The Six Shinobi
Trap Normal

The Six Shinobi

  • Archetype:
  • Six Samurai

  • View:
  • 3237




If you control 6 "Six Samurai" monsters with different Attributes: Skip your opponent's next turn.




 
 
AI Power Analysis
Floodgate/ControlConfidence: MediumEvaluated Oct 7, 2026
50± 10/ 100
Power Score
Intrinsic 48
Deck 51

The Six Shinobi — Power Evaluation

Final Score: 50 ± 10 · Confidence: Medium

  • Intrinsic: 48 · Deck: 51 · Meta: provisional
  • Primary role: Floodgate/Control · Secondary: Boss/End-board

Why it scores here

The Six Shinobi is a Trap whose only effect is to skip the opponent's next turn once you control six Six Samurai monsters with six different Attributes. When the condition is met, that is a strong tempo and control effect, so the card earns its points on effect_interaction and deckbuilding_efficiency. It converts nothing into card advantage and cannot be used as material, so resource_economy and material_utility stay low. The 18-deck presence and strong partner overlap confirm it is a real Six Samurai slot, but that frequency reflects archetype membership, not intrinsic power, and the high ATK-free design of the rest of the list earns nothing here.

Axis scores

Axis Score Evidence
Accessibility 50 The trap is set-able, but its activation needs six Six Samurai with distinct Attributes on board, and no combo data confirms how often that is reached (inferred).
Combo & Conversion 40 The skipped turn is a large payoff once the board exists, but no recorded combo boards show it converting (inferred from text).
Resource Economy 30 A single trap spent for a turn skip with no draw, search, or refuel in its text (verified from card text).
Effect & Interaction 55 Denying the opponent a full turn is strong, hard-to-answer tempo, but it depends on the six-monster condition (verified from text, inferred strength).
Material Utility 10 A Trap card cannot be used as Xyz, Synchro, Fusion, or Link material (verified from frame type).
Resilience & Flexibility 30 A Trap is exposed to negation and to losing the monster board it depends on, and it is usually one copy (inferred).
Deck-Building Efficiency 60 Single-copy, non-garnet slot inside its archetype with no locking restriction (observed from copies per deck, 17 of 18 decks run one copy).

Calculation

Weight profile: Floodgate/Control primary role weights, no secondary blend applied. Intrinsic ≈ 48, Deck ≈ 51, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Skips the opponent's next turn, a strong tempo and control effect when active
  • Single-copy slot used in 18 recent decks across 9 archetypes
  • No garnet or self-lock restriction

Weaknesses

  • Activation requires six Six Samurai monsters with six different Attributes
  • Produces no card advantage and cannot be used as material
  • Exposed to negation as a set Trap

Counters / choke points

  • Negation of the trap during the activation window
  • Removing Six Samurai monsters from the board before the condition is met

Best use

Floodgate/Control trap in the Six Samurai shell. Decks: Secret Six Samurai, Shadow Six Samurai, Six Samurai. Suggested copies: 1.

Evidence & gaps

  • Verified: Card text: skips opponent's next turn if six Six Samurai with different Attributes are controlled; Frame type is Trap, so it cannot be material; 18 decks run it, 17 of them at one copy
  • Observed: Strong partner overlap with Secret Six Samurai core cards (up to 88.9% co-deck); Appears in 9 distinct archetypes
  • Inferred: Activation condition is reachable in practice with the Six Samurai shell; Skipped turn is a strong closing or stall effect
  • Data gaps: no combos supplied, so combo conversion and starter/searched shares are text-only inference no banlist token, assumed 3 copies (unlimited) no usage statistics (StatisticsCard), so archetype inclusion % is inferred from the deck sample only











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