Secret Six Samurai Deck #771522 — Yu-Gi-Oh! OCG

59 Main, 15 Extra, incl. D.D. Crow x3, Legendary Six Samurai - Kizan x3, Radiant Typhoon Swen 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: MediumEvaluated Oct 21, 2026
54± 6/ 100
Power Score
Structural 57
Reliability 50
Going First 60
Going Second 55

Deck — Deck Power Evaluation

Final Contextual Deck Power: 54/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 57.3
Going First 60
Going Second 55
Meta Power provisional
Tournament Reliability 50
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Toolbox
  • Format: ocg

Legality

Main 59 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Synchro and Link boss summons (Shi En, Enishi, Kizan, Battle Shogun, Brionac) backed by Six Samurai on-summon searches and Kizaru/Kizan Special Summons; Shien's Dojo / Gateway of the Six counter-driven Special Summons and Gateway ATK pumps
  • Turn 1 (going first): Normal Summon a Six Samurai starter (Kageki, Tactical Trainer, Anarchist Monk, or Kizaru) to trigger a search, then chain a second Six Samurai into a Synchro or Link boss
  • Turn 2 (going second): Hold Ash Blossom, Ghost Ogre, Effect Veiler or Droll & Lock Bird for the opponent's first interaction, then rebuild the Six Samurai board through Kizaru, Kizan and the searchers
  • Recovery: Banish Six Samurai from the GY through Kizaru and Fuma, Tactical Trainer and Anarchist Monk revive themselves from hand, and Dark Magician of Chaos returns a Spell from the GY
  • After siding: No side deck is registered, so no post-side plan can be evaluated

Why it scores here

The deck reliably opens a Six Samurai engine: the archetype core has about an 87% chance of at least one copy in a 5-card opening hand, and searcher text is present in about 94% of hands, so a starter is usually reachable on turn 1 (Inferred). Its conversion comes from Synchro and Link bosses that are summoned through the Six Samurai board, but the engine needs a second Six Samurai on the field, which lowers the floor. Interaction is the strongest part of the system: three Mystical Space Typhoon, two Ash Blossom, two Ghost Ogre and two Effect Veiler, plus Enemy Controller, give several independent answers before the boss lands (Inferred). The score reflects consistency, median output and interaction on the whole system, not popularity and not an average of card scores; no combo boards, tournament link or side deck were supplied, so the medium confidence and the empty side deck cap the result.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 65 P(at least one core starter in 5-card hand) ≈ 0.87; searcher text in ≈ 0.94 of hands; 2-3 copies of each starter (Inferred)
D2 Opening-Hand Quality & Brick Management 50 14 singleton-heavy slots and multiple conditional Special Summons requiring another Six Samurai; brick risk from Gateway, Reinforcement and Kizan-dependent lines (Inferred)
D3 Combo Conversion & Ceiling 62 Synchro/Link bosses plus Shi En negation and Battle Shogun recursion give a high ceiling, but no recorded boards to confirm it (Inferred)
D4 Combo Floor & Median Output 48 No combos supplied, so median output is text-only; the engine depends on a second Six Samurai to function (Provisional)
D5 Interruption Resilience & Route Redundancy 55 Redundant starters and 12 hand-trap-tagged cards give several independent lines after one interruption, but no route data exists (Inferred)
D6 Resource Economy, Recovery & Grind 60 Dark Magician of Chaos, Kizaru banish, Gateway counters and Shien's Dojo recover resources from the GY (Inferred)
D7 End-Board & Interaction Quality 72 Three MST, three Ash/Ghost/Veiler-style negates, Enemy Controller and Shi En negation give layered end-board interaction (Inferred)
D8 Going-Second & Board-Breaking Power 66 Six-card hand meets a hand-trap group with ≈ 0.76 chance of at least one in hand going second, plus Shien's Dojo and Gateway as a board-breaking follow-up (Inferred)
D9 Offensive Pressure & Closing Power 65 Boss ATK ranges 2500-3000 (Shi En, Shien, Fonix, Varuroon) with Kizan and Grandmaster as closers (Observed stat)
D10 Main Deck Efficiency & Flexibility 60 59 Main Deck cards across 33 distinct names; 12 tech and 12 hand-trap tags add flexibility but dilute the engine (Inferred)
D11 Extra Deck Efficiency & Coverage 60 15 Extra Deck cards across 11 distinct names, mixing Synchro, Link and XYZ with two copies of the core bosses (Observed structure)
D12 Side Deck Adaptability 10 No side deck is registered, so post-side adaptability cannot be assessed (Provisional)
D13 Matchup Coverage & Format Fit 50 Archetype meta-share and tournament context are unavailable; no dated metagame sample supplied (Provisional)
D14 Pilotability & Error Tolerance 45 Multi-step Special Summon and Synchro/Link sequencing with several optional triggers raises the decision load (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 57.3, Going First ≈ 60, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 50. Modifiers: Archetype split (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional) = 0.80*57.3 + 0.20*50 - 2 ≈ 54

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.87 · key two-card combo ≈ — · full-brick estimate ≈ 0.13 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Dense searcher text (25 cards) makes the engine reachable on most openings
  • Layered interaction: three MST, Ash Blossom x2, Ghost Ogre x2, Effect Veiler x2, Enemy Controller
  • Multiple Synchro and Link bosses with 2500+ ATK and negation text

Weaknesses

  • No side deck, so no post-side adaptability
  • Engine needs a second Six Samurai on board, so Kizaru and Kizan lines can stall
  • Sub-archetype split (Radiant Typhoon, Six Strike) dilutes the core

Critical choke points

  • Early Six Samurai Normal Summon starter: a hand without one of Kageki, Tactical Trainer, Anarchist Monk or Kizaru has no clean engine start
  • Synchro/Link boss materials depend on a Warrior Tuner in hand or field
Priority Remove Add Reason
1 Radiant Typhoon Manifestation (1 copy) Side deck of 15, starting with extra Six Samurai starters and negates A side deck is absent entirely, which is the largest structural gap (Inferred)
2 Radiant Typhoon Mandate (1 copy) Second Tactical Trainer or Anarchist Monk Reduces off-archetype slots and strengthens the core starter density (Inferred)

Evidence & confidence

  • Verified: Deck is legal: 59 Main, 15 Extra, 0 Side within OCG size rules; Restricted copies match banlist: Droll & Lock Bird, Gateway of the Six, Radiant Typhoon Chant, Reinforcement of the Army at 1; Ash Blossom at 2; Archetype core present rate and searcher count are computed from the list
  • Observed: Extra Deck breakdown: 9 Synchro, 5 Link, 1 XYZ
  • Inferred: Opening-hand consistency from hypergeometric estimates; Interaction layering and hand-trap coverage from card text; Going-second hand-trap coverage (≈ 0.76)
  • Provisional: Meta Power and matchup fit (no dated sample); Tournament reliability (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 match record absent no side deck registered — post-side plan cannot be evaluated no win-rate telemetry exists in YGOVN — going-first/second and matchup rates are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied

More OCG Info

Secret Six Samurai

Secret Six Samurai Breakdown

 
 

 

 

 

 

 

 
 

 

 
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