Secret Six Samurai Deck #773169 — Yu-Gi-Oh! OCG
57 Main, 14 Extra, incl. Anarchist Monk of the Six Samurai x3, Ash Blossom & Joyous Spring x3, Effect Veiler x3. Created Oct 21, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/21/2026
Main Deck (57)
- Fire Flint Lady x1
- Grandmaster of the Six Samurai x1
- Legendary Secret of the Six Samurai x1
- Legendary Six Samurai - Mizuho x1
- Legendary Six Samurai - Shinai x2
- Secret Six Samurai - Hatsume x1
- Secret Six Samurai - Kizaru x2
- The Six Samurai - Kamon x1
- The Six Samurai - Zanji x1
- Anarchist Monk of the Six Samurai x3
- Ash Blossom & Joyous Spring x3
- Effect Veiler x3
- Secret Six Samurai - Fuma x1
- Secret Six Samurai - Genba x1
- Shien's Squire x1
- Tactical Trainer of the Six Samurai x2
- Asceticism of the Six Samurai x2
- Blustering Winds x1
- Cunning of the Six Samurai x1
- Gateway of the Six x1
- Mystical Space Typhoon x1
- Raigeki x1
- Reinforcement of the Army x1
- Shien's Dojo x3
- Shien's Smoke Signal x2
- Six Samurai United x3
- Six Strike - Double Assault x2
- Snatch Steal x1
- Temple of the Six x1
- Terraforming x1
- The A. Forces x1
- United We Stand x1
- Dark Bribe x1
- Divine Wrath x1
- Double-Edged Sword Technique x1
- Draining Shield x1
- Return of the Six Samurai x1
- Shadow Spell x1
- Six Strike - Sextuple Barrage x1
- Solemn Judgment x1
- Trap Hole x1
Extra Deck (14)
- Secret Six Samurai - Rihan x1
- Accesscode Talker x1
- Arcana Extra Joker x1
- Battle Shogun of the Six Samurai x1
- Angel of Zera x1
- Kuibelt the Blade Dragon x1
- Legendary Lord Six Samurai - Enishi x1
- Legendary Lord Six Samurai - Kizan x1
- Legendary Lord Six Samurai - Shi En x1
- Legendary Six Samurai - Shi En x1
- Leo, the Keeper of the Sacred Tree x1
- Mighty Warrior x1
- Evilswarm Exciton Knight x1
- Shadow of the Six Samurai - Shien x1
Couldn't load the deck
Deck — Deck Power Evaluation
Final Contextual Deck Power: 35/100 (±8 · Confidence: Low)
| Overall score | Value |
|---|---|
| Structural Deck Power | 55.6 |
| Going First | 56 |
| Going Second | 58 |
| Meta Power | provisional |
| Tournament Reliability | 45 |
- Primary strategy: Midrange
- Secondary strategies: Toolbox, Combo
- Format: ocg
Legality
Main 57 / Extra 14 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).
Identity & game plan
- Win condition: Six Samurai synchro and xyz boards (Shi En, Enishi, Kizan, Zanji, Grandmaster) converting through 1800-2500 ATK bodies; Non-engine damage and board control from Raigeki, Trap Hole and Shadow Spell with Six Samurai recursion
- Turn 1 (going first): Open Anarchist Monk or Tactical Trainer from hand, search Shien's Smoke Signal or Reinforcement of the Army, and build into a Synchro or Xyz with the Six Samurai field spells pressing Bushido counters
- Turn 2 (going second): Use hand traps (Ash Blossom, Effect Veiler, Divine Wrath) to stop the opponent's first play, then rebuild a Six Samurai board from the Graveyard
- Recovery: Recur Six Samurai monsters from the GY with Gateway of the Six, Return of the Six Samurai, Cunning of the Six Samurai or Legendary Secret of the Six Samurai
- After siding: No side deck exists, so no post-side plan can be evaluated
Why it scores here
The deck is illegal as submitted: Ash Blossom & Joyous Spring runs 3 copies against a Semi-Limited limit of 2, so the normal Final Contextual score is capped and this result is theoretical and structural only. Structurally the list reliably reaches its Six Samurai core, with the archetype core group giving about 86% at least one copy in a 5-card opening hand (Inferred), and it carries strong interaction density from six hand traps plus Raigeki, Trap Hole, Shadow Spell and Solemn Judgment. Its ceiling comes from high-ATK synchro and xyz bodies such as Shi En, Kizan and Leo, but no recorded boards exist, so combo floor and median are text-only inferences and stay low. The 57-card main deck dilutes its engine with many single-copy non-archetype staples and 14 Extra Deck cards are split across several unrelated engines, which lowers efficiency. The deck has no side deck, which caps post-side adaptability and best-of-3 reliability. Popularity and archetype usage stats were not used to add points, and card scores were not averaged into the deck score.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 72 | P(at least one archetype core card in a 5-card opening hand) ≈ 0.86 with Anarchist Monk x3 and Tactical Trainer x2 as starters (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 55 | 41 distinct main deck cards with 30 singletons and roughly 14% estimated no-core-card hands; non-engine staples add some brick risk (Inferred) |
| D3 | Combo Conversion & Ceiling | 45 | No parseable boards; ceiling inferred from text of Shi En, Enishi, Kizan and Grandmaster summon-and-remove chains (Inferred) |
| D4 | Combo Floor & Median Output | 40 | No recorded combos, so median output is unknown and kept conservative (Provisional) |
| D5 | Interruption Resilience & Route Redundancy | 62 | Six hand traps plus Solemn Judgment, Dark Bribe and Divine Wrath give several independent answers to the first play (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 66 | 18 searcher-text cards and recursion via Gateway of the Six, Return of the Six Samurai and Grandmaster provide grind (Inferred) |
| D7 | End-Board & Interaction Quality | 70 | 10 negation-text cards, 23 removal-text cards and Shi En negation give broad, layered interaction (Inferred) |
| D8 | Going-Second & Board-Breaking Power | 52 | Raigeki, Trap Hole, Shadow Spell and Six Samurai recursion help against a board, but going-second combos are unobserved (Inferred) |
| D9 | Offensive Pressure & Closing Power | 66 | End-board ATK reaches 1800-2500 on several Six Samurai bodies, with Leo at 3100 in the Extra Deck (Verified) |
| D10 | Main Deck Efficiency & Flexibility | 45 | 57 main cards with 30 singletons and about 12 non-archetype support cards dilute the engine (Verified count, Inferred effect) |
| D11 | Extra Deck Efficiency & Coverage | 50 | 14 Extra Deck slots span Synchro, Xyz, Link and Fusion, with several off-archetype cards such as Angel of Zera, Kuibelt and Accesscode Talker (Verified) |
| D12 | Side Deck Adaptability | 10 | No side deck is present, so there is no post-side plan to assess (Verified) |
| D13 | Matchup Coverage & Format Fit | 45 | No tournament link or dated meta sample; format fit is provisional (Provisional) |
| D14 | Pilotability & Error Tolerance | 55 | Multi-step Synchro and Xyz sequencing with many hand-trap timing decisions raises pilot demand (Inferred) |
How the score was computed
Strategy profile: Midrange primary, Toolbox secondary, no normalization needed (weights sum to 100). Structural ≈ 55.6, Going First ≈ 56, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Illegal copy-limit violation (-10); No side deck (-2). Final formula: Illegal deck: theoretical only. Unconstrained 0.80*Structural(55.6)+0.20*TournamentReliability(45)=53.5, plus modifiers (-12) = 41.5, capped at 35 for illegal copy-limit violation. Meta provisional and excluded.
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.86 · key two-card combo ≈ — · full-brick estimate ≈ 0.14 (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 starter and searcher package (18 core copies, P(at least one in opening 5) ≈ 0.86)
- Broad interaction across hand traps, spell/trap negation and removal
- High-ATK synchro and xyz finishers with recursion for grind
Weaknesses
- Illegal copy limit on Ash Blossom & Joyous Spring
- No side deck for best-of-3 play
- Many single-copy non-archetype staples dilute the engine
- Extra Deck spread across unrelated engines
Critical choke points
- Ash Blossom copy count must be fixed before the list is playable
- Starter access depends on a few Six Samurai monsters from hand, so losing them to a single hand trap collapses the first turn
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | 1 copy of Ash Blossom & Joyous Spring | None (or a legal non-copy card) | Brings the deck within the Semi-Limited copy limit of 2; without this fix the list is illegal |
| 2 | Two single-copy off-archetype staples (e.g. Snatch Steal, Blustering Winds) | A side deck of 5-15 cards, with an extra Six Samurai starter or hand-trap answer | A side deck is required for best-of-3 adaptation and would lift D12 materially |
| 3 | Off-archetype Extra Deck cards (Accesscode Talker, Evilswarm Exciton Knight, Angel of Zera) | Archetype Synchro or Xyz finishers | Raises Extra Deck coherence and engine density |
Evidence & confidence
- Verified: Ash Blossom & Joyous Spring copy count exceeds Semi-Limited limit (3 vs 2); Main deck size 57 and Extra Deck size 14 are within the OCG size rules; Archetype core group contains 18 copies; No side deck is present
- Inferred: Starter access probability (≈ 0.86 at least one in opening 5); Interaction density across hand traps, negations and removal; Brick and dilution risk from singleton staples; Going-first and going-second estimates
- Provisional: Meta and format fit (D13) with no dated meta sample; Tournament reliability
- Data gaps: No combos supplied, so combo floor, median and ceiling are text-only inference No tournament link, so archetype meta-share and per-pilot match record are absent No win-rate telemetry for going-first, going-second, matchup or brick rates Meta Power is provisional without a dated metagame sample No side deck, so post-side adaptability cannot be measured
Couldn't load the combos





