Secret Six Samurai Deck #760192 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Artifact Lancea x3, Mulcharmy Fuwalos x3, Nibiru, the Primal Being x3. Created Oct 4, 2026 by YGO Mod.

Deck Secret Six Samurai OCG

Created by: YGO Mod (20517634)

Created On: 10/04/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 22, 2026
35± 8/ 100
Power Score
Structural 52
Reliability 45
Going First 50
Going Second 50

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 52
Going First 50
Going Second 50
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Six Samurai Synchro and Link boards (Legendary Lord Six Samurai - Kizan, Enishi, Shi En) built from a Tuner plus Six Samurai non-Tuners, converting through battle-phase ATK boosts; Extra-Deck Xyz and Synchro payoffs (Super Starslayer TY-PHON, Divine Arsenal AA-ZEUS, Virtual World Shell - Jaja) once the board is established
  • Turn 1 (going first): Open a Tuner or Six Samurai starter and search with Shien's Smoke Signal, Anarchist Monk or Tactical Trainer, then Synchro Summon Legendary Lord Six Samurai while holding Ash Blossom, Maxx C or Solemn Judgment for interaction
  • Turn 2 (going second): Use Ash Blossom, Maxx C, Infinite Impermanence and Solemn Warning to stop the opponent's summons and set-ups, then rebuild the Six Samurai board from the hand or GY on the following turn
  • Recovery: Recover from GY through Six Strike - Double Assault (special summon from GY), Legendary Lord Six Samurai - Kizan (banish Six Strike from GY to Special Summon) and Anarchist Monk or Tactical Trainer, which can Special Summon themselves from the hand while another Six Samurai is on the field
  • After siding: Not evaluable: the deck has no side deck, so there is no post-side plan

Why it scores here

This list is illegal in OCG because it runs two Forbidden cards (F.A. Dawn Dragster and Naturia Beast), so it receives a theoretical structural read capped at 35 and not a normal contextual score. Structurally the system opens reasonably: 16 searcher-text cards and 12 hand traps give the Six Samurai engine several ways to go live, and the 12 hand traps and negation cards give strong interaction density, which lifts end-board interaction. The engine is fragile because the Six Samurai core is only about 47 percent of the Extra and Main lineup and the Extra Deck splits across three unrelated families, which limits median output. No side deck exists, so post-side adaptability is scored at its floor. Popularity of the archetype did not earn points, and no card scores were averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 58 P(at least one searcher-text card in opening 5) is about 0.83 with 16 searcher cards; the Six Samurai core is 15 copies, so the 2-card bootstrap is likely but thin (Inferred)
D2 Opening-Hand Quality & Brick Management 50 12 hand traps and 16 tech cards in the Main Deck raise dead-card risk on turns without a starter, with 10 singleton slots spread across three archetypes (Inferred)
D3 Combo Conversion & Ceiling 55 Synchro-based Six Samurai boards with ATK-boost Legendaries have a credible ceiling, but no recorded boards exist to confirm it (Inferred from card text)
D4 Combo Floor & Median Output 50 No recorded boards, so the median output is unmeasured and must be estimated from starter diversity alone (Inferred)
D5 Interruption Resilience & Route Redundancy 60 Multiple independent entry routes exist: Anarchist Monk, Tactical Trainer, Six Strike and Chamberlain can each special-summon from hand or GY (Inferred from card text)
D6 Resource Economy, Recovery & Grind 45 Recursion exists through Six Strike and Kizan, but the deck has limited draw and no clear resource regeneration beyond search (Inferred)
D7 End-Board & Interaction Quality 68 Twelve negate-text cards and about 21 removal-text cards give broad layered interaction across hand, Spell/Trap and monster zones (Inferred from text and role flags)
D8 Going-Second & Board-Breaking Power 55 Going-second interaction is strong through hand traps and Solemn cards, but board-breaking depends on Synchro conversion after a stop (Inferred)
D9 Offensive Pressure & Closing Power 60 Closing relies on 2500-ATK Synchro Legendaries and an ATK-boost effect in battle, which is credible in the Battle Phase (Inferred from card text)
D10 Main Deck Efficiency & Flexibility 45 Main Deck runs 55 cards with 27 distinct names, and 70 of 55 main-deck copies are off-archetype, so the build is compact in name but spread across sub-archetypes (Verified composition)
D11 Extra Deck Efficiency & Coverage 55 Extra Deck has 15 cards across three families, and the Six Samurai Synchros are mandatory while the Xyz and Link slots are partly flex (Verified composition, Inferred)
D12 Side Deck Adaptability 15 Side deck is empty, so there is no post-side plan and adaptability sits at the floor (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated metagame exists, so matchup fit is provisional and the archetype usage stats only confirm the list is real (Provisional)
D14 Pilotability & Error Tolerance 50 Synchro and Link sequencing across three families and several once-per-turn effects is moderately demanding to pilot (Inferred)

How the score was computed

Strategy profile: Midrange primary, Stun secondary, disclosed as a structural read only. Structural ≈ 52, Going First ≈ 50, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Illegal copy-limit cap (-15); Banlist exposure (-10); No side deck (-4). Final formula: 0.80*Structural(52) + 0.20*TournamentReliability(45) = 50.6, then modifiers, then capped at 35 because the deck is Illegal; theoretical/structural-only, Meta Power provisional

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.83 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Twelve hand traps and negation cards give dense, layered interaction in both turn orders
  • Multiple self-special-summon routes from hand (Anarchist Monk, Tactical Trainer, Chamberlain) keep the engine live without a single choke card
  • Six Samurai Synchro Legendaries carry ATK-boost effects that convert the board in the Battle Phase

Weaknesses

  • Two Forbidden cards make the list illegal in OCG as built
  • No side deck, so no post-side plan and no adaptability
  • Engine is split across Six Samurai, Mulcharmy, Primite, Solemn, Artifact and Forbidden sub-archetypes, so the Six Samurai core is only about 47 percent of the list
  • No recorded combos, win rates, or tournament data to confirm any consistency claim

Critical choke points

  • The Six Samurai Synchro Summon requires a Tuner Six Samurai on the field, so losing the Tuner to a single removal or hand trap line stalls the board
  • Shien's Smoke Signal and Tactical Trainer are the main searchers for the Tuner, so losing them early removes the route to Legendary Lord
Priority Remove Add Reason
1 F.A. Dawn Dragster A legal OCG Extra Deck Synchro or Xyz that fits the Six Samurai Tuner Removing the Forbidden card is required to make the list legal; the replacement should keep the Synchro route for the Tuner and non-Tuner pieces
2 Naturia Beast A legal Six Samurai or Warrior Synchro for the Extra Deck Naturia Beast is Forbidden in OCG and cannot be run; the replacement keeps the Extra-Deck Synchro count and the Battle Phase boards
3 Nothing in the Main Deck A side deck of 6 to 15 cards with a targeted set of answers An empty side deck leaves no post-side plan, so a short side with the main hand traps and a Six Samurai backup would fix the post-side gap

Evidence & confidence

  • Verified: Two Forbidden cards (F.A. Dawn Dragster, Naturia Beast) are in the Extra Deck, and the deck is Illegal for OCG; Main Deck has 55 cards and Extra Deck has 15 cards, both within size rules; the side deck is empty; Copy limits for Limited and Semi-Limited cards are respected; Card text for the listed cards comes from the evidence excerpts
  • Observed: Archetype usage stats show Six Samurai core cards are common in the archetype, which confirms the list is real and accessible but not strength
  • Inferred: Consistency estimate: P(at least one searcher-text card in opening 5) about 0.83 from the hypergeometric table; Interaction density is high from 12 hand traps and 12 negation cards, a semantic read of card text; Engine breadth relies on multiple self-special-summon routes from hand
  • Provisional: Meta Power is null because there is no dated metagame sample; Matchup fit and format fit (d13) are provisional with no tournament link
  • Data gaps: no combos supplied; combo floor, median and ceiling are text-only inference no tournament link; archetype meta-share and per-pilot match record absent no win-rate telemetry for going-first, going-second, matchup, brick or starter rates Meta Power is provisional unless a dated metagame sample is supplied Deck title is null and the side deck is empty

More OCG Info

Secret Six Samurai

Secret Six Samurai Breakdown

 
 

 

 

 

 

 

 
 

 

 
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