Kashtira Deck #769304 — Yu-Gi-Oh! OCG

53 Main, 15 Extra, incl. Fiendsmith Engraver x3, Lacrima the Crimson Tears x3, Parallel eXceed x3. Created Oct 20, 2026 by YGO Mod.

Deck Kashtira OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
ControlConfidence: LowEvaluated Oct 20, 2026
30± 8/ 100
Power Score
Structural 53
Reliability 40
Going First 52
Going Second 50

Deck — Deck Power Evaluation

Final Contextual Deck Power: 30/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 53
Going First 52
Going Second 50
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Control
  • Secondary strategies: Combo, Toolbox
  • Format: ocg

Legality

Main 53 / Extra 15 / Side 0 — status: Illegal. 7 violation(s).

Identity & game plan

  • Win condition: Kashtira Fenrir and Fiendsmith / Bystial extra-deck bosses (Fiendsmith's Rextremende, Fiendsmith's Desirae, Chaos Angel) pressure the board once interaction has cleared the opponent's field.; Link-based Fiendsmith pressure (Underworld Goddess, Fiendsmith's Lacrima) recovering from the GY.
  • Turn 1 (going first): Open with Fiendsmith and Kashtira starters, use Lacrima / Engraver / Tract to search, and hold Ash Blossom, Ghost Belle and Effect Veiler as hand-trap interaction.
  • Turn 2 (going second): Stack hand traps (Ash Blossom, Ghost Sister, Ghost Belle, Effect Veiler, Droll & Lock Bird, Infinite Impermanence) to break the opponent's starter, then convert with Fiendsmith or Bystial boards.
  • Recovery: Recover from the GY via Fiendsmith's Requiem / Agnumday and Lacrima GY effects, and rebuild with Mulcharmy draw effects when the hand is empty.
  • After siding: No side deck is registered, so no post-side plan is available in the export.

Why it scores here

The deck's score comes from its system: a dense interaction suite (19 hand-trap-tagged cards, 12 negation-text cards, Ash Blossom, Ghost Belle and Effect Veiler) that protects a Fiendsmith and Kashtira engine, plus extra-deck bosses that can close once the board is cleared. Probability estimates put the 'at least one archetype core card in a 5-card opening hand' near 0.66, which supports a moderately reliable starter line (Inferred). No recorded boards exist, so the combo ceiling and median are text-only inferences and are scored conservatively. Popularity from the Kashtira usage stats confirms the list is real and accessible, but it did not add points. The deck is illegal in the OCG ban list (two Forbidden cards and seven copy-limit violations), so the final score is capped low and is structural-only. Card scores were not averaged into the deck score.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 58 P(>=1 Fiendsmith Engraver or Tract in a 5-card hand) ≈ 0.26 per 3-copy card; archetype core group P(>=1 in hand) ≈ 0.66 (Inferred). Copy counts are themselves illegal, so this is a theoretical read.
D2 Opening-Hand Quality & Brick Management 50 Hand traps and searchers reduce dead hands, but no brick rate is measured and 27 tech/hand-trap slots add some redundancy (Inferred).
D3 Combo Conversion & Ceiling 40 No combos recorded; ceiling is inferred from text (Fiendsmith and Bystial boards with Desirae/Rextremende) (Inferred).
D4 Combo Floor & Median Output 42 No combo data; median output is unknown and conservatively estimated from the starter density (Inferred).
D5 Interruption Resilience & Route Redundancy 60 Multiple independent starters (Fiendsmith, Kashtira Fenrir, Mulcharmy draw effects) and GY recursion give alternate lines after disruption (Inferred).
D6 Resource Economy, Recovery & Grind 50 Searchers (11 texts) and GY recursion (Requiem, Agnumday, Lacrima) regenerate resources, but the Forbidden Fenrir and Caesar limit the grind (Inferred).
D7 End-Board & Interaction Quality 72 19 hand traps and 12 negation texts, plus Lacrima and Desirae negation/removal effects, give high interaction density (Inferred semantic read, with structural flags Verified).
D8 Going-Second & Board-Breaking Power 55 Going-second hand-trap count P(>=1 in 6-card hand) ≈ 0.94 supports board breaking through interaction, but board-breaker text is limited (Inferred).
D9 Offensive Pressure & Closing Power 50 Closing relies on Fiendsmith and Bystial 2500-3000 ATK bosses, with no end-board or damage data (Inferred).
D10 Main Deck Efficiency & Flexibility 55 53 main-deck cards are within the 40–60 size rule, but 23 distinct cards with 27 tech slots and 2 off-archetype copies per card reduce coherence (Verified composition, Inferred scoring).
D11 Extra Deck Efficiency & Coverage 60 15 extra-deck cards use the limit fully; 14 distinct entries cover link, fusion, synchro and xyz access (Verified composition).
D12 Side Deck Adaptability 40 No side deck is registered (side_count 0), so post-side adaptability is unmeasured and scored low (Verified).
D13 Matchup Coverage & Format Fit 30 No tournament link and no dated meta sample; archetype usage is present but not a meta-share measure (Provisional).
D14 Pilotability & Error Tolerance 45 Multi-step Fiendsmith lines and many hand-trap timing decisions need strong pilotage (Inferred from examples).

How the score was computed

Strategy profile: Control primary; Combo secondary is disclosed but not blended numerically (score follows the Control profile).. Structural ≈ 53, Going First ≈ 52, Going Second ≈ 50, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist exposure (-12); illegal cap (-8). Final formula: No reliable metagame: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers = 0.80*53 + 0.20*40 - 12 (banlist) - 8 (illegal cap) ≈ 30; Meta provisional.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.26 · 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 hand-trap and negation suite that protects the engine
  • Extra Deck with strong bosses and multiple summon routes (link, fusion, synchro, xyz)
  • Searchers and GY recursion provide resource regeneration

Weaknesses

  • Illegal list: copy-limit violations and two Forbidden cards
  • Low archetype purity; the core is split across Fiendsmith, Bystial and generic cards
  • No side deck, so there is no post-side plan

Critical choke points

  • Fiendsmith Engraver and Fiendsmith's Tract are both Limited (1 legal copy each) but run 3 copies
  • The Kashtira core loses Kashtira Fenrir entirely, which removes its main board-entry starter
Priority Remove Add Reason
1 Kashtira Fenrir (2) and D/D/D Wave High King Caesar (1) Legal replacements from the Kashtira or Fiendsmith pool Forbidden cards cannot be legally played in OCG.
2 Extra copies of Fiendsmith Engraver, Fiendsmith's Tract, Droll & Lock Bird, The Bystial Lubellion, Ash Blossom (3→2) Single or legal-count replacements Copy-limit violations make the list illegal.
3 Off-archetype tech cards Side deck of 10–15 cards A side deck is needed for a post-side plan (D12).

Evidence & confidence

  • Verified: Deck is illegal: copy-limit violations on seven cards and two Forbidden cards (Kashtira Fenrir, D/D/D Wave High King Caesar); Main 53, Extra 15, Side 0; all within OCG size rules; Archetype purity 2.9% exact name; core usage stats show 4 of 7 core cards present
  • Inferred: Starter reliability from hypergeometric estimates (archetype core P≈0.66); Interaction density is high based on hand-trap and negation text counts; Going-second hand-trap coverage ≈ 0.94; Control primary, Combo secondary profile
  • Provisional: Meta Power and matchup fit (no dated meta sample and 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 win-rate telemetry exists in YGOVN no side deck registered Meta Power is Provisional unless a dated metagame sample is supplied

More OCG Info

Kashtira

Kashtira Breakdown

 
 

 

 

 

 

 

 
 

 

 
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