Secret Six Samurai Deck #725280 — Yu-Gi-Oh! OCG
54 Main, 16 Extra, incl. Artifact Lancea x3, Legendary Six Samurai - Kageki x3, Legendary Six Samurai - Kizan x3. Created Jun 25, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 06/25/2026
Main Deck (54)
- Artifact Lancea x3
- Droll & Lock Bird x2
- Grandmaster of the Six Samurai x1
- Great Shogun Shien x1
- Legendary Six Samurai - Kageki x3
- Legendary Six Samurai - Kizan x3
- Legendary Six Samurai - Mizuho x2
- Legendary Six Samurai - Shinai x2
- Mulcharmy Fuwalos x2
- Mulcharmy Purulia x3
- Nibiru, the Primal Being x1
- Secret Six Samurai - Hatsume x1
- Anarchist Monk of the Six Samurai x3
- Ash Blossom & Joyous Spring x2
- Ghost Belle & Haunted Mansion x3
- Tactical Trainer of the Six Samurai x3
- Asceticism of the Six Samurai x1
- Called by the Grave x1
- Crossout Designator x1
- Cunning of the Six Samurai x1
- Gateway of the Six x1
- Harpie's Feather Duster x1
- Lightning Storm x2
- Reinforcement of the Army x1
- Shien's Dojo x3
- Shien's Smoke Signal x3
- Six Strike - Double Assault x1
- Triple Tactics Talent x1
- Infinite Impermanence x2
Extra Deck (16)
- Battle Shogun of the Six Samurai x2
- S:P Little Knight x1
- Saryuja Skull Dread x1
- Draco Berserker of the Tenyi x1
- F.A. Dawn Dragster x1
- Legendary Lord Six Samurai - Enishi x1
- Legendary Lord Six Samurai - Kizan x1
- Legendary Lord Six Samurai - Shi En x2
- Legendary Six Samurai - Shi En x1
- PSY-Framelord Omega x1
- Daigusto Emeral x1
- Gagaga Cowboy x1
- Number 60: Dugares the Timeless x1
- Shadow of the Six Samurai - Shien x1
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Secret Six Samurai — Deck Power Evaluation
Final Contextual Deck Power: 28/100 (Confidence: Low)
- Primary strategy: Combo
- Secondary strategies: Midrange
- Format: ocg
Legality
Main 54 / Extra 16 / Side 0 — status: Illegal. 2 violation(s).
Identity & game plan
- Win condition: Build a Six Samurai board with Synchro bosses (Legendary Six Samurai - Shi En, Legendary Lord Six Samurai - Shi En) and hand traps to control opponent's plays; Grind game via resource recycling (Grandmaster, Daigusto Emeral) and field advantage through Bushido counters
- Turn 1 (going first): Establish engine consistency with Kageki/Tactical Trainer/Anarchist Monk; search Shien's Smoke Signal and Gateway; build Synchro board and set hand traps
- Turn 2 (going second): Use hand traps (Artifact Lancea, Ghost Belle, Ash Blossom, Droll & Lock Bird) to disrupt opponent's plays; leverage Mulcharmy effects to draw cards when opponent summons
- Recovery: Recursion via Grandmaster, Cunning of the Six Samurai, and Daigusto Emeral; grind resources back with Shien's Dojo Bushido counter management
- After siding: Unknown — no Side Deck supplied (0 cards); unable to evaluate best-of-3 adaptation
Why it scores here
This Six Samurai list struggles with fundamental structural issues that prevent it from operating as a cohesive deck. While the core engine (Kageki, Kizan, Tactical Trainer, Anarchist Monk) reliably becomes live thanks to strong probability (99.17% P[≥1 starter in 5]), the deck fails at conversion: it lacks consistent Synchro summon targets, runs only 8 Extra Deck Synchros for a high-tuner count, and has no documented combo lines to establish what a functional board looks like. The 54-card Main Deck (overcrowded and non-standard) and 16-card Extra Deck (illegal in OCG) create brick risk and inconsistent combo access. Additionally, the deck is missing nine core cards (64% core present), includes contradictory engines (Mulcharmy draw effects conflict with the Six Samurai tuner focus), and has no Side Deck for post-sideboard adaptation. Hand traps provide going-second interaction, but without reliable board-break tools and explosive pressure, the deck cannot recover through realistic disruption. Popularity and archetype familiarity did not earn points; the score reflects the system's inability to execute reliably.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 72 | |
| D2 | Opening-Hand Quality & Brick Management | 55 | |
| D3 | Combo Conversion & Ceiling | 62 | |
| D4 | Combo Floor & Median Output | 48 | |
| D5 | Interruption Resilience & Route Redundancy | 45 | |
| D6 | Resource Economy, Recovery & Grind | 58 | |
| D7 | End-Board & Interaction Quality | 52 | |
| D8 | Going-Second & Board-Breaking Power | 62 | |
| D9 | Offensive Pressure & Closing Power | 38 | |
| D10 | Main Deck Efficiency & Flexibility | 42 | |
| D11 | Extra Deck Efficiency & Coverage | 48 | |
| D12 | Side Deck Adaptability | 0 | |
| D13 | Matchup Coverage & Format Fit | 45 | |
| D14 | Pilotability & Error Tolerance | 52 |
How the score was computed
Modifiers: none.
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