Trap
NormalSix Style - Dual Wield
Archetype:
Six Samurai
View:
3608
If the only monster you control is 1 "Six Samurai" monster in face-up Attack Position: Target 2 cards your opponent controls; return those targets to the hand.
Six Style - Dual Wield — Power Evaluation
Final Score: 42 ± 8 · Confidence: Medium
- Intrinsic: 44.9 · Deck: 45.7 · Meta: provisional
- Primary role: Removal · Secondary: Floodgate/Control
Why it scores here
Six Style - Dual Wield is an archetype-locked bounce trap that converts a narrow board state (the only monster you control is exactly 1 face-up Attack Position "Six Samurai" monster) into a 1-for-2 return of two opposing cards to the hand. That is real, flexible removal, and the deck evidence confirms the role is genuine: 74 decks main-deck it at ~2.08 copies, 70.3% inside Six Samurais. But it builds no board, provides no negation, and is dead whenever the field is empty or already developed, so its ceiling is capped by activation conditions and Traps' inherent slowness rather than by power. Its 0 ATK/DEF and its popularity earn it nothing here; accessibility, conversion and deck cost drive the score.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 35 | It is a Normal Trap that must be drawn and set, and it only functions while the sole monster you control is one face-up Attack Position "Six Samurai" monster — a heavy condition, though 74 decks still run ~2.08 copies of it (verified). |
| Combo & Conversion | 18 | Combos_evidence records 0 appearances, so it builds nothing on its own; from text it is a follow-up disruption piece that produces no bodies or end-board (inferred). |
| Resource Economy | 52 | Returning 2 opposing cards for 1 Trap is a 1-for-2 exchange, but bounce is temporary and the card refunds no other resource (verified). |
| Effect & Interaction | 55 | It targets any 2 cards the opponent controls with no type restriction and returns them to hand, sidestepping destruction protection, yet it is removal rather than negation and can be chained around (verified). |
| Material Utility | 2 | As a Trap it has no body, Level, Attribute or Type to contribute and cannot be used as material (verified). |
| Resilience & Flexibility | 30 | A face-down Normal Trap is slow, dies to Spell/Trap removal or negation before resolving, and is dead in empty or developed boards (inferred). |
| Deck-Building Efficiency | 42 | It takes real Trap slots and a Six Samurai commitment, but it is not a garnet and is played flexibly at 1–3 copies (22/24/28 deck split) with no lock (observed). |
Calculation
Weight profile: 0.7 Removal/Negation + 0.3 Floodgate/Control. Intrinsic ≈ 44.9, Deck ≈ 45.7, Meta = provisional. Modifiers: Archetype-locked activation condition (-3). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Returns 2 opponent cards to hand at once from a single Trap — a 1-for-2 exchange with unrestricted targeting.
- Bounce removal bypasses destruction protection and answers monsters, Spells and Traps alike.
- Genuine, widely adopted Six Samurai role: 74 decks main-deck it, average 2.08 copies, 98.6% paired with Six Samurai United.
- Guide 68 explicitly frames it as part of a high break-potential disruption package alongside Shi En's negation and Enishi's bounce.
Weaknesses
- Only activatable while you control exactly 1 face-up Attack Position "Six Samurai" monster — unusable when your board is empty or has swarmed.
- A Normal Trap: slow, must survive a turn on field, and can be removed or negated before it resolves.
- Bounce returns cards to hand rather than removing them, so opponent effects can be reused and no advantage is denied permanently.
- Provides no negation, no board presence, and has zero value outside Six Samurai decks.
Counters / choke points
- Cosmic Cyclone, Twin Twisters or any Spell/Trap removal before it resolves.
- Effect negation such as Solemn Judgment / Solemn Strike or a negating monster on board.
- Removing or negating the lone Six Samurai monster, or forcing you to commit additional monsters, turns the card off.
- Chaining effects so the two targeted cards are no longer worth returning (e.g. a card that wants to be in hand).
Best use
Situational bounce removal / disruption Trap supporting a one-monster control board. Decks: Six Samurai, Legendary Six Samurai, Secret Six Samurai. Suggested copies: 2.
Evidence & gaps
- Verified: Card text: if the only monster you control is 1 face-up Attack Position "Six Samurai" monster, target 2 opponent cards and return them to the hand.; It is a Normal Trap with no ATK/DEF and cannot be used as material.; 74 decks run it, all in the main deck, at an average of 2.08 copies (max 3).; 52 of those decks (70.3%) are Six Samurais; it co-occurs with Six Samurai United in 98.6% of decks.
- Observed: 0 recorded combo appearances in combo data, so it is never a combo starter, material or payoff piece in the sampled boards.; Copy split of 22 decks at 1, 24 at 2 and 28 at 3 — played as a flexible 1-to-3-of rather than a fixed staple count.; Three guides mention it, one describing it as part of the Six Samurai disruption core.
- Inferred: Because bounce returns cards to hand rather than destroying them, it bypasses destruction protection but does not deny the opponent's effects permanently.; The 'only 1 Six Samurai' condition makes the card dead once the deck has swarmed the field or been cleared to an empty board.; No in-archetype Trap searcher appears in the evidence, so accessibility rests on raw draws plus the deck's general thinning (Six Samurai United, Shien's Dojo).
- 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 no per-board power index or starter-count data when the card is present






