Voiceless Voice is a very potent deck in the specific space of Master Duel's format. It plays well into Maxx 'C', liberal space for non-engine to pack outs to problem board states, enough power and resillience to deal with opponents' attempts to kill you, and has ways around most common handtraps (except Gamma, but that bozo's functionally leaving the format in a week so even that won't be a problem). While Yubel and Tenpai are presently superior decks, Voiceless Voice stands as one of their unsung rivals.
The only question was how you wanted to build the deck. Branded and Dogmatika were common choices in the TCG, but Branded's limits in MD make that a non-starter IMO and Dogmatika just doesn't have the punch I'm looking for. Pure VV was, of course, an option (and how I played it in the past, I have a deck profile for pure from a few months ago).
Then I encountered the concept of Kashtira Voiceless Voice. I forget what gave me this idea, whether it was running into it in Ranked or seeing a decklist on YGOPRO or even just thinking about Kashtira Snake-Eyes (for those who remember that innovation from the MD playerbase), but here it is. I won't go into the card-by-card, but here's some reasoning on why I've built it this way:
- Kashtira is an engine that can be played before starting your main VV line without any issue. Drawing Unicorn or Wraitsoth is full Kash combo, and both baits out handtraps and disincentivizes your opponent from handtrapping the VV line by way of Unicorn's presence. It can also be performed without running into Nibiru by pausing your Kashtira combo after Unicorn's search, running through the VV line from there, then continuing after Skull Guardian's negate is online. It also means you're less likely to brick on non-engine, since three Kashtira cards are straight one-card combos and there's some two card combos that can all result in Shangri+Ariseheart on field even if you don't draw a VV card.
- In a similar vein, the Kashtiras are also a good source of tribute fodder for the VV Rituals. They're all level 7 (except Riseheart, but he can even make himself a 7 if you're truly desperate), meaning you can use them as the whole material when summoning with Saffira's GY effect. Note that not being LIGHT means they cannot be used for a Ritual Summon with Prayers, however.
- Kashtira also functions as a strong extra end-board set-up. Ariseheart is a walking Macros Cosmos with a huge attack stat and removal (and under Barrier, cannot be targeted for attack while Lo+Skull Guardian are present), which means he can often shut down turns on his own.
- On the other end, Voiceless Voice is able to tolerate Ariseheart's presence as an end-board piece as long as you're not an idiot. Blessing lets you recur banished cards, and as long as you don't tribute Lo while Ariseheart's on the field you can generally get away with having him there.
- Tenpai also has a decent amount of difficulty playing through Voiceless Voice if you can get Sauravis, Ancient and Ascended onto the field. While they theoretically have ways around it, a lot of Tenpai players will run straight into Sauravis by summoning Bident (at which point you can just use Sauravis to banish it before it even technically hits the field, removing it from being a problem at all). Prayers also lets us swiftly recover from most of Tenpai's destruction-based board-breakers, summoning Skull Guardian then reviving Lo to turn the negate back online.
- We also main-deck 2x Evenly Matched as our primary board-breaker. It's half-economic purposes (Evenly is the best SR rarity board-breaker), but also that I find it preferable in most match-ups over other options. It's especially strong into Yubel, who is probably the best going-first deck in the format right now.
- Imperm is probably the hand-trap I fear most right now, on grounds that it dodges Triple Tactics Talent and Called By (two of the anti-handtrap tools we run), meaning we need to hard-open Sauravis to fully be safe on protecting our activations.
- Extra Deck is definitely very flexible. I rarely ever actually use any of these cards outside of the Kashtira line, so feel free to experiment.
- Droll & Lock Bird is very bad if it is activated on our turn, but it also is not especially common in this format right now. We can manage if we hard-open Lo+Skull Guardian, but otherwise you will have to figure out a line on your own based on your hand. There's not a lot of good options, sadly.