Secret Six Samurai Deck #769549 — Yu-Gi-Oh! OCG

40 Main, 15 Extra, incl. Legendary Six Samurai - Kizan x3, Anarchist Monk of the Six Samurai x3, Tactical Trainer of the Six Samurai 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
30± 8/ 100
Power Score
Structural 58
Reliability 50
Going First 55
Going Second 62

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 58
Going First 55
Going Second 62
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Midrange
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 40 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).

Identity & game plan

  • Win condition: Synchro boards led by Legendary Six Samurai - Shi En (2500 ATK) and Kewl Tune B2B (3200 ATK), converting negate-protected boards into attacks; Link and Synchro pressure from Accesscode Talker and Clear Wing Synchro Dragon once the Six Samurai engine has established a board
  • Turn 1 (going first): Open a Six Samurai starter (Tactical Trainer, Anarchist Monk, Kizan or Kageki), search or summon a second Six Samurai, then Synchro Summon a negate-capable boss while holding Ash Blossom or Effect Veiler as protection
  • Turn 2 (going second): Use Infinite Impermanence, Ash Blossom, Effect Veiler and Maxx "C" to disrupt the opponent's first engine, then rebuild through Six Samurai searchers and Synchro into Shi En
  • Recovery: Recur Six Samurai monsters from the Graveyard through Anarchist Monk and Tactical Trainer effects, then re-enter Synchro monsters as the board rebuilds
  • After siding: Not evaluable: the deck runs no Side Deck (0 cards), so there is no post-side plan to assess

Why it scores here

This list is Illegal in OCG: it runs one copy each of Naturia Beast and Baronne de Fleur, both Forbidden, so the score is capped at 30 and is structural and theoretical only. The Six Samurai core (27 copies plus related sub-archetypes) reliably reaches a live starter by turn 1 or 2 (P(at least one core card in a 5-card hand) ≈ 0.94, Inferred), which earns the engine-access score. Interaction is the strongest system trait: eight hand traps and multiple negate-capable Synchro monsters (Shi En, Clear Wing, Naturia Barkion, Kewl Tune) give good end-board protection. Conversion and median output are unscored by recorded boards (no combos supplied), so those dimensions rest on text reading and are low-confidence. The score was built from the deck as a system; the 100% usage-stat inclusion of the archetype core earned no points by popularity, and individual card scores were not averaged.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 70 P(at least one archetype-core card in a 5-card opening hand) ≈ 0.94; multiple Six Samurai starters and searchers (Inferred)
D2 Opening-Hand Quality & Brick Management 60 Eight hand traps and 14 searchers keep hands functional, but Normal-Summon-dependent cards (Chamberlain, Giant Scorpion, Primite Roar) create some brick risk (Inferred)
D3 Combo Conversion & Ceiling 55 No recorded boards supplied; ceiling inferred from Shi En and Kewl Tune card text only (Inferred)
D4 Combo Floor & Median Output 45 No recorded boards supplied; median output cannot be measured and is estimated low-confidence (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Three Infinite Impermanence, two Ash Blossom, two Effect Veiler and one Maxx "C" give layered disruption with multiple restart routes via GY recursion (Inferred)
D6 Resource Economy, Recovery & Grind 60 Searchers and GY-recursion effects recover spent resources; no resource profile data supplied (Inferred)
D7 End-Board & Interaction Quality 72 Shi En (x5 across two copies), Clear Wing, Naturia Barkion and Kewl Tune supply negation on spells and traps; no measured interaction density (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 65 Eight hand traps plus Synchro negates give going-second plays against an established board; no going-second split data (Inferred)
D9 Offensive Pressure & Closing Power 65 Shi En (2500 ATK), Kewl Tune B2B (3200 ATK) and Clear Wing (2500 ATK) close games; no end-board ATK measurements (Verified card stats, Inferred closing)
D10 Main Deck Efficiency & Flexibility 58 40 main cards with 19 distinct, 17 Spells and three tech slots; compact enough for consistency but with some generic filler (Inferred)
D11 Extra Deck Efficiency & Coverage 55 Extra Deck of 15 with 12 Synchro and 3 Link; two of the Extra cards are Forbidden and reduce legal coverage (Verified legality, Inferred efficiency)
D12 Side Deck Adaptability 10 Zero side-deck cards; no post-side plan exists (Verified)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated metagame sample; archetype meta-share unavailable (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step Synchro chains and several once-per-turn negation timings raise pilot demands (Inferred)

How the score was computed

Strategy profile: Midrange primary, Stun secondary (approximate). Structural ≈ 58, Going First ≈ 55, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: banlist exposure (-12). Final formula: No reliable metagame: 0.80*Structural(58.3) + 0.20*TournamentReliability(50) = 56.6, plus modifiers (-12) = 44.6, then capped at 30 because the list is Illegal (Forbidden cards in-format)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.94 · key two-card combo ≈ — · full-brick estimate ≈ 0.06 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Dense archetype core (27 Six Samurai copies) with high starter access
  • Eight hand traps and multiple Synchro negates give layered interaction
  • Searchers (14) and GY recursion support recovery across turns

Weaknesses

  • Illegal in OCG because of two Forbidden cards
  • No side deck, so no post-side adaptability
  • Synchro-heavy lines require multi-step pilot decisions

Critical choke points

  • Shi En Synchro Summon depends on a Warrior Tuner plus a Six Samurai non-Tuner, so losing the Tuner to hand traps stalls the board
  • Two Forbidden Extra Deck cards reduce the Extra Deck to 13 legal cards
Priority Remove Add Reason
1 Naturia Beast A legal OCG Synchro (for example Legendary Six Samurai - Kizan or another Warrior/Six Samurai Synchro) Forbidden cards make the list illegal; replacing it restores a legal score path
2 Baronne de Fleur A legal Synchro Monster or extra-deck negate boss Forbidden card; replacing it restores legality and keeps the interaction shell
3 One Infinite Impermanence A Side Deck card or a legal Synchro Adds post-side flexibility, since the deck currently has no Side Deck

Evidence & confidence

  • Verified: Forbidden status and over-limit copies for Naturia Beast and Baronne de Fleur; Main 40 / Extra 15 / Side 0 size is within the OCG rules; Limited and Semi-Limited copy counts for Maxx "C", Gateway of the Six, Reinforcement of the Army and Ash Blossom
  • Inferred: Hypergeometric P(core starter in hand) ≈ 0.94; Hand-trap and negation coverage read from card text; Midrange primary strategy, Stun secondary
  • Provisional: Meta Power (no dated metagame sample); Matchup fit
  • Data gaps: No combos supplied: combo floor, median and ceiling rest on text-only inference No tournament link: archetype meta-share and per-pilot record absent No win-rate telemetry: going-first/second, matchup and brick rates are Inferred or Unknown No side deck, so post-side performance cannot be assessed Meta Power is Provisional without a dated metagame sample

More OCG Info

Secret Six Samurai

Secret Six Samurai Breakdown

 
 

 

 

 

 

 

 
 

 

 
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