Six Samurai Deck #65608 — Yu-Gi-Oh! Master Duel

Created by: YGO Mod (20517634)

Created On: 04/25/2023

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
30± 10/ 100
Power Score
Structural 48
Reliability 45
Going First 45
Going Second 50

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 48
Going First 45
Going Second 50
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Combo
  • Format: master-duel

Legality

Main 40 / Extra 15 / Side 0 — status: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Swarm field presence with Six Samurai monsters; Hand‑trap control via Evenly Matched
  • Turn 1 (going first): Use Shien's Dojo and Six Samurai United to place Bushido Counters, then Special Summon core Six Samurai monsters.
  • Turn 2 (going second): Activate hand traps (Evenly Matched) to equalize board, then swarm with remaining Six Samurai monsters.
  • Recovery: Searchers (Reinforcement of the Army, Shien's Smoke Signal, Gateway of the Six) refill monsters; Monster Reborn provides extra recovery.
  • After siding: No side deck; rely on remaining hand traps and searchers to adapt.

Why it scores here

The deck reliably opens a Bushido‑counter engine via Shien's Dojo and Six Samurai United, allowing early Six Samurai summons. It converts that engine into pressure with searchers and hand‑trap Evenly Matched, but the lack of strong finishers and a heavily off‑archetype extra deck limits closing power. Brick probability is low, yet the presence of illegal cards makes the list theoretically illegal, so the overall score is capped low. Scores reflect system consistency, resource flow, and interaction rather than card popularity.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 70 Core Six Samurai cards appear in opening hand with P≈0.92 (Inferred).
D2 Opening-Hand Quality & Brick Management 80 Full‑brick estimate 0.08, indicating good opening‑hand quality (Inferred).
D3 Combo Conversion & Ceiling 50 No recorded combo boards; ceiling inferred from limited engine (Inferred).
D4 Combo Floor & Median Output 40 Median output inferred as modest due to missing high‑impact combos (Inferred).
D5 Interruption Resilience & Route Redundancy 55 Evenly Matched and hand‑trap suite give some resilience, but few redundant lines (Inferred).
D6 Resource Economy, Recovery & Grind 45 Searchers (Reinforcement of the Army, Shien's Smoke Signal) provide recovery, yet many off‑archetype cards raise cost (Inferred).
D7 End-Board & Interaction Quality 40 Interaction density low; only Evenly Matched and a single negation (Apollousa, illegal) (Inferred).
D8 Going-Second & Board-Breaking Power 55 Going‑second hand‑trap density high (P≈0.39 for hand traps) improves board‑breaking (Inferred).
D9 Offensive Pressure & Closing Power 35 No high‑ATK boss monsters; offensive pressure modest (Inferred).
D10 Main Deck Efficiency & Flexibility 40 Archetype purity 45.5% and many generic cards reduce efficiency (Inferred).
D11 Extra Deck Efficiency & Coverage 30 Extra deck filled with unrelated Forbidden/Off‑archetype cards, limiting coverage (Inferred).
D12 Side Deck Adaptability 20 Side deck empty; no adaptability (Inferred).
D13 Matchup Coverage & Format Fit 30 No tournament data; matchup fit provisional (Provisional).
D14 Pilotability & Error Tolerance 30 Complex line‑up with many conditional effects lowers pilotability (Inferred).

How the score was computed

Strategy profile: Midrange. Structural ≈ 48, Going First ≈ 45, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Illegal card penalty (-12). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) – Illegal card penalty

Probability & combo summary

  • Opening a starter: P(≥1) ≈ — · 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
  • Strong hand‑trap suite for going‑second control
  • Multiple searchers for resource recovery

Weaknesses

  • Illegal cards render the list unplayable in format
  • Low extra‑deck synergy and many off‑archetype cards
  • Lack of high‑impact finishers limits closing power

Critical choke points

  • Reliance on Forbidden Extra‑deck cards (Apollousa, Number 86)
  • Engine stalls without at least one core Six Samurai monster in hand
Priority Remove Add Reason
1 Apollousa, Bow of the Goddess Legal extra‑deck option such as Number F0: Utopic Draco Future Eliminate illegal card and improve extra‑deck utility
2 Number 86: Heroic Champion - Rhongomyniad Legal Six Samurai‑themed Link like Linkuriboh or a generic utility Link Remove second Forbidden card and free a Link slot for legal synergy
3 Several off‑archetype equips (e.g., Broken Bamboo Sword) More Six Samurai‑specific equips (e.g., Six Samurai Sword) Increase archetype purity and main‑deck efficiency

Evidence & confidence

  • Verified: Legality status and copy limits; Card text excerpts for role hints
  • Inferred: Hypergeometric hand‑size probabilities; Engine accessibility from core group probability; Brick estimate from composition data; Interaction density from role_tag_counts
  • Provisional: Matchup format fit 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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