Secret Six Samurai Deck #767624 — Yu-Gi-Oh! OCG

57 Main, 14 Extra, incl. Anarchist Monk of the Six Samurai x3, Ash Blossom & Joyous Spring x3, Effect Veiler x3. Created Oct 20, 2026 by YGO Mod.

Deck Secret Six Samurai OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 20, 2026
35± 8/ 100
Power Score
Structural 59
Reliability 48
Going First 62
Going Second 60

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 58.9
Going First 62
Going Second 60
Meta Power provisional
Tournament Reliability 48
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Combo
  • Format: ocg

Legality

Main 57 / Extra 14 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Synchro, Fusion and Link Six Samurai boss monsters (Shi En, Rihan, Arcana Extra Joker, Angel of Zera) pressured through Six Samurai board pressure and Bushido Counter spells; Recursion-driven Six Samurai Special Summons from the GY (Double-Edged Sword Technique, Return of the Six Samurai, Cunning of the Six Samurai)
  • Turn 1 (going first): Open a Six Samurai searcher or Anarchist Monk / Tactical Trainer hand Special Summon, chain Shien's Smoke Signal or Secret Six Samurai searchers, and go to a Synchro or Fusion boss while holding Ash Blossom and Effect Veiler
  • Turn 2 (going second): Use Ash Blossom, Effect Veiler, Solemn Judgment, Dark Bribe or Divine Wrath to answer the opponent's first board, then rebuild through Six Samurai GY Special Summons and Extra Deck bosses
  • Recovery: Recover the GY Six Samurai monsters with Secret Six Samurai - Hatsume, Legendary Secret of the Six Samurai and Double-Edged Sword Technique, and refill the hand with Gateway of the Six and Shien's Smoke Signal
  • After siding: None: the side deck is empty, so there is no post-side plan (Inferred)

Why it scores here

The deck reliably opens a functional Six Samurai plan: the archetype core group gives an estimated 98% chance of at least one core card in a 5-card opening hand and searchers have about 86% odds (Inferred hypergeometric estimates). Its strength as a system comes from the interlocking Six Samurai and Secret Six Samurai Special Summon chain, the Synchro and Fusion bosses it can reach, and a dense set of hand traps and negations (Ash Blossom, Effect Veiler, Solemn Judgment, Dark Bribe, Divine Wrath) that answer the opponent's first board, especially going second. Median output and floor are unmeasured because no recorded boards exist, so these are structural reads only. The deck is capped low because it is illegal as submitted (three copies of Ash Blossom and Joyous Spring against a limit of two), and it has an empty side deck, so it has no post-side adaptation. Popularity of the archetype was not credited, and card scores were not averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 74 Archetype core present in 98.4% of 5-card openers and searchers in 86.2% (Inferred hypergeometric)
D2 Opening-Hand Quality & Brick Management 62 Many searchers and hand traps keep hands functional, but Warrior-dependent Special Summon conditions and 14 Extra Deck cards add conflicts (Inferred)
D3 Combo Conversion & Ceiling 60 Structural read of boss Special Summon routes and Extra Deck options; no recorded boards to measure a ceiling (Inferred)
D4 Combo Floor & Median Output 45 No recorded boards; floor and median cannot be measured, and the score is a text-only lower estimate (Inferred)
D5 Interruption Resilience & Route Redundancy 52 Several independent Special Summon routes and recursion from the GY, but single-copy engine pieces are fragile to a hand trap sweep (Inferred)
D6 Resource Economy, Recovery & Grind 65 Searchers (18 text hits) and GY recursion regenerate resources well, with no measured grind data (Inferred)
D7 End-Board & Interaction Quality 70 Solemn Judgment, Effect Veiler, Divine Wrath, Trap Hole, Raigeki and Shadow Spell give layered interaction, but the deck has 0 side cards (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 68 Going-second hand traps and Raigeki challenge an established board; no going-second win data exists (Inferred)
D9 Offensive Pressure & Closing Power 66 Bosses at 2400 to 2800 ATK (Arcana Extra Joker, Angel of Zera, Shi En, Kuibelt) convert advantage, but no closing data exists (Verified stats, Inferred use)
D10 Main Deck Efficiency & Flexibility 58 57 Main Deck cards with 23 Spells and 9 Traps, 41 distinct cards and 3-copy engine pieces; compact but with some non-engine tech (Verified counts)
D11 Extra Deck Efficiency & Coverage 60 14 of 15 Extra Deck slots used across Synchro, Link, Fusion and Xyz with 3 Link and 8 Synchro bosses (Verified counts)
D12 Side Deck Adaptability 10 Side deck is empty (0 cards), so no post-side adaptability is available (Verified count, Inferred impact)
D13 Matchup Coverage & Format Fit 50 No tournament link and no dated meta sample; Meta is Provisional, so this is a neutral placeholder (Provisional)
D14 Pilotability & Error Tolerance 45 Multiple engine lines with Tuner and Synchro conditions and several decision points per turn; a complex pilot is needed (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 58.9, Going First ≈ 62, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 48. Modifiers: Illegal copy limit (banlist exposure) (-8); No side deck / no post-side plan (-4). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 56.7 - 12 = 44.7, then capped at 35 because the deck is Illegal (Meta Provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.98 · key two-card combo ≈ — · full-brick estimate ≈ 0.02 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Dense Six Samurai searcher and Special Summon chain with about 98% core access in openers
  • Layered hand-trap and negation suite (Ash Blossom, Effect Veiler, Solemn Judgment, Dark Bribe, Divine Wrath)
  • Multiple Synchro, Link and Fusion bosses at 2400 to 2800 ATK

Weaknesses

  • Illegal as submitted: Ash Blossom and Joyous Spring over the copy limit
  • Empty side deck, no post-side adaptation
  • No recorded boards, so floor and median output are unmeasured

Critical choke points

  • Ash Blossom copy count must drop to two before the list can be played
  • Most Extra Deck bosses need specific Six Samurai monsters on the field, so early disruption of the engine ends the turn
Priority Remove Add Reason
1 One copy of Ash Blossom and Joyous Spring One legal non-Ash playable, such as another Six Samurai engine card or a legal hand trap Removes the only legality violation so the deck can receive a normal score
2 Nothing Side deck cards (up to 15) targeting the main threats of the format The empty side deck gives no post-side plan, so Side Deck adaptability is capped at 10

Evidence & confidence

  • Verified: Main Deck 57 cards, Extra Deck 14 cards, Side 0 cards; Main within the 40 to 60 size rule; Ash Blossom and Joyous Spring: 3 copies, OCG Semi-Limited limit 2 (over limit); Other restricted cards are at their Limited copy counts (Gateway of the Six, Reinforcement of the Army, Solemn Judgment, Terraforming)
  • Inferred: Archetype core presence about 98% in opening hands from the hypergeometric proxy; Going-first and going-second estimates from card text and the interaction density; Dimension scores D1 to D14 and the structural weights
  • Provisional: Meta Power null; no dated metagame sample; D13 matchup and format fit is a neutral 50 placeholder
  • Data gaps: No recorded combos, so combo floor, median and ceiling are text-only inference No tournament link, so archetype meta-share and pilot records are absent No win-rate telemetry for going-first, going-second, matchups, brick or starter rates Meta Power is Provisional unless a dated metagame sample is supplied Deck title is null; the side deck is empty

More OCG Info

Secret Six Samurai

Secret Six Samurai Breakdown

 
 

 

 

 

 

 

 
 

 

 
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