Trap
ContinuousSwiftstrike Armor
Archetype:
Six Samurai
View:
3399
During your Draw Phase, each time you draw a "Six Samurai" Monster Card(s): You can reveal it; Special Summon it.
Swiftstrike Armor — Power Evaluation
Final Score: 32 ± 6 · Confidence: Medium
- Intrinsic: 29.59 · Deck: 34 · Meta: provisional
- Primary role: Extender · Secondary: Utility
Why it scores here
Swiftstrike Armor converts a 'Six Samurai' monster you draw during your Draw Phase into a free Special Summon, which can become Synchro/Xyz material in a Six Samurai build. Its payoff is real but heavily gated: it does nothing without being set first, only functions during the Draw Phase, and offers no disruption, search, or card advantage of its own. The 0 ATK/DEF and Continuous-Trap frame earn it no points here — the score comes from a cheap, archetype-locked slot that occasionally turns a normal draw into a body, held down by slow, conditional activation and zero interaction. It appears reliably as a 1-of in Six Samurai decks but produces no measured combo output in the supplied sample.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 25 | Continuous Trap with no listed in-archetype searcher and a trigger gated to your own Draw Phase, so it must be set in advance and drawn (verified/inferred). |
| Combo & Conversion | 20 | Only turns a specifically drawn Six Samurai monster into one body during the Draw Phase, with 0 recorded combo appearances and no measured boards (verified/observed). |
| Resource Economy | 30 | Trades itself one-for-one for a body you already drew, generating no advantage and no refuel (inferred). |
| Effect & Interaction | 10 | Provides no negation, removal, or disruption of any kind to the opponent (verified). |
| Material Utility | 15 | The card itself is a Trap with no body; its value is only the indirect material the Summoned monster supplies (inferred). |
| Resilience & Flexibility | 20 | Single-purpose, Draw-Phase-only Continuous Trap that is dead outside that window and stopped by plain backrow removal (inferred). |
| Deck-Building Efficiency | 40 | Runs as a single ~1.11-copy slot with no locks or garnets, but is archetype-locked and low impact when it does fire (observed). |
Calculation
Weight profile: 0.7 Extender + 0.3 Utility. Intrinsic ≈ 29.59, Deck ≈ 34, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Turns a drawn Six Samurai monster into a free Special Summon, adding material for Synchro/Xyz plays
- Cheap deck cost: played as a single copy with no locks or garnets
- Sits inside a dense support shell (Gateway of the Six, Shien's Dojo, Shien's Smoke Signal) that already fills the hand with Six Samurai
Weaknesses
- Only triggers during your own Draw Phase and only if the drawn card is a Six Samurai monster
- Must be set a turn earlier, making it slow against fast boards
- No disruption, negation, or card advantage of its own
- Not searchable in the supplied evidence, so access depends on naturally drawing it
- Archetype-locked text limits it to Six Samurai decks
Counters / choke points
- Backrow removal such as Mystical Space Typhoon, Twin Twisters, or Harpie's Feather Duster
- Trap negation such as Solemn Judgment or Solemn Strike
- Negating the Special Summon it produces with cards like Solemn Warning
- Playing around it by not letting the Six Samurai player reach the Draw Phase with it set and a live target
Best use
Situational extender that converts the Draw-Phase draw into material. Decks: Six Samurai, Secret Six Samurai, Shadow Six Samurai. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: Continuous Trap that, during your Draw Phase, lets you Special Summon a drawn 'Six Samurai' monster after revealing it; Card has no ATK/DEF and no built-in negation, removal, or search effect
- Observed: 9 recent decks run it, all in the main deck, at an average of 1.11 copies (max 2); 0 appearances across recorded combos, with no starter role/material role/payoff role usage logged; Top partners at 100% co-deck rate are Secret Skills of the Six Samurai and Temple of the Six; No guides and no usage statistics (StatisticsCard) supplied
- Inferred: Because the trigger is limited to the Draw Phase of your own turn, it functions as a slow extender rather than a starter; It trades one card for a body you already drew, so its resource economy is roughly neutral; It cannot be a material itself as a Trap, so material value is only indirect via the Summoned monster
- 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






