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.
Created by: YGO Mod (20517634)
Created On: 10/21/2026
Main Deck (53)
- Droll & Lock Bird x1
- Kashtira Fenrir x3
- Kashtira Ogre x1
- Kashtira Riseheart x2
- Kashtira Unicorn x3
- Kumongous, the Sticky String Kaiju x3
- Mulcharmy Fuwalos x3
- Scareclaw Kashtira x1
- Virtual World Hime - Nyannyan x1
- Ash Blossom & Joyous Spring x3
- Virtual World Mai-Hime - Lulu x3
- Virtual World Roshi - Laolao x1
- Armored Xyz x1
- Cosmic Cyclone x3
- Dark Ruler No More x3
- Harpie's Feather Duster x1
- Kashtira Birth x2
- Kashtiratheosis x2
- Lightning Storm x2
- Pressured Planet Wraitsoth x3
- Terraforming x1
- Virtual World City - Kauwloon x2
- Virtual World Gate - Qinglong x2
- Evenly Matched x2
- Infinite Impermanence x3
- Virtual World Gate - Chuche x1
Extra Deck (15)
- Black Luster Soldier - Soldier of Chaos x1
- Underworld Goddess of the Closed World x1
- Ruddy Rose Dragon x1
- Swordsoul Supreme Sovereign - Chengying x1
- Dark Armed, the Dragon of Annihilation x1
- Divine Arsenal AA-ZEUS - Sky Thunder x1
- Expurrely Happiness x1
- Full Armored Dark Knight Lancer x1
- Kashtira Shangri-Ira x1
- Number 11: Big Eye x1
- Number 76: Harmonizer Gradielle x1
- Red-Eyes Flare Metal Dragon x1
- Super Starslayer TY-PHON - Sky Crisis x1
- Xyz Armor Fortress x1
- Xyz Armor Torpedo x1
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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
Recommended changes
| 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
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