Secret Six Samurai Deck #771083 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Grandmaster of the Six Samurai x3, Hand of the Six Samurai x3, The Six Samurai - Yaichi x3. Created Oct 21, 2026 by YGO Mod.

Deck Secret Six Samurai OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 21, 2026
35± 8/ 100
Power Score
Structural 44
Reliability 40
Going First 42
Going Second 50

Deck — Deck Power Evaluation

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

Overall score Value
Structural Deck Power 44
Going First 42
Going Second 50
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Control, Synchro
  • 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 monsters (Yaichi, Hand of the Six Samurai, Grandmaster, Irou, Zanji) attacking, backed by Synchro boss monsters (Red Dragon Archfiend, Stardust Dragon, Thought Ruler Archfiend, Black Rose Dragon); Spell/Trap removal and negation (Dimensional Prison, Mirror Force, Torrential Tribute, Bottomless Trap Hole) grinding the opponent's board
  • Turn 1 (going first): Turn 1 Normal Summon a Six Samurai, search via Reinforcement of the Army or Grandmaster, then build Gateway/Six Samurai United counters and a Synchro. Only a partial plan is supportable because the core is not confirmed by combo data.
  • Turn 2 (going second): Trap-based disruption (Bottomless Trap Hole, Mirror Force, Dimensional Prison, Solemn Judgment) to stall the opponent's first board, then Synchro through the resulting gap. This is the more plausible plan given the trap density.
  • Recovery: Six Samurai recursion and draws (Six Samurai United, Upstart Goblin, Spirit of the Six Samurai, Grandmaster returning a Six Samurai from the GY). Recovery depends on Six Samurai monsters being live, which the list does not reliably provide.
  • After siding: Not assessable: the Side Deck is empty (0 of up to 15 cards). The list cannot adapt after siding.

Why it scores here

This deck is illegal as submitted: it runs two Forbidden cards (Royal Oppression, Trap Dustshoot) and three copies of the Limited Gateway of the Six, so it does not receive a normal contextual score and this 35 is a structural, theoretical read only. Its engine is the Six Samurai core. Only 3 of 17 usage-listed core cards are present, and the rest of the main deck is a broad mix of off-archetype traps and generic staples. The deck's interaction density (Bottomless Trap Hole, Mirror Force, Dimensional Prison, Torrential Tribute, Solemn Judgment, and others) gives it real going-second board-breaking, which is the main reason it scores above its engine. Consistency is weak: a single 3-copy starter is only about 25% likely in an opening 5-card hand, and 36 of 55 main-deck cards are level-0 Spells/Traps, so many hands will be dead or conflicting. Popularity and archetype usage did not earn points, and card scores were not averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 42 P(at least one 3-copy starter in a 5-card opening hand) ~0.25; archetype core group ~0.39 open; only 3 of 17 usage-core cards present (Inferred)
D2 Opening-Hand Quality & Brick Management 40 36 level-0 Spell/Trap cards and 32 distinct main-deck cards dilute hands; several Six Samurai effects need another Six Samurai on the field (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable boards in combo data; ceiling is text-only inference from Grandmaster and Spirit of the Six Samurai (Inferred)
D4 Combo Floor & Median Output 35 No combo data for median or floor; estimated from draw odds and a high dead-card share (Inferred)
D5 Interruption Resilience & Route Redundancy 45 Trap-heavy line gives some recovery from disruption through Six Samurai United and Upstart Goblin, but few independent lines (Inferred)
D6 Resource Economy, Recovery & Grind 45 Draw sources include Upstart Goblin, Six Samurai United and Spirit of the Six Samurai; searcher text group ~0.51 open (Inferred)
D7 End-Board & Interaction Quality 60 Interaction density is high: removal_text 34, negation_text 11, plus Dimensional Prison, Mirror Force and Torrential Tribute (Verified text, Inferred quality)
D8 Going-Second & Board-Breaking Power 55 Going-second board-breaking from Bottomless Trap Hole, Mirror Force, Dimensional Prison and Solemn Judgment; no split data (Inferred)
D9 Offensive Pressure & Closing Power 45 Closing power from Stardust Dragon (2500), Red Dragon Archfiend (3000), Thought Ruler Archfiend (2700) and Cyber Dragon (2100) (Verified stats, Inferred)
D10 Main Deck Efficiency & Flexibility 40 55 main cards, 32 distinct, 70 off-archetype copies, with 3 over-limit cards that make the main deck illegal (Verified)
D11 Extra Deck Efficiency & Coverage 55 13 Synchro and 2 Fusion in the Extra Deck, mostly singletons, with 2 copies each of Stardust Dragon and Chimeratech Fortress Dragon; 15 of 15 slots used (Verified)
D12 Side Deck Adaptability 10 Side Deck is empty (0 cards), so no post-side plan exists (Verified; no post-side performance data, Provisional)
D13 Matchup Coverage & Format Fit 30 No tournament link, no dated meta sample and no win-rate telemetry; format fit cannot be verified and the deck is illegal (Provisional)
D14 Pilotability & Error Tolerance 55 Multi-step Six Samurai conditional effects plus choice of trap timing make pilotage moderately demanding (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 44, Going First ≈ 42, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist exposure (-8). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) = 0.80*44 + 0.20*40 = 43.2, then -8 banlist-exposure modifier, rounded to 35; illegal-deck cap applied, theoretical only

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.25 · 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

  • Dense interaction suite: removal and negation traps (Bottomless Trap Hole, Mirror Force, Dimensional Prison, Torrential Tribute, Solemn Judgment, Pulling the Rug, Starlight Road)
  • Strong Synchro boss options in the Extra Deck (Red Dragon Archfiend, Thought Ruler Archfiend, Stardust Dragon, Black Rose Dragon)
  • Some draw and recursion (Six Samurai United, Upstart Goblin, Spirit of the Six Samurai)

Weaknesses

  • Illegal list: two Forbidden cards and an over-limit Limited card
  • Low starter density: one 3-copy starter is about 25% in a 5-card opening hand
  • Many dead cards: 36 level-0 Spells/Traps in the Main Deck
  • Engine conflicts: Six Samurai effects need another Six Samurai on the field, and the core is largely missing (3 of 17 usage-core cards)
  • Empty Side Deck: no post-side adaptability

Critical choke points

  • Opening hand needs a Six Samurai monster plus a second Six Samurai or searcher to make most effects live
  • Forbidden cards must be removed before this list can be played in OCG
  • Gateway of the Six at 3 copies cannot be legal in OCG
Priority Remove Add Reason
1 Royal Oppression x2 and Trap Dustshoot x1 (Forbidden in OCG) Legal replacements from the Six Samurai or Synchro core (not specified by the evidence) Clears the banlist violation so the deck can receive a legal contextual score
2 Gateway of the Six x2 (down to 1 copy) A Six Samurai monster or searcher Brings the card within its Limited cap and adds starter density
3 Some level-0 Spell/Trap staples Six Samurai core cards from the usage stats, e.g. Legendary Lord Six Samurai - Kizan (80% inclusion) or Anarchist Monk of the Six Samurai (80%) Usage stats show these as core cards that this list does not run; adding them improves starter density and engine coherence (Observed)
4 No change A Side Deck of 3 to 15 cards The current Side Deck is empty, so the list cannot adapt between games

Evidence & confidence

  • Verified: Legality: 55 Main, 15 Extra, 0 Side; Forbidden Royal Oppression x2 and Trap Dustshoot x1; Limited Gateway of the Six x3 (limit 1); status Illegal; Card text for the Six Samurai core, interaction traps and Synchro bosses; Usage stats: 3 of 17 core cards present (17.6%)
  • Observed: Usage stats show the archetype-standard core runs Anarchist Monk, Legendary Lord - Kizan and others at 60-80% inclusion
  • Inferred: Starter and core access probabilities (hypergeometric, Main Deck only); Brick and dead-card estimates from the 36 level-0 Spell/Trap cards; Going-first and going-second quality from trap density and card text; Structural dimension scores D1 to D14
  • Provisional: D13 matchup and format fit (no dated meta sample; deck is illegal); D12 post-side plan (empty Side Deck; no post-side data); Tournament reliability (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 (going-first/second, matchup, starter or brick rates) Meta Power is provisional: no dated metagame sample Deck title is null; deck is named by archetype only Side Deck is empty (0 cards), so no post-side evidence

More OCG Info

Secret Six Samurai

Secret Six Samurai Breakdown

 
 

 

 

 

 

 

 
 

 

 
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