This is an In-Depth look into Kshatri-La.
The Kshatri-La's & The Main Deck.
The Kshatri-La's all have similar effects, allowing you to search a Monster/Spell/Trap from the deck, and when the opponent uses a monster effect or when that Kshatri-La declares an attack, they can banish a card from the Field, Extra deck, and the Main Deck. In addition, they can summon themselves for free, when you control no monsters. They're very good for rank 7 spam, which gives them really good tech options. And, may as well say it now, Kshatri-La is a control deck, but it's actually quite fun. They allow a great resource loop, allowing you to banish the opponents extra deck, the cards from field, hand, gy, and top of the deck. They can also use a lot of level 7 engines in order to go into level 7 Xyz monsters, use hand traps to go into rank 10 Synchros, or go into Halq and Selene and Accesscode stuff. I'm going to go into almost every card and engine, as to why they're in here.
Kshatri-La Ogre
Kshatri-La Ogre adds a Kshatri-La trap from the deck to the hand, currently the only target being Kshatri-La Prepare. Prepare allows you to summon a Kshatri-La that's banished in in your hand, at spell speed 2. This isn't the best, but if you're trying to get more Kshatri-La's to banish more cards, this is a great way to do it. It also banishes a card from the opponents hand if the opponent activates a trap. This is mostly going to happen if the opponent is playing Infinite Impermanence, or possibly Floowandereeze. If the opponent is playing Floowandereeze, you can use this trap to summon a card, banish a card from the opponents hand, like a hand trap or a tribute summon. It's not the best, no matter what you banish, since A. you're banishing it, and Toccan exists, and B. You can't banish the card Robina gets, since the way Kshatri-La's work is that they activate their effects after the trap/spell/monster effect has resolved. But it is still good, and worth playing. Who knows, maybe it's Eldlich. Ogre has the 2nd effect, when the opponent uses a monster effect or when it declares an attack, you can look at the top 5 cards of your opponents deck, and banish one of them. This makes it so you can banish a card that could out the board, while also giving you information on what deck the opponent is playing. To note, this does not shuffle the deck, and this card will be banned in Remote Duels. I play this at 3, the trap isn't good, but it's a name, in a deck with only 3 of them, the banish effect is decent, and it has the most attack of any Kshatri-La main deck card. As for the trap, I play 2, because it's still a decent card, and it's good to have multiple if one is outted, but you could play 1.
Kshatri-La Unicorn
Unicorn adds a Spell to hand, with the only target being Kshatri-la Berth. Berth is a monster reborn for the deck, allowing you to summon a Kshatri-La from the GY or Banished zone. It also allows a Kshatri-La to be normal summoned without tributing, and when the opponent uses a spell card, banishes 3 cards from the opponents GY. So, in one card, it's a Reborn, a free normal summon of any Kshatri-La, to help spam them out, and then a D.D. Crow. This card is pretty good. Going back to Unicorn, when it attacks, or an opponents monster uses an effect, it can do one of the best effects in the game, and look at the opponents extra deck, and banish it. This is the reason to play the deck. If the opponent is a synchro deck, banish Halq. Therion P.U.N.K., banish Chaos Ruler. Branded Despia, pray to god they have one Mirrorjade/Albion/Lubellion, and if not, Chimera I guess. For me personally, definitely a 3 of. As for the spell this card searches, definitely play 2 of it. It's a really good spell, and you always want it in rotation.
Kshatri-La Fenrir
Kshatri-La Fenrir is the "Stratos" of the deck, the main monster. He can summon himself, then search any Kshatri-La monster. Then, when the opponent uses a monster effect, or when he declares an attack, it can banish any face up card on the field. It's a 3 of for sure, and has some really nice interactions with one of the upcoming spells I'll talk about in a sec. This part of the guide to Kshatri-La isn't that long, due to me already covering the monsters. But this is absolutely a 3 of.
Danger! Engine
Danger! Nessie!
We are playing a small danger engine in here, both for the Draw power, and for the ability to summon level 7s like Nessie for Xyz. There's 3 Nessie, 1 Chupacabra, and one Jackalope. 3 Nessie's since it's the best danger in this deck, and is a level 7, 1 Chupacabra, this is if we have a 1 card hand and it's just Nessie. You can use the Nessie, get Chupacabra, then ss the Nessie from the gy. You could play 2 or 3 Chupacabra, since it's a good way to keep Nessie in rotation, but I think it's much better to play just one. The same goes for Jackalope, both as just another Danger, and if we use it, discard itself, it just summons Nessie from deck. I considered playing Dogman, but it's just terrible. Doesn't search, ya it's a level 7, but it's just horrible.
Adventurer Token Engine
This engine is amazing in this deck. You do normal summon with the Berth, but most times, you're using that monster for Xyz material instantly, so it won't even matter. It also summons level 7s, meaning that in cases where you don't need an Illegal Knight or Gryphon, it's a level 7 Engine. I'm playing both Gryphon and Illegal knight, since it's good to have names, and multiple monsters due to hard opt. Also, the Interactions with Illegal Knight and Dracoback are just amazing. Theoretically, you can use Aquamancer to go into Selene and Accesscode, but that rarely comes up, but it's nice to keep that in mind.
Ghost Ogre Engine
Ghost Ogre & Snow Rabbit
This engine doesn't technically exist, but I think I'll just make it up and say it does. Ghost ogre & Snow Rabbit is a pretty good hand trap, able to destroy monsters/spells/traps when they activate their effects. It can stop Therions from using Discolosseum, in a mirror match it can destroy Kshatri-La's or their Spell/traps, and against Albaz, it can.. do.. something? I think? It's not great against Albaz, but it's decent. And against P.U.N.K. it can stop Ze Amin from being used as synchro material for Chaos Ruler to start their combos. But why is this an Engine? Well, notice that Ghost Ogre is a level 3 Psychic monster. You can summon this from Emergency Teleport, and then summon Ghost Ogre from the deck. This allows you to access both Baronne de Fleur, by using it and a Kshatri-La, or Halq into Accesscode by summon Veiler from the deck. And if you can't do either, and you have E-Tele and only that, you can summon Ghost Ogre anyways, since it can use its effect on field. There are 3 Synchro's you can summon with this engine, but I'll get to them later.
Sacred Sword of Seven Stars
This card is the other reason to play the deck. The first being Unicorn and the extra deck control, the 2nd reason is this card. You banish a level 7 from Hand or Field, draw 2. As far as this deck is concerned, it's pot of greed and special summon one from hand. It's fairly simple to understand why this is good. The deck is full of level 7s, banishing has no real cost, and the fact that you can banish from field can do some silly things. One "Combo" you can do with this is Sacred Sword and Fenrir. You summon Fenrir, search Unicorn, Sacred Sword, draw 2. Then you Summon Fenrir, get Berth, summon Fenrir with Berth, make a level 7. After that, you can summon any additional Kshatri-La's from hand with the normal summon effect of Berth. Once used in Dragon ruler as literally pot of greed but you draw one more card, now used in Kshatri-La where it's Pot of greed but you sometimes draw 2 more, since you make a 7, summon something from deck with Shangri-La, then search if you summon Ogre from Berth.
The Extra Deck
The Synchros.
As of now, there are 3 really playable level 10 Synchro's. The first, obviously, is Baronne de Fleur. Omni Negate, once per turn destroy one, and if useful, reborn a card during the SP Phase. One thing you can do is use Baronne to summon from the gy after you use its negate, and bring back Ghost Ogre & Snow Rabbit. This allows you to use Ghost Ogre again to synchro into Baronne again, or summon one of the other synchros. The next synchro is Ruddy Rose Dragon. If the opponent is playing a gy deck, this wins you the game. We don't care if our cards are banished, since we can summon them with Berth, and give Prepare a purpose, since they both summon from banished. But if the opponent is playing something like Eldlich, or another GY Focused deck, this can sometimes win you the game. The last card that I'll be talking about for the Synchro's are one of the Swordsoul synchro's, Chengying. If the opponent has a lot of banished cards, say 10 or more, this can be used for OTKs, and to get in for a lot of damage. It also has protection, and then banishes from the opponents field & Gy if something is banished.
The Link Monsters
For the Link monsters, there's not much in terms of "Spicy Tech Choices." I just use a standard Halq, Selene, and Accesscode lineup for an otk. This is one of the reasons for the Ghost Ogre & E-Tele Engine, as Ghost Ogre and and monster turns into a 5300 that destroys 2 cards.
The Xyz Monsters
These are the main extra deck cards, and there's a bit of variety in here. First, the Kshatri-La Xyz Monster, Shangri-La. 0 Attack, 3k Defence, so a reverse link monster, and this card is insane. It summons a Kshatri-La from deck during the Standby Phase, it has protection by detaching a material, and whenever a card is banished, it blocks a zone from being used. This is the 3rd reason to play the deck, as locking the zones is amazing this format. As soon as you get 3 monster zones locked, you basically win the game. It can also summon a Kshatri-La from deck, so you can summon Fenrir or Unicorn to banish from field or the Extra deck respectively, while also allowing you to search for cards when it gets to your turn. The next card in the Xyz list is Number 89: Diablosis the Mind hacker. This allows you to continue the Extra deck control by banishing one card from it, and in the late game, allows you to banish cards from the top of your opponents deck equal to the amount of banished cards your opponent has. This allows you to possibly mill their deck if you're late in the game, banishing up to 10 cards from the opponents deck. Ya, that's basically a desires, but they don't draw two, and you can possibly mill swordsoul cards, Fusion spells, Therions, Ze Amin, the cards that need to stay in the deck.
Next on the list is Number 11: Big Eye. Generic materials, and allows you to take any monster the opponent controls. They control Mirrorjade that's already been used? It's yours now! They control a regulus after they've used their negate? Take it. Really good for breaking boards, and a must include for the deck. Next on the list is F0 Utopic Future and F0 Utopic Future Draco. These are niche, but if you overlay a 2nd Shangri-La and the other rank 7 I haven't talked about yet, you can make a pretty good monster negate that steals, in a deck that lacks negates of any kind. This is Niche, but it can come up. Next on the list, Divine Arsenal AA-Zeus. This card is good in almost any deck that uses Xyz and battles, and this is perfect with one card in particular. The next card is probably the most interesting card in the list, Dark Anthelion Dragon. It is a pendulum, so ring the Pend alarm. Generic Materials, 3k Attack, and has a really good battle phase effect. It can detach a material, halve an opponents monsters attack, then gain the attack. This is a quick effect, which means you can do damage step shenanigans. It also helps for OTK's by being able to deal 3k damage to your opponent, and combine that with your Kshatri-La's for easy OTK's. This is also amazing for Zeus, since it can always run over a card the opponent controls. Unless it's a Psychic End Punisher, Arrival Cyberse @Ignister, or a Crooked Cook. Otherwise, this is an easy Zeus line, with good OTK potential. But, if the opponent has a negate for this that also destroys it, it sets itself in the pend zone. While there, it does have a pretty good pend effect. Once per turn, just halve the attack of an opponents monster. This allows you to beat over the opponents boss monsters by halving them, then summoning Kshatri-La's and Adventurer tokens.
Final Notes
The deck is a really good control deck, allowing use of really good engines, rank 7s, and level 10 Synchros. The games are fun with this deck, but admittedly, as soon as you start locking zones with Shangri-La, the game starts losing its fun. But I do think that this deck is good, the only thing that would be better is if we had Galaxy Tomahawk.
P.S. The side deck can realistically be anything, the current side deck is just my personal side deck of choice for this format. Also, I tried adding pictures to the Deck Description, not sure if I did it right, hopefully it's not 50% pictures of Kshatri-La Ogre.