Kashtira Deck #771810 — Yu-Gi-Oh! OCG

54 Main, 15 Extra, incl. Kashtira Fenrir x3, Kashtira Ogre x3, Kashtira Unicorn x3. Created Oct 21, 2026 by YGO Mod.

Deck Kashtira OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
ControlConfidence: MediumEvaluated Oct 21, 2026
25± 8/ 100
Power Score
Structural 56
Reliability 52
Going First 55
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 25/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 56
Going First 55
Going Second 60
Meta Power provisional
Tournament Reliability 52
  • Primary strategy: Control
  • Secondary strategies: Stun
  • Format: ocg

Legality

Main 54 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Special Summon Kashtira Level 7 beaters (Ogre, Unicorn, Fenrir) and Link/Xyz finishers (Borrelend Dragon, Kashtira Shangri-Ira) from the hand and GY once the field is cleared; Link and Xyz boards built off Kashtira recursion (Birth, Preparations, Riseheart) after the opponent's interaction is spent
  • Turn 1 (going first): Open with Kashtira Birth or a Level 7 starter, search a Kashtira monster or Trap via Fenrir/Ogre/Unicorn, and keep Ash Blossom or Infinite Impermanence up for the opponent's first answer
  • Turn 2 (going second): Hold Ash Blossom, Droll & Lock Bird and Infinite Impermanence to stop the opponent's starter, then rebuild through Kashtira Preparations or Riseheart from the banished zone
  • Recovery: Rebuild from Kashtira cards banished or in the GY using Kashtiratheosis, Riseheart and Scareclaw Kashtira, which can each Special Summon from the banished zone or hand
  • After siding: No side deck is registered, so no post-side plan can be scored; any post-side plan is unverified

Why it scores here

The deck's engine is a Kashtira Level 7 Special Summon loop: nine Kashtira starters (three each of Fenrir, Unicorn and Ogre) plus Birth and Preparations give a roughly 66% chance of at least one archetype core card in a 5-card opening hand, and about 73% for a searcher-text card (Inferred). Interaction is the strongest system trait: ten hand traps, eleven negation-text cards and Dimensional Fissure and Macro Cosmos as floodgates let it stop the opponent's first starter and keep the engine running. Pressure comes from 2500-3500 ATK Kashtira monsters and Link or Xyz finishers, but no recorded boards exist, so median and ceiling output are text-only inferences. Popularity did not earn points: the Kashtira archetype's usage and the guide attached to it confirm the list is real but say nothing about power. The score is the deck's system-level structure under the Control profile with no average of card scores, and it is capped low because the list breaks the OCG copy limits and includes a Forbidden card.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 62 P(at least one archetype core card in 5-card hand) ≈ 0.66 across 10 copies; searcher-text group ≈ 0.73 (Inferred)
D2 Opening-Hand Quality & Brick Management 55 Eleven singleton slots and several 0-level spells; Fenrir and Unicorn are often dead when the monster zone is occupied (Inferred)
D3 Combo Conversion & Ceiling 60 No parseable combo boards; ceiling inferred from Level 7 Special Summon chains into Link and Xyz finishers (Inferred)
D4 Combo Floor & Median Output 50 No combo boards to measure a median; the floor is unknown without observed games (Provisional)
D5 Interruption Resilience & Route Redundancy 62 Ten hand traps, Droll & Lock Bird and recursion from the banished zone give several independent routes after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 Kashtiratheosis, Riseheart and Scareclaw Kashtira recover cards from the banished zone and GY, but cost is high (Inferred)
D7 End-Board & Interaction Quality 70 Eleven negation-text cards, 28 removal-text cards and two floodgates give layered, durable interaction (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 62 Going-second hand-trap density is high, but no going-second split is recorded (Inferred)
D9 Offensive Pressure & Closing Power 68 Level 7 monsters at 2500-3500 ATK plus Borrelend Dragon's 3500 ATK give strong closing power (Verified card text and stats)
D10 Main Deck Efficiency & Flexibility 45 Only 30.4% exact-name archetype purity and 21 tech slots reduce compactness (Verified composition)
D11 Extra Deck Efficiency & Coverage 55 Fifteen Extra Deck cards include Link and Xyz finishers, but several slots are for off-archetype Xyz or Link cards (Verified composition)
D12 Side Deck Adaptability 15 No side deck is registered, so adaptability is essentially unscored (Verified absence)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated metagame sample; archetype meta-share is absent (Provisional)
D14 Pilotability & Error Tolerance 55 Multi-step sequencing with several once-per-turn and Quick Effect timing decisions raises the skill ceiling (Inferred)

How the score was computed

Strategy profile: Control. Structural ≈ 56, Going First ≈ 55, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 52. Modifiers: Banlist exposure (-6). Final formula: Final = min(25, 0.80*Structural + 0.20*TournamentReliability + ContextModifiers) = min(25, 0.80*56.2 + 0.20*52 - 6). Illegal cap applied (Kashtira Fenrir Forbidden ×3, Ash Blossom over limit, Kashtira Unicorn over limit); theoretical/structural-only.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.66 · 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 package with two floodgates
  • Level 7 Special Summon starters that convert into 2500-3500 ATK boards
  • Recursion from banish and GY through Kashtiratheosis, Riseheart and Scareclaw Kashtira

Weaknesses

  • Illegal under OCG copy limits: Fenrir Forbidden, Ash Blossom and Unicorn over limit
  • Low archetype purity (30.4%) and 21 tech slots reduce compactness
  • No side deck, so no post-side adaptability

Critical choke points

  • Kashtira Fenrir is Forbidden, so the legal engine must function without three of its starters
  • Kashtira Unicorn is Limited to one copy, so the starter density drops when it is cut to the legal count
Priority Remove Add Reason
1 Kashtira Fenrir (3 copies) Legal Kashtira Level 7 starters (e.g. Kashtira Ogre or Kashtira Riseheart) or other legal Level 7 searchers Fenrir is Forbidden in OCG, so the deck cannot be legal while it runs three copies
2 One copy of Ash Blossom & Joyous Spring and two copies of Kashtira Unicorn Legal copy counts (Ash Blossom 2, Unicorn 1) Both are over the OCG copy limit
3 A tech slot such as Dimensional Fissure or Foolish Burial A side deck of 10–15 cards The deck has no side deck, so post-side adaptability is unscored

Evidence & confidence

  • Verified: Main 54 / Extra 15 / Side 0 sizes are within OCG size rules; Kashtira Fenrir Forbidden ×3, Ash Blossom over limit ×3 vs 2, Kashtira Unicorn over limit ×3 vs 1; Card text and stats for all listed cards; Archetype purity 30.4% and role-tag counts
  • Inferred: Starter access probabilities (0.657 archetype core in hand 5); Control profile structural read; Hand-trap and negation density as the interaction strength
  • Provisional: Meta Power is null; Matchup fit (D13) with no tournament or meta sample
  • 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 is registered

More OCG Info

Kashtira

Kashtira Breakdown

 
 

 

 

 

 

 

 
 

 

 
https://metaduelist.com/
Top