Kashtira Deck #773224 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Kashtira Fenrir x3, Kashtira Riseheart 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
MidrangeConfidence: Low
25± 10/ 100
Power Score
Structural 55
Reliability 40
Going First 52
Going Second 55

Deck — Deck Power Evaluation

Final Contextual Deck Power: 25/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 55
Going First 52
Going Second 55
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Toolbox, Stun
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 4 violation(s).

Identity & game plan

  • Win condition: Kashtira boss monsters (Kashtira Shangri-Ira, Kashtira Ogre, Kashtira Unicorn, Tearlaments Kashtira) overwhelming the board, with Extra Deck Xyz and Fusion finishers as secondary threats; Axon Kicker Oracle and Garura board pressure via Fusion/Link extra-deck access
  • Turn 1 (going first): Open a Kashtira starter (Riseheart, Ogre, Unicorn or Fenrir) and use Kashtiratheosis or Kashtira Birth to reach a Level 7 boss; the Forbidden and over-limit Fenrir/Unicorn/Polymerization slots make this line illegal as built
  • Turn 2 (going second): Hold Ash Blossom, Infinite Impermanence, Evenly Matched and Nibiru to interrupt the opponent's first combo, then rebuild a Kashtira board from the GY or banish zone
  • Recovery: Kashtira Preparations, Kashtira Birth and Psychic Processor return banished or GY Kashtira monsters to the field; Mulcharmy Fuwalos and Purulia refill hand
  • After siding: None. The deck has zero side-deck cards, so there is no defined post-side plan

Why it scores here

This list is Illegal in OCG: Kashtira Fenrir is Forbidden and was run three times, Kashtira Unicorn and Super Polymerization exceed their Limited and Semi-Limited caps, and Ash Blossom is over its Semi-Limited cap, so the score is a structural read capped low and not a normal Final Contextual score. On the system, the deck reliably opens a Kashtira starter about 60% of the time when the nine-copy core is considered, and the 12 hand traps give strong going-second interruption (about 79% of six-card hands show at least one). The engine is only partly coherent: 30% exact-name Kashtira purity with 35 generic and several off-archetype Mulcharmy, Red-Eyes and Swordsoul slots dilutes the line. No combo evidence was supplied, so ceiling and median are text-based inference, and the deck has no side plan. Popularity from the guide does not earn points, and the score was not built by averaging card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 58 P(at least one 3-copy starter in opening 5) ~0.25 each, core Kashtira group 9 copies gives P(open) ~0.61; Fenrir restricted to 0 legal copies weakens the engine (Inferred)
D2 Opening-Hand Quality & Brick Management 55 12 hand traps and 20 searcher-text cards help hand quality, but 35 generic and 22 tech cards add dead-draw risk (Inferred)
D3 Combo Conversion & Ceiling 60 No parseable boards in combos_evidence; ceiling read from card text only, Shangri-Ira and Kashtira boss routes (Inferred)
D4 Combo Floor & Median Output 45 No combo median or power distribution supplied; floor is a text-only estimate with high uncertainty (Inferred)
D5 Interruption Resilience & Route Redundancy 60 Ash Blossom, Infinite Impermanence, Evenly Matched, Nibiru and several Kashtira revival lines provide independent routes after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 62 20 searcher-text cards, Pot of Prosperity and Chaos Distill give recursion and grind; Kashtira Birth and Psychic Processor return banished monsters (Inferred)
D7 End-Board & Interaction Quality 65 27 removal-text and 7 negation-text cards, Scareclaw and Shangri-Ira layering; banish-based protection is durable but Fenrir is unavailable (Inferred)
D8 Going-Second & Board-Breaking Power 60 Hand-trap density and Shangri-Ira board-presence give a going-second board answer, but no matchup data exists (Inferred)
D9 Offensive Pressure & Closing Power 62 Ogre 2800, Unicorn 2500, Axon Kicker Oracle 2900 and Tearlaments 2300 give strong attackers; closing reach is unverified (Inferred)
D10 Main Deck Efficiency & Flexibility 48 55 main, 26 distinct, 8 singletons, 22 tech and only 30% exact-archetype purity; compactness is weak for a Kashtira shell (Inferred)
D11 Extra Deck Efficiency & Coverage 52 15 Extra slots, 3 Shangri-Ira as the core, and about 12 off-archetype Fusion, Link and Xyz cards; limited coherence (Verified count, Inferred coherence)
D12 Side Deck Adaptability 10 Side deck is empty (side_count 0), so post-side adaptation is absent (Verified)
D13 Matchup Coverage & Format Fit 50 No dated metagame or tournament link; guide calls Kashtira top tier but this is unverified context (Provisional)
D14 Pilotability & Error Tolerance 50 Multi-step Kashtira summon lines with banish and GY-recovery decisions need moderate-to-high skill (Inferred)

How the score was computed

Strategy profile: Balanced (default; primary Midrange blended with Toolbox, not separately weighted). Structural ≈ 55, Going First ≈ 52, Going Second ≈ 55, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: Banlist exposure (-8); No side deck / post-side plan (-4). Final formula: Illegal cap: theoretical/structural-only. Uncapped 0.80*55 + 0.20*40 = 52, minus modifiers (-12) = 40, then capped to 25 for illegal list. Meta Power provisional/null.


More OCG Info

Kashtira

Kashtira Breakdown

 
 

 

 

 

 

 

 
 

 

 
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