Kashtira Deck #772811 — Yu-Gi-Oh! OCG

53 Main, 15 Extra, incl. Kashtira Fenrir x3, Kashtira Unicorn x3, Kumongous, the Sticky String Kaiju 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
MidrangeConfidence: LowEvaluated Oct 21, 2026
20± 8/ 100
Power Score
Structural 59
Reliability 45
Going First 58
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 20/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 59
Going First 58
Going Second 60
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Toolbox
  • Format: ocg

Legality

Main 53 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 3 violation(s).

Identity & game plan

  • Win condition: Kashtira Ogre, Kashtira Unicorn and Fenrir beatdown backed by Xyz and Synchro Extra Deck boards (Ruddy Rose Dragon, Swordsoul Supreme Sovereign, Xyz Armor Fortress); Kashtira Shangri-Ira recurring Kashtira monsters each Standby Phase; Virtual World recursion for long-game value
  • Turn 1 (going first): Open a Kashtira searcher (Fenrir, Unicorn, Ogre or Pressured Planet Wraitsoth) on T1, search a Kashtira follow-up, and Normal Summon through Kashtira Birth to reach a Level 7 board
  • Turn 2 (going second): Hold Ash Blossom, Infinite Impermanence or Droll & Lock Bird against the opponent's first search or Special Summon, then rebuild from the Kashtira searchers in hand
  • Recovery: Banish Kashtiratheosis and Kashtira monsters from the GY to Special Summon through Kashtira Riseheart and Scareclaw Kashtira, and use Shangri-Ira's Standby Phase summon to rebuild board
  • After siding: Not evaluable: the deck has no side deck, so no post-side plan exists in this list

Why it scores here

This list is illegal in OCG: it runs 3 Kashtira Fenrir (Forbidden), 3 Ash Blossom (Semi-Limited, limit 2) and 3 Kashtira Unicorn (Limited, limit 1), so the structural score is reported for reference and the final score is capped at 20 under the illegal-deck rule. Structurally the system is coherent: 18 searcher-text cards give an approximate 0.89 chance of at least one searcher in an opening 5, and the Kashtira core of 10 copies gives about 0.66 chance of opening at least one. Interaction density is high (9 hand traps and 16 tech cards, including 3 Ash, 3 Impermanence, Droll and Evenly Matched), which carries the endboard and going-second dimensions. The deck has no recorded boards, so combo ceiling and floor are text-only inferences, and it has no side deck, so post-side adaptability is scored very low. The score reflects consistency, median output and interaction on the whole system; it does not reflect Kashtira's popularity or an average of card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 66 P(>=1 searcher in 5) ~0.89, core Kashtira group P(>=1 in 5) ~0.66, 2-card bootstrap via Fenrir/Unicorn (Inferred)
D2 Opening-Hand Quality & Brick Management 55 9 hand traps and 16 tech cards, some situational (Lightning Storm, Dark Ruler, Harpie's Feather Duster, Terraforming) that can brick (Inferred)
D3 Combo Conversion & Ceiling 60 No recorded boards; ceiling inferred from Fenrir/Unicorn/Ogre plus Level 7 Extra Deck access and Kashtiratheosis (Inferred)
D4 Combo Floor & Median Output 45 No combos supplied, so median output is text-only and conditional on hand-trap-protected starts (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Ash/Impermanence/Droll give layered protection; multiple Kashtira starters and Shangri-Ira recursion give alternate lines (Inferred)
D6 Resource Economy, Recovery & Grind 62 Searcher density and Virtual World recursion sustain grind; 2 Kashtira Birth-style card advantage engines (Inferred)
D7 End-Board & Interaction Quality 74 Ash x3, Impermanence x3, Evenly Matched, Droll, Lightning Storm, Dark Ruler, Kumongous and Underworld Goddess give high interaction density (Inferred from card text and role flags)
D8 Going-Second & Board-Breaking Power 70 Hand traps punish going-second boards and Kumongous/Underworld Goddess break established boards (Inferred)
D9 Offensive Pressure & Closing Power 70 Kashtira Ogre 2800, Ruddy Rose 3200, Swordsoul Supreme Sovereign 3000 and Xyz Armor Fortress 2500 close games (verified stats, Inferred plan)
D10 Main Deck Efficiency & Flexibility 50 53 main with 26 distinct cards and 16 tech slots; 22 Spell Cards and several off-archetype staples dilute the engine (Inferred)
D11 Extra Deck Efficiency & Coverage 60 15 Extra Deck slots, 11 Xyz and 2 Synchro, with generic Xyz (Dark Armed, Big Eye, Gradielle) used as flex (Inferred)
D12 Side Deck Adaptability 10 No side deck in the list, so no post-side adaptability (Provisional)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; matchup fit is Provisional
D14 Pilotability & Error Tolerance 55 Requires precise hand-trap timing and Kashtira searcher sequencing; moderate decision load (Inferred)

How the score was computed

Strategy profile: 0.8 Midrange + 0.2 Combo (informational; the Midrange profile is used for scoring). Structural ≈ 59, Going First ≈ 58, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist_exposure (-8); no_side_deck (-2). Final formula: Illegal deck: structural score 59 (Midrange weights) is reported as theoretical only; the normal 0.80*Structural + 0.20*TournamentReliability + modifiers would give about 48, but the illegal-deck cap sets the final score to 20. Meta Power is null (Provisional).

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.89 · 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 searcher text (18 cards) gives high access to the engine
  • Layered hand traps (Ash, Impermanence, Droll, Evenly Matched) and tech protect the starter
  • Strong Level 7 bodies and Extra Deck closers

Weaknesses

  • Illegal copy counts for Fenrir (Forbidden), Ash (Semi-Limited) and Unicorn (Limited)
  • No side deck
  • Low archetype purity (22.1%); off-archetype Xyz and Virtual World cards dilute the engine
  • No combo data, so the ceiling and floor are unverified

Critical choke points

  • Kashtira Fenrir is Forbidden in OCG and would have to be removed entirely before the list is legal
  • Kashtira Unicorn and Ash each need reduction to the legal limit, which removes a core starter or hand trap
Priority Remove Add Reason
1 Kashtira Fenrir x3 Legal Kashtira starters (e.g. 1 Kashtira Unicorn at legal limit plus Kashtira Ogre x1 more) Forbidden in OCG; the list is illegal until these are removed
2 Ash Blossom & Joyous Spring x1 and Kashtira Unicorn x2 Ash x2 and Unicorn x1 (or non-limited replacements) Semi-Limited and Limited copy caps
3 Off-archetype Xyz and tech cards with weak payoff A side deck of 10-15 cards Gives a post-side plan and adaptability for best-of-3

Evidence & confidence

  • Verified: Legality: 53 main, 15 extra, 0 side; Fenrir Forbidden (3 run), Ash Semi-Limited (3 run vs 2), Unicorn Limited (3 run vs 1); Card text and stats from the evidence pack
  • Observed: Archetype usage stats: Ash 80%, Mulcharmy 62.9%, Fenrir 60%, Duster 57.1%
  • Inferred: Consistency from hypergeometric estimates (P(>=1 searcher) 0.887, P(core) 0.665); Going-first and going-second plans from card text; Interaction density and closing power from card text
  • Provisional: Meta Power (no dated sample); Matchup and format fit (no tournament link); Side-deck adaptability (no side deck)
  • Data gaps: No combos supplied, so combo floor/median/ceiling is text-only inference No tournament link; archetype meta-share and per-pilot match record absent No win-rate telemetry; going-first/second and matchup signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied No side deck in the list

More OCG Info

Kashtira

Kashtira Breakdown

 
 

 

 

 

 

 

 
 

 

 
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