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.
Created by: YGO Mod (20517634)
Created On: 10/20/2026
Main Deck (57)
- Fire Flint Lady x1
- Grandmaster of the Six Samurai x1
- Legendary Secret of the Six Samurai x1
- Legendary Six Samurai - Mizuho x1
- Legendary Six Samurai - Shinai x2
- Secret Six Samurai - Hatsume x1
- Secret Six Samurai - Kizaru x2
- The Six Samurai - Kamon x1
- The Six Samurai - Zanji x1
- Anarchist Monk of the Six Samurai x3
- Ash Blossom & Joyous Spring x3
- Effect Veiler x3
- Secret Six Samurai - Fuma x1
- Secret Six Samurai - Genba x1
- Shien's Squire x1
- Tactical Trainer of the Six Samurai x2
- Asceticism of the Six Samurai x2
- Blustering Winds x1
- Cunning of the Six Samurai x1
- Gateway of the Six x1
- Mystical Space Typhoon x1
- Raigeki x1
- Reinforcement of the Army x1
- Shien's Dojo x3
- Shien's Smoke Signal x2
- Six Samurai United x3
- Six Strike - Double Assault x2
- Snatch Steal x1
- Temple of the Six x1
- Terraforming x1
- The A. Forces x1
- United We Stand x1
- Dark Bribe x1
- Divine Wrath x1
- Double-Edged Sword Technique x1
- Draining Shield x1
- Return of the Six Samurai x1
- Shadow Spell x1
- Six Strike - Sextuple Barrage x1
- Solemn Judgment x1
- Trap Hole x1
Extra Deck (14)
- Secret Six Samurai - Rihan x1
- Accesscode Talker x1
- Arcana Extra Joker x1
- Battle Shogun of the Six Samurai x1
- Angel of Zera x1
- Kuibelt the Blade Dragon x1
- Legendary Lord Six Samurai - Enishi x1
- Legendary Lord Six Samurai - Kizan x1
- Legendary Lord Six Samurai - Shi En x1
- Legendary Six Samurai - Shi En x1
- Leo, the Keeper of the Sacred Tree x1
- Mighty Warrior x1
- Evilswarm Exciton Knight x1
- Shadow of the Six Samurai - Shien x1
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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
Recommended changes
| 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
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