Trap
NormalThe Six Shinobi
Archetype:
Six Samurai
View:
3237
If you control 6 "Six Samurai" monsters with different Attributes: Skip your opponent's next turn.
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






