Backs to the Wall
Trap Normal

Backs to the Wall

  • Archetype:
  • Six Samurai

  • View:
  • 3703




Pay LP so that you only have 100 left; Special Summon as many "Six Samurai" monsters with different names from your GY as possible. You cannot Special Summon a monster with the same name as a monster you already control.




 
 
AI Power Analysis
Recovery/RecursionConfidence: MediumEvaluated Oct 8, 2026
53± 8/ 100
Power Score
Intrinsic 50
Deck 54

Backs to the Wall — Power Evaluation

Final Score: 53 ± 8 · Confidence: Medium

  • Intrinsic: 50 · Deck: 54.5 · Meta: provisional
  • Primary role: Recovery/Recursion

Why it scores here

Backs to the Wall is a Six Samurai trap whose value is a mass Special Summon of different-name Six Samurai monsters from the GY, paid for by dropping to 100 LP. Its power is conversion of a GY full of Six Samurai into a board, so it is strong when the deck already has a stocked GY and LP to spare, and the LP cost caps how often it is safe to use. The 55-deck sample supports a real, practical home (17 archetypes, strong partners such as Legendary Six Samurai - Kizan), but it does not show that the card is intrinsically powerful, so the score stays near the middle. Its effect-interaction and material scores are low because the card does nothing to the opponent and cannot be used as material.

Axis scores

Axis Score Evidence
Accessibility 60 Set as a trap and reachable through the Six Samurai shell with partners like Gateway of the Six and Shien's Smoke Signal in 55 decks; no combo starter data exists to confirm the route (observed decks, inferred route).
Combo & Conversion 62 Text says it summons as many different-name Six Samurai from the GY as possible, a board-building effect; no combo examples or power index are supplied to measure the realistic board (inferred from text).
Resource Economy 60 Gets several bodies back from the GY for a LP cost that resets the player to 100, so it is a recursion effect with a real but heavy price (verified text, inferred magnitude).
Effect & Interaction 10 No negation, removal or disruption on the opponent's side; the trap only affects the player's own board (verified text).
Material Utility 10 The card is a trap and cannot be material; the summoned monsters carry the value, not this card (verified frame and type).
Resilience & Flexibility 45 A face-down trap can be negated, and it depends on a stocked GY and spare LP, so it is fragile to both interaction and resource timing (inferred).
Deck-Building Efficiency 45 Average 1.22 copies across decks, all in one archetype-locked shell with no garnet or lock; the cost is LP management and a dedicated Six Samurai build (observed copies, inferred restriction).

Calculation

Weight profile: Primary role Recovery/Recursion only; no secondary blend (Combo enabler not evidenced by combos). Intrinsic ≈ 50, Deck ≈ 54.5, Meta = provisional. Modifiers: LP-cost self-limit (-2). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Mass recursion from GY, several bodies per activation
  • Live in 55 sampled decks across 17 archetypes, with strong partners
  • Cheap to run at about one copy per deck, no garnet or lock

Weaknesses

  • Resets LP to 100, a heavy cost that can be lethal to use
  • Needs a stocked GY of different-name Six Samurai to be worth it
  • No opponent interaction and no material value

Counters / choke points

  • Negation of the set trap before activation
  • Opponent removal or GY disruption that empties the GY
  • Heavy damage pressure that makes the LP reset a liability

Best use

Recovery/Recursion trap in GY-heavy Six Samurai lines. Decks: Six Samurai, Secret Six Samurai, Shadow Six Samurai. Suggested copies: 1.

Evidence & gaps

  • Verified: Trap frame, Six Samurai archetype, formats TCG/OCG/MasterDuel/DuelLinks from evidence; Text: pay LP to 100, Special Summon different-name Six Samurai from GY, no same-name summon
  • Observed: 55 decks, 17 distinct archetypes, average 1.22 copies; Top partners with 58-78% co-occurrence; One guide describing the Six Samurai trap support role
  • Inferred: Typical GY recursion yield of two to four bodies, not measured; LP cost makes use situational; Conversion into a full board depends on GY state
  • Data gaps: no combos supplied, so combo conversion is text-only inference no banlist token, assumed 3 copies (unlimited) no usage statistics (StatisticsCard) for this card no combo starter, searched or end-board data to confirm the recursion route











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