+ lock opp's cells, not allowing opp to use their cells (monster cells and spell/trap cells)

Instructions for Playing Kashtira
+ lock opp's cells, not allowing opp to use their cells (monster cells and spell/trap cells)
CORE
+ can jump automatically if you don't control monsters
+ has the ability to jump automatically if you control the Kashtira monster. However, after using this effect, you can only summon Xyz monsters from the Extra Deck. In other mercenary decks where you need Link Summon, you can normally summon this card. to avoid this card's annoying restriction
jumps automatically, can attack while defending and use DEF as the attack stat, all your Kashtira monsters when attacking enemy monsters, enemy monsters will have their effects blocked until the end of the turn !!!, this also helps punch kill the boss or negate the enemy or OTK, or simply punch the enemy negate, bombard the enemy, block the negate or bombard then combo.
+ has the ability to jump on your own when you are not controlling monsters
+ self-jump turn opp but banish 1 Kashtira or Tearlaments afterwards
+ allows you to normal summon Level 7 monsters without sacrificing (this is quite important because if you have monsters on the field, all the Level 7 Kashtira in your hand will be bricked)
+ Jumping the Kashtira monster has different properties from the deck, but sometimes it will brick if you don't have the Kashtira monster and after using it, you can only summon Xyz from the Extra Deck
Search the monster Kashtira and of course it doesn't cost a normal summon or anything. After searching, this card still has a permanent effect (due to environmental magic), mainly you will use the card shooting effect on the field if Shangri- Ira activates the effect, and of course this is a one card combo
It's a permanent trap so it can be used every turn. Jumping back to the Kashtira monster in the banish zone or hand is quite good in some situations where you're pushed back or banned. However, opp will usually destroy this card first, in return for this card's summon. It's your Xyz monster, so you can add or remove it depending on your playstyle
Easy to level, just need 2 or more Level 7 monsters
Easy to get, just use 1 of your Kashtira monsters to get it if Shangri-Ira successfully used its effect this turn.
Staple
Because the other 2 Pots above have proven to be too strong and are limited to 1, but Pot Of Desires also appears to be too strong at present in the Kashtira deck, not weak at all, usually the top ones will be x3 Desires and 2 Pathfinders so you can refer to them. , I have x2 Desire and x1 each of the other 2 types of Pot
Well, you banish Kashtira monsters like Fenrir or Unicorn and this card becomes level 7
We have a super bridge:
search thunder king kaiju:
max c-> gamma-> kaiju
ash -> riseheart -> kaiju
droll -> gamma -> kaiju
d shifter -> driver -> kaiju
any lvl 7 kah -> gamma-> kaiju
nib -> gamma-> kaiju
gamma -> nib -> kaiju
driver-> nib-> kaiju
riseheart->unicorn->kaiju
search unicorn:
max c -> gamma-> unicorn
ash-> riseheart/droll -> unicorn
droll-> gamma -> unicorn
d shifter -> droll -> unicorn
any lvl 7 kash -> gamma-> unicorn
nib->gamma->unicorn
gamma-> droll/thunder king-> unicorn
driver-> droll-> unicorn
riseheart-> thunderking-> unicorn
Xyz
Synchro
Link
Combo
from minute 16 onwards of the video: (1) Instructions for playing Kashtira (Don't Throw Handtrap Plz) | EDOPRO - YouTube




































































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