Six Samurai Deck #43073 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Legendary Six Samurai - Kageki x3, Legendary Six Samurai - Kizan x3, Ash Blossom & Joyous Spring x3.

Created by: YGO Mod (20517634)

Created On: 01/21/2023

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Jul 30, 2026
31± 10/ 100
Power Score
Structural 56
Reliability 55
Going First 55
Going Second 50

Deck — Deck Power Evaluation

Final Contextual Deck Power: 31/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 56.1
Going First 55
Going Second 50
Meta Power provisional
Tournament Reliability 55
  • Primary strategy: Midrange
  • Secondary strategies: Control
  • 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 opponent; Hand‑trap disruption to stall opponent while building board
  • Turn 1 (going first): Normal Summon a Legendary Six Samurai (Kageki or Kizan) to start Bushido counters, then use Shien's Dojo/Smoke Signal to fetch more Six Samurai and build a sizable board.
  • Turn 2 (going second): Activate hand traps (Ash Blossom, Called by the Grave) to disrupt opponent, then swarm with Six Samurai United draws and extra‑deck summons.
  • Recovery: Use searchers (Reinforcement of the Army, Shien's Smoke Signal) and Monster Reborn to refill monsters after a board clear.
  • After siding: No side deck; rely on hand‑trap flexibility and extra‑deck options to adapt.

Why it scores here

The deck reliably opens with a Six Samurai starter (≈92% chance) and can swarm using Dojo and United, but its lack of the core boss Shi En caps combo potential. Hand‑trap suite adds disruption, yet off‑theme cards and illegal copies lower consistency and side‑deck adaptability. Overall the system is functional but hampered by legality issues and missing key engines, resulting in a modest power rating.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 80 P(at least one core Six Samurai starter in opening 5) ≈ 0.92, plus 3 copies of Kageki and Kizan give a solid starter line (Inferred)
D2 Opening-Hand Quality & Brick Management 60 Copy histogram shows many 3‑copy generic cards and 31 off‑archetype cards, giving a moderate brick risk (Inferred)
D3 Combo Conversion & Ceiling 55 Without recorded combo boards, the highest plausible swarm using Dojo and United is estimated ceiling ~55 (Inferred)
D4 Combo Floor & Median Output 45 Typical games will field only a few Six Samurai before disruption, giving a median output around 45 (Inferred)
D5 Interruption Resilience & Route Redundancy 60 Multiple independent starters (Kageki, Kizan, Secret Six Samurai) and hand traps provide some redundancy, yielding ~60 resilience (Inferred)
D6 Resource Economy, Recovery & Grind 65 Searchers (Reinforcement of the Army, Shien's Smoke Signal) and limited revives (Monster Reborn) give decent resource recovery, score ~65 (Inferred)
D7 End-Board & Interaction Quality 70 Negation sources include Ash Blossom, Called by the Grave, and the Synchro Shi En in Extra, providing decent interaction quality ~70 (Inferred)
D8 Going-Second & Board-Breaking Power 55 Going‑second hand includes 3 hand traps (≈0.39 chance) but limited board‑breakers, giving ~55 board‑breaking power (Inferred)
D9 Offensive Pressure & Closing Power 50 Maximum ATK on board is modest (Kizan 1800, Kageki 200) and no high‑ATK boss, so closing power ~50 (Inferred)
D10 Main Deck Efficiency & Flexibility 45 40‑card main deck with 26 distinct cards and only 43.6% archetype purity reduces efficiency to ~45 (Inferred)
D11 Extra Deck Efficiency & Coverage 40 15‑card Extra contains many off‑theme links and synchros, limiting focused use to ~40 (Inferred)
D12 Side Deck Adaptability 20 No side deck present, so adaptability after side is low ~20 (Inferred)
D13 Matchup Coverage & Format Fit 30 No tournament context; meta‑fit is provisional and estimated low ~30 (Provisional)
D14 Pilotability & Error Tolerance 40 Complex multi‑step swarm with many limited cards makes pilot error likely, giving ~40 (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 56.1, Going First ≈ 55, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: Illegal deck penalty (-25). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) with Illegal penalty applied

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 starter consistency with multiple Six Samurai monsters
  • Strong hand‑trap suite (Ash Blossom, Called by the Grave)
  • Searchers and revives improve resource recovery

Weaknesses

  • Low archetype purity and many off‑theme cards
  • Illegal due to over‑limit copies
  • No side deck for post‑side adaptation
  • Missing core boss Legendary Six Samurai – Shi En reduces combo ceiling

Critical choke points

  • Reliance on limited cards (Called by the Grave, Instant Fusion) that are over‑limit
  • Absence of Shi En for board‑wide negation
Priority Remove Add Reason
1 Called by the Grave (second copy) Legendary Six Samurai – Shi En (Synchro) or another boss negation Eliminate illegality and boost combo ceiling
2 Apollousa, Bow of the Goddess Additional Six Samurai core monsters (e.g., Legendary Six Samurai – Enishi) Increase archetype purity and reduce off‑theme filler
3 Off‑theme generic cards (e.g., Noble Knight, Naturia) More Six Samurai support (e.g., Six Samurai United extra copies) Improve main‑deck efficiency

Evidence & confidence

  • Verified: Legality status Illegal; Card copy limits and banlist status from cards list
  • Inferred: P(at least one core starter) ≈ 0.92; Brick risk from copy histogram; Combo ceiling estimate; Combo floor estimate; Interruption resilience inference; Resource economy inference; Interaction quality inference; Going‑second board‑breaking inference; Offensive closing power inference; Main deck efficiency inference; Extra deck efficiency inference; Side deck adaptability inference; Pilotability inference
  • Provisional: Meta‑fit estimate due to missing 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 Meta Power is Provisional unless a dated metagame sample is supplied

More Master Duel Info

Six Samurai

Six Samurai Breakdown

 
 

 

 

 

 

 

 
 

 

 
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