Trap
NormalBreakthrough!
Archetype:
Six Samurai
View:
3655
Select 1 "Six Samurai" monster you control. If the selected monster destroys an opponent's monster by battle, "Great Shogun Shien" and all "Six Samurai" monsters you control can attack your opponent directly during the Battle Phase of this turn.
Breakthrough! — Power Evaluation
Final Score: 40 ± 8 · Confidence: Medium
- Intrinsic: 37 · Deck: 42 · Meta: provisional
- Primary role: Utility · Secondary: Combo enabler
Why it scores here
Breakthrough! is a single-copy Six Samurai-locked trap whose only payoff is converting a battle win into direct attacks for Great Shogun Shien and other Six Samurai monsters this turn. It gives no card advantage, no opponent interaction, and no material value, so its score comes from accessibility and deck fit rather than raw power. Its strong co-occurrence with Six Samurai support (about 91% with several partners) shows it is a practical finisher in that archetype, but the absence of combo records means its conversion value is inferred from text alone.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 42 | Set as a trap and needs a Six Samurai monster already on the field; it appears as a single copy in 11 of 11 decks across 7 archetype labels, but has no starter role or searched-for role data (observed/inferred). |
| Combo & Conversion | 40 | Its text converts a battle win into direct attacks by Great Shogun Shien and other Six Samurai monsters, which is a real finishing route but unmeasured in boards (inferred). |
| Resource Economy | 30 | No draw, search, or refuel; it is a one-for-one trap with no card advantage (verified). |
| Effect & Interaction | 15 | It has no negation, removal, or disruption against the opponent (verified). |
| Material Utility | 5 | It is a trap and cannot be used as material (verified). |
| Resilience & Flexibility | 35 | A face-down backrow card that a single negate or backrow removal can stop, and it is single-copy with no redundancy (inferred). |
| Deck-Building Efficiency | 65 | One copy per deck, no garnet or lock restriction, and it fits Six Samurai shells with low slot cost (observed). |
Calculation
Weight profile: 0.7 Utility + 0.3 Combo enabler. Intrinsic ≈ 37, Deck ≈ 42, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Converts a won battle into direct attacks, a practical finishing route for Six Samurai shells.
- Consistently included at one copy across 11 sampled decks with strong partner co-occurrence.
- Cheap to run: one slot, no garnet or lock restriction.
Weaknesses
- Archetype-locked to Six Samurai monsters, so its portability across homes is low.
- Rests on a battle-destruction condition whose resolution timing is fiddly and has no rulings in the evidence.
- No opponent interaction, card advantage, or material value.
- Vulnerable in backrow to a single negate or removal.
Counters / choke points
- Negation or backrow removal of the set trap before its condition is met.
- Opponent monsters that avoid being destroyed by battle, so the condition never triggers.
Best use
Finisher enabler for direct attacks after a won battle. Decks: Six Samurai, Secret Six Samurai, Shadow Six Samurai. Suggested copies: 1.
Evidence & gaps
- Verified: Trap card; effect selects one Six Samurai monster you control and enables direct attacks after a battle destruction.; Copies per deck: 1 in all 11 decks.; Not a monster, so no material value.
- Observed: Appears in 11 of 11 sampled decks across 7 archetype labels.; Top partners co-occur in about 73–91% of decks.
- Inferred: Acts as a finisher enabler in Six Samurai shells.; Backrow trap is vulnerable to negation and removal.; Battle-destruction condition gives it fiddly timing.
- Data gaps: no combos supplied, so combo conversion is text-only inference no rulings for the battle-destruction timing of this trap no usage statistics (StatisticsCard), so inclusion is from the deck sample only no banlist token, assumed 3 copies (unlimited)






