Elfnote Superheavy Samurai Gameplay Guide

Elfnote Superheavy Samurai Gameplay Guide

Because Superheavy Samurai decks can't use spells/traps in the graveyard, they're quite difficult to mix with other decks. However, Elfnote decks can place permanent spells/traps on the field, so that's fine. Their Theorealize spell can also banish from the graveyard.




Superheavy Samurai

 

Superheavy Samurai Soulpiercer (Triple (if possible))
R rarity
Limited to 1 copy
Superheavy Samurai Soulpiercer
R rarity
Limited to 1 copy
Superheavy Samurai Soulpiercer

Peak is insane, hitting the graveyard from the search field not once per turn.



You can equip this card from your hand or field to a monster on the field (to make it easier to send to the graveyard, since this card is sent to the graveyard when the equipped monster leaves the field).


And on top of that, it's level 4, capable of cooking all sorts of other evil things.


As for the piercing attack... well, it's a matter of luck.

Superheavy Samurai Prodigy Wakaushi and Superheavy Samurai Monk Big Benkei (Pendulum)
UR rarity
Superheavy Samurai Prodigy Wakaushi
UR rarity
Superheavy Samurai Prodigy Wakaushi
UR rarity
Superheavy Samurai Monk Big Benkei
UR rarity
Superheavy Samurai Monk Big Benkei

Wak aushi x3 :


While in the pendulum zone, you can place another Superheavy Samurai card from your deck into the pendulum zone and have it automatically jump onto the field.

On the field, if it leaves the field to be used as Synchro material and placed in the Extra Deck, it can automatically be placed back on the field to perform a pendulum summon.

As for the monster-pulling effect, I advise against using it, as it severely locks down Superheavy Samurai.


Big B Enkei x1: In the pendulum zone, you can search for the Soul Piercer crossbow.

Superheavy Samurai Scales (x1)
R rarity
Superheavy Samurai Scales
R rarity
Superheavy Samurai Scales

When summoned to the field, pull one Superheavy Samurai Level 4 or lower body from the graveyard onto the field.


Additionally, it has the ability to automatically jump if the enemy has 2 or more monsters while you don't. Its main purpose is to bait and disrupt the enemy, because if you activate your combo and the opponent doesn't do anything, their board will be pretty useless.

Superheavy Samurai Scarecrow (x1)
SR rarity
Superheavy Samurai Scarecrow
SR rarity
Superheavy Samurai Scarecrow

That's incredibly overpowered, to the point of being banned in TCG.



Simply discard one monster and jump a Superheavy Samurai from the graveyard (any one will do), just point it into this leaf space.


Everything was normal until those non-once-per-turn cards like Soul Piercer appeared.

Superheavy Samurai Swordmaster Musashi (x1)
UR rarity
Superheavy Samurai Swordmaster Musashi
UR rarity
Superheavy Samurai Swordmaster Musashi

The Elfnotes will throw one Superheavy Samurai combo card into the graveyard, and this card will be picked up to create a combo.



Elfnote

 

Elfnote Power Patron (x1)
Card rarity
Elfnote Power Patron
Card rarity
Elfnote Power Patron

It's super fast, but since it can be searched using 36 methods, x1 is enough.


This character will lock Synchro on the field.


Just touch the graveyard to use the Synchro crafting material to search for Elfnote monsters/spells/traps.

You can level up a monster in the middle of the Main Monster Zone by 3 levels, and immediately, you can Synchro Summon an Elfnote Synchro or Junora the Power Patron of Tuning . This leveling up can help this deck flex extra deck monsters.


Elfnote Lucina (x3)
Card rarity
Elfnote Lucina
Card rarity
Elfnote Lucina

Excellent searcher and starter.

It has the ability to automatically jump into the middle slot of the Main Monster Zone.


I found an Elfnote monster from my deck and added it to my hand.

It disrupts by swapping positions with a monster in the middle of the Main Monster Zone and pushing an enemy Level 6 or lower monster into its hand.

Elfnote Regina (x2-3)
Card rarity
Elfnote Regina
Card rarity
Elfnote Regina

Quick effect (because it's a quick effect, it can dodge the target, which is quite annoying when the opponent throws a handtrap with a target at another Elfnote card and this card sends it down to dodge the target).


This card's quick effect allows you to send 1 Elfnote monster/spell/trap card from your hand or field to the graveyard and jump this card up.

If this card lands in the middle of the Main Monster Zone, it can summon another Elfnote from the deck onto the field.


And even more surprisingly, this monster hits the graveyard when used as Synchro material, allowing you to pick it up yourself (WTF, it automatically recovers inventory). Furthermore, this effect can be placed at the end of the chain link to block untargeted enemy handtraps/negates.

Elfnote Tinia (x3)
Card rarity
Elfnote Tinia
Card rarity
Elfnote Tinia

snatch hand go brrrrrrrrrrrrrr



It also has the effect of automatically jumping from your hand into the middle slot of the Main Monster Zone.

You can place the Eternal Elfnote spell directly from your deck onto the field (without fear of Droll ).

You have the ability to swap positions with another monster in the Main Monster Zone and steal a hand (banish a random card face up from your opponent's hand) until the end of your turn.

Elfnote Fortuna (x1)
Card rarity
Elfnote Fortuna
Card rarity
Elfnote Fortuna

Jump from your hand into the middle of the Main Monster Zone.


It is possible to place one Elfnote permanent trap card from your hand or deck directly onto the field (without fear of Droll ).


You can potentially move a face-up spell/trap onto your hand by swapping positions with a monster in the middle of the Main Monster Zone.

Elfnotes: Welcome Home and Elfnotes: Rhapsodia of Madness (x1)
Card rarity
Elfnotes: Welcome Home
Card rarity
Elfnotes: Welcome Home
Card rarity
Elfnotes: Rhapsodia of Madness
Card rarity
Elfnotes: Rhapsodia of Madness

Tinia and Fortuna placed them straight onto the field.



Welcome Home x1: Sends 1 monster to summon another Elfnote from the Deck with a different attribute to expand the combo, then Synchro Locks it.


Rhapsodia x1: Similar to a spell card, but it jumps monsters from the graveyard instead of the deck and can be used to dodge targets. It also includes a negate of face-up monsters/spells/traps on the field if you are controlling a Synchro monster!

Elfnote Seraphim Strelitzia (x1)
Card rarity
Elfnote Seraphim Strelitzia
Card rarity
Elfnote Seraphim Strelitzia

It's super easy to level up Elfnotes, because they already have Level 6 + 1 in the deck.



3000 damage if in the middle slot of the Main Monster Zone (nobody cares).


This has a main phase effect (quick effect) that pulls a Level 6 or lower Elfnote from your hand or graveyard onto the field. Afterward, you can reduce the Level of all Level 4 or higher minions on the field by 3 levels until the end of the turn.

-> This skill simultaneously restores inventory, reduces the level of all Level 4 or higher monsters by 3, disrupts enemies, and flexes levels to advance to Superheavy Samurai!

Then Synchro got locked :)

Medius the Pure and Theorealize (Main and His Bird)
UR rarity
Medius the Pure
UR rarity
Medius the Pure
SR rarity
Theorealize
SR rarity
Theorealize

Medius the Pure x1-2: This card, when in the graveyard, can push one card from your hand or field back into the deck to jump from the graveyard (but it is banished if it leaves the field).


If this card is summoned, it can be added to your hand, or it can be played directly from your Power Patron monster set onto the field.

Sometimes, drawing this card from your hand requires a normal summon, but if you have good luck, you can discard it and play it on the field without a normal summon.

Theorealize x3: Throw that damn Medius the Pure from the deck to the graveyard (I should be the one with the harem, not him), and while you're at it, check your opponent's top deck. If it's a one-card combo or something, put it at the bottom of the deck. Leave the brick-causing cards at the top of the deck.


You can banish a monster to turn it into a Light Fiend (ohmmm, banishing is mandatory so that it's in the graveyard without spells/traps for the Superheavy Samurai to wreak havoc).



Staple

 

Shooting Riser Dragon (x1)
SR rarity
Shooting Riser Dragon
SR rarity
Shooting Riser Dragon

It's incredibly easy to level up; the Elfnote guys already have 6 + 1 = 7.


This guy throws Wakaushi into the grave, and Musashi picks him up from the grave to create a one-card combo: Superheavy Samurai.

And throwing this card down will also reduce its own level (that's what the effect says), but in this deck, reducing the level can be flexed very easily.


Additionally, there's the Accel Synchro effect, etc. (which you can use if the enemy has already been disarmed, taken three negates, and is still able to fight back).

PSY-Framelord Omega and Crystal Wing Synchro Dragon (target : Level 8)
UR rarity
Limited to 1 copy
PSY-Framelord Omega
UR rarity
Limited to 1 copy
PSY-Framelord Omega
UR rarity
Crystal Wing Synchro Dragon
UR rarity
Crystal Wing Synchro Dragon

You can easily get Crystal Wing Synchro Dragon with this deck, because the level reduction/up/down effects make it very easy to get negates with flex.


Otherwise, Omega will just pull the hand once per turn and move straight ahead.

Stardust Dragon and Accel Synchro Stardust Dragon (x1)
UR rarity
Stardust Dragon
UR rarity
Stardust Dragon
UR rarity
Accel Synchro Stardust Dragon
UR rarity
Accel Synchro Stardust Dragon

Accel Synchro : Allows you to easily Synchro Level 9 or 10 monsters by pulling a Level 2 or lower Tuner monster from the graveyard (Superheavy Samurai has a Level 2 Tuner, Elfnote has a Level 1 Tuner).


Additionally, this deck's Seraphim reduces the level of all monsters on the field, including yourself. This both helps with flexing and restricts monster levels in some situations, but Accel Synchro can tribute itself and raise Stardust Dragon (the raised Stardust remains at Level 8, the same level as before the reduction, allowing you to flex your monsters).

Bystial Dis Pater and Baronne de Fleur (Target : Level 10)
UR rarity
Bystial Dis Pater
UR rarity
Bystial Dis Pater
UR rarity
Baronne de Fleur
UR rarity
Baronne de Fleur

If you get Crystal Wing and Negate, go straight to Baronne . If you want to steal a hand, pull Bystial Dis Pater, pull Omega back, and steal another hand, making it two hands in total.



If you have good luck, you can get both: 2 negates + 3 hand pulls and 1 negate from a trap!

Ravenous Crocodragon Archethys, F.A. Dawn Dragster, Juraishin and the Cursed Thunder God (Odd number)
SR rarity
Ravenous Crocodragon Archethys
SR rarity
Ravenous Crocodragon Archethys
UR rarity
F.A. Dawn Dragster
UR rarity
F.A. Dawn Dragster
SR rarity
Juraishin, the Cursed Thunder God
SR rarity
Juraishin, the Cursed Thunder God

Well... if Flex gets hit with a handtrap after leveling up, he still needs to build something to survive, right?

Saryuja Skull Dread and Beyond the Pendulum (Unlimited Gacha)
UR rarity
Saryuja Skull Dread
UR rarity
Saryuja Skull Dread
UR rarity
Beyond the Pendulum
UR rarity
Beyond the Pendulum

The main goal is to reach Saryuja in order to try and draw Elfnote.


Elfnote can search for Superheavy Samurai, but the reverse is not possible.

handtrap & staple
SR rarity
Limited to 2 copies
Droll & Lock Bird
SR rarity
Limited to 2 copies
Droll & Lock Bird
UR rarity
Ash Blossom & Joyous Spring
UR rarity
Ash Blossom & Joyous Spring
UR rarity
Limited to 2 copies
Maxx "C"
UR rarity
Limited to 2 copies
Maxx "C"
UR rarity
Mulcharmy Fuwalos
UR rarity
Mulcharmy Fuwalos

Don't mix handtraps and staples with spells/traps unless you can handle it.




master-duel
1380
5




https://ygovietnam.com/
Toparrow_upward