Secret Six Samurai Deck #772525 — Yu-Gi-Oh! OCG
55 Main, 15 Extra, incl. Gameciel, the Sea Turtle Kaiju x3, Legendary Six Samurai - Kageki x3, Legendary Six Samurai - Kizan x3. Created Oct 21, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/21/2026
Main Deck (55)
- Gameciel, the Sea Turtle Kaiju x3
- Grandmaster of the Six Samurai x1
- Great Shogun Shien x1
- Legendary Six Samurai - Kageki x3
- Legendary Six Samurai - Kizan x3
- Mulcharmy Fuwalos x3
- Secret Six Samurai - Hatsume x1
- Secret Six Samurai - Kizaru x1
- Anarchist Monk of the Six Samurai x3
- Ash Blossom & Joyous Spring x3
- Secret Six Samurai - Fuma x1
- Tactical Trainer of the Six Samurai x3
- Spirit of the Six Samurai x1
- Asceticism of the Six Samurai x2
- Dark Ruler No More x2
- Gateway of the Six x1
- Harpie's Feather Duster x1
- Lightning Storm x2
- Pot of Prosperity x1
- Reinforcement of the Army x1
- Shien's Dojo x3
- Shien's Smoke Signal x3
- Six Strike - Double Assault x2
- Triple Tactics Thrust x2
- Dragon's Mind x3
- Evenly Matched x2
- Infinite Impermanence x3
Extra Deck (15)
- Battle Shogun of the Six Samurai x2
- I:P Masquerena x1
- S:P Little Knight x1
- Underworld Goddess of the Closed World x1
- Black Rose Moonlight Dragon x1
- Draco Berserker of the Tenyi 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 x2
- Naturia Barkion x1
- Heroic Champion - Excalibur x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 54.5 |
| Going First | 52 |
| Going Second | 58 |
| Meta Power | provisional |
| Tournament Reliability | 48 |
- Primary strategy: Midrange
- Secondary strategies: Toolbox, Control
- Format: ocg
Legality
Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 2 violation(s).
Identity & game plan
- Win condition: Six Samurai Normal/Special Summon chains into Synchro, Link and Xyz boss monsters (Legendary Six Samurai - Shi En, Shi En Lord, Draco Berserker, Underworld Goddess) for board pressure; Secret Six Samurai attackers (Kizaru, Hatsume) and Great Shogun Shien for direct pressure once the board is stabilised
- Turn 1 (going first): Normal Summon Legendary Six Samurai - Kageki or Tactical Trainer, chain Six Samurai specials, then Synchro or Link into a boss while holding hand traps (Ash Blossom, Infinite Impermanence) for the opponent's first response
- Turn 2 (going second): Use the six-card hand's hand traps (Ash Blossom, Infinite Impermanence, Evenly Matched, Dragon's Mind) to stop the opponent's first board, then rebuild with Shien's Smoke Signal or Reinforcement of the Army search
- Recovery: Secret Six Samurai - Fuma and Hatsume recycle from GY by banish/special summon effects; Gateway of the Six and Shien's Dojo accumulate counters to resummon Six Samurai from the Deck
- After siding: Not available: the deck runs no Side Deck, so no post-side plan can be evaluated
Why it scores here
The deck's Six Samurai core (Kageki, Tactical Trainer, Anarchist Monk, Kizan, Smoke Signal) is reasonably accessible: the archetype-core group has about 92% chance of at least one piece in a 5-card opening hand, and the 18 searcher-text cards give some bridge to the Synchro and Link bosses. Its interaction suite (Ash Blossom and Infinite Impermanence at 3 copies each, Evenly Matched, Dragon's Mind, Lightning Storm, Dark Ruler No More) is the strongest part of the system and drives the endboard and going-second scores. Popularity and archetype usage stats confirm the list is a real, accessible build, but they earned no points by themselves. Score comes from consistency, median output and interaction read on the system as a whole, not from averaging individual card scores. The score is capped low because the list is illegal (Ash Blossom over its Semi-Limited copy limit), and combo, tournament and side-deck evidence are missing.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 62 | P(≥1 archetype-core card in a 5-card opening hand) ≈ 0.92; starter density across Kageki, Trainer, Monk and Kizan is solid (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 55 | 8 hand traps and 14 tech cards add dead-card risk in non-interactive hands; no brick estimate was measured (Inferred) |
| D3 | Combo Conversion & Ceiling | 52 | No recorded boards; ceiling is inferred from Synchro/Link boss access (Shi En, Draco, Underworld Goddess) rather than observed lines (Inferred) |
| D4 | Combo Floor & Median Output | 40 | No recorded boards, so median output is unknown; scored conservatively (Provisional) |
| D5 | Interruption Resilience & Route Redundancy | 58 | Eight hand traps plus Smoke Signal and Dojo recursion give some route redundancy after a single disruption (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 60 | 18 searcher-text cards and GY recursion (Fuma, Hatsume, Gateway, Dojo) support rebuild; net card advantage not measured (Inferred) |
| D7 | End-Board & Interaction Quality | 68 | 3 copies each of Ash Blossom and Infinite Impermanence, plus Evenly Matched and Dragon's Mind; 14 negation-text and 21 removal-text cards (Inferred semantic) |
| D8 | Going-Second & Board-Breaking Power | 62 | Going-second hand-trap probability ≈ 0.63 for at least one hand trap in 6 cards; no going-second split observed (Inferred) |
| D9 | Offensive Pressure & Closing Power | 65 | Shi En at 2500 ATK ×2, Draco Berserker at 3000 ATK and Underworld Goddess at 3000 ATK give closing power on paper (Verified stat, Inferred use) |
| D10 | Main Deck Efficiency & Flexibility | 48 | 55 main cards with 27 distinct; 28 level-0 spell/trap slots and 3-copy staples dilute the engine (Inferred) |
| D11 | Extra Deck Efficiency & Coverage | 60 | 15 Extra cards across Synchro (9), Link (5) and Xyz (1); several Six Samurai bosses are missing from the list, so Extra coverage is uneven (Inferred) |
| D12 | Side Deck Adaptability | 15 | No Side Deck at all; this is a best-of-3 liability and it caps the score (Verified) |
| D13 | Matchup Coverage & Format Fit | 40 | No tournament link or dated meta sample; Meta Power is provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 40 | Chain-heavy Six Samurai sequencing plus hand-trap timing is demanding for an average pilot (Inferred) |
How the score was computed
Strategy profile: Midrange primary, Toolbox secondary (structural weights of the Midrange profile only; blend not applied). Structural ≈ 54.5, Going First ≈ 52, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 48. Modifiers: Banlist / copy-limit violation (-8); No side deck (-4). Final formula: Illegal cap applied: uncapped 0.80*Structural(54.5) + 0.20*TournamentReliability(48) + modifiers(-12) ≈ 41; capped to 30 because the list is illegal (Ash Blossom over copy limit). Meta provisional; no normal Final Contextual score.
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.92 · 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 Six Samurai core with 3-copy Kageki, Trainer, Monk and Kizan
- Strong interaction suite: 3 Ash Blossom, 3 Infinite Impermanence, Evenly Matched, Dragon's Mind
- Multiple high-ATK bosses across Synchro, Link and Extra Deck
Weaknesses
- Illegal as submitted (Ash Blossom at 3 copies)
- No combos, tournament data or Side Deck
- Weak Extra Deck coverage of the Six Samurai core (Legendary Lord Kizan and Shi En not run)
Critical choke points
- Ash Blossom over-limit: the list cannot be played legally until it is cut to 2 copies
- Single Normal Summon starter chain: if the opponent answers the first Six Samurai, the rebuild depends on Smoke Signal and Reinforcement
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | 1 Ash Blossom & Joyous Spring | 1 Legendary Lord Six Samurai - Kizan or another Six Samurai Extra Deck boss | Fixes the copy-limit violation and adds the missing Six Samurai Synchro boss |
| 2 | 1 Dark Ruler No More | 1 Side Deck card (for example, a second hand trap) | Enables a post-side plan; the deck currently has no Side Deck |
Evidence & confidence
- Verified: Illegal status: Ash Blossom & Joyous Spring run 3 copies, legal limit 2 (Semi-Limited); Main 55 and Extra 15 are within size rules; Side count is 0; Archetype core probability ≈ 0.92 for at least one card in a 5-card hand
- Inferred: Starter access and consistency from hypergeometric estimates; Interaction quality from card text; Going-second hand-trap value
- Provisional: Meta Power (no dated meta sample); Matchup fit (no tournament data)
- 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 win-rate telemetry exists in YGOVN (going-first/second, matchup, game-level, brick/starter/OTK rates) — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied no Side Deck supplied — post-side plan cannot be evaluated
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