Superheavy Samurai Guide


Superheavy Samurai is an archetype of EARTH Machine-Type monsters introduced in the Future Horizon Main BOX. It was not long after its release that the archetype became a popular choice on the ladder due to its low cost and strong ability to win quickly. Despite substantial meta shifts since the deck’s release, Superheavy Samurai has continued to be a strong OTK centric deck which is extremely accessible.


Superheavy Samurai is primarily a combo-oriented OTK deck, focusing on the powerful direct attacking Synchro Monster Superheavy Samurai Stealth Ninja. Despite this high power, Superheavy Samurai can protect itself reasonably well with Superheavy Samurai Gigagloves and Superheavy Samurai Flutist. Superheavy Samurai Ogre Shutendoji is also a powerful backrow nuke that greatly enables your OTK plays.

Many of the strongest Superheavy Samurai effects can only trigger while you have no Spell/Trap cards in your Graveyard, which leads to most builds being composed entirely of monster cards. The other defining feature of the cards is that all their Extra Deck monsters can attack while in Defense Position, and apply their DEF for damage calculation. While this seems gimmicky at first glance, this gives Superheavy Samurai boss monsters several important advantages, such as immunity to Void Trap Hole (due to their low ATK points) and Sphere Kuriboh.

Core Cards

Main Deck

Superheavy Samurai Trumpeter (x3)

Duel Links Card: Superheavy%20Samurai%20Trumpeter

Trumpeter is the deck’s primary Tuner, and the most important Main Deck monster. As long as you have no Spell/Trap cards in your Graveyard, you can Special Summon it as many times per turn as you’d like, with the only cost being that you can only Special Summon “Superheavy Samurai” monsters for the remainder of the turn. This Special Summoning effect is extremely powerful and allows Superheavy Samurai to easily Synchro Summon multiple times in a turn. Since the deck cannot make any plays effectively without Trumpeter, playing 3 is an absolute must.

Superheavy Samurai Gigagloves (x2-3)

Duel Links Card: Superheavy%20Samurai%20Gigagloves

Gigagloves is your primary means of defending yourself if you go first or need to bide your time before going for an OTK. When sent to the Graveyard, you can rearrange the top 5 cards of your Deck, which is a decent but slightly underwhelming effect. However, once it’s in your Graveyard, whenever your opponent declares a direct attack you can banish it to reveal the top card of your Deck, and if it’s a Superheavy Samurai monster you get to add that card to your hand and permanently reduce the attacking monster’s attack to 0. The Deck rearranging effect means that Gigagloves will successfully reduce an attacking monster nearly 100% of the time. As a result, having a live Gigagloves in your Graveyard conveys a tremendous amount of safety, as most players won’t be willing to attack into it without their own protection via an effect like Necrovalley or Kycoo the Ghost Destroyer.

Superheavy Samurai Flutist (x1-2)

Duel Links Card: Superheavy%20Samurai%20Flutist

Flutist is an important part of the deck’s suite of protection cards. Its on-field effect to tribute itself and Special Summon a Superheavy Samurai from the hand is moderately useful, but its Graveyard effect is the reason it’s played. Whenever any effect which targets a Superheavy Samurai monster in the monster zone is activated, you can banish a Flutist from your Graveyard to negate the effect. This targeting protection is crucial to save both your Synchro Materials and your boss monsters from disruption effects like Elementsaber Molehu, Paleozoic Canadia and Fiendish Chain, all of which can put the brakes on your OTKs.

Superheavy Samurai Soulpiercer (x3)

Duel Links Card: Superheavy%20Samurai%20Soulpiercer

Soulpiercer is the primary method of searching in the deck, and is extremely versatile. Like all Superheavy Samurai Soul cards, it can be equipped from your hand or field to any Superheavy Samurai monster you control (including another Superheavy Samurai Soul monster). While equipped, it grants the equipped monster piercing damage, which can occasionally be useful. Its main draw, however, is that when sent from anywhere on the field (including the Spell/Trap zone) to the Graveyard, it will allow you to search for any Superheavy Samurai monster excluding another copy of itself. This effect is not once per turn in any way and cannot miss timing, so Superheavy Samurai combos often focus on ways to send as many copies of this card to the Graveyard as possible. This is a key consistency piece, so 3 copies is a must. For budget-oriented and free-to-play players, 2 copies is playable but obtaining a 3rd copy should be a priority.

Superheavy Samurai Soulpeacemaker (x2-3)

Duel Links Card: Superheavy%20Samurai%20Soulpeacemaker

Another Superheavy Samurai Soul monster with an equipping effect, Superheavy Samurai Soulpeacemaker is a useful secondary search option, or a way to help enable Superheavy Samurai Soulpiercer. While this monster is equipped to another monster, you can activate its effect to tribute the equipped monster and Special Summon any Superheavy Samurai monster from the Main Deck. This is both a great way of turning any Normal Summon into an arbitrary monster from the Deck, but also of sending Superheavy Samurai Soulpiercer to the Graveyard for its search. This card is ideally used on your primary Normal Summons such as Superheavy Samurai Gigagloves, Superheavy Samurai Wagon and Superheavy Samurai Flutist.

Superheavy Samurai Wagon (x2)

Duel Links Card: Superheavy%20Samurai%20Wagon

Wagon has a slightly convoluted effect, but ultimately the important part is that it can search for a Superheavy Samurai Soul monster from your Main Deck, but it will always be in Attack Position after you do so. Wagon is a great combo starter, usually searching for Superheavy Samurai Soulpeacemaker in order to Special Summon another monster from your Main Deck, although Superheavy Samurai Soulpiercer is another common search target. It’s worth noting that Wagon is the only Superheavy Samurai Main Deck monster that also has the ability to attack from Defense Position, and with a base DEF of 1800, it can get up to 3000 DEF with help from Superheavy Samurai Soulshield Wall in its own right.

Superheavy Samurai Big Waraji (x1-2)

Duel Links Card: Superheavy%20Samurai%20Big%20Waraji

Big Waraji is very much a utility card. The only meaningful thing about it is that it’s a Level 5 monster that you can Special Summon from your hand if you have no Spell/Trap cards in your Graveyard. Because the Special Summon has no cost, it’s great for everything from being a Synchro Material to a target for Superheavy Samurai Soulpeacemaker. One copy is usually sufficient, but it’s decent filler if you’re missing other cards.

Superheavy Samurai Soulshield Wall (x1-2)

Duel Links Card: Superheavy%20Samurai%20Soulshield%20Wall

Wall is one of your two main OTK enablers. It boosts Superheavy Samurai Stealth Ninja up to 4000 DEF, or 2600 DEF with its direct attack effect activated. It also has an effect that allows you to permanently reduce the equipped monster’s DEF to 0 to save it from destruction by battle, but this doesn’t come up often. 2 copies is usually a good idea in case one gets hit with Cosmic Cyclone, plus it has a useful Level at 3, meaning you can use it to Synchro into Superheavy Samurai Swordmaster Musashi if necessary.

Superheavy Samurai Soulhorns (x1)

Duel Links Card: Superheavy%20Samurai%20Soulhorns

Soulhorns is your other OTK enabler. While equipped to a monster, that monster can attack twice. Being able to double the effective damage output of Superheavy Samurai Stealth Ninja is what allows Superheavy Samurai to close games so consistently and quickly. Unlike Superheavy Samurai Soulshield Wall, however, Soulhorns really is a one-trick pony that is much less useful when not pushing for lethal. Its Level of 1 can sometimes be useful with Level Augmentation, but usually you don’t want to see it unless you’re ready to close out the game, which is why only 1 copy is standard.

Extra Deck

Superheavy Samurai Swordmaster Musashi (x1-2)

Duel Links Card: Superheavy%20Samurai%20Swordmaster%20Musashi

Musashi is a critical combo extender thanks to its ability to add a Machine-type monster from your Graveyard to your hand when Synchro Summoned. This lets you re-use a copy of Superheavy Samurai Trumpeter for a second Synchro Summon the same turn. If you happen to already have a second copy of Trumpeter, Musashi can add back other valuable cards like Superheavy Samurai Soulpiercer or Superheavy Samurai Soulshield Wall. While rarely used for its own merits, it’s worth noting that Musashi has a decent 2300 DEF and can attack while in Defense Position, just like its bigger Extra Deck siblings.

Superheavy Samurai Stealth Ninja (x2)

Duel Links Card: Superheavy%20Samurai%20Stealth%20Ninja

Stealth Ninja is the primary boss monster of the archetype, and your main win condition. With its large 2800 DEF and ability to attack from Defense Position it beat over many opposing threats, but its key ability is that it can halve its original DEF until the end of the turn in order to be able to attack directly. Note that only its original DEF, not its current DEF, are halved, meaning that when equipped with Superheavy Samurai Soulshield Wall its DEF is still 2600 even after activating its direct attacking effect. Combine this with Superheavy Samurai Soulhorns and Superheavy Samurai Stealth Ninja can OTK opponents on its own, without even having to attack into their monsters.

Superheavy Samurai Stealth Ninja also has an excellent stickiness effect, that allows it to be Special Summoned to the field during the first Standby Phase after it’s destroyed by a card effect. Many players overlook this, but it makes a big difference in the deck’s offensive and defensive capabilities. However, this effect does not trigger if Superheavy Samurai Stealth Ninja is destroyed by battle, or banished by an effect like Crystron Quariongandrax or Fortune Lady Every. Hence, having 2 in your Extra Deck is an absolute must.

Superheavy Samurai Ogre Shutendoji (x2)

Duel Links Card: Superheavy%20Samurai%20Ogre%20Shutendoji

Ogre is the deck’s secondary boss monster. Like Superheavy Samurai Stealth Ninja it can attack while in Defense Position, and has a sizable 2500 DEF. The main reason for this card’s power is that, if you have no Spell/Trap cards in your Graveyard when this card is summoned, you can destroy all of your opponent’s Spell/Trap cards. This Harpie’s Feather Duster effect is extremely powerful and there are very few cards in Duel Links that can do it as easily as Superheavy Samurai Ogre Shutendoji. This boss monster will be your go-to against decks that try to threaten you with heavy backrow, and is particularly devastating against non-chainable battle traps like Wall of Disruption.

Superheavy Samurai Beast Kyubi (x0-1)

Duel Links Card: Superheavy%20Samurai%20Beast%20Kyubi

While Kyubi is ostensibly the big boss of the Superheavy Samurai archetype, it’s frequently overshadowed by Superheavy Samurai Stealth Ninja. While Kyubi has only 2500 base DEF, its effect grants it a massive 900 additional DEF for each Special Summoned monster your opponent controls, allowing it to get as big as 5200 DEF with no additional boosts. However, Kyubi has no forms of protection other than its enormous DEF and doesn’t return to the field like Stealth Ninja does, nor can it attack directly, making it easily stopped by defensive play. Its high Level also makes it more of a challenge to summon - without Level Augmentation it’s generally not worth running any copies.

Tech Cards

Due to the restrictions on many Superheavy Samurai monsters requiring you to have no Spell/Trap cards in your Graveyard, many popular tech cards cannot effectively be played in Superheavy Samurai decks. There are, however, a few in-archetype and generic tech cards that are still worth considering.

Superheavy Samurai Prepped Defense

Duel Links Card: Superheavy%20Samurai%20Prepped%20Defense

Prepped Defense is the in-archetype defensive hand trap for Superheavy Samurai. Its effect allows it to Special Summon itself from your hand after you take damage, in which case it can’t be destroyed for the rest of the turn. This effect is inherently weaker than generic hand traps like Sphere Kuriboh or Kiteroid as it forces you to take damage first, meaning it offers you nothing in the face of huge swings from monsters like Cyber End Dragon or Invoked Magellanica. However, its status as a Level 3 Superheavy Samurai monster means that it flows into your follow-up plays much better than other hand traps, which offer you nothing beyond their protection. Running 1 copy can help smooth out your opening turns in games when you go first, but many decklists forego it, as it offers much less overall than Superheavy Samurai Gigagloves.

Artifact Vajra

Duel Links Card: Artifact%20Vajra

Artifact Vajra earns itself a spot in Superheavy Samurai thanks to its very convenient Level, sitting at a comfortable 5, making it somewhat of a defensive substitute for Superheavy Samurai Big Waraji. Unfortunately, the nerf to Baggy Sleeves has significantly reduced this card’s overall utility, but it can still be worth considering as a defensive hand trap. In most situations though, Sphere Kuriboh or Kiteroid will be better choices.

Sphere Kuriboh

Duel Links Card: Sphere%20Kuriboh

The classic Duel Links hand trap comes in handy in Superheavy Samurai just like it does in most decks. Especially considering the weak turn 1 plays that Superheavy Samurai has, Sphere Kuriboh can help protect you if you have to pass turn 1, as well as saving your boss monsters from all-in attempts with cards like Concentrating Current.


Duel Links Card: Kiteroid

Kiteroid is one of the most popular hand traps in Duel Links, and in Superheavy Samurai it functions as a sort of discount version of Superheavy Samurai Gigagloves. If you find that 3 copies of Gigagloves doesn’t offer enough protection, Kiteroid can simulate a 4th or even 5th copy.

Fire Formation - Gyokkou

Duel Links Card: Fire%20Formation%20-%20Gyokkou

The lone Spell/Trap card mentioned in this guide, Fire Formation - Gyokkou seems like a baffling choice in a deck whose effects revolve around having no Spell/Trap cards in your Graveyard. However, a look at the metagame environment reveals that Gyokkou doesn’t conflict heavily with this - most decks use Cosmic Cyclone to remove Continuous Spell cards, so Gyokkou will only rarely end up in your Graveyard at all, even if it does get removed. As far as its effect, Gyokkou lets you lock down one of your opponent’s backrow cards, similar to Xing Zhen Hu Replica or Sergeant Electro. It can be a useful pick against Elementsaber decks in particular, who run a lot of backrow and lack easy access to Spell/Trap removal.


  • Level Augmentation

Your main choice of skill, Level Augmentation adds a level of flexibility to your Synchro Summons that can really help un-brick certain hands, as well as stretching your Extra Deck further by taking pressure off of Superheavy Samurai Swordmaster Musashi.

  • Defense Charge

This is a much simpler skill than Level Augmentation, simply giving your monsters 200 DEF times the current turn count. This can be particularly good for pushing you into OTK range with Superheavy Samurai Ogre Shutendoji when you otherwise might miss it.

  • See You Later!

This is a more niche choice, but it has several interesting utility options. Returning a monster to your hand will send any cards equipped to it to the Graveyard, triggering Superheavy Samurai Soulpiercer. It also allows you to reuse monsters flipped face down by Elementsaber Molehu or Floodgate Trap Hole, especially Superheavy Samurai Trumpeter or Superheavy Samurai Big Waraji, who can simply re-Summon themselves.


Superheavy Samurai is a combo-heavy deck, and creativity is rewarded by the high power of the deck’s boss monsters. Practice will help you feel comfortable with the myriad of searching and Special Summoning effects the deck has to offer.

Main Combos

This is only a small selection of possible combos, but small variations on these combos will make up the majority of your early turns.

Synchro Ladder

The primary combo of the deck is a Synchro Summon ladder that ends on Superheavy Samurai Stealth Ninja. It requires a Level 3 monster (ideally Superheavy Samurai Gigagloves or Superheavy Samurai Flutist) and a Superheavy Samurai Trumpeter in hand.

  1. Normal Summon Superheavy Samurai Gigagloves or Superheavy Samurai Flutist.
  2. Special Summon Superheavy Samurai Trumpeter from your hand.
  3. Synchro Summon for Superheavy Samurai Swordmaster Musashi.
  4. Activate the effect of Superheavy Samurai Swordmaster Musashi to add Superheavy Samurai Trumpeter back to your hand from your Graveyard.
  5. Special Summon Superheavy Samurai Trumpeter a second time, then Synchro Summon for Superheavy Samurai Stealth Ninja If you had any copies of Superheavy Samurai Soulpiercer in your hand, equip them to one of your Synchro Material monsters, so that when the Materials are sent to the Graveyard, the Soulpiercers will also go to the Graveyard, allowing you to search for Superheavy Samurai Soulshield Wall and/or Superheavy Samurai Soulhorns.

Wagon Search into Stealth Ninja

This combo is the main way of turning a Superheavy Samurai Wagon into a Superheavy Samurai Stealth Ninja. It requires a Superheavy Samurai Trumpeter and Superheavy Samurai Wagon in hand.

  1. Normal Summon Superheavy Samurai Wagon and activate its effect to change it to Defense Position.
  2. Activate the effect of Superheavy Samurai Wagon and search for Superheavy Samurai Soulpeacemaker.
  3. Equip Superheavy Samurai Soulpeacemaker and activate its effect to tribute Wagon and Special Summon a Superheavy Samurai Flutist from your Deck.
  4. Special Summon Superheavy Samurai Trumpeter from your hand.
  5. Synchro Summon for Superheavy Samurai Swordmaster Musashi.
  6. Use the effect of Musashi to return the Trumpeter to your hand.
  7. Special Summon Trumpeter from your hand, then Synchro Summon for Superheavy Samurai Stealth Ninja.

Wagon Search into Ogre

Another common combo that ends on Superheavy Samurai Ogre Shutendoji. It requires a Superheavy Samurai Trumpeter and Superheavy Samurai Wagon in hand.

  1. Normal Summon Superheavy Samurai Wagon and activate its effect to change it to Defense Position.
  2. Activate the effect of Superheavy Samurai Wagon and search for Superheavy Samurai Soulpeacemaker.
  3. Equip Superheavy Samurai Soulpeacemaker and activate its effect to tribute Wagon and Special Summon a Superheavy Samurai Soulpiercer from your Deck.
  4. Special Summon Superheavy Samurai Trumpeter from your hand.
  5. Synchro Summon for Superheavy Samurai Ogre Shutendoji, triggering a search via Soulpiercer. Once again, any copies of Soulpiercer that were in your hand can be equipped to a Synchro Material so that they’re sent to the Graveyard for more searches.

Using Level Augmentation

Level Augmentation is one of the most popular skills for Superheavy Samurai decks, and while it doesn’t come up in every Duel it does add a good amount of flexibility to your Synchro plays. Here are some examples of how to use it.

Sample Decks

LFang, May 2020 KOG Budget Build


ISHTAR, May 2020 Anytime Tournament Non-Budget Build


DuB0203, April 2020 KOG Budget Build with Kiteroid



Sending Soulpiercer to the Graveyard

Creatively sending Superheavy Samurai Soulpiercer to the Graveyard is one of the deck’s biggest art forms. While it is most common to send it either as a Synchro Material or by equipping it to a Synchro Material, there are plenty of other ways to have it sent to the Graveyard.

  • Equip Soulpiercer to Superheavy Samurai Flutist, then use Flutist’s field effect to Tribute itself
  • Equip Soulpiercer to a monster, equip Superheavy Samurai Soulpeacemaker to the same monster, then use Soulpeacemaker’s effect to Tribute the equipped monster
  • Normal Summon a Superheavy Samurai Soulshield Wall, equip it with Soulpiercer, then use Wall’s effect to equip it to another monster you control
  • Equip a Superheavy Samurai Soulhorns to a monster you control, use its effect to Special Summon itself, equip the Soulhorns with Soulpiercer, then use Soulpiercer’s effect again to re-equip itself to the same monster it was originally equipped to
  • Set Soulpiercer and pass - this is great if you have a hand trap like Kiteroid in hand You may find even more ways to get sneaky searches off of Soulpiercer. Be creative!

Dealing with Going First

Superheavy Samurai’s turn 2 plays are incredibly powerful, but its turn 1 plays are quite weak. It’s important to know how to survive turn 1 if you end up going first so you can go for a follow-up OTK on turn 3.

  • Set Gigagloves: This is your ideal turn 1, giving you quite a lot of protection thanks to Superheavy Samurai Gigagloves’ Graveyard effect. It may be possible to still lose through this play, especially if your opponent can Special Summon Vermillion Dragon Mech and two other high ATK monsters, but that play is increasingly hard to do.
  • Set Soulpiercer: While it doesn’t offer you much protection, this play puts up at least a minimal guard to your Life Points and gives you a bonus search.
  • Pass with hand traps: If you’re running any hand traps, like Sphere Kuriboh, Kiteroid, or Artifact Vajra, simply passing turn 1 can be your best move, allowing you to conserve all the Superheavy Samurai cards in your hand for a turn 3 OTK combo.

General Tips

  • If you Synchro Summon Superheavy Samurai Ogre Shutendoji and send Superheavy Samurai Soulpiercer to the Graveyard at the same time (either by using it as a Synchro Material or equipping it to one of the Synchro Materials), the search effect from Soulpiercer will chain block Ogre’s destruction effect, making it impossible to negate with cards like Divine Wrath or Ultimate Providence.
  • If you have Superheavy Samurai Soulhorns in hand, don’t equip it to a monster until you’re ready to swing for game. Once it’s sent to the Graveyard, you generally won’t be able to recover it.
  • All Superheavy Samurai Soul equip effects target the monster they’re equipping to when you activate them, meaning your opponent can respond to them with a card like Paleozoic Canadia, causing your equip card to be sent to the Graveyard from the hand. Make sure to put Superheavy Samurai Flutist in the Graveyard as soon as possible to protect from this kind of disruption.
  • Forbidden Lance will make your targeted monster unaffected by all Superheavy Samurai Soul equip effects for the rest of the turn.
  • If your Synchro monster’s effects are negated by Forbidden Chalice or The Sanctified Darklord, that monster will only be able to attack from Attack Position, and its ATK will be applied.
  • If you attack directly with Superheavy Samurai Stealth Ninja while your opponent controls a monster, they can still activate Kiteroid.


As Superheavy Samurai is an OTK strategy, the deck significantly prefers going second. All matchups will be better when going second compared to going first.


Blackwings are an archetype of DARK Winged-Beast monsters who focus on aggressively Synchro Summoning multiple monsters and searching with Black Whirlwind. The core of the Blackwing deck has limited ways to prevent an OTK, with their main defense being Blackbird Close. Baiting out this card with an activated effect is important, as it’s non targeting and cannot be negated with Superheavy Samurai Trumpeter. However, if Superheavy Samurai Stealth Ninja hits the field and you suspect your opponent may still have Blackbird Close live, it’s best to avoid activating your direct attacking effect and instead swing over their monsters if possible.

The biggest challenge in the Blackwing matchup comes with their recent adoption of Necrovalley and Ancient Fairy Dragon. Necrovalley completely shuts off all forms of protection, as well as Superheavy Samurai Swordmaster Musashi, leaving you wide open to follow-up attacks from Assault Blackwing - Raikiri the Rain Shower and Assault Blackwing - Chidori the Rain Sprinkling. Removing Necrovalley with Superheavy Samurai Ogre Shutendoji or pushing for game immediately are critical to the Blackwing matchup.


Crystrons are an archetype of WATER Machine monsters with access to powerful floating effects and the ability to Synchro Summon on the opponent’s turn, while defending themselves with effects like Crystron Ametrix. Despite being notorious for their ability to draw out games and out-resource nearly any deck, Crystrons can struggle with Superheavy Samurai decks, as Crystron Ametrix can’t stop you from OTKing. As with most matchups, going aggressive for a turn 2 OTK is your best play. Most decks can’t compete with Crystrons in a protracted grind game, so closing it out quickly before Crystron Quariongandrax can hit the field is important.

  • Tips
    • Avoid attacking into Crystron monsters if at all possible, as many of them have strong floating effects. Your opponent may also have Sea Stealth Attack.
    • Crystron Impact can reduce all your monsters’ DEF to 0 without targeting, which is potentially devastating. However, you can usually watch for Crystron Smiger searching it to your opponent’s hand, meaning it’s usually clear when it’s live. When your opponent has a set Impact, play more defensively and try to get some copies of Gigagloves and Flutist in the Graveyard to protect you in case the Crystron player tries to stop you cold with Impact and go into a next-turn Crystron Quariongandrax.

Dark Magician

Dark Magician decks focus on using Magician Navigation to summon multiple powerful Spellcaster monsters while banishing your cards with Dark Magical Circle. Unfortunately, the prevalence of Kycoo the Ghost Destroyer and Night’s End Sorcerer make this a tough matchup for Superheavy Samurai. Dark Magician loves going first as much as Superheavy Samurai loves going second, and although Superheavy Samurai Flutist can negate the banishing effect of Dark Magical Circle, Kycoo the Ghost Destroyer stops your defense cold. On top of that, Superheavy Samurai Stealth Ninja can’t return itself from the banished zone back to the field during the Standby Phase. Superheavy Samurai Ogre Shutendoji is important here, as if Magician Navigation gets chained to its trigger effect, Dark Magical Circle will be destroyed before it can banish your monster. If you manage to make it that far, simply boosting your DEF with Superheavy Samurai Soulshield Wall often leaves Dark Magician with no recourse, but good Dark Magician players will often try to shut you down as quickly as possible.


Elementsaber is a deck that focuses delaying and disrupting the opponent while attempting to draw their powerful win condition in Aleister the Invoker. Elementsaber runs a plethora of effects that flip your monsters face down, primarily Elementsaber Molehu and Floodgate Trap Hole, sometimes padded out with Paleozoic Canadia as well. These effects are extremely disruptive for Superheavy Samurai, stopping your Synchro plays in their tracks and often ending your turn. As such, Elementsaber is one of Superheavy Samurai’s worst matchups. Putting Superheavy Samurai Flutist in the Graveyard as fast as possible is crucial, as it protects you from Elementsaber Molehu, but unfortunately it won’t stop Floodgate Trap Hole. Fiendish Chain throws another wrench in the works, being able to negate your important boss monster effects.

Masked Heroes

Masked Heroes are an OTK based strategy similar to Superheavy Samurai, and as a result this matchup is quite coinflip dependent. Neither deck has useful ways to interact with the opponent during their turn, nor do they have good turn 1 defensive plays, meaning whoever goes second will usually be able to OTK the opponent.


Shiranui is a Graveyard-oriented Synchro deck that gathers much of its power from its formidable boss monster, Shiranui Sunsaga. Shiranui, like Elementsaber, is also noted for their heavy trap lineup, with many of the same culprits such as Floodgate Trap Hole and Fiendish Chain.


Blue-Eyes is somewhat of a combo-toolbox deck that focuses on utilizing great support for Blue-Eyes White Dragon to make powerful level 9 Synchro monsters. The deck is quite versatile, with strong beaters and lots of options for targeting removal, however it can have a hard time getting over large monsters. Superheavy Samurai Stealth Ninja can pose a significant problem for Blue-Eyes decks, especially when buffed with Superheavy Samurai Soulshield Wall and backed up by Superheavy Samurai Flutist.

Cyber Dragon

Cyber Dragon is another OTK deck, but unlike most it packs some powerful backrow and disruption from Cybernetic Overflow. While the deck can make some big monsters in Cyber Twin Dragon and Cyber End Dragon, their main boss monster Chimeratech Rampage Dragon can’t get over any of your Synchro monsters. The fact that they rely on destruction effects to clear boards gives them an even tougher time getting over Superheavy Samurai Stealth Ninja.

  • Tips

Ritual Beast

Ritual Beast is a combo-oriented deck of WIND monsters who have powerful searching and floating effects, enabling a great defensive game with a flexible offense. However, they largely lack any ability to interact with you on your turn, making them easy to OTK. As you can ignore potential floating effects from Spiritual Beast Tamer Winda or potential ATK boosts from Spiritual Beast Apelio, as well as the high DEF of Ritual Beast Ulti-Pettlephin, Ritual Beasts can do little to prevent your Superheavy Samurai Stealth Ninja plays.

Final Thoughts

Superheavy Samurai is a fun, fast, and inexpensive combo deck that has been beloved by many players since its release. Its low barrier to entry and ability to win quickly have made it a first King of Games deck for many players, and despite the deck’s lack of tournament success, it will likely continue to be a ladder staple for a long time. As budget builds can be made with only one trip through Future Horizon, already a great box to purchase, there’s really no reason not to give Superheavy Samurai a try.

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