Notes & Combos
Player ID: 717-477-321 (got a lot of replays in there in case anyone's curious on how I play this deck)
Surprisingly difficult deck to pilot even though they might seem simple at first. This deck gives you a lot of freedom on how you wanna combo since a lot of the monsters can just special summon from your hand and that leads you to a whole lot of different combo routes that you have to figure out on the fly while having to play under possible handtraps and negates from the opponent. VERY VERY fun deck to play though and I highly recommend it to anyone who wants to humiliate some people in ladder with some fat robot samurais :^)
This is a go second deck made to OTK people while stopping them from making a board with your handtraps.
The handtrap lineup is pretty standard here outside of the token collector, which is a response to the current meta plagued with adventurer and halqdons (although if you're in gold or below I highly discourage you to run token collector since it's much rarer to find people playing these decks in there than it is in plat or above, so I'd recommend switching them to another handtrap, preferably other copies of ghost ogre or some nibirus).
This deck has so many combo routes that it's kinda hard to compile them all in here but I've got many replays on my account that can easily teach how most of the combos go. If you have any questions about the deck you can hmu on the superheavy samurai channel on the MDM discord and I'll try respond to them.

Very nice deck! I play superheavy samurais too but after playing them for sometime, i deemed them not good enough to play in ranked but ur deck gives me hope that i might be able to play this outside of just casual. Though, one question I have is why u play both sekka's light & soulpeacemaker in the deck when their effects heavily conflict with one another? If u get into a situation where u draw both these cards, which one will u prioritize? Like in one of the replays, baronne negated sekka's activation so u were still able to use soulpeacemaker's effect afterwards but if the opponent didn't do so & u ended up drawing 2 brick cards then wouldn't that leave u screwed?

Unfortunately that is one of the issues of running sekka's light, but you can't ignore the fact that it's essentially a pot of greed for this deck. The amount of card advantage that sekkas gives outweights the negative of turning off peacemaker for the rest of the game (and SHS really benefits from having a lot of cards in hand since they rely on having multiple combo pieces to pull off an OTK). Drawing both of them shouldn't be an issue since you can always activate peacemaker before sekkas (only if you have an additional SHS card in your hand to use the peacemaker effect on, otherwise you activate sekkas and shuffle peacemaker away with the second effect). In that replay you're talking about I used sekka's light specifically to bait out the baronne negate since the hand that I had at that point was enough to potentially break his board afterwards, in a sense it was a little bit of a gamble but not negating what is essentially a pot of greed would be an extremely risky play for the opponent so I just went for it.

There was one time when I used Soulpiecemaker's equip effect to special summon benkei from the deck. My opponent used Call By The Grave on Soulpiecemaker which made me panic lol. But I was surprised that it's effect still resolved. I then learned that Called By The Grave only negate monster effect, not the spell effect of equip monster. That was one of many funny moments I had when I was trying SHS deck

It's so funny when that happens, because usually called by is an unironic turn ender for superheavies IF they hit soulpiercer with it, but many people will prioritize using it on peacemaker instead since most of them don't know about that specific interaction. Definitely one of the good things about playing SHS