Six Samurai United
Spell Continuous

Six Samurai United

  • Archetype:
  • Six Samurai

  • View:
  • 4007




Each time a "Six Samurai" monster(s) is Normal or Special Summoned, place 1 Bushido Counter on this card (max. 2). You can send this card to the GY; draw 1 card for each Bushido Counter on this card.




 
 
AI Power Analysis
Combo enablerConfidence: MediumEvaluated Feb 14, 2026
58± 5/ 100
Power Score
Intrinsic 55
Deck 60

Six Samurai United — Power Evaluation

Final Score: 58 ± 5 · Confidence: Medium

  • Intrinsic: 55 · Deck: 60 · Meta: provisional
  • Primary role: Combo enabler · Secondary: Utility

Why it scores here

Six Samurai United is a cheap one-slot consistency engine: it sits on the field counting Six Samurai summons, then converts itself into up to two draws, giving roughly +1 net card advantage once two counters are loaded. It does not build a board or interact with the opponent on its own, so its value is entirely as a draw-for-extension piece inside a Six Samurai shell, where the evidence shows it appears in 74.8% of the sampled decks at an average of 2.59 copies. No high stats exist to reward here, and none were counted; its modest score comes from strong resource economy and near-free deck cost offset by zero disruption and a hard archetype lock. It is a solid, reliable supporting spell rather than a power play.

Axis scores

Axis Score Evidence
Accessibility 68 It is run in 400/400 sampled decks at 2.59 average copies (287 at three), so it is frequently in hand, but no searcher for this Spell appears in the evidence, so live access relies on drawing it (observed).
Combo & Conversion 55 The text only draws 1 per Bushido Counter (max 2) after Six Samurai summons happen, so alone it builds no board and merely extends an existing line (verified).
Resource Economy 80 Sending itself to the GY to draw 1 per counter nets roughly +1 card advantage at two counters, a strong conversion for a single slot (verified).
Effect & Interaction 10 The card contains no negation, removal, or disruption of any kind toward the opponent (verified).
Material Utility 15 As a Continuous Spell it provides no body, Level, or Attribute material; its only GY action is its own draw effect (verified).
Resilience & Flexibility 50 Counters only accumulate on a face-up field copy, so common backrow removal before it cashes in strips the draw, and there is no multi-zone or multi-turn follow-up (inferred).
Deck-Building Efficiency 80 It is a clean 2-3 of with no garnet or lock beyond requiring Six Samurai monsters that the deck already plays, matching the 93.2% gameplay-type share (observed).

Calculation

Weight profile: 0.7 Combo enabler + 0.3 Utility. Intrinsic ≈ 55, Deck ≈ 60, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Converts Six Samurai summons into up to two draws, giving about +1 net card advantage from one slot
  • Extremely cheap to run: no garnet, no lock, redundant copies are fine (avg 2.59, up to 3)
  • Near-universal inclusion in the archetype (74.8% Secret Six Samurai, 93.2% of one gameplay type), confirming it is a real consistency backbone
  • Sends itself to the GY when used, clearing the Spell/Trap zone for the combo that follows

Weaknesses

  • Provides zero interaction, negation, or removal toward the opponent
  • Does nothing at all without Six Samurai monsters to summon; a dead card in the opening if the engine is not started
  • Counters build only on a face-up copy, so it is vulnerable to backrow removal before it cashes in
  • Hard archetype lock by text — it cannot be ported to non-Six Samurai decks despite its generic Continuous Spell frame

Counters / choke points

  • Backrow removal such as Cosmic Cyclone, Mystical Space Typhoon, or Twin Twisters before the counters convert
  • Ash Blossom & Joyous Spring can negate the draw effect (adding cards from the Deck to the hand)
  • Droll & Lock Bird can shut down the follow-up draw chain after the first search/draw
  • Hand traps that stop the Six Samurai summons in the first place leave the card stuck at 0 counters

Best use

In-archetype draw/consistency engine that extends Six Samurai combos. Decks: Six Samurai, Secret Six Samurai, Shadow Six Samurai. Suggested copies: 3.

Evidence & gaps

  • Verified: Card text: places 1 Bushido Counter (max 2) each time a 'Six Samurai' monster is Normal or Special Summoned, and can send itself to the GY to draw 1 per counter; Type is Continuous Spell with the Six Samurai archetype and no ATK/DEF; Legal in TCG, OCG, MasterDuel, and DuelLinks; Deck sample: 400 decks run it, all in main deck, avg 2.59 copies (50 at 1, 63 at 2, 287 at 3)
  • Observed: 74.8% of sampled decks are Secret Six Samurai, 2.2% Shadow Six Samurai, and 93.2% fall under a single gameplay type id 7; Co-occurrence is near-total with Six Samurai core (Kizan 97.5%, Shien's Smoke Signal 97.2%, Gateway of the Six 96.8%); usage statistics shows 100% inclusion in the Six Samurai archetype at 1 typical copy on the larger historical sample; No combo records exist for this card (total combos 0), so no starter role/material role/payoff role measurement is available
  • Inferred: Ash Blossom & Joyous Spring can negate the draw effect because adding cards from the Deck to the hand includes drawing; Backrow removal before counters accumulate denies the draw, since counters exist only on the face-up card; Its value is confined to Six Samurai decks because the counter trigger requires 'Six Samurai' monsters
  • Data gaps: no combos supplied — combo conversion is text-only inference no banlist token — assumed 3 copies (unlimited) no measured starter role/material role/payoff role percentages since combo data is empty no dated metagame sample, so meta power is null/provisional











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