Trap
NormalDouble-Edged Sword Technique
Archetype:
Six Samurai
View:
3470
Target 2 "Six Samurai" monsters in your GY; Special Summon those targets in Attack Position. During the End Phase of this turn, destroy them, and if you do, take damage equal to those destroyed monsters' ATK.
Double-Edged Sword Technique — Power Evaluation
Final Score: 46 ± 6 · Confidence: Medium
- Intrinsic: 41 · Deck: 49 · Meta: provisional
- Primary role: Recovery / Recursion · Secondary: Extender
Why it scores here
The card's text is a single Trap effect: it Special Summons two Six Samurai monsters from the Graveyard in Attack Position, destroys them in the End Phase, and deals damage equal to their combined ATK. Its reliable output is a two-body burst plus damage from cards that are already dead, so it scores on recursion and on keeping the Six Samurai shell's Graveyard usable. High ATK on the summoned bodies earns nothing, since they are destroyed. Deck counts (167 decks, 99% alongside Grandmaster of the Six Samurai) confirm the card is consistently played in its shell, not that it is intrinsically strong.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 60 | Needs two Six Samurai monsters in the Graveyard and a set Trap, and the deck sample shows it live in 167 decks, mostly the Secret Six Samurai shell (observed, inferred). |
| Combo & Conversion | 40 | Text yields two field bodies plus damage from a Graveyard start, but no recorded boards exist to confirm a one-card-to-full-board line (inferred). |
| Resource Economy | 40 | No card gain; the two summoned monsters are destroyed, so value comes from Graveyard cards already spent and damage dealt (verified, inferred). |
| Effect & Interaction | 5 | No negation, removal or opponent interaction in the text (verified). |
| Material Utility | 10 | Summoned monsters are destroyed at the End Phase, so they are not usable as material from this effect (verified). |
| Resilience & Flexibility | 35 | A set Trap that can be stopped by negation before it resolves; no counter evidence is supplied, so this is inference (inferred). |
| Deck-Building Efficiency | 65 | One to three copies per deck (average 1.57) in a Six Samurai shell with no garnet or lock; it occupies a Trap slot only (observed, verified). |
Calculation
Weight profile: 0.7 Recovery/Recursion + 0.3 Extender. Intrinsic ≈ 41, Deck ≈ 49, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Revives two Graveyard Six Samurai monsters to the field in one activation
- Turns Graveyard bodies that are already spent into damage
- Consistently included in the Six Samurai shell (167 recent decks, 1-3 copies each)
Weaknesses
- Monsters are destroyed in the End Phase, so the board is temporary
- No opponent interaction or card advantage
- Locked to the Six Samurai family; generic portability is low
- Set Trap is vulnerable to negation before it resolves
Counters / choke points
- Negation of the set Trap (no specific cards named in evidence)
Best use
Recursion and burn finisher in the Six Samurai shell. Decks: Six Samurai, Secret Six Samurai.
Evidence & gaps
- Verified: Card text: Special Summon two Six Samurai monsters from the Graveyard in Attack Position, destroy them in the End Phase, damage equal to their ATK; Copies per deck: average 1.57, max 3; Appears in 167 of the sampled decks, 67% in Secret Six Samurai
- Observed: Grandmaster of the Six Samurai co-occurs in 99.4% of decks containing the card; Gameplay type 7 accounts for 88.6% of sampled decks
- Inferred: Recursion is the primary role because the text revives Graveyard monsters and no combo data exists; Monsters are destroyed at the End Phase, so material use is negligible; Negation of the set Trap lowers resilience
- Data gaps: no combos supplied — combo conversion is text-only inference no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only






