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Shobu's Soul, Cross It! Light Fire Samurai Deck [Light Fire Armored Samurai]

Official main image

1. Deck Overview

Based on [Light Fire Samurai], which was hugely active in summer 2023. A heroic deck that leverages the special card type "Cross Gear" to deploy Dragons consecutively from as early as turn 3.

The move of calling out Samurai one after another with "Samurai Mechraid" is bold, launching an all-out attack while deploying a wide variety of "when it attacks" abilities. The joy of attacking is top-class. On the other hand, with only 8 total Shield Triggers/G-Strikes and 2 Blockers, plus cards that reduce your own shields, defense is its weak point. Its honest charm is that early support and main force are clearly separated.

2. How to Win

Cost reduction on turn 2 (Chara Lupia, Dragon Gear - Gousoku Tachyon Armor) → from turn 3, chain Samurai Mechraid with Bolmeteus Musha Dragon "V" + Dragon Fang - Ryujin Dosfang to deploy → grant Speed Attacker with Dragon Gear - Zangeki Mach Armor or White, Blastflame Crimson Lord → from Valkyrias Musha Musashi "Niten", Revolution Change to put out Miradante Twelve, Time Pope and Rafululu Love, sealing the opponent's counterattack to win with an all-out attack.

3. Strengths

  • Chain deployment and speed of Samurai via Cross Gear and Mechraid.
  • The explosiveness of launching an all-out attack lining up "when it attacks" ability holders.
  • Revolution Change Dragons seal the opponent's summons and spells to attack through safely.

4. Weaknesses & Notes

  • Thin defensive cards (8 total Shield Triggers + G-Strikes, 2 Blockers), plus cards that reduce your own shields, make it weak to faster aggro.
  • Early support and main force are clearly separated — it's clumsy. Lowering the Samurai ratio reduces Mechraid hits.

Official Deck Composition

Official deck composition

Official Deck Composition

Creatures23
Twinpact Cards1
Spells4
Cross Gears12
Total40

5. Card Guide

Bolmeteus Musha Dragon "V"
001

Bolmeteus Musha Dragon "V" ×4

×4 / Creature / Fire / Cost 4

Role: Main force (Cross Gear deployment + removal)

With Samurai-Style Generate, put out a Cross Gear from hand for free. Double Breaker. When it enters / when it attacks, break one of your own shields to destroy power 6000 or less. Self-breaking replenishes your hand and can activate your own Shield Triggers. Since "when-it-enters effects can be resolved in any order," you can self-break first → generate the Cross Gear added to hand.

Miradante Twelve, Time Pope
002

Miradante Twelve, Time Pope ×1

×1 / Creature (Hall of Fame card = limited to 1) / Light/Water / Cost 8

Role: Lockdown Revolution Change target (summon lock)

Revolution Change from a Light/Water cost 5 or more Dragon. Triple Breaker. When it enters, draw 1 (in this deck there's no Light cost 5 or less spell, so it's a draw). With Final Revolution, until the end of the opponent's next turn the opponent can't summon cost 7 or less, and since Shield Trigger creatures are summons too, it seals most of them to break safely. Mainly put it out on Valkyrias Musha Musashi "Niten"'s attack.

Rafululu Love, Acoustic Dragon Elemental / "It's coming from the future, so it's a Miracle"
003

Rafululu Love, Acoustic Dragon Elemental / "It's coming from the future, so it's a Miracle" ×1

×1 / Twinpact card (creature / spell) / Light/Water / Cost Creature 7 / Spell 6

Role: Lockdown Revolution Change target (spell lock)

Revolution Change from a Light/Water Dragon. Double Breaker. When it enters, the opponent can't cast spells until the end of their next turn. Check the opponent's mana and prioritize this against spell-heavy opponents (Miradante Twelve, Time Pope if creatures are many). The spell side is hard to cast due to Water mana and is basically unused.

Valkyrias Musha Musashi "Niten"
004

Valkyrias Musha Musashi "Niten" ×4

×4 / Creature / Light/Fire / Cost 5

Role: Starting point (removal + draw + follow-up deployment)

G-Strike, Double Breaker. When it enters, destroy an opponent element of cost at or below your Fire-element count, and draw equal to your Light-element count (it counts itself). On attack, use a non-evolution Samurai/Armored from hand for free, up to your hand count's cost. The attack-trigger effect and Revolution Change can be declared simultaneously, so you can resolve the attack trigger first then change into Miradante Twelve, Time Pope, etc.

Dragon Fang - Ryujin Dosfang
005

Dragon Fang - Ryujin Dosfang ×4

×4 / Cross Gear / Light/Fire / Cost 5

Role: The axis of Mechraid

When it enters / when the crossed one attacks, Samurai Mechraid 5 (use a cost 5 or less Samurai from the top 3). It can cross onto a Samurai for free. Since it's a Samurai itself, you can put out a Dragon Fang - Ryujin Dosfang from a Dragon Fang - Ryujin Dosfang for chain deployment. Note that if put out via the attack-trigger effect, it can't cross until the next turn.

Dragon Gear - Zangeki Mach Armor
006

Dragon Gear - Zangeki Mach Armor ×4

×4 / Cross Gear / Fire / Cost 4

Role: Cost reduction / whole-team buff

While uncrossed, reduce your Dragons'/Samurai's cost by 1. While crossed, +2000 power + Speed Attacker grant to all your Dragons/Samurai. It can cross onto Bolmeteus Musha Dragon "V" for free, aiming to make your whole army Speed Attackers. Note you can't cross during an attack.

Dragon Gear - Gousoku Tachyon Armor
007

Dragon Gear - Gousoku Tachyon Armor ×4

×4 / Cross Gear / Fire / Cost 2

Role: All-purpose cost reduction

Cross Gear generate/cross cost -1, Samurai summon cost -1, +1000 power to the crossed one. Cross Gears are hard to destroy, so placing one early eases deployment (watch out for element-targeting removal). It also reduces its own cross cost, and crossing it onto Maroku, Tactical Genius aims for explosive deployment from the early game.

Shirophecy, Armored Mecha Heaven
008

Shirophecy, Armored Mecha Heaven ×2

×2 / Creature / Light / Cost 4

Role: A third Revolution Change (spell lock + defense)

Revolution Change from a cost 3 or more Armored/Mecha. Blocker, Double Breaker. When put out via Revolution Change, the opponent can't cast cost 5 or less spells until your next turn. A Blocker that untaps at end of turn, also for defense on the opponent's turn. For trigger locks you'd prefer the wider-range Rafululu Love, but it has the merit of low cost and not getting caught by cheat meta.

Maroku, Tactical Genius
009

Maroku, Tactical Genius ×4

×4 / Creature / Light / Cost 2

Role: Every-turn Mechraid source

If a Cross Gear is crossed onto it, at the start of your turn do Samurai Mechraid 5 and cross the put-out Cross Gear for free. With Escape (when destroyed, add 1 shield to hand instead of going to the graveyard), it survives while replenishing hand. Attach a Cross Gear and survive 1–2 turns, and ideally call Valkyrias Musha Musashi "Niten" and the like.

World Flash
010

World Flash ×4

×4 / Spell / Light / Cost 6

Role: Defensive Shield Trigger (cheat + whole-team Blocker)

Shield Trigger, Yobinion (reveal the top of the deck until a creature with lower cost than itself comes out, and put it out). Untap your whole army and grant Blocker to all until your next turn. Basically a defensive card. Drawing it off Bolmeteus Musha Dragon "V"'s self-break is effectively a big hit that brings another creature along. When it comes to hand, charge it to mana and bury it in shields.

White, Blastflame Crimson Lord
011

White, Blastflame Crimson Lord ×4

×4 / Creature / Fire / Cost 5

Role: Speed Attacker grant

Grant Speed Attacker to all your Samurai (including itself). Giving it to Valkyrias Musha Musashi "Niten" lets you use its attack trigger right away, and the creatures it calls become Speed Attackers too for explosive deployment.

Chara Lupia
012

Chara Lupia ×4

×4 / Creature / Light/Fire / Cost 2

Role: Dragon reduction

Reduce your Dragons' cost by 2. Valkyrias Musha Musashi "Niten" becomes cost 3, making a turn-3 "Niten" a lethal high-roll pattern. Note the reduction applies only to "summoning" and doesn't affect Cross Gear generation.

6. Basic Play Flow

Early game

With abundant 2-cost cards, move from turn 2 (charge multicolored cards on turn 1). Prioritize cost reduction. If you have Valkyrias Musha Musashi "Niten" in hand, Chara Lupia; if Maroku, Tactical Genius, Dragon Gear - Gousoku Tachyon Armor (Tachyon for 2 mana → summon and cross Maroku on turn 3).

Mid game

From turn 3 on, land Bolmeteus Musha Dragon "V" + Dragon Fang - Ryujin Dosfang. Generate Dosfang for free via "V"'s Samurai-Style Generate → call Samurai with its when-it-enters Mechraid. If Dragon Gear - Zangeki Mach Armor or White, Blastflame Crimson Lord comes out, make "V" a Speed Attacker, equip Dosfang and attack → Mechraid again. Even with no Cross Gear in hand, put out "V" aggressively (you can call one in via self-break). The point is to not fear reducing your own shields.

Late game

Push in starting from Valkyrias Musha Musashi "Niten". Only from "Niten" can you Revolution Change to deploy Miradante Twelve, Time Pope and Rafululu Love, sealing the opponent's creatures and spells to attack in. As an advanced technique, on "Niten"'s attack you can resolve the Revolution Change first to return it to hand, then with the waiting cheat effect (if you have 5+ cards in hand) re-deploy "Niten" itself.

7. Final Summary

An attack-specialized heroic deck that deploys Samurai Dragons consecutively via Cross Gear and Samurai Mechraid, launching an all-out attack with Speed Attacker grants and Revolution Change disruption. Its weaknesses are thin defense and clumsiness. You can also enjoy customizations that leverage self-breaking and add the Nature civilization.

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