Secret Six Samurai Deck #769180 — Yu-Gi-Oh! OCG
52 Main, 15 Extra, incl. Legendary Six Samurai - Kageki x3, Legendary Six Samurai - Kizan x3, Mulcharmy Fuwalos x3. Created Oct 20, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/20/2026
Main Deck (52)
- Droll & Lock Bird x1
- Legendary Six Samurai - Kageki x3
- Legendary Six Samurai - Kizan x3
- Mulcharmy Fuwalos x3
- Mulcharmy Purulia x3
- Secret Six Samurai - Hatsume x1
- Secret Six Samurai - Kizaru x2
- Speedroid Taketomborg x1
- Speedroid Terrortop x3
- Anarchist Monk of the Six Samurai x3
- Ash Blossom & Joyous Spring x3
- Ghost Ogre & Snow Rabbit x3
- Tactical Trainer of the Six Samurai x3
- Asceticism of the Six Samurai x1
- Cunning of the Six Samurai x1
- Forbidden Chalice x3
- Gateway of the Six x1
- Reinforcement of the Army x1
- Shien's Dojo x3
- Shien's Smoke Signal x3
- Six Strike - Double Assault x1
- Evenly Matched x3
- Solemn Judgment x1
- Solemn Warning x2
Extra Deck (15)
- Accesscode Talker x1
- Battle Shogun of the Six Samurai x2
- Dharc the Dark Charmer, Gloomy x1
- Gorgon of Zilofthonia x1
- I:P Masquerena x1
- S:P Little Knight x1
- W:P Fancy Ball 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
- Daigusto Emeral x1
- M-X-Saber Invoker x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 40/100 (±10 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 56.6 |
| Going First | 60 |
| Going Second | 58 |
| Meta Power | provisional |
| Tournament Reliability | 48 |
- Primary strategy: Midrange
- Secondary strategies: Toolbox, Stun
- Format: ocg
Legality
Main 52 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).
Identity & game plan
- Win condition: Synchro and Link beatdown from Six Samurai and Secret Six Samurai monsters (Shi En, Kizan, Kizaru, Battle Shogun) after a searcher-driven board; Recursion and revival from the Graveyard through Hatsume, Kizaru banish, and Shien's Dojo counters
- Turn 1 (going first): Normal Summon Kageki or a Tuner, search via Smoke Signal or Tactical Trainer, then Synchro or Link into a board backed by Solemn and hand traps
- Turn 2 (going second): Hold Ash Blossom, Ghost Ogre, Droll and Evenly Matched to disrupt the opponent's engine, then rebuild from the Graveyard with Hatsume or Six Strike
- Recovery: Revive Six Samurai from the Graveyard with Hatsume, Cunning or Six Strike and reload with Gateway and Shien's Smoke Signal
- After siding: No Side Deck is registered, so no post-side plan can be evaluated
Why it scores here
The deck is scored as a system, not as an average of its cards. Its engine is reliable on paper: the archetype core group has about a 94.5% chance of at least one copy in a 5-card opening hand, and searchers are present in about 87.5% of opening hands. Interaction is layered across hand traps (Ash Blossom, Ghost Ogre, Droll, Evenly Matched) and Solemn-style counters, which lifts the end-board and going-second scores. Conversion is capped by the lack of recorded boards, so the combo ceiling and median are text-only inferences. The deck has no Side Deck and no tournament or meta data, so its adaptability and matchup fit stay low and provisional. Popularity of the archetype did not earn points, and the Illegal copy-limit violation caps the final score at 40, so the figure is structural-only.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 68 | P(>=1 archetype core card in opening hand of 5) = 0.945; P(>=1 searcher in hand of 5) = 0.875 (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 55 | 52 cards with 10 hand traps and 13 tech cards; roughly 10 of 52 cards are non-engine in the opening hand (Inferred) |
| D3 | Combo Conversion & Ceiling | 55 | No recorded boards; ceiling read from card text only (Shi En, Kizan, Kizaru, Battle Shogun) (Inferred) |
| D4 | Combo Floor & Median Output | 48 | combo data total 0; median output cannot be measured from the evidence (Provisional) |
| D5 | Interruption Resilience & Route Redundancy | 60 | 10 hand traps plus Six Strike, Cunning and Hatsume give redundant lines after one disruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 62 | Smoke Signal, Gateway, Shien's Dojo and Hatsume recursion give a moderate recovery loop (Inferred) |
| D7 | End-Board & Interaction Quality | 66 | Solemn Warning, Solemn Judgment, Forbidden Chalice, Evenly Matched and Shi En negations; Semi-Limited and Limited status applies (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 62 | Going-second hand traps and Ghost Ogre removal; no recorded going-second split (Inferred) |
| D9 | Offensive Pressure & Closing Power | 60 | Shi En 2500 ATK, Kizaru 1900 ATK, Kizan 1800 ATK, Battle Shogun link; no end-board observation (Inferred) |
| D10 | Main Deck Efficiency & Flexibility | 55 | 52 main with 24 distinct cards; 3-copy staples dominate; exact-name purity 4.5%, archetype family broader (Verified) |
| D11 | Extra Deck Efficiency & Coverage | 60 | 15 Extra Deck slots, 13 distinct, Synchro/Link mix with Daigusto and M-X-Saber as flex (Verified) |
| D12 | Side Deck Adaptability | 10 | Side deck size 0; no post-side adaptability can be credited (Verified) |
| D13 | Matchup Coverage & Format Fit | 45 | No tournament link; archetype share is not available (Provisional) |
| D14 | Pilotability & Error Tolerance | 40 | Multiple hand-trap timings, Synchro chains, and Extra Deck decisions; high decision load (Inferred) |
How the score was computed
Strategy profile: Midrange. Structural ≈ 56.6, Going First ≈ 60, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 48. Modifiers: Copy-limit and banlist exposure (-6); No Side Deck (-4); No recorded combos (-2). Final formula: Illegal cap applied: 0.80*56.6 + 0.20*48 = 54.9, then modifiers -12 gives 42.9; capped at 40 as theoretical/structural-only because the deck violates the Ash Blossom copy limit
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.95 · key two-card combo ≈ — · full-brick estimate ≈ 0.05 (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Archetype core is almost always present in a 5-card opening hand
- Layered hand-trap and Solemn interaction across both turn orders
- Searchers and recursion keep the Graveyard engine alive
Weaknesses
- Illegal copy-limit violation on Ash Blossom
- Several Limited cards depend on single copies
- No Side Deck and no tournament or post-side evidence
Critical choke points
- Ash Blossom at 3 copies must be cut to 2 before any legal evaluation
- Engine relies on a few Synchro and Link enablers (Shi En, Kizan, Battle Shogun)
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | 1 Ash Blossom & Joyous Spring | 1 legal non-Ash hand trap or a Side-compatible tech card | Fixes the copy-limit violation so the deck can receive a normal score |
| 2 | 1 Forbidden Chalice | 1 extra Searcher such as Six Samurai monster searcher | Adds consistency to the starter line |
Evidence & confidence
- Verified: Main 52 / Extra 15 / Side 0 counts; Ash Blossom 3 copies vs legal 2 (Semi-Limited); Six Samurai core cards, Limited and Semi-Limited statuses from legality
- Inferred: Opening-hand consistency 0.945 for archetype core group; Interaction layering and going-second read from card text; Midrange primary strategy from composition and searchers
- Provisional: Meta power (null, no dated sample); Matchup and format fit (no tournament link)
- Data gaps: no combos supplied; combo floor/median/ceiling is text-only inference no tournament link; archetype meta-share and per-pilot record absent no win-rate telemetry; going-first/second and matchup rates are Unknown Meta Power is Provisional unless a dated metagame sample is supplied
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