Samurai Deck Help

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Hi, I just recently started playing Magic again and after making several decks I want to focus on a Samurai deck.

Could someone point me in the direction of solid decks that have already been posted on here or detail what cards are typically useful in a Samurai deck?

I appreciate any help.  Thanks!
I like Nagao, Bound by Honor as a Samurai "lord."  You'll probably want to go White/Red, for Godo, Bandit Warlord or just Mono-white.  Search Gatherer for "samurai" and see what you like in any color.

Personally I'd use Nagao, Kitsune Blademaster, and Araba Mothrider at a minimum.  I'd maybe then go with red for Godo, Brothers Yamazaki, and possibly Fumiko the Lowblood since she'd be rather interesting combined with something like Takeno, Samurai General.

Add some removal (Lightning Bolt and Oblivion Ring and/or some similar spells) and you got a deck
Just to be clear, when using Godo and he attacks during your turn his ability allows him to be untapped as well as all other Samurai in order to have another turn to attack again?  That's what I'm making from the text.
Just to be clear, when using Godo and he attacks during your turn his ability allows him to be untapped as well as all other Samurai in order to have another turn to attack again?  That's what I'm making from the text.



yeah, when he attacks for the first time in a turn you can untap all your samurai and attack again.  It's not an extra turn, just an extra attack phase, that's why he untaps your guys;  If he didn't untap them you'd get an extra attack phase but all your guys would be tapped and unable to attack for it.

did that help?  I can sometimes make things more confusing when I try to explain them 
That explains things.

I meant to say extra attack turn, or in this case the proper term, attack phase.

That certainly means by the time you get him out you can pack whallop after whallop every turn.
What equipment or artifacts would be best suited for a Samurai deck?
No-Dachi is always useful, Umezawa's Jitte is a "can't go wrong with including this as a 2-of", and Godo of course has Tenza.  I like having Godo fetch Lightning Greaves.  1 Oathkeeper, Takeno's Daisho might be fun.

Also, don't forget about Devoted Retainer, or Call to Glory.  It's always good to have 1-drops for Aggro, and Call is a great combat trick after you've alpha striked.

A fun trick with Godo, is if you have a way to give global haste and Cloudshift him in the new attack phase he grants, or if he got blocked in combat.  His "returned self" won't remember he attacked, since he's technically a different Godo as far as the game is concerned.  That means when he attacks, you'll get another new attack phase for him and all your Samurai.  And don't forget about all those Bushido triggers as your guys get blocked.  It lasts until EoT, meaning blocked Samurai will be bigger on their next swing, and if they get blocked again, they'll get another Bushido boost.
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not very samurai-y but Godo's first ability goes ridiculously well with elbrus, the binding blade -- samurai arent big on evasion though

A fun trick with Godo, is if you have a way to give global haste and Cloudshift him in the new attack phase he grants, or if he got blocked in combat.  His "returned self" won't remember he attacked, since he's technically a different Godo as far as the game is concerned.  That means when he attacks, you'll get another new attack phase for him and all your Samurai.  And don't forget about all those Bushido triggers as your guys get blocked.  It lasts until EoT, meaning blocked Samurai will be bigger on their next swing, and if they get blocked again, they'll get another Bushido boost.


this won't work unless you have something granting everyone haste, or an ability like Leonin Shikari to attach Lightning Greaves as an instant.  The cloudshifted Godo will have summoning sickness as though you just played him, so he won't be able to attack again without haste.  A neat trick if you can get it to work, but I'd advise focusing on samurai and save the tricks for a different deck.

Anubuss does make a good point about Bushido lasting until end of turn and the fact Godo allows you to swing with your naturally buffed samurai again.   Green offers a bunch of "make stuff block" effects to choose from, like Hunt Down and Predatory Rampage if you want to take full advantage of this. There is even exactly one Green Samurai:  Isao, Enlightened Bushi.

3 colors might be pushing it a bit, but the Naya Shard fits into the three colors we've mentioned so far (red, green and white) so cards like Jungle Shrine could help if you went that route

also, Elbrus is feakin sweet! I kinda want to make a deck for it now, or something 

My samurai deck uses a few things that make it a real contender. Keep in mind, I usually play it in multiplayer, where everything is generally slower.


door of destinies for mass pump. I used to run a faster 1v1 build with honor of the pure and such.


True Conviction wrecks games.


Serra's blessing grants vigilance. Duh. Reconnaissance is strictly better, just read the rulings on gatherer as to why.


Brothers Yamazaki holds a special place in my heart. I only have 2 in my deck, and there have been multiple times where I would die the next turn. I would usually have 1 in play, then I'd topdeck the other one for the win. One of my fondest memories....


.........ever.

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Are you making a casual mill deck? Please read.
Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is. One-Shot Mill spells are something you should avoid. You can toss tome scours at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour, you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral. Try to find more permanent styles of milling, like memory erosion, hedron crab, and curse of the bloody tome, so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements. ​Traumatize Rant​. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes. You can mill more than 24 before turn 5...which you can then cast the echoes. If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt. The problem is that there is no mill card that can do that...except hedron crab, over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome, are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy. There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 post to pay for X on sands of delirium or for ambassador laquatus. Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment, it is easier to ramp in multiplayer, allowing for big X spells, like mind grind, to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it. There are always new strategies coming out with each set, so check gatherer for any new mill cards that you find to be the most fun for you! Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!