Six Strike - Sextuple Barrage
Trap Normal

Six 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.




 
 
AI Power Analysis
Board breakerConfidence: MediumEvaluated Oct 9, 2026
58± 6/ 100
Power Score
Intrinsic 59
Deck 57

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











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