Secret Skills of the Six Samurai
Spell Quick

Secret Skills of the Six Samurai

  • Archetype:
  • Six Samurai

  • View:
  • 3049




Send 1 monster you control to the GY, then target 1 of your banished "Six Samurai" monsters; Special Summon it. You can only activate 1 "Secret Skills of the Six Samurai" per turn.




 
 
AI Power Analysis
Recovery / RecursionConfidence: MediumEvaluated May 20, 2026
48± 7/ 100
Power Score
Intrinsic 45
Deck 50

Secret Skills of the Six Samurai — Power Evaluation

Final Score: 48 ± 7 · Confidence: Medium

  • Intrinsic: 45 · Deck: 50 · Meta: provisional
  • Primary role: Recovery / Recursion · Secondary: Extender, Combo enabler

Why it scores here

Secret Skills of the Six Samurai is a Quick-Play that converts one board body into a revived banished "Six Samurai", effectively trading the sent monster for the returned one at no net body loss while burying a card in the GY. It is a genuine in-archetype recursion/extender that pairs with Shi En and Gateway of the Six lines, but it is gated behind setup (a banished Six Samurai target plus a monster to send) and a once-per-turn limit on activation. It provides zero disruption to the opponent, so its value is purely internal to the Six Samurai engine. Its scoring is driven by reliability and archetype fit, not by stats.

Axis scores

Axis Score Evidence
Accessibility 42 Needs the card in hand plus both a banished Six Samurai target and a monster to send, so it is live only after setup and not a standalone opening play (inferred).
Combo & Conversion 48 Deck evidence shows it in 87 Six Samurai lists alongside Shi En (96.6% co-deck), Dojo and Gateway, where the revived body extends the line (observed).
Resource Economy 48 It spends this card and one board monster to revive one banished monster, roughly even on bodies but negative on raw cards (inferred).
Effect & Interaction 15 Text contains no negation, removal, or effect on the opponent's field; the Quick-Play status adds timing flexibility only (verified).
Material Utility 40 The revived Six Samurai is a usable body/name for Synchro and Six Samurai material chains, but the Spell itself contributes no body (inferred).
Resilience & Flexibility 45 Quick-Play timing lets it recover bodies across turns and zones, yet it is fully dependent on a banished target surviving (inferred).
Deck-Building Efficiency 50 Typically run at 1 copy (57 of 87 decks) with a hard once-per-turn on activation and no self-lock, making it a low-slot support piece (observed).

Calculation

Weight profile: 0.7 Recovery/Recursion + 0.3 Extender. Intrinsic ≈ 45, Deck ≈ 50, Meta = provisional. Modifiers: Setup-dependent revival (-3). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Recurs a banished "Six Samurai" monster as a Quick-Play, keeping body count while refilling the board
  • Sending a monster to the GY also sets up GY-based Six Samurai effects
  • Strong verified synergy with Shi En, Shien's Dojo, Gateway of the Six and Battle Shogun
  • Low slot cost (usually 1 copy) with no self-lock

Weaknesses

  • Only functions with a banished "Six Samurai" target already available
  • Provides no interaction with the opponent's board or hand
  • Hard once-per-turn on activation limits repeated use
  • Archetype-locked to Six Samurai — no generic splashability

Counters / choke points

  • Graveyard hate that removes the sent monster before effects resolve
  • Banishing/disruption that denies a valid banished "Six Samurai" target
  • Hand traps and negation hitting the activation
  • Floodgates that prevent Special Summoning

Best use

Recovery / combo extender to recycle banished Six Samurai bodies. Decks: Six Samurai, Secret Six Samurai, Shadow Six Samurai, Six Strike. Suggested copies: 2.

Evidence & gaps

  • Verified: Quick-Play Spell: send 1 monster you control to the GY, then target 1 banished "Six Samurai" monster and Special Summon it (card text).; You can only activate 1 "Secret Skills of the Six Samurai" per turn (card text).; Archetype membership is Six Samurai (card metadata).
  • Observed: 87 recent decks run it, all in the main deck, average 1.45 copies (57 decks use 1, 9 use 3).; Co-deck rates: Shi En 96.6%, Shien's Smoke Signal 95.4%, Battle Shogun 95.4%, Shien's Dojo 94.3%, Gateway of the Six 94.3%.; Deck homes are overwhelmingly Six Samurai variants (Secret Six Samurai 56.3%+8%+2.3%, Six Samurai 13.8%+2.3%).
  • Inferred: The card is a recursion/extender that trades a board body for a revived banished body, roughly even on bodies but negative on cards.; It requires prior setup (a banished Six Samurai target), so it is not a live opening play on its own.; It contributes no disruption to the opponent's board.
  • Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) no usage statistics (StatisticsCard) — archetype inclusion % inferred from deck sample only











https://metaduelist.com/
Top