Kashtira without it's 2nd wave of support (Aristheart, Kashtira Theosis, Pressured Planet Wraitsoth etc.) may not be full power, but it still is a formidable deck in Masterduel ladder. Able to pack a million staples in the strategy and several supporting engines, Kashtira can still fight vs. Masterduel ladder heavyweights like Tearlaments, Branded and Runick.
Going first, it can set up it's grindgame Shangri-Ira (a resource generator every Standby-phase) and several interruptions such as Wandering Gryphon Rider's omni-negate, Fenrir's banish and Dogmatika Punishment's destruction.
Going second, this deck can plough through interruptions and beatdown monsters with its beefy free special summons of high attack monsters. Fenrir itself can take out 2 cards for the price of 1, while searching another Kashtira from deck (no wonder it's limited lol)!
The release of Kashtira from Rage of Chaos truly begins a new era of Masterduel ladder - one of fieldwide lockdowns and banishment.
Want to see the deck in action? Scroll to the very bottom for the Youtube video!
ARCHETYPES AND DECKBUILDING
This current iteration of Kashtira is played with several supporting engines since it doesn't have the capability to stand on it's own without it's second wave of support. Therefore, the Adventure package, Dogmatika package, and a tiny Hero and Superpoly package are included.
The Adventure package facilitates the summon of rank 7 monsters, helping to bring out bosses like Mind Hacker, Big Eye, and most importantly, Shangri-Ira. The Adventure package also helps clear the board of threats through the bounce of Dracoback and Illegal Knight. Wandering Gryphon Rider's omni-negate helps insulate the strategy from any interruptions or negates as well.
The Dogmatika package is used because the Extra Deck has space to spare. It is used in this strategy to break the board with Nadir Servant (send N'tss to pop 1) and gain advantage (Garura's +1 draw and Ecclessia's search). Ecclessia + Fleurdelis push out quite a bit of damage as well, ultimately attacking for 5000ATK during the battle phase.
2 Instant Contacts are included to summon a relatively free level 7 Elemental Hero Sunrise to the board for rank 7 plays.
3 Super Polymerizations and its targets are included in the Extra Deck, since this strategy has lots of Extra Deck space. Super Poly breaks most boards right now, allowing the duelist to play through established boards even more going second.
COMBOS AND GAMEPLAN
There is no current "combo" right now with this iteration of Kashtira since it lacks its second wave of support. Kashtira in its present form is a "midrange beatdown aggro" deck, able to break boards easily, gather lots of resources and play a simple grindgame.
Currently, the gameplan going first is creating Shangri-Ira and gain as much advantage as possible by establishing the Kashtira spells/traps, Adventure Engine, Dogmatika Engine, setting Super Poly, Called By, etc. while keeping handtraps in hand. In the rare case you manage to summon 4 level 7s in one turn, you can make both Shangri-Ira + Mind Hacker so you can start locking some zones and banishing your opponent's deck.
Going second, this deck has a plethora of board breakers both in-archetype and with supporting engines. Fenrir's target banish, Adventure Engine's bounces with Illegal Knight + Dracoback, Nadir Servant's pop by sending N'Tss and Superpoly's fusion can crack boards easily. In the battle phase, you can use your big special summoned monster's to clear your opponent's board. This strategy easily generates 8000+ damage on board to attack for game! If you haven't finished off your opponent, you can then proceed to the usual "going first" strategy of summoning Shangri-Ira.
GENERAL TIPS
- This strategy excels at cracking established boards. Be methodical on how you break boards with this deck. After carefully breaking your opponent's board and baiting out interruption, you can then proceed to make this deck's current win-condition, Shangri-Ira.
- Keep in mind If you special summon Kashtira Riseheart from hand with it's own effect, you'll lock yourself into XYZ!
- Remember that using Nadir Servant and Ecclesia will lock you from the Extra deck for the rest of the turn! Similarly, using Dogmatika Punishment will lock you for 2 turns!
- Keep in mind that when you use Rite of Aramesir, it prevents you from using a normal summoned monster's effect. The only monster this really affects is Psi-Beast, who needs to be normal summoned. If you have both in hand, you can only use one.
- When using Pot of Prosperity, the only cards I don't recommend banishing are Shangri-Ira and Baronne. Keep in mind which cards in the Extra deck you need for the current cards you have in your hand!
CONCLUDING REMARKS
A new down rises in the Masterduel meta, and it is in the shade of crimson red! Kashtira makes its debut, ready to forever change how Yugioh is played with it's banishment effects, gigantic special summoned beatsticks, resource generation and most of all - FIELD LOCKDOWN!
This deck is only a weak precursor of what's to come - and I for one can't wait for Kashtira to be at full power so that it can invade and oppress ladder!
I'll also make more variants of Kashtira decks in the near future and an accompanying guide - stay tuned!
GLHF Duelists!