Trap
NormalSix Strike - Sextuple Barrage
Archetype:
Six Strike
View:
2045
If you control 3 or more "Six Samurai" Synchro Monsters with different names (for every 6 Bushido Counters you control, reduce this number by 1): Destroy all cards your opponent controls. If this Set card in its owner's control is destroyed or banished by an opponent's activated effect: You can Special Summon 1 "Six Samurai" monster or 1 "Shien" Effect Monster from your Deck/Extra Deck. You can only use each effect of "Six Strike - Sextuple Barrage" once per turn.
Six Strike - Sextuple Barrage — Power Evaluation
Final Score: 58 ± 6 · Confidence: Medium
- Intrinsic: 59 · Deck: 57 · Meta: provisional
- Primary role: Board breaker · Secondary: Recovery/Recursion
Why it scores here
The card's value is its conditional mass removal: once you control 3 or more differently named Six Samurai Synchro monsters (less per Bushido Counter), it destroys every card the opponent controls, which is strong interaction and a large card-advantage swing. It is also a set trap that, if destroyed or banished by an opponent's effect, Special Summons a Six Samurai or Shien monster, which gives it some recursion. High deck count and top-partner rates show the card is reliably played in its own archetype, but that confirms access, not power; the score is held down by the Synchro gate, the Six Samurai-only home, and the absence of any combo or banlist data. The 1-copy usage pattern and near-zero material value are scored as they are, not as a strength.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 70 | Set trap played in 145 of 145 decks, with 81% in Secret Six Samurai and a 100% pairing with Gateway of the Six, but no searcher or combo-start data is supplied (observed for deck presence, inferred for reliability). |
| Combo & Conversion | 55 | Text shows a one-card board wipe once the Synchro condition is met, but combo data is empty, so conversion is text-only (inferred). |
| Resource Economy | 75 | Destroying all opponent cards is a large card-advantage swing, and the on-destruction Special Summon gives partial recovery (verified from card text). |
| Effect & Interaction | 80 | Full-field destruction is among the strongest disruption a trap can offer, though it is gated by the Synchro count (verified from card text). |
| Material Utility | 5 | A set trap has no material or Level value, so this axis is near zero (verified from card text). |
| Resilience & Flexibility | 60 | The revival clause survives opponent removal and banish, and the 2-3 copy decks add some redundancy, though the trap itself is easy to negate (verified text plus observed copies). |
| Deck-Building Efficiency | 45 | Mostly 1-copy use, but it needs a Six Samurai Synchro board and is not splashable outside that archetype (observed deck usage plus inferred restriction). |
Calculation
Weight profile: 0.7 Board breaker + 0.3 Recovery/Recursion. Intrinsic ≈ 59, Deck ≈ 57, Meta = provisional. Modifiers: Self-locking restriction (-3). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Full-field destruction when the Synchro condition is met
- Recursion via Special Summon on destruction or banish by an opponent's effect
- Used in 145 of 145 sampled decks and paired with Gateway of the Six at 100%
Weaknesses
- Conditional on 3 or more differently named Six Samurai Synchro monsters
- Narrow archetype home; little value outside Six Samurai
- No combo, guide or banlist data to confirm conversion
Counters / choke points
- Negating or responding to the set trap before it resolves (inferred)
- Keeping the Synchro count below the threshold through removal (inferred)
Best use
Conditional board wipe with recursion for Six Samurai Synchro boards. Decks: Secret Six Samurai, Six Samurai. Suggested copies: 1.
Evidence & gaps
- Verified: Destroy all opponent cards when the Synchro condition is met (card text); Special Summon on destruction or banish by an opponent's activated effect (card text); Can't be used as material (trap card)
- Observed: Present in 145 of 145 decks, 88% in gameplay type 7; Copies per deck average 1.29, mostly 1; Inclusion 100% in Six Samurai (gameplay type 4) usage statistics
- Inferred: Accessibility is live via set-and-hold but no searcher route is in the evidence; Conversion from a realistic start is text-derived only
- Data gaps: no combos supplied — combo conversion is text-only inference no guides supplied no banlist token — assumed 3 copies (unlimited) legal copies empty; format legality taken from formats list only






