Six Samurai Deck #43059 — Yu-Gi-Oh! Master Duel
40 Main, 15 Extra, incl. Legendary Six Samurai - Kageki x3, Legendary Six Samurai - Kizan x3, Shien's Dojo x3. Created Jan 21, 2023 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 01/21/2023
Main Deck (40)
- Fire Flint Lady x2
- Grandmaster of the Six Samurai x1
- Legendary Secret of the Six Samurai x1
- Legendary Six Samurai - Kageki x3
- Legendary Six Samurai - Kizan x3
- Secret Six Samurai - Hatsume x1
- Secret Six Samurai - Kizaru x1
- Secret Six Samurai - Fuma x2
- Shien's Squire x1
- Broken Bamboo Sword x1
- Called by the Grave x2
- Cursed Bamboo Sword x1
- Gateway of the Six x1
- Golden Bamboo Sword x2
- Monster Reborn x1
- One for One x1
- Reinforcement of the Army x1
- Shien's Dojo x3
- Shien's Smoke Signal x3
- Six Samurai United x2
- Sky Striker Mecha - Hornet Drones x1
- Temple of the Six x1
- Triple Tactics Talent x1
- World Legacy Succession x1
- Evenly Matched x2
- The Phantom Knights of Shade Brigandine x1
Extra Deck (15)
- Apollousa, Bow of the Goddess x1
- Battle Shogun of the Six Samurai x1
- Isolde, Two Tales of the Noble Knights x1
- Saryuja Skull Dread x1
- Underworld Goddess of the Closed World x1
- Baronne de Fleur x1
- Legendary Six Samurai - Shi En x1
- Ravenous Crocodragon Archethys x1
- Trishula, Dragon of the Ice Barrier x2
- Daigusto Emeral x1
- Number 60: Dugares the Timeless x1
- Phantom Fortress Enterblathnir x1
- Shadow of the Six Samurai - Shien x1
- Time Thief Redoer x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 49/100 (±10 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 66 |
| Going First | 60 |
| Going Second | 55 |
| Meta Power | provisional |
| Tournament Reliability | 55 |
- Primary strategy: Midrange
- Secondary strategies: none
- Format: master-duel
Legality
Main 40 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).
Identity & game plan
- Win condition: Swarm Six Samurai monsters to overwhelm and apply board control; Hand‑trap removal and graveyard recursion for late‑game recovery
- Turn 1 (going first): Normal Summon Kageki or Kizan, use Shien's Dojo and Six Samurai United to accumulate Bushido Counters, then Special Summon additional Six Samurai from the deck.
- Turn 2 (going second): Open with hand traps Evenly Matched or Called by the Grave, then bring out a six‑samurai engine via Gateway of the Six or Shien's Dojo.
- Recovery: Use Reinforcement of the Army, Monster Reborn, and searchers (Shien's Smoke Signal, Gateway) to refill missing monsters; Grandmaster can retrieve GY monsters.
- After siding: No side deck; rely on remaining hand traps and extra‑deck Link/Synchro options to adapt.
Why it scores here
The Six Samurai engine reliably opens with many core cards (≈92% chance of a starter) and can build a sizable board by turn 2. Searchers and the Dojo provide decent recovery, but the list is diluted with off‑archetype cards, has no side deck, and contains illegal copies, which depresses overall reliability and adaptability. Interaction is limited to a few hand traps and a single negator, so the deck struggles against heavy control. Consequently the structural power is moderate, but the illegal status forces a low final contextual rating.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 80 | Core group (15 copies) opens ≥1 in 5‑hand with 0.919 probability (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 85 | Full‑brick estimate 0.0807 from composition (Inferred) |
| D3 | Combo Conversion & Ceiling | 70 | Engine can generate a 5‑monster board by turn 2 via Dojo + United (Inferred) |
| D4 | Combo Floor & Median Output | 55 | Typical games end with 3‑4 monsters; median power ~55 (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 65 | Multiple independent starters (Dojo, Gateway, Grandmaster) give alternate lines (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 70 | Searchers (Smoke Signal, Reinforcement) and Monster Reborn supply recursion (Inferred) |
| D7 | End-Board & Interaction Quality | 50 | Only two true negators (Shi En, Evenly Matched) → modest interaction (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 55 | Hand‑trap Evenly Matched plus Called by the Grave give some board‑break on turn 2 (Inferred) |
| D9 | Offensive Pressure & Closing Power | 60 | Swarm pressure from six‑samurai monsters, but no high‑ATK boss (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 45 | Archetype purity 40 % (22 core / 33 off) reduces deck cohesion (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 40 | Extra deck filled with many non‑Six‑Samurai links/synchros, limited relevance (Inferred) |
| D12 | Side Deck Adaptability | 30 | Side deck empty, no post‑side plan (Inferred) |
| D13 | Matchup Coverage & Format Fit | 40 | No tournament data; archetype meta‑share absent → provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 50 | Many tech pieces, hand‑trap timing, and illegal cards increase error tolerance (Inferred) |
How the score was computed
Strategy profile: Midrange. Structural ≈ 66, Going First ≈ 60, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: Illegal deck penalty (-12). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) minus illegal penalty
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.92 · key two-card combo ≈ — · full-brick estimate ≈ 0.08 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- High opening‑hand consistency for core engine
- Multiple search and recycle effects (Smoke Signal, Reinforcement, Monster Reborn)
- Swarm potential can overwhelm by turn 2
Weaknesses
- Low archetype purity; many off‑archetype cards dilute engine
- No side deck, limiting post‑side adaptation
- Interaction density is weak; only a few negators
Critical choke points
- Reliance on Shien's Dojo / Six Samurai United to generate Bushido counters
- Illegal copies (Called by the Grave, Apollousa) prevent legal play
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | Called by the Grave (second copy) | Battle Shogun of the Six Samurai | Replace illegal over‑limit card with a core engine monster to improve consistency |
| 2 | Apollousa, Bow of the Goddess | Legendary Six Samurai – Shi En | Add a legal, high‑impact negator that fits the Six Samurai archetype |
| 3 | Off‑archetype filler cards (e.g., Sky Striker Mecha - Hornet Drones) | More Six Samurai/Tactical Trainer variants | Increase archetype purity and engine cohesion |
Evidence & confidence
- Verified: legality status and copy limits; card text excerpts for core cards; probabilities table
- Inferred: engine accessibility from core group probability; brick rate from composition; engine lines from card abilities; resource recursion from searcher texts; interaction density from count of negation cards
- Provisional: matchup fit (no tournament data)
- Data gaps: no combos supplied — combo floor/median/ceiling is text‑only inference no tournament link — archetype meta‑share and per‑pilot match record absent no win‑rate telemetry exists in YGOVN (going‑first/second, matchup, game‑level, brick/starter/OTK rates) — those signals are Inferred or Unknown
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