage to the 1/1 Token, hence the token dying. At the end of your turn, damage heals first, then the Bushido effect wears off. This process is the same for blocking.
This raises a threat level for your opponent. Since swinging with creatures with Bushido may destroy their blockers, and blocking with Bushido may destroy their attackers, you create a lock on the board. Take advantage of this, as you begin to control the board.
Equipment will make your fighting force even more deadly as you mere 1/1s or 2/2s suddenly may become 5/3s with Oathkeeper. Your main Samurais are suddenly untouchable with Shroud and Hexproof. Equipments are an important part of a Samurai Deck.
Finally, once your control is firm over the board, eliminate their blockers with removal, or force them to tap everything so you can swing with ease. Samurais are an aggro build with some control passively mixed in. Soon enough, you will swing for the win.
When building a Samurai deck, keep all of these ideas in mind. Run cards with good synergy in a deck. Don't waste slots on cards you think look cool, or would be very flavorful. The best decks run smoothly when all the cards can interact with each other in a productive manner. If you noticed, I included no black utility. This is because I'm not a big believer of Black Samurais. None of them, besides Toshiro Umezawa, stand out with good abilities. Many of them are wasted slots, that can be used for more efficient tools. If you really want to run black samurais and need help you can PM me. But I don't feel it's a wise investment. Mono-White and R/W are the strongest builds when it comes to Samurais. But view the deck lists for some examples if you’re stuck trying to build your deck.
The Legion
A list of platoons and noble fighting forces before you. Use them to create your own formidable fighting force.
There are so many builds you can make with this; I’m only going to show a couple. Mono-white is a popular choice with Samurais. You can use these decklists to give you some direction with your own deck building. Whatever your taste lean towards, you can find a fling of your style in here. I'm now hosting other player's builds in this thread. A number of players have already been featured with their very own builds. Want to be featured here? Just comment with your decklist and a request to be featured, and I'll gladly put your list up in the Archive, along with credit to you!
These sections now feature symbols for helping you select a build with more ease.
T= Competitive Build
C= Casual Build
F= Featured Player's Build
$= Budget Build
This is a build by Lurvhot, known as "Blade of Honor". This deck features for the first time the splash of blue for utility support. While I don't have any blue cards in the utility section, this build is a good skeleton if you want to think outside of the box. Want to utilize blue with Samurais? Here is a perfect example. Tip my hat to Lurvhot!
The Legends
Here you may view the many battles Samurais generals have fought before you. Our warriors have faced the fierce warriors, cunning wizards, and colossal beasts. Learn from their mistakes and victories. Perhaps your own tales of valor may earn a place among the legions.
Play-test Area coming soon!
The End? No... The Beginning
Now you have obtained the knowledge you need to pilot the army of unstoppable warriors, known as the Samurai. Your journey has just begun. Go forth, and seek glory and justice through the Multiverse!
Well folks, this is the end of the line for this Tribal Tech for Samurais. I want to thank you all for reading. Special shout out to Ace5301 for making that amazing Banner. If you have any comments on the thread, go ahead and post them. Something I left out? Something that outraged you? Something you enjoyed? Go ahead and post (especially if it’s the last one). Have an idea for another Tribal Tech that you would like to see? Go ahead and PM me about it or comment here. I’m up for any challenge. Want to see your Samurais go up against another tribe? Build? Go ahead and suggest it. Play-test is coming soon! Hope you all enjoyed this Tribal Tech. Until then, have a great summer everyone!
6/26/2012
Edited Armory
Took Xyx's advice
Uploaded KosmiK Horror's EDH deck
Uploaded Dark_Kloud's R/W Deck
Added Mirror Entity
6/27/2012
Added Nabbydian's G/W Decklist
Took out card images
6/28/2012
Added Lurvhot's U/W Decklist
Edited some format errors
Added Rating Key
Option is now open to play-test Samurais against any build! Just comment below or PM me!
Option is now open to add your own decklists to the Archive!
Interesting subject. I always wondered about samurai tribal.
Random feedback:
Why are the legendary samurai listed separately instead of with their colors?
Why is Konda, Lord of Eiganjo not in your favorite deck? He's the right color and he has the highest rating possible. Which is wrong, the deck or the rating? Or is there another reason? Very mysterious.
What does the rating mean? Does mean "you should play 4 of these"? It would help if I knew what the rating meant before I saw it.
Is Konda, Lord of Eiganjo really a :rate5:? Sure, he's good once you get him down, but that is to be expected for 7 mana. I could get Elesh Norn, Grand Cenobite for that mana. She's better than Konda (even, I regret to say, in a samurai deck). Does that make her a :rate5::rate5:?
Opal-Eye, Konda's Yojimbo only gets :rate2:? That's the only samurai I would play outside of a samurai deck! I actually did, and it caused my opponent no end of frustration. You speak several times of how good samurais block, but dismiss Opal-Eye, Konda's Yojimbo because it's defensive?
You know your tribe sucks when changelings show up. I'm not saying it's wrong to include them... it's just sad that it's needed.
I wouldn't list any cards that don't have obvious samurai synergy unless they're auto-includes. For instance, you list Sword of Vengeance, but I'm not a new player. New players don't read samurai primers. I already play Magic, so I don't need a samurai primer to tell me that "equipment is good with dudes." I need to know which equipment is particularly good with samurai in particular (yes, that's very particular.) Oathkeeper, Takeno's Daisho I get, but I don't see why Sword of Vengeance should be mentioned while (again for instance) Sword of Fire and Ice (generally considered superior) is not.
Actually, Sword of Fire and Ice (et al) does have samurai specific synergy. The combination of bushido and the sword's hit trigger puts your opponent between a rock and a hard spot.
Under "The Play", you mention dropping a life total to 20. I assume you mean 0.
This is nitpicking, but... under "The Play" you also mention "decimate" a couple of times. This means "kill 1 in 10", which is not a whole lot.
Why does Taurean Mauler specifically need to be given bushido? It's already a samurai, so it's already part of the gang for stuff like Nagao, Bound by Honor. Aren't all dudes better with bushido?
Maybe you mentioned it somewhere and I missed it, but you should probably explain that multiple instances of bushido stack. This is especially relevant for Sensei Golden-Tail.
The Naya deck lists only 6 of its supposed 22 lands.
I would like to see a "best possible" samurai deck, where card availability is not an issue. Suppose I play Vintage on Cockatrice, for example. There's no reason not to include a Black Lotus for that awesome turn 1 Nagao, Bound by Honor.
Why would Fumiko the Lowblood make me lose the game? If my opponent could attack FTW, wouldn't he do it anyway? And isn't Fumiko the Lowblood a great blocker?
Dude, I love this
Changed that
He is not in my favorite deck, since he isn't my favorite Samurai. Sensei Golden-Tail happens to be my personal favorite.
Okay I'll edit that. And yeah rating is just how good the card is on a scale from 0 to 5.
Yes he is that good, as far as Samurais go. Elesh Norn wouldn't be rated :rate5::rate5: because she breaks any scale!
Opal-Eye, Konda's Yojimbo well I'm not saying its bad. I actually edited its rating, but he usually can't soak up enough damage. If he was a 0/7, then we may have a different story. But without extra toughness, how much damage can he soak? Thats why his rating is low (in my book)
You know your tribe sucks when Wizards doesn't develop it in other sets, therefore forcing you to turn to other resources, such as Changelings. Changelings are just as bad as Adaptive Automaton, which is amazing actually
Your right. However, Sword of Vengence gives the Samurai a bunch of advantages it wouldn't have otherwise, such as first strike and/or flying.
Included it
Oy my gosh, thank you.
-.- changed that as well
Why does Taurean Mauler specifically need to be given bushido? Because it would be cool. He doesn't NEED to have it, but it is nice in a flavorful way.
I think I have, but I'll go re-look that.
Have been added
Yikes!
Long day hahaha got that done
Well why don't you make one? I think of one since I'm not a expert player, and I've never seen a pro Samurai deck. If you have a decklist, I'll be glad to post it.
But is that before or after you cast it? Pathrazer of Ulamog is a good creature, but a bad card.
In addition to being a 2/5 blocker, he can jump in front of other damage, meaning he can soak Lightning Bolts and potentially stop two attackers at once, especially if you have leftover mana. I think that's a pretty good deal for just 1WW.
If I ever do, then I will.
Well I think it is simply the overall rating of the card, in terms of performance (before and after you cast it.)
He is actually a 1/4 blocker. True he can stop Lightning Bolts, but what about Wurmcoils? Or any huge green fattie? If he actually was a 2/5, then I'd like him more.
A nice finisher card for Samurais is Mirror Entity, in a late game his ability can make really huge monsters (I did one time 7 7/7 and attacked everyone).
Very nice primer, I enjoyed it very much, this thread deserve a sticky if it was my call to make.
I have a Samurai decklist myself, it was a block constructed list, since all the Samurai came from the same block, I figured out why not give it a block identity, and keep it really budget along the way ?
I have a Samurai decklist myself, it was a block constructed list, since all the Samurai came from the same block, I figured out why not give it a block identity, and keep it really budget along the way ?
I featured your deck list in the G/W Section (you have the only decklist in that section!) and gave you credit.
Ehi rhakee, nice primer! I like it as it gave me all the information I needed. Remember to re-check for errors (Cursed Ronin got many format errors) and too high/low ratings! Remember to change the title to primer!
Thank you very much! I'm glad it helped you! I fixed those bugs, thanks! Well what cards do you feel have a unfair rating? I think they're all fine, but if there are a couple of cards that you feel have a unjust rating, just let me know and I'll consider it! As for changing it to Primer, the moderators said that I can't call it that. I wish i could :\ And your deck really impressed me! i've never seen U/W Samurais. Your deck has been featured in the "Unique Build" section.
Don't you have to play like 4 Umezawa's Jitte in Kamigawa Block?
Oh no...not the cast a Jitte to kill a Jitte era again....:rolleyes:
@rhakee
Thanks for adding my decklist into the primer(and crediting me too!). I'll come back with another GW list that doesn't have any block restriction.
@rhakee
Thanks for adding my decklist into the primer(and crediting me too!). I'll come back with another GW list that doesn't have any block restriction.
I can't wait! Looking forward to it.
Another note to everyone reading, thank you all for the kind words and help with this thread! I'm going to start the creation of a section for play-testing. If you have any decks in mind you would like to see pair up against Samurai Tribal, just PM me or comment.
Don't you have to play like 4 Umezawa's Jitte in Kamigawa Block?
Jitte makes any creature deck good, so adding it doesn't enhance the theme of Samurai, merely makes it powerful, that's not creative deck-building mentality.
One problem with Bushido is that it only activates when there's a creature encounter, which means your opponent can always choose not to block it. I think the best way to utilize such ability is Lure and Vigilance, i.e., force your opponent to block or allow yourself to block more frequently.
The other problem being that Bushido gives no benefit against a control deck where creatures are sparse, to counter that there has to be some other ways to make Samurais more useful. I lean towards aggressive mana curve and creatures such as Iizuka or Nagao, and utility equipments that adds benefit on strike.
Bushi Tenderfoot - Many skipped this card, but I liked it, it serves many purposes if my deck, 1) Cheap 1cc creature that fuels Quest, 2) with equipment and Honor it becomes bigger and required to be block, likely killing someone in the process, 3) Attacking with other creatures give opponent’s a headache on who to block, especially if Tenderfoot is equiped, 4) Acts as another legend when it happens.
Konda’s Hatamoto - As mentioned above, vigilance is quite nice with bushido, and in this deck there are good chances of buffing Hatamoto due to the few Legendary creatures I use (or turn into, like Tenderfoot)
Opal-Eye, Konda’s Yojimbo - With equipment and Honor, Opal-Eye is a tough blocker and can redirect damage more readily. In addition, against burn deck that enjoys killing players directly, Opal-Eye provides that blockade against it. In multiple player games where damage wears off each turn, Opal-Eye could keep the damage redirection going every turn. Eiganjo Castle also works with her.
Avacyn’s Collar - My choice of equipment due to two reasons, 1) It provides vigilance, 2) My deck has mostly Humans, which grants me a flying 1/1 after their death. Due to heavy usage of equipments, having extra creatures never hurt. Bladed Bracers is another good choice and adds 1 more toughness, handy for blocking.
Konda’s Banner - Given that it could only equip legendary creatures, I only include one copy here.
Oachkeeper, Takeno’s Daisho - Makes Opal-Eye scary and safeguards your creature.
Tatsumasa, the Dragon’s Fang - An alternative win condition, since some decks have many creature kills and not always artifact removal. With Quest you could get it out very early for serious beating.
Honor of the Pure - A given, and much easier with a mono-white deck.
Quest for Holy Relics - Amazing combat tricks as well as creature buffing, comes easy with a creature heavy deck.
Emeria, the Sky Ruin - Against control decks you have new ways of refueling your team.
Flagstones of Trokair - Deck thinning.
Other Thoughts:
Bladed Bracers - Like Avacyn’s Collar
Sensei Golden-Tail - Pumps creature, including Tenderfoot.
Ajani Goldmane - Adds some life gain and creature buff.
Sideboard:
Disenchant - Always handy.
Samurai of the Pale Curtain - A given against graveyard decks.
Pricier choices:
Gaea’s Cradle - Less about getting creatures out, more for getting equipments out earlier. Unlike in a Rebel deck, Samurai cannot abuse Cradle as much.
Swords - They proc on hitting enemy and bushido discourages blocking. Sword of Body and Mind especially adds alternative win condition and provide extra creatures for equipments.
Stoneforge Mystic - Powerful, but not recommended, mainly due to her gimmicky ability that shifts the attention away from the theme of the deck. Like Jitte, it would make you think, “Why do I bother play with Samurai?”
Umezawa’s Jitte - I have a habit of keeping overpower cards in my sideboard, in case jerks bring overpower decks to a casual game.
My comment was directed at the "it's Kamigawa Block for budget reasons" comment. Kamigawa Block is not budget because 4 Umezawa's Jittes is pretty much required in aggro decks.
I don't see your point. I don't consider excluding useful and appropriate cards on the basis of popularity or power level a "creative deck-building mentality" either. Maybe I'm just not a real Johnny.
I used to build my casual decks with powerful cards, Jitte and Tinker, for example, thinking that as long as the deck doesn't deviate from its theme and is not a tournament archetype, it shouldn't be an issue. The problem being that too often in casual deck building, those powerful cards end up being the winning factors instead of whatever strategy and flavor you put into the deck itself.
For example, once I included Jitte in my Rebel deck, and many times I return from brink of defeat not because some card combos or strategy I used, it was because of the Jitte, it was so good that I simply ram it through regardless of my opponent's agenda, and it frequently worked. The same could be said about JMS, Hymn to Tourach, Tinker, Aether Vial, and other cards of similar power level. There is no metagame in casual, hence it's hard for people to be ready for those.
Making a creative deck that defeat your opponent with style is one thing, winning because of inclusion of exceedingly powerful cards is another, not only does it cheat victory out of your casual opponent, I also find it less satisfying. If my opponent is using power cards and tournament archetypes themselves, I will modify my deck to meet them accordingly, but I stay away from those cards when premises is casual.
My comment was directed at the "it's Kamigawa Block for budget reasons" comment. Kamigawa Block is not budget because 4 Umezawa's Jittes is pretty much required in aggro decks.
I don't see your point. I don't consider excluding useful and appropriate cards on the basis of popularity or power level a "creative deck-building mentality" either. Maybe I'm just not a real Johnny.
@Masque
Just to add on, I believe Xyx's comment was a tongue in cheek to my post about having a budget Kamigawa block deck.
I wasn't playing during the Kamigawa period, but I have heard and read stories when Jitte was so good in aggro that people were playing Jitte in non-aggro build as a means to remove Jitte during that period.:rolleyes:
By the way I saw you had Quest for Holy Relics in your decklist, it doesn't look like your creature choices are low cost and fast enough to turn on the Quest quickly.
Jitte makes any creature deck good, so adding it doesn't enhance the theme of Samurai, merely makes it powerful, that's not creative deck-building mentality.
One problem with Bushido is that it only activates when there's a creature encounter, which means your opponent can always choose not to block it. I think the best way to utilize such ability is Lure and Vigilance, i.e., force your opponent to block or allow yourself to block more frequently.
The other problem being that Bushido gives no benefit against a control deck where creatures are sparse, to counter that there has to be some other ways to make Samurais more useful. I lean towards aggressive mana curve and creatures such as Iizuka or Nagao, and utility equipments that adds benefit on strike.
Well the Jitte is an option for players who can afford it OR want to play it. So I respect what you say about taking the fun about casual play. But competetive play is hardly ever original or fresh.
As for bushido, if your opponent chooses not to block, he can be punished. With cards like might of oaks and vines of vastwoods. The problem with lure and vigilance, is they offer so little for a slot in your deck. Slots matter so much in a deck, and every slot is important, so having slots filled with cards that do very little is not good. Those slots should do vigilance as well as something else, like pump or something.
Alight, I like your deck. Your card analysis was awesome and you should post a thread with that! Now, I can't post your deck because a lot of the cards contradict with my ratings. For example:
I recommend against Bushi Tenderfoot, since there are such better cards than Bushi Tenderfoot. Even a card like Double Cleave can be a better option than tenderfoot. Tenderfoot just requires so much investment to be productive on the field. Investing in one creature for mass effect is a strategy reserved for voltron of exalted decks. Samurais is a white weenie strategy, so voltron doesn't do well.
Hand of Honor? What happens when your playing against a deck that has no black? You got a wasted slot. Hand of Honor should be a sideboard card, and even then, you may not want to run him.
Avacyn's Collar? I like it! I like how you brought in a equipment with vigilance AS well as extra abilities, such as the small pump and token. This is ten times better than Vigilance.
I think you should tweak the deck a bit. Take out the Tenderfoot and Hand of Honor. Put in some more productive slots. Also Honda’s Hatamoto. You only have a total of five legendary creatures in the entire deck. He isn't gonna do much. I like how you want a vigilance Samurai. But most times, he won't get it the way your deck is positioned. You have hardly any legendary creatures. Add some more. Even Isamaru, Honda's Hound would be awesome. Once you tweak it, then I could post it
@Masque
I wasn't playing during the Kamigawa period, but I have heard and read stories when Jitte was so good in aggro that people were playing Jitte in non-aggro build as a means to remove Jitte during that period.:rolleyes:
By the way I saw you had Quest for Holy Relics in your decklist, it doesn't look like your creature choices are low cost and fast enough to turn on the Quest quickly.
Jitte is used in Cawblade as well, using Stonforge Mystic to retrieve it and other powerful equipments. You guys made a good point though, despite the theme is casual, we're trying to make it the best possible. I will add Jitte into the deck and those who follow the list could just remove it as he/she sees fit.
I played tested the Quest and I can get it out fairly quickly, the only problem being that I tend to run low on hand size after first few turns.
I recommend against Bushi Tenderfoot, since there are such better cards than Bushi Tenderfoot. Even a card like Double Cleave can be a better option than tenderfoot. Tenderfoot just requires so much investment to be productive on the field. Investing in one creature for mass effect is a strategy reserved for voltron of exalted decks. Samurais is a white weenie strategy, so voltron doesn't do well.
Hand of Honor? What happens when your playing against a deck that has no black? You got a wasted slot. Hand of Honor should be a sideboard card, and even then, you may not want to run him.
I think you should tweak the deck a bit. Take out the Tenderfoot and Hand of Honor. Put in some more productive slots. Also Honda’s Hatamoto. You only have a total of five legendary creatures in the entire deck. He isn't gonna do much. I like how you want a vigilance Samurai. But most times, he won't get it the way your deck is positioned. You have hardly any legendary creatures. Add some more. Even Isamaru, Honda's Hound would be awesome. Once you tweak it, then I could post it
True about your comments, Tenderfoot indeed requires too much investment and not as much strategic advantages in return, I will remove him, and possibly pursue other non-Samurai options. Hand of Honor, however, is a 2/2 for WW with conveniences attached, White Knight was widely played in WW even against non-black decks for its power/cost. Honda's Hatamoto, against, is put into the deck for its cost, but you're right about the lack of Legends to make it worth while, perhaps Sensei Golden-Tail would be a nice addition.
Jitte is used in Cawblade as well, using Stonforge Mystic to retrieve it and other powerful equipments. You guys made a good point though, despite the theme is casual, we're trying to make it the best possible. I will add Jitte into the deck and those who follow the list could just remove it as he/she sees fit.
I played tested the Quest and I can get it out fairly quickly, the only problem being that I tend to run low on hand size after first few turns.
Jitte is one of the most powerful equipment around, and it should be played in a Samurai deck for sure! I'll have Jitte in a more competitive GW samurai list, unfortunately I haven't had the time to think deeply about the deck at the moment.
I just felt Quest was wasted deck slots, unless Jitte is the one Quest fetches?;)
True about your comments, Tenderfoot indeed requires too much investment and not as much strategic advantages in return, I will remove him, and possibly pursue other non-Samurai options. Hand of Honor, however, is a 2/2 for WW with conveniences attached, White Knight was widely played in WW even against non-black decks for its power/cost. Honda's Hatamoto, against, is put into the deck for its cost, but you're right about the lack of Legends to make it worth while, perhaps Sensei Golden-Tail would be a nice addition.
I will tweak the deck further and repost
Hand of Honor is decent as a two-drop Samurai, and will be played since it fits the mana curve. He is actually one of the best Samurai around at 2cc, besides that, black removal is also quite common in many decks.
Jitte is used in Cawblade as well, using Stonforge Mystic to retrieve it and other powerful equipments. You guys made a good point though, despite the theme is casual, we're trying to make it the best possible. I will add Jitte into the deck and those who follow the list could just remove it as he/she sees fit.
I played tested the Quest and I can get it out fairly quickly, the only problem being that I tend to run low on hand size after first few turns.
True about your comments, Tenderfoot indeed requires too much investment and not as much strategic advantages in return, I will remove him, and possibly pursue other non-Samurai options. Hand of Honor, however, is a 2/2 for WW with conveniences attached, White Knight was widely played in WW even against non-black decks for its power/cost. Honda's Hatamoto, against, is put into the deck for its cost, but you're right about the lack of Legends to make it worth while, perhaps Sensei Golden-Tail would be a nice addition.
I will tweak the deck further and repost
=D I'm excited! Can't wait to see it
\\\\\\
Another post just for everyone, I'm putting it out there once again if you guys have any ideas for a playtest area Any decks you want to see go up against Samurais? Just comment and let me know, or even PM me. Hope all of your guys' summers are going well! M13 Release soon!!! Me gusta
Hola people, sorry for being away for a while. I play-tested the deck on Cocktrice for a while and like its consistency, despite the program always have problem shuffling throughly.
Equipments I use now are 4x Avacyn's Collar, 2x Sword of Fire and Ice, 1x Tatsumasa, and 2x Jitte. The reason for only two Jitte is due to its legendary status and me having 4x Quests to fetch the one I need for different situations. Sword gives card drawing and extra damage. Tatsumasa was expected, quite useful when you need a hard to remove creature. In addition to equipment, I uses 4x Honor of the Pure to buff them generously.
Creature choice hasn't changed much, using 4x Araba Mothrider (replacing Hatamoto) and 3x Isamaru (replaces Tenderfoot) for more offense, and my personal favorite for my REBEL deck, 4x Mother of Runes, for offense and defense. Opponent cringes at an Kitte/Sword equipped creature being so hard to kill/block.
Hola people, sorry for being away for a while. I play-tested the deck on Cocktrice for a while and like its consistency, despite the program always have problem shuffling throughly.
Equipments I use now are 4x Avacyn's Collar, 2x Sword of Fire and Ice, 1x Tatsumasa, and 2x Jitte. The reason for only two Jitte is due to its legendary status and me having 4x Quests to fetch the one I need for different situations. Sword gives card drawing and extra damage. Tatsumasa was expected, quite useful when you need a hard to remove creature. In addition to equipment, I uses 4x Honor of the Pure to buff them generously.
Creature choice hasn't changed much, using 4x Araba Mothrider (replacing Hatamoto) and 3x Isamaru (replaces Tenderfoot) for more offense, and my personal favorite for my REBEL deck, 4x Mother of Runes, for offense and defense. Opponent cringes at an Kitte/Sword equipped creature being so hard to kill/block.
Well, the deck idea came after I decided to play Isao, so I kept the green. Since Bushido creates a false board state situation, I build my deck with 3 stages in mind:
1. Conquer the Land!: Stabilize a good boad position with your bushido guys! Ghostly Prison and Stirring Wildwood are a great help here.
I know people here don't like Bushi Tenderfoot that much, but his role in this deck is to eat removal. You're gonna leave an potential 3/4, double strike and Bushido 2 free? So far, I don't have nothing to complain about him.
2. Gather Resources and Build your Fortress!: Yeah, we have some big spells in this deck, so ramp is really important. It's also very good to have extra mana free to use Isao regeneration hability. Swords to Plowshares are very very good in what it does.
3. Crush the Spirit of the Fools who Challenge you!: By now you have the mana to fully abuse of your equipments and dragons. Go to Glory!
Also, congratulations rhakee, this thread is really inspiring!
Well, the deck idea came after I decided to play Isao, so I kept the green. Since Bushido creates a false board state situation, I build my deck with 3 stages in mind:
1. Conquer the Land!: Stabilize a good boad position with your bushido guys! Ghostly Prison and Stirring Wildwood are a great help here.
I know people here don't like Bushi Tenderfoot that much, but his role in this deck is to eat removal. You're gonna leave an potential 3/4, double strike and Bushido 2 free? So far, I don't have nothing to complain about him.
2. Gather Resources and Build your Fortress!: Yeah, we have some big spells in this deck, so ramp is really important. It's also very good to have extra mana free to use Isao regeneration hability. Swords to Plowshares are very very good in what it does.
3. Crush the Spirit of the Fools who Challenge you!: By now you have the mana to fully abuse of your equipments and dragons. Go to Glory!
Also, congratulations rhakee, this thread is really inspiring!
Thank you very much, I'm sorry I haven't gotten to you in a while. You know, getting ready for school, job, birthday, all that jazz. I really really love your deck and I'm glad i inspired you! When building a samurai deck though, keep in mind the majority of your deck doesn't have to be block constructed. You can venture anywhere in any set for support cards. That's one of the really cool features of this build. But I hope you enjoy it! Cheers!
This is my Tribal Samurai deck. Harmonize is in cause of how sweet that card draw is. Dawnglow Infusion is there because it is SO awesome. Wont understand til you use it :P. Gerrards Command is actually good, and really helps with Bushido. Tap out your guys, let them swing at you, then command your guy to untap, gain the bonus dmg, then some more from bushido.... Wonderful tool. Giant Growth is the basic combat tool of green.... Very straight forward deck, and, surprisingly, a good win ratio. Also remember that you can Path to Exile and Swords to Plowshares your own creatures :P.
I like it because there is NEVER a dead draw. Every spell you get you can use, or wait to use for combat, and creatures... Well, obviously you cast them. Really fun deck
-To Nakul, the best brother in the whole world-
-Amazing Banner, done by Ace of Spades Stuido-
The Way of the Samurai
Hello everyone, welcome back to another Tribal Tech with myself, Rhakee! This time on the highly underestimated tribe of Samurais! A very powerful warrior tribe that specializes in dominating the fields of blocking or becoming blocked. With Samurais, you can have a fun, unique, deck that holds a solid aggro plan, with a back-up defensive plan. Wanting to win through honor and glory? This is the tribe for you. First, we’ll go into a little History of the Samurai.
Bushido: The code of the Samurai
Samurais are fierce warriors bound by honor and duty. They are unmatched in the ways of swordsmanship and self-discipline. They were part of a high military caste in Japan near the 12th century. The samurai were enforcers of authority and the law. While gone today, their teachings and code of conduct are still taught. The samurai code is known as Bushido, or “The Way of the Warrior.” Bushido is a unique philosophy that all warriors follow, in order to become virtuous and honorable. The code stressed loyalty, mastering the art of battle, and fighting to the death. The code also evokes compassion, fairness, and the need for justice. Bushido is defined by seven virtues:
yūki (Courage)
jin (Benevolence)
rei (Respect)
makoto (Honesty)
meiyo (Honor)
chūgi (Loyalty)
And now, the warriors of Kamigawa, the soldiers of truth and justice!
An amazing Samurai card. One of the best! Should be in every Samurai deck!
A very good and well supported Samurai card. This card should be considered when building a Samurai deck.
A good and supported Samurai card. This card is a basic building block in a Samurai deck.
Not too good of a Samurai cad. This card is usually avoided in completive formats. Add at your own risk.
A bad Samurai card. It is highly recommended not to play in any deck.
This card was so awful, we couldn't even rate it. Please, move on
Araba Mothrider: Pretty basic as Samurais go. His two mana 1/1 body is nice for the early game. Flying makes your early attacks evasive. A good starter. Nothing spectacular, but simple is better.
Bushi Tenderfoot: First of all, Bushi Tenderfoot isn’t going to kill any creature on its own without dying as well. So an Equipment investment is required just to make him a Double strike 3/4. While that may seem like a wise investment, you might as well use that slot in your deck, for a card that gives you Double strike and a power/toughness boost. Not worth it.
Devoted Retainer: If you want to go the hyper aggro route, you’re going to need one drops. This is pretty basic. Not the most thrilling one drop, but good nevertheless. If you’re thinking of a control route, I wouldn’t recommend running him.
Hand of Honor: The Samurai version of White Knight, his power is questionable. Against a black deck: fantastic. Against anything else: Another 2/2 Bushido. He is mostly sideboard material, and should be avoided in the maindeck.
Indebted Samurai: A really good samurai. 2/3 body is always solid in the early game, and only gets stronger. Since your creatures will be attacking and/or blocking a lot, your creatures will die. This only pumps up Indebted Samurai. Solid body, solid ability, solid samurai
Inner-Chamber Guard: There is a reason the word ‘guard’ is in his title. Because, really, that’s all he does on his own. A good Samurai should have a good ability on its own that only gets stronger when you equip it. The Guard can only block on his own. If you need to be on the defensive, then by all means. But there are much better slots.
Kentaro, the Smiling Cat: This card is really a mana fixer if anything. If you’re running two or more colors, this card helps with getting your Samurai’s out quickly. Nice with Samurai of the Pale Curtain’s double white mana cost.
Kitsune Blademaster: Another solid Samurai, First Strike is always a good ability to have, especially when fighting or blocking.
Kitsune Dawnblade: Awesome name. Horrible card. 2/3 for five mana is very under the curve. The only way you could play that is if his abilty was groundbreaking, which it is far from. Don’t run him.
cost.
Konda, Lord of Eiganjo: Lord of all Samurais, he is unstoppable. Indestructible stops about more than 75% of removal. Bushido 5 makes him unblockable since most of your opponent’s creatures can’t take that much damage, but he stays untapped, ready to block. An amazing Samurai, despite his mana cost and fragile body. Should be an auto include in any Samurai deck that runs white.
Konda’s Hatamoto: Obviously better if you’re running a number of legends, which there are. His 1/2 body is solid, so running him is pretty safe. Legendary creatures up his powers to the max.
Mothrider Samurai: 2/2 flyers for four mana have never been good in Magic, and his Bushido ability doesn’t make up for that. Don’t run him.
Nagao, Bound by Honor: 4 mana for a 3/3 body is always nice. Bushido 1 makes him just clear the curve. However, his anthem ability when attack is amazing. Your opponents will have enough trouble blocking him, imagine blocking 2 or 3 more pumped up Samurais!
Opal-Eye, Konda's Yojimbo: Most of the Samurai Legends have phenomenal abilities that lean toward the offense. Opal-Eye’s ability is completely defensive. He will cause a change in tide on the board, since your opponent will question whether or not to attack, only to have that damage prevented. However, two mana for 1 damage won’t be worth it, and most of the time Opal-Eye will only be able to soak 3-4 damage max with the amount of mana you will have available. Not only that, he will die in the process of taking the damage. Too much of an investment for an aggro deck. Unless you’re running a defensive play, this isn’t a good card.
Samurai Enforcers: Six mana in a color with little acceleration is a bite of a hike. A 4/4 body for six mana is also usually not worth it.
Samurai of the Pale Curtain: A small samurai with many uses. Already a plus in our book. 2/2 bodies for 2 mana is very good. He double white makes her difficult to splash, but it is possible. Her ability imminently halts graveyard shenanigans. Oh is that a dredge deck? Locked down. Oh, a reanimator? Whoops, didn’t mean to do that. Make sure, however, you don’t run her with your own graveyard interactions in mind. Not sure if she stops Indebted Samurai’s ability, but I’m pretty sure she doesn’t.
Silverstorm Samurai: Same argument as with Enforcers. Too costly for something so underpowered. Flash? Not a great deal of advantage unless you run a bounce outlet. Since Samurai’s lack the color blue, that isn’t going to happen anytime soon.
Sensei Golden-Tail: My personal favorite, since not only does he add the flavor of ‘training’ your creatures, he makes it possible to splash in non-Samurai creatures, or give Bushido to your changelings. Very good card.
Takeno, Samurai General: Despite his expensive mana cost for a underpowered body, his Lord ability makes him able to run. Bushido 2 can make him hold out on his own when blocking or blocked. His lord ability will give each of your Samurai’s +1/+1 at the very least. A fantastic creature. Just make sure to strap some equipment on to him.
Takeno’s Cavelry: It was cute in Kamigawa. But has no uses anymore, since no one runs Spirits. And even if they did, 1 damage is nothing to cripple a spirit deck. Don’t run.
Battle-Mad Ronin: Attack each turn if able… that never ends well. Unless you want to kill your Samurai on purpose… yeah don’t run him.
Brothers Yamazaki: A cute flavor card. Good synergy with each other, and make interesting plays. The thing about the brothers is, they are awful by their lonesome, but amazing together.
Fumiko the Lowblood: Once she’s on the field, a couple of things are going to happen. You’re opponent’s creatures won’t be able to block, you will suddenly flip to the defensive momentarily, you’re opponent will be vulnerable, while you take chunks of damage. With that said, Fumiko can win the game for you. Once you’re opponent’s creatures keep attacking, your Samurais can use their Bushido efficiently, staying out of harm’s way while picking off your opponent’s creatures. Then you can turn them sideways for the win. A deck may have to be tweek around her, but she can cause utter chaos. Awesome.
Iizuka the Ruthless: This card screams with synergy. Goes perfectly with Indebted Samurai. Along with Oathkeeper, you can pump up your Samurai’s to the max. Solid Samurai!
Ronin Cavekeeper: This is really a Samurai Enforcer, with one less toughness. So if Samurai Enforcer was marginally good, how do you think this guy will perform?
Ronin Cliffrider: I have such mixed feelings about this guy. A 2/2 for five mana is totally not cool in my book. Bushido 1 doesn’t even help him at all, raising him to a mere 3/3. However, his last ability sweeps chump blockers and tokens off your opponent’s map, no matter how many. And even if it doesn’t kill them, it sure cripples them for your other Samurais to overpower with their Bushido. He only gets a rate of three due to the fact that his mana cost upsets me. If he was a 3/3 naturally, or had Bushido 2, then we would have a different conversation here.
Ronin Houndmaster: Haste? Not quite necessary in a Samurai deck. So to view the worth of this card, it’s a 2/2 for three mana and Bushido 1. Not spectacular, but gets the job done if running a mono red Samurai Deck.
Sokenzan Renegade : Here is where Red Samurais get their unique flavor: Hand size. Which is strange, since red is the last color with card advantage. So in reality, burn decks and most red aggro become hand empty by turn five. If you want to run a unique build, then put this guy in. He is the perfect samurai, including the fact you’re opponent can take him, which is goes against the Bushido way. But what can you do? A 3/3 Bushido 1 body for 3 mana is just too good. Keep some removal handy though if he waddles over to the opponent’s side.
Sokenzan Spellblade: Another good red Samurai, despite his underpowered body with a high mana cost that I oh-so despise. His fire breathing ability catches my eye. If you’re running lots of card advantage, he could have possibly +5/0 for two mana. Splash-able, and potential to shine.
Cursed Ronin: Here was my reaction to Cursed Ronin-
Curse Ronin B3: Nice…
Artwork: WOW!! This card has to be badass!
B: Cursed Ronin gets +1/+1 till end of turn: A built in shade ability. Nice!
1/1: OH C’MON!! -.-
Hand of Curelty: He is in the same boat as Hand of Honor. Superb against White decks. Just another 2/2 Bushido 1 against anything else. But since his artwork is so cool, you may just want to run him.
Kuro’s Taken: Regeneration is always powerful. Should be in your deck if you’re splashing black.
Nezumi Ronin: A rat that dies to a stiff wind. If he had first strike, I may be able to accept him. But he is simply not worth the slot in your deck, unless you run a mono black Samurai deck, which I recommend against.
Numai Outcast: Wanna know why she’s an outcast? Cause she is awful. Horrible, atrocious card. Don’t even think about playing her.
Toshiro Umezawa: There is a number of reasons why I’ve given him a low rating. First of all, on his own, Toshiro is an amazing card, especially in EDH. However, as a unit, he fails. Even though black has Samurais, their abilities are very poor, and there for not very well supported in the tribe. Toshiro’s abilities benefit himself, not others around him, which goes against the Samurai strategy, which consists of assaulting or defending as a unit. So for a Samurai deck, Toshiro gets only three points. However in terms of EDH, he is a star.
Isao, Enlightened Bushi: A certain bomb, with the exception of his low toughness. He can regenerate any and all Samurais, including himself. This presents a problem for your opponent. Block with a Bushido Samurai that won’t die, or take the initial damage? Isao needs an answer right away, or you will win the game. His one problem is the fact he is the only green Samurai out there o.O Odd.
Your soldiers need weapons to slay the wicked and protection from the damned. Here is your armory.
General’s Kabuto: This can make your Samurai virtually unstoppable. Very good equipment.
Konda’s Banner: A very good tribal card, and fantastic with Samurais. Works better in a solid color deck.
No-Dachi: While 3 mana to equip is outrageous for this sword, +2/+0 and first strike will make your Samurai’s much more potent, especially with Bushido.
Oathkeeper, Takeno’s Daisho: A very good equipment for your Samurais. Works quite well with Iizuka.
Tatsumasa, the Dragon's Fang: If you want flavorful power that gives some crazy power to your samurais, this is your sword.
Swiftfoot Boots: While Haste isn’t relevant, Hexproof will protect your main Samurai. Very good pair of kicks.
Sword of Vengeance: This can make any Samurai into a full on threat. Amazing in a committed aggro deck. The sword enables your samurais to have abilities they wouldn't have normally, such as first strike or flying. This sword can make a simple samurai go the extra mile in terms of performance on the board.
Basilisk Collar: Giving your Samurais deathtouch makes them even more unattractive to block, which mean this card can get your Samurais through with their damage. It also makes them insane blockers.
Sword of Fire and Ice: Once of the best swords of the cycle, A Samurai equipped with this will definitely create problems for your opponents. Do I block and have my creatures die from a vicious Samurai that is pumped up, protected from blue and red (not a problem if they don't run those colors), and have Bushido, or do I take the damage which gives him/her even more of an edge? A definite five stars.
Umezawa's Jitte: Someone once told me this was an auto include in any creature deck. ANY CREATURE DECK, emphasized. I never really saw the point, like most cards, until I saw it in action. I cried. That’s how beautiful it was. A versatile artifact that makes dealing damage even more damaging to your opponent, and therefore forces them to block, which then their blockers will have to deal with your Bushido warriors.
Your Samurais cannot fight this battle alone. Here is some of the many allies, familiar or weird, that a warrior must call upon in times of need
There is so much utility available for these decks, so I’m only going to list a couple. With utility, the great thing is you can add your own personal fling into the mix. But these are just some staples for Samurais. Note that there are no rating on these cards, simply because utility is your own choice when it comes to deck building.
Changelings are a good way to splash in different abilities while keeping a Samurai Tribal. Here are some good Changelings for your colors.
Avian Changeling: If you need flying in your deck, and you’re running white, this is your… erm… thing.
Mirror Entity: In the late game, this guy can really turn up the heat with his ability. You can turn four mana into "All Samurais get +4/+4." He also happens to be a Samurai himself *wink wink*
Tauren Mauler: Amazing card for red. This guy will put you ahead in the game. Give him Bushido with Sensei, and you’re all set.
Chameleon Colossus: Since there are no green Samurais, this is second best if you’re thinking of splashing in Isao. Due to the number of pump abilities and pieces of equipment, his ability will make him huge and can swing for the win.
Adaptive Automaton: A artificial Lord for your Samurais. Lord effects are always nice, so he will come in handy. Since he is colorless, he can fit into any Samurai Style of play you have.
Coat of Arms: A fantastic card in any Tribal deck. Things can get out of hand very quickly with this card. While it has the highest synergy in a tribal token deck, it has a heavy punch with Samurais
Path to Exile: Staple removal for white. Shouldn't even be a debate
Hold the Line: You have a formidable force of blockers. If you’re opponent thinks he/she can get past them, they are gravely wrong. This card can up it a notch and can sweep all of your opponent’s attackers.
Ghostly Prison: If you want to control the game, this is the card to do it with. Now, your opponent can’t attack without emptying his mana base, and can’t stay on the defensive due to your Samurais’ Bushido ability. Great synergy.
Komada’s Reach: Intensive mana ramping if you happen to splash green.
Might of Oaks and Vines of Vastwood: A trick with Bushido is that if a low power Samurai attacks, your opponent may not want to let his blocker die to a passively pumped up creature. So usually weak creatures with Bushido pass through for a mere 1 or 2 damage. You can use this fact to you advantage with massive pump up spells like this one.
Time of Need: A great way to tutor for good Legends like Isao or Takeno.
Harmonize: A card that can give really good card advantage when playing green. Works nice with the Sokenza Ogres, which depend on your hand size in order to thrive.
Lightning Helix: A awesome card if you’re running R/W. Better than Lightning Bolt.
Glory of Warfare: With Samurais, this card can change the tide of the game to your favor. Amazing offense and amazing defense. Muah!
Your warriors need a game plan. In order to command the army of honor-bound Samurais, you must first be familiar of their style of battle.
There are a number of ways to pilot a Samurai deck. The most common way is aggro. Turn one, two and three, creatures. Turn four, some spells to help your creatures. Keep bashing your opponent into the ground and drop that life total to 0. However, with the absence of haste and burn support spells, Samurais won’t be able to do that task very quickly. This has its pros and cons. Samurais won’t run out of steam soon into the game, however your opponent may get to you before you can get to him/her. That’s why you need to take advantage of every ability in your deck.
Bushido, while on the surface may seem pretty self-explanatory, serves a much deeper purpose. Bushido enables your Samurais to become pumped whenever they block or become blocked. When a creature is blocked, his power and toughness increase by his Bushido number before combat damage is dealt. This effect does stack, so it can be countered by a –X/-X effect. But undesrtubed, Bushido pumps up your attacker. For example, if Devoted Retainer attacks for 1, and is blocked by a Saproling Token, he is pumped up by +1/+1 once he is announced blocked. Once the effect resolves successfully, and there are no other effects, your 2/2 Devoted deals damage to the 1/1 Token, hence the token dying. At the end of your turn, damage heals first, then the Bushido effect wears off. This process is the same for blocking.
This raises a threat level for your opponent. Since swinging with creatures with Bushido may destroy their blockers, and blocking with Bushido may destroy their attackers, you create a lock on the board. Take advantage of this, as you begin to control the board.
Equipment will make your fighting force even more deadly as you mere 1/1s or 2/2s suddenly may become 5/3s with Oathkeeper. Your main Samurais are suddenly untouchable with Shroud and Hexproof. Equipments are an important part of a Samurai Deck.
Finally, once your control is firm over the board, eliminate their blockers with removal, or force them to tap everything so you can swing with ease. Samurais are an aggro build with some control passively mixed in. Soon enough, you will swing for the win.
When building a Samurai deck, keep all of these ideas in mind. Run cards with good synergy in a deck. Don't waste slots on cards you think look cool, or would be very flavorful. The best decks run smoothly when all the cards can interact with each other in a productive manner. If you noticed, I included no black utility. This is because I'm not a big believer of Black Samurais. None of them, besides Toshiro Umezawa, stand out with good abilities. Many of them are wasted slots, that can be used for more efficient tools. If you really want to run black samurais and need help you can PM me. But I don't feel it's a wise investment. Mono-White and R/W are the strongest builds when it comes to Samurais. But view the deck lists for some examples if you’re stuck trying to build your deck.
A list of platoons and noble fighting forces before you. Use them to create your own formidable fighting force.
There are so many builds you can make with this; I’m only going to show a couple. Mono-white is a popular choice with Samurais. You can use these decklists to give you some direction with your own deck building. Whatever your taste lean towards, you can find a fling of your style in here. I'm now hosting other player's builds in this thread. A number of players have already been featured with their very own builds. Want to be featured here? Just comment with your decklist and a request to be featured, and I'll gladly put your list up in the Archive, along with credit to you!
These sections now feature symbols for helping you select a build with more ease.
T= Competitive Build
C= Casual Build
F= Featured Player's Build
$= Budget Build
4 Devoted Retainer
4 Samurai of the Pale Curtain
4 Araba Mothrider
3 Nagao, Bound by Honor
1 Konda, Lord of Eiganjo
2 Takeno, Samurai General
2 Oathkeeper, Takeno’s Daisho
3 Sword of Vengence
2 Konda’s Banner
2 Basilisk Collar
Other Spells (11)
4 Path to Exile
4 Honor of the Pure
3 Ghostly Prison
20 Plains
1 Eiganjo Castle
1 Emeria, the Sky Ruin
3 Sokenzan Spellblade
3 Ronin Cliffrider
4 Brothers Yamazaki
2 Fukimo the Lowblood
2 Iizuka the Ruthless
4 Tauren Mauler
2 Godo, Bandit Warlord
4 Ronin Houndmaster
2 General’s Kabuto
2 Konda’s Banner
2 Oathkeeper, Takeno’s Daisho
2 Tatsumasa, the Dragon's Fang
2 Sword of Vengence
4 Lightning Bolt
2 Faithless Looting
Lands (22)
21 Mountain
1 Shinka, The Bloodsoaked Keep
3 Nagao, Bound by Honor
1 Takeno, Samurai General
1 Iizuka the Ruthless
1 Godo, Bandit Warlord
4 Tauren Mauler
4 Devoted Retainer
4 Araba Motherider
4 Swiftfoot Boots
2 Oathkeeper, Takeno’s Dashio
Other Spells (14)
4 Path to Exile
4 Ghostly Prison
4 Lightning Helix
2 Glory of Warfare
10 Mountain
10 Plains
1 Shinka, The Bloodsoaked Keep
1 Eiganjo Castle
This is another take on R/W Samurais by Dark_Kloud.
4 Devoted Retainer
2 Isamaru, Hound of Konda
2 Elite Vanguard
4 Samurai of the Pale Curtain
4 Hand of Honor
4 Kitsune Blademaster
2 Mirror Entity
2 Kusari-Gama
2 Oathkeeper, Takeno's Daisho
Other Spells (12)
4 Lightning Bolt
4 Lightning Helix
4 Path to Exile
3 Battlefield Forge
4 Clifftop Retreat
12 Plains
3 Mountain
This is Nabbydian's Samurai decklist. It is block constructed and budget for you guys who want to savor the flavor and keep it low costed!
4 Devoted Retainer
1 Eight-and-a-Half-Tails
3 Hand of Honor
1 Isao, Enlightened Bushi
1 Kentaro, the Smiling Cat
4 Konda's Hatamoto
1 Masako the Humorless
2 Nagao, Bound by Honor
1 Opal-Eye, Konda's Yojimbo
1 Samurai of the Pale Curtain
2 Sensei Golden-Tail
1 Takeno, Samurai General
1 Tenza, Godo's Maul
1 Oathkeeper, Takeno's
1 Tatsumasa, the Dragon's Fang
Other Spells (14)
3 Blessed Breath
2 Call to Glory
2 Reciprocate
2 Terashi's Grasp
2 Terashi's Verdict
3 Time of Need
1 Eiganjo Castle
4 Forest
1 Okina, Temple to the Grandfathers
12 Plains
3 Tendo Ice Bridge
2 Takeno, Samurai General
3 Nagao, Bound by Honor
2 Iizuka the Ruthless
1 Godo, Bandit Warlord
2 Fukimo the Lowblood
2 Isao, Enlightened Bushi
2 Devoted Retainer
2 Chameleon Colossus
3 Tauren Mauler
2 Oathkeeper, Takeno’s Dashio
4 Swiftfoot Boots
Other Spells (12)
4 Path to Exile
2 Time of Need
3 Komada’s Reach
3 Ghostly Prison
Lands (22)
4 Jungle Shrine
1 Shinka, The Bloodsoaked Keep
1 Eiganjo Castle
5 Mountain
5 Forest
6 Plains
This is a build by Lurvhot, known as "Blade of Honor". This deck features for the first time the splash of blue for utility support. While I don't have any blue cards in the utility section, this build is a good skeleton if you want to think outside of the box. Want to utilize blue with Samurais? Here is a perfect example. Tip my hat to Lurvhot!
4 Devoted Retainer
4 Hand of Honor
4 Araba Mothrider
4 Adaptive Automaton
2 Opal-Eye, Konda's Yojimbo
2 Sensei Golden-Tail
4 Path to Exile
4 Honor of the Pure
4 Mana Leak
4 Rune Snag
Lands (24)
4 Mystic Gate
4 Adarkar Wastes
2 Celestial Colonnade
12 Plains
2 Islands
This was a very unique concept I found by KosmiK HorroR. Very awesome strategy and unique build. Super impressed. You can find the original Thread here http://forums.mtgsalvation.com/showthread.php?t=421566
1 Jor Kadeen, the Prevailer
Samurai:
1 Konda's Hatamoto
1 Hand of Honor
1 Ronin Houndmaster
1 Nagao, Bound by Honor
1 Indebted Samurai
1 Opal-Eye, Konda's Yojimbo
1 Kitsune Blademaster
1 Konda, Lord of Eiganjo
1 Takeno, Samurai General
1 Samurai of the Pale Curtain
1 Kentaro, the Smiling Cat
1 Ronin Cliffrider
1 Iizuka the Ruthless
1 Fumiko the Lowblood
1 Sensei Golden-Tail
Support Creatures:
1 Godo, Bandit Warlord
1 Archon of Justice
1 Reveillark
1 Balefire Liege
1 Nobilis of War
1 Eight-and-a-Half-Tails
1 Boros Guildmage
1 Bull Cerodon
1 Mirror Entity
1 Masako the Humorless
1 Stoneforge Mystic
1 Stonehewer Giant
1 Duergar Hedge-Mage
1 Sword of Light and Shadow
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of Body and Mind
1 Oathkeeper, Takeno's Daisho
1 General's Kabuto
1 Umezawa's Jitte
1 Konda's Banner
1 Sunforger
1 Basilisk Collar
1 Quietus Spike
1 Lightning Greaves
1 Sol Ring
1 Coat of Arms
1 Hail of Arrows
1 Brightflame
1 Miraculous Recovery
1 Steelshaper's Gift
1 Idyllic Tutor
1 Austere Command
Sunforger Package:
1 Intimidation Bolt
1 Call to Glory
1 Lightning Helix
1 Debt of Loyalty
1 Condemn
1 Master Warcraft
1 Enlightened Tutor
1 Return to Dust
1 Fight to the Death
1 Ethereal Haze
1 Day of Destiny
1 Scourge of the Nobilis
1 Serra's Blessing
1 Glory of Warfare
1 Cho-Manno's Blessing
1 Ghostly Prison
Planeswalkers:
1 Elspeth, Knight-Errant
1 Gideon Jura
Lands:
1 Kor Haven
1 Sacred Foundry
1 Arid Mesa
1 Battlefield Forge
1 Hall of the Bandit Lord
1 Sunhome, Fortress of the Legion
1 Temple of the False God
1 Kjeldoran Outpost
1 Emeria, the Sky Ruin
1 Eiganjo Castle
1 Rugged Prairie
1 Plateau
1 Ancient Den
1 Great Furnace
12 Plains
7 Mountain
Here you may view the many battles Samurais generals have fought before you. Our warriors have faced the fierce warriors, cunning wizards, and colossal beasts. Learn from their mistakes and victories. Perhaps your own tales of valor may earn a place among the legions.
Play-test Area coming soon!
Now you have obtained the knowledge you need to pilot the army of unstoppable warriors, known as the Samurai. Your journey has just begun. Go forth, and seek glory and justice through the Multiverse!
Well folks, this is the end of the line for this Tribal Tech for Samurais. I want to thank you all for reading. Special shout out to Ace5301 for making that amazing Banner. If you have any comments on the thread, go ahead and post them. Something I left out? Something that outraged you? Something you enjoyed? Go ahead and post (especially if it’s the last one). Have an idea for another Tribal Tech that you would like to see? Go ahead and PM me about it or comment here. I’m up for any challenge. Want to see your Samurais go up against another tribe? Build? Go ahead and suggest it. Play-test is coming soon! Hope you all enjoyed this Tribal Tech. Until then, have a great summer everyone!
6/26/2012
Edited Armory
Took Xyx's advice
Uploaded KosmiK Horror's EDH deck
Uploaded Dark_Kloud's R/W Deck
Added Mirror Entity
6/27/2012
Added Nabbydian's G/W Decklist
Took out card images
6/28/2012
Added Lurvhot's U/W Decklist
Edited some format errors
Added Rating Key
Option is now open to play-test Samurais against any build! Just comment below or PM me!
Option is now open to add your own decklists to the Archive!
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{Writing and Rants}
WUBRG The Primeval Dragon's influence on EDH
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
Edited that. Thanks!
Thanks for the feedback! Would you want me to feature your deck in the thread? It would be no biggie
Dude, I love this
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WUBRG The Primeval Dragon's influence on EDH
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
Edited. Thanks! =]
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{Writing and Rants}
WUBRG The Primeval Dragon's influence on EDH
Well I think it is simply the overall rating of the card, in terms of performance (before and after you cast it.)
He is actually a 1/4 blocker. True he can stop Lightning Bolts, but what about Wurmcoils? Or any huge green fattie? If he actually was a 2/5, then I'd like him more.
Your deck has been featured in the Deck section, under R/W Samurai. You've also been given credit for your deck. Thanks
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{Writing and Rants}
WUBRG The Primeval Dragon's influence on EDH
Added. Thanks!
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BGW Teneb, the Harvester [Primer]
R Márton Stromgald
WUB Dakkon Blackblade
GR Atarka, World Render
{Writing and Rants}
WUBRG The Primeval Dragon's influence on EDH
I have a Samurai decklist myself, it was a block constructed list, since all the Samurai came from the same block, I figured out why not give it a block identity, and keep it really budget along the way ?
4 Devoted Retainer
1 Eight-and-a-Half-Tails
3 Hand of Honor
1 Isao, Enlightened Bushi
1 Kentaro, the Smiling Cat
4 Konda's Hatamoto
1 Masako the Humorless
2 Nagao, Bound by Honor
1 Opal-Eye, Konda's Yojimbo
1 Samurai of the Pale Curtain
2 Sensei Golden-Tail
1 Takeno, Samurai General
3 Blessed Breath
2 Call to Glory
1 Oathkeeper, Takeno's Daisho
2 Reciprocate
1 Tatsumasa, the Dragon's Fang
1 Tenza, Godo's Maul
2 Terashi's Grasp
2 Terashi's Verdict
3 Time of Need
1 Eiganjo Castle
4 Forest
1 Okina, Temple to the Grandfathers
12 Plains
3 Tendo Ice Bridge
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[Deck/Primer] Knights in Legacy
[Deck] Darth Knights in Legacy
[Deck] Casual Knights in Legacy
[Deck/Primer] Modern Knights
[Deck/Primer] Modern Ninjas
LEGACY
Legacy Knights Variants WG,WU,WR,WB,W,B
Soldiers Stompy W
NinjaStill UB
FOWless Merfolk UW
Aggro Elves G
MODERN
Modern Knights Variants WG,BR
Modern Ninjas Variants UB,UG,UW,UWR
Modern Kithkins WR,W
Thank you! That means so much! Glad you enjoyed it!
I featured your deck list in the G/W Section (you have the only decklist in that section!) and gave you credit.
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Thank you very much! I'm glad it helped you! I fixed those bugs, thanks! Well what cards do you feel have a unfair rating? I think they're all fine, but if there are a couple of cards that you feel have a unjust rating, just let me know and I'll consider it! As for changing it to Primer, the moderators said that I can't call it that. I wish i could :\ And your deck really impressed me! i've never seen U/W Samurais. Your deck has been featured in the "Unique Build" section.
Well the build is budget. So a play set of Jittes is a bit over budget
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Oh no...not the cast a Jitte to kill a Jitte era again....:rolleyes:
@rhakee
Thanks for adding my decklist into the primer(and crediting me too!). I'll come back with another GW list that doesn't have any block restriction.
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[Deck/Primer] Knights in Legacy
[Deck] Darth Knights in Legacy
[Deck] Casual Knights in Legacy
[Deck/Primer] Modern Knights
[Deck/Primer] Modern Ninjas
LEGACY
Legacy Knights Variants WG,WU,WR,WB,W,B
Soldiers Stompy W
NinjaStill UB
FOWless Merfolk UW
Aggro Elves G
MODERN
Modern Knights Variants WG,BR
Modern Ninjas Variants UB,UG,UW,UWR
Modern Kithkins WR,W
I can't wait! Looking forward to it.
Another note to everyone reading, thank you all for the kind words and help with this thread! I'm going to start the creation of a section for play-testing. If you have any decks in mind you would like to see pair up against Samurai Tribal, just PM me or comment.
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WUBRG The Primeval Dragon's influence on EDH
Anytime! Thank you!
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WUBRG The Primeval Dragon's influence on EDH
Jitte makes any creature deck good, so adding it doesn't enhance the theme of Samurai, merely makes it powerful, that's not creative deck-building mentality.
One problem with Bushido is that it only activates when there's a creature encounter, which means your opponent can always choose not to block it. I think the best way to utilize such ability is Lure and Vigilance, i.e., force your opponent to block or allow yourself to block more frequently.
The other problem being that Bushido gives no benefit against a control deck where creatures are sparse, to counter that there has to be some other ways to make Samurais more useful. I lean towards aggressive mana curve and creatures such as Iizuka or Nagao, and utility equipments that adds benefit on strike.
Here is version 1.0 of my Samurai deck:
4 Devoted Retainer
4 Hand of Honor
4 Honda’s Hatamoto
3 Nagao, Bound by Honor
2 Opal-Eye, Konda’s Yojimbo
1 Konda’s Banner
2 Oathkeeper, Takeno’s Daisho
1 Tatsumasa, the Dragon’s Fang
4 Honor of the Pure
4 Quest for the Holy Relic
1 Eiganjo Castle
2 Emeria, the Sky Ruin
4 Flagstones of Trokair
13 Plains
Card analysis:
Bushi Tenderfoot - Many skipped this card, but I liked it, it serves many purposes if my deck, 1) Cheap 1cc creature that fuels Quest, 2) with equipment and Honor it becomes bigger and required to be block, likely killing someone in the process, 3) Attacking with other creatures give opponent’s a headache on who to block, especially if Tenderfoot is equiped, 4) Acts as another legend when it happens.
Konda’s Hatamoto - As mentioned above, vigilance is quite nice with bushido, and in this deck there are good chances of buffing Hatamoto due to the few Legendary creatures I use (or turn into, like Tenderfoot)
Opal-Eye, Konda’s Yojimbo - With equipment and Honor, Opal-Eye is a tough blocker and can redirect damage more readily. In addition, against burn deck that enjoys killing players directly, Opal-Eye provides that blockade against it. In multiple player games where damage wears off each turn, Opal-Eye could keep the damage redirection going every turn. Eiganjo Castle also works with her.
Avacyn’s Collar - My choice of equipment due to two reasons, 1) It provides vigilance, 2) My deck has mostly Humans, which grants me a flying 1/1 after their death. Due to heavy usage of equipments, having extra creatures never hurt. Bladed Bracers is another good choice and adds 1 more toughness, handy for blocking.
Konda’s Banner - Given that it could only equip legendary creatures, I only include one copy here.
Oachkeeper, Takeno’s Daisho - Makes Opal-Eye scary and safeguards your creature.
Tatsumasa, the Dragon’s Fang - An alternative win condition, since some decks have many creature kills and not always artifact removal. With Quest you could get it out very early for serious beating.
Honor of the Pure - A given, and much easier with a mono-white deck.
Quest for Holy Relics - Amazing combat tricks as well as creature buffing, comes easy with a creature heavy deck.
Emeria, the Sky Ruin - Against control decks you have new ways of refueling your team.
Flagstones of Trokair - Deck thinning.
Other Thoughts:
Bladed Bracers - Like Avacyn’s Collar
Sensei Golden-Tail - Pumps creature, including Tenderfoot.
Ajani Goldmane - Adds some life gain and creature buff.
Sideboard:
Disenchant - Always handy.
Samurai of the Pale Curtain - A given against graveyard decks.
Pricier choices:
Gaea’s Cradle - Less about getting creatures out, more for getting equipments out earlier. Unlike in a Rebel deck, Samurai cannot abuse Cradle as much.
Swords - They proc on hitting enemy and bushido discourages blocking. Sword of Body and Mind especially adds alternative win condition and provide extra creatures for equipments.
Stoneforge Mystic - Powerful, but not recommended, mainly due to her gimmicky ability that shifts the attention away from the theme of the deck. Like Jitte, it would make you think, “Why do I bother play with Samurai?”
Umezawa’s Jitte - I have a habit of keeping overpower cards in my sideboard, in case jerks bring overpower decks to a casual game.
Gotcha.
I used to build my casual decks with powerful cards, Jitte and Tinker, for example, thinking that as long as the deck doesn't deviate from its theme and is not a tournament archetype, it shouldn't be an issue. The problem being that too often in casual deck building, those powerful cards end up being the winning factors instead of whatever strategy and flavor you put into the deck itself.
For example, once I included Jitte in my Rebel deck, and many times I return from brink of defeat not because some card combos or strategy I used, it was because of the Jitte, it was so good that I simply ram it through regardless of my opponent's agenda, and it frequently worked. The same could be said about JMS, Hymn to Tourach, Tinker, Aether Vial, and other cards of similar power level. There is no metagame in casual, hence it's hard for people to be ready for those.
Making a creative deck that defeat your opponent with style is one thing, winning because of inclusion of exceedingly powerful cards is another, not only does it cheat victory out of your casual opponent, I also find it less satisfying. If my opponent is using power cards and tournament archetypes themselves, I will modify my deck to meet them accordingly, but I stay away from those cards when premises is casual.
@Masque
Just to add on, I believe Xyx's comment was a tongue in cheek to my post about having a budget Kamigawa block deck.
I wasn't playing during the Kamigawa period, but I have heard and read stories when Jitte was so good in aggro that people were playing Jitte in non-aggro build as a means to remove Jitte during that period.:rolleyes:
By the way I saw you had Quest for Holy Relics in your decklist, it doesn't look like your creature choices are low cost and fast enough to turn on the Quest quickly.
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[Deck/Primer] Knights in Legacy
[Deck] Darth Knights in Legacy
[Deck] Casual Knights in Legacy
[Deck/Primer] Modern Knights
[Deck/Primer] Modern Ninjas
LEGACY
Legacy Knights Variants WG,WU,WR,WB,W,B
Soldiers Stompy W
NinjaStill UB
FOWless Merfolk UW
Aggro Elves G
MODERN
Modern Knights Variants WG,BR
Modern Ninjas Variants UB,UG,UW,UWR
Modern Kithkins WR,W
Well the Jitte is an option for players who can afford it OR want to play it. So I respect what you say about taking the fun about casual play. But competetive play is hardly ever original or fresh.
As for bushido, if your opponent chooses not to block, he can be punished. With cards like might of oaks and vines of vastwoods. The problem with lure and vigilance, is they offer so little for a slot in your deck. Slots matter so much in a deck, and every slot is important, so having slots filled with cards that do very little is not good. Those slots should do vigilance as well as something else, like pump or something.
Alight, I like your deck. Your card analysis was awesome and you should post a thread with that! Now, I can't post your deck because a lot of the cards contradict with my ratings. For example:
I recommend against Bushi Tenderfoot, since there are such better cards than Bushi Tenderfoot. Even a card like Double Cleave can be a better option than tenderfoot. Tenderfoot just requires so much investment to be productive on the field. Investing in one creature for mass effect is a strategy reserved for voltron of exalted decks. Samurais is a white weenie strategy, so voltron doesn't do well.
Hand of Honor? What happens when your playing against a deck that has no black? You got a wasted slot. Hand of Honor should be a sideboard card, and even then, you may not want to run him.
Avacyn's Collar? I like it! I like how you brought in a equipment with vigilance AS well as extra abilities, such as the small pump and token. This is ten times better than Vigilance.
I think you should tweak the deck a bit. Take out the Tenderfoot and Hand of Honor. Put in some more productive slots. Also Honda’s Hatamoto. You only have a total of five legendary creatures in the entire deck. He isn't gonna do much. I like how you want a vigilance Samurai. But most times, he won't get it the way your deck is positioned. You have hardly any legendary creatures. Add some more. Even Isamaru, Honda's Hound would be awesome. Once you tweak it, then I could post it
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Jitte is used in Cawblade as well, using Stonforge Mystic to retrieve it and other powerful equipments. You guys made a good point though, despite the theme is casual, we're trying to make it the best possible. I will add Jitte into the deck and those who follow the list could just remove it as he/she sees fit.
I played tested the Quest and I can get it out fairly quickly, the only problem being that I tend to run low on hand size after first few turns.
True about your comments, Tenderfoot indeed requires too much investment and not as much strategic advantages in return, I will remove him, and possibly pursue other non-Samurai options. Hand of Honor, however, is a 2/2 for WW with conveniences attached, White Knight was widely played in WW even against non-black decks for its power/cost. Honda's Hatamoto, against, is put into the deck for its cost, but you're right about the lack of Legends to make it worth while, perhaps Sensei Golden-Tail would be a nice addition.
I will tweak the deck further and repost
Jitte is one of the most powerful equipment around, and it should be played in a Samurai deck for sure! I'll have Jitte in a more competitive GW samurai list, unfortunately I haven't had the time to think deeply about the deck at the moment.
I just felt Quest was wasted deck slots, unless Jitte is the one Quest fetches?;)
Hand of Honor is decent as a two-drop Samurai, and will be played since it fits the mana curve. He is actually one of the best Samurai around at 2cc, besides that, black removal is also quite common in many decks.
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[Deck/Primer] Knights in Legacy
[Deck] Darth Knights in Legacy
[Deck] Casual Knights in Legacy
[Deck/Primer] Modern Knights
[Deck/Primer] Modern Ninjas
LEGACY
Legacy Knights Variants WG,WU,WR,WB,W,B
Soldiers Stompy W
NinjaStill UB
FOWless Merfolk UW
Aggro Elves G
MODERN
Modern Knights Variants WG,BR
Modern Ninjas Variants UB,UG,UW,UWR
Modern Kithkins WR,W
=D I'm excited! Can't wait to see it
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Another post just for everyone, I'm putting it out there once again if you guys have any ideas for a playtest area Any decks you want to see go up against Samurais? Just comment and let me know, or even PM me. Hope all of your guys' summers are going well! M13 Release soon!!! Me gusta
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{Writing and Rants}
WUBRG The Primeval Dragon's influence on EDH
Equipments I use now are 4x Avacyn's Collar, 2x Sword of Fire and Ice, 1x Tatsumasa, and 2x Jitte. The reason for only two Jitte is due to its legendary status and me having 4x Quests to fetch the one I need for different situations. Sword gives card drawing and extra damage. Tatsumasa was expected, quite useful when you need a hard to remove creature. In addition to equipment, I uses 4x Honor of the Pure to buff them generously.
Creature choice hasn't changed much, using 4x Araba Mothrider (replacing Hatamoto) and 3x Isamaru (replaces Tenderfoot) for more offense, and my personal favorite for my REBEL deck, 4x Mother of Runes, for offense and defense. Opponent cringes at an Kitte/Sword equipped creature being so hard to kill/block.
Nice! I'd like to see a deck list!
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GR Atarka, World Render
{Writing and Rants}
WUBRG The Primeval Dragon's influence on EDH
And this is what I build so far. It's a Midrange GW Samurai Deck:
10 Plains
4 Forest
4 Sunpetal Groove
1 Eiganjo Castle
1 Okina, Temple to the Grandfathers
2 Stirring Wildwood
Samurais (15)
4 Bushi Tenderfoot
4 Araba Mothrider
2 Sensei Golden-Tail
1 Nagao, Bound by Honor
2 Isao, Enlightened Bushi
2 Takeno, Samurai General
1 Yosei, the Morning Star
1 Jugan, theRising Star
Equipments (5)
2 No-Dachi
1 Konda's Banner
1 Oathkeeper, Takeno's Daisho
1 Tatsumasa, the Dragon's Fang
Ramp (8)
4 Sakura Tribe Elder
4 Kodama's Reach
4 Swords to Plowshares
2 Time of Need
2 Ghostly Prison
Well, the deck idea came after I decided to play Isao, so I kept the green. Since Bushido creates a false board state situation, I build my deck with 3 stages in mind:
1. Conquer the Land!: Stabilize a good boad position with your bushido guys! Ghostly Prison and Stirring Wildwood are a great help here.
I know people here don't like Bushi Tenderfoot that much, but his role in this deck is to eat removal. You're gonna leave an potential 3/4, double strike and Bushido 2 free? So far, I don't have nothing to complain about him.
2. Gather Resources and Build your Fortress!: Yeah, we have some big spells in this deck, so ramp is really important. It's also very good to have extra mana free to use Isao regeneration hability. Swords to Plowshares are very very good in what it does.
3. Crush the Spirit of the Fools who Challenge you!: By now you have the mana to fully abuse of your equipments and dragons. Go to Glory!
Also, congratulations rhakee, this thread is really inspiring!
Thank you very much, I'm sorry I haven't gotten to you in a while. You know, getting ready for school, job, birthday, all that jazz. I really really love your deck and I'm glad i inspired you! When building a samurai deck though, keep in mind the majority of your deck doesn't have to be block constructed. You can venture anywhere in any set for support cards. That's one of the really cool features of this build. But I hope you enjoy it! Cheers!
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Proud member of the Spirit of EDH
BGW Teneb, the Harvester [Primer]
R Márton Stromgald
WUB Dakkon Blackblade
GR Atarka, World Render
{Writing and Rants}
WUBRG The Primeval Dragon's influence on EDH
4 Wooded Bastion
10 Plains
5 Forest
1 Eiganjo Castle
1 Okina, Temple to the Grandfathers
Creatures[20]
1 Konda, Lord of Eiganjo
2 Takeno, Samurai General
3 Indebted Samurai
4 Devoted Retainer
1 Nagao, Bound by Honor
3 Kitsune Blademaster
1 Sensei Golden-tail
2 Isao, Enlightened Bushi
2 Call to Glory
3 Path to Exile
3 Swords to Plowshares
2 Gerrard's Command
3 Harmonize
4 Giant Growth
2 Dawnglow Infusion
1 Tatsumasa, the Dragon's Fang
1 Oathkeeper, Takeno's Daisho
1 Umezawa's Jitte
This is my Tribal Samurai deck. Harmonize is in cause of how sweet that card draw is. Dawnglow Infusion is there because it is SO awesome. Wont understand til you use it :P. Gerrards Command is actually good, and really helps with Bushido. Tap out your guys, let them swing at you, then command your guy to untap, gain the bonus dmg, then some more from bushido.... Wonderful tool. Giant Growth is the basic combat tool of green.... Very straight forward deck, and, surprisingly, a good win ratio. Also remember that you can Path to Exile and Swords to Plowshares your own creatures :P.
I like it because there is NEVER a dead draw. Every spell you get you can use, or wait to use for combat, and creatures... Well, obviously you cast them. Really fun deck
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