Heiko Yamazaki, the General
The lone-attacker clause is the tell: this is a design that rewards the deck for choosing not to swarm. Where Samurai and Warrior tribal usually wants a wide board, Heiko wants exactly one attacker on the far end of a bushido-style solo strike, and pays for it by handing you permission to recast an artifact from your graveyard that turn. The target restriction (artifact cards only) narrows the engine but sharpens it: every Equipment, every Vehicle, every artifact bomb that got sacrificed or destroyed becomes a resource to rebuy rather than a loss, so a deck heavy on artifacts turns each solo swing into a second shot at its best permanents. The window is worth reading carefully, because it is easy to misjudge. The trigger fires when the lone Samurai or Warrior is declared as an attacker, but the permission it grants only lifts the ownership-and-graveyard restriction, not the normal timing rules; unless the artifact you want back has flash, you are casting it on your next main phase, still within the turn, not mid-combat before blocks. So Heiko is a value engine that stages resources for a later point in the same turn, not a combat trick. It is a quietly demanding build-around: the attacks-alone condition sits in tension with the go-wide instinct that Samurai decks otherwise lean on, and the reward is only as good as the graveyard you can stock.

