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.

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
30± 8/ 100
Power Score
Structural 54
Reliability 48
Going First 52
Going Second 58

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
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

More OCG Info

Secret Six Samurai

Secret Six Samurai Breakdown

 
 

 

 

 

 

 

 
 

 

 
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