Shiranui is a known Duel Links threat but what if I tell you it's actually good in Master Duel/TCG too? I feel like many people don't understand the slower playstyle of Shiranui so I will go more into Detail below:
Summoning the Kyūshū Ghosts
Your obvious goal with this Deck is to get your LV2 Shiranui Spectralsword Tuner into the Graveyard as quickly as possible to get a follow up Synchro summon on the next turn. Note that you can also banish him and use additional effects to get him back to the GY. In that case he is returned to the GY and not sent which circumvents his downside of not being able to banish him the turn he was sent to the GY. Actually Ghost Meets Girl - A Masterful Mayakashi Shiranui Saga , Shiranui Style Synthesis and Shiranui Shogunsaga are the only 3 cards which can achieve that kind of effect.
Your Number one go to Card for getting Shiranui Spectralsword online is the LV4 Shiranui Squire which sets up a first Turn LV6 or LV7 Synchro Summon. Shiranui Spiritmaster and Shiranui Solitaire to some extent can achieve the same with more setup/downsides.
Note again that summoning a Shiranui Monster with the effect of Shiranui Spectralsword is not considered to be properly Synchro summoned. Revival effects are not able to bring them back to the field then. This makes Shiranui Squire even better since she enables a quick and proper L6 or L7 Synchro summon turn 1.
In an optimal case you have a set Ghost Meets Girl - A Masterful Mayakashi Shiranui Saga ready to prevent anything the opponent wants to special summon from his Hand, Deck or Extra Deck on top of that. You just need to tribute your Shiranui Synchro or Link Monster to activate this card. With that card alone you can stop the opponents turn pretty much entirely since only the GY can be used as a Special Summoning source for that turn. That again is useful for you, since you could use Ghost Meets Girl - A Shiranui's Story to revive the Synchro Monster you send to the GY if the opponent commits to his Normal Summon.
But I didn't draw Squire!
That's were Shiranui is starting to work even more. They can prevent all damage with the permanent Trap Shiranui Style Samsara, a true Nightmare for every Burn and OTK player. That card can also recycle 2 banished Shiranui Monsters back to the Deck to draw 1 card or banish a Shiranui Monster on the field to prevent all Damage like I mentioned. It's also treated as Shiranui Style Synthesis which makes Shiranui Solitaire much stronger, more on that a little later.
They also have a stronger Icarus Attack with Shiranui Style Swallow's Slash (Banish Shiranui Spiritmaster to destroy up to 3 cards on the field). This card can be very versatile since depending on what you banish you can activate a variety of different effects and gain control over pretty much every Situation.
In addition they have Quick Effect Speed summons from the Hand, Deck and GY with Shiranui Style Success and Ghost Meets Girl - A Shiranui's Story and the LV4 Shiranui Samurai can at quick effect Speed trigger his non targeting Banish if he's being attacked and thus trigger for example Shiranui Spiritmaster to interrupt the opponent even further.
With these cards even if you didn't find Shiranui Squire or she got negated you still have an easy way to make it to your essencial turn 2 while interrupting any plans the opponent might have. This Deck demands a lot of thinking and remembering from you, so be prepared to practice through mistakes made.
The Shiranui Strike back!
You made it to your 2nd turn, now it's Shiranui's time to strike back. Use the Shiranui Spectralsword in the GY to setup a LV6 or LV8 Synchro play and use the LV3 Shiranui Spectralsword Shade tuner as your normal summon to recycle said Combo back to the field and go into your Synchro LV10 Bossmonster Shiranui Sunsaga to non targeting destroy what's left on the opponents side of the field while recycling all your Synchro Monsters back into the Extra Deck (Your Choice how many). Note that a Special Summon with Shiranui Spectralsword from the GY is not treated as being properly Synchro Summoned. You have to remember which Synchro Monsters you summoned with which Method.
It's best to use Shiranui Sunsaga to recycle Synchro Monsters who have not been properly Synchro summoned and leave the rest in the GY/Banished Zone. Cards like Shiranui Skillsaga Supremacy can keep bringing back banished Shiranui Synchro Monsters at quick effect speed and these often trigger their effects if Special Summoned creating even more disruption.
To prevent any follow ups feel free to activate the Ghost Meets Girl - A Masterful Mayakashi Shiranui Saga Trap to prevent any Special summons from anywhere except the GY. This card can be searched with the slow yet effective Shiranui Smith which can search your whole Deck if he's send to the GY from the field as Synchro Material.
From this point thanks to strong Recycling and banishing power you can Combo through any of your Shiranui Boss Monsters whenever you like and devastate the opponent's strategy.
The one strong upside of this Archetype is you never run out of Monster gas after you are getting started once.
The many Ghostly Phenomenon's
Both Shiranui Style Samsara and Shiranui Style Solemnity are Soft Once per turns. Having more then one active equals more advantage. Imagine Recycling 6 Monsters and Drawing 3 cards in one turn. A pipedream I dream of every day.
Your Link 3 Monster Shiranui Skillsaga Supremacy helps Shiranui getting over their once per Turn Special Summon limitation by interrupting the opponent with a summon during their turn. Thanks to the link arrows of her you always find space to summon one Shiranui back from the banished Zone. Combined with Shiranui Sunsaga you get a Board protected against Battle and Card destruction. It is very effective to properly Synchro summon a Shiranui Sunsaga and keep banishing it with Shiranui Style Samsara during the opponents turn to prevent all Damage. Simply use the quick effect of Shiranui Skillsaga Supremacy to bring Shiranui Sunsaga back after that and the result is a Board that's protected against Battle and Card destruction and you as a player receive no damage on top of that. Even better is the Shiranui Sunsaga trigger to non targeting destroy cards for as long as you have Synchro Monsters to recycle every turn.
Shiranui Shogunsaga is your secondary Boss often being summoned to get over huge Monsters. This card can easily have 6500 ATK for one turn with it's own effect and bring Banished Shiranui Monsters back to the GY when he leaves the field. Having such an easy giant OTK Beast helps a lot finishing a game quickly.
Your third Bossmonster is Shiranui Squiresaga. Her effect is yet another soft once per turn which by banishing a Monster from Field or GY gives a Permanent 300 ATK Boost to all Shiranui Monsters and non targeting destroys 1 Spell/Trap and a Monster on the field. There's a lot of Combo Potential with this card and it's not to be underestimated. The 3 effects depend on what kind of Monster you banish. You always get the first two effects and the third to destroy a Monster only if you banish a Synchro Monster.
You play 6 cards in your Deck which are Shiranui Style Synthesis. This is important for Shiranui Solitaire's 2nd effect to revive up to 2 Shiranui Monsters from the Banished Zone not just one. He brings them back fully functional so reviving Synchro Monsters with this effect is highly effective.
There's more to be found here like your mill from Deck option and/or save summon enabler Shiranui Style Solemnity. That card can banish Shiranui Monsters from the field to mill from Deck or banish from the GY to enable safe summoning during that turn.
You can also get an additional summon from the GY with Shiranui Swordmaster if you already control 2 Shiranui Monsters. He's an easy way into a Link-3 summon or your otherwise rare L5 Synchro option.
Or how about being unaffected by card effects for one turn with the GY quick effect of Shiranui Style Success. No matter what the opponent has your Monster will stay strong on the field.
Or you revive one Monster from the GY with Shiranui Style Synthesis if you have no Monsters on the field, or return a banished monster back to the GY for the price of discarding one card. A rather rare but interesting way for Shiranui to start a comeback.
Or how about changing Battle Positions with Shiranui Samuraisaga and Shiranui Swordsaga. Shiranui Swordsaga can even summon tokens if banished enabling yet another easier Link-3 summon, whereas Shiranui Samuraisaga can recycle a banished Monster into the Deck and weaken opposing Monsters on top of changing their Battle Position as a quick effect.
And of course recycle every Monster you like whenever you like from the GY and banished Zone with many different card effects. Both GY and banished zone form your 2nd and 3rd Deck in a Shiranui Strategy.
Banishing the Ghosts
There's a Big Focus around the GY and the Banished Zone in this Deck and almost all Shiranui Monsters Trigger some kind of effect when they are Banished. I will write down a list below:
Shiranui Samuraisaga: Target and decrease the ATK of an opponents Monster by 500 permanently.
Shiranui Swordsaga: Summon one LV1 Shiranui Token ATK/DEF 0 to your side of the field.
Shiranui Samurai: Target one Shiranui Monster in your GY and return it to the Hand.
Shiranui Spiritmaster: Target one Face up card from the opponent and destroy it.
Shiranui Squire: Draw 1 Card then discard 1 card.
Shiranui Smith: During this Turn your Zombie Monsters cannot be destroyed by Battle.
Shiranui Solitaire: Target 1 of your banished Shiranui Monsters and Special summon it. You can summon 2 if you control Shiranui Style Synthesis.
Shiranui Swordmaster: Target 1 Shiranui Monster. It gains 600 ATK until the End Phase.
Mayakashi Mayhem!
Shiranui is a good Deck that suffers from some downsides. The Synchro Monsters can each only be Special Summoned once per turn which is quite unfortunate.
The 0 DEF on every Shiranui proofs to be a Problem in very few Situations too when Shiranui Style Samsara is missing or Lightning Storm is being played against you.
Other then that the usual stuff is strong against this Deck and obviously Graveyard hate Decks too. Without Shiranui Spectralsword in your GY you loose a lot of setup and tempo. Necrovalley is your sworn Arch enemy in this Deck for sure.
The Sunsaga has spoken
Shiranui is truly fascinating and versatile in it's usage. The Fire Attribute gives them some unique Matchups and big faces if you happen to see Barrier Statue lockdown (They always summon Fire first).
It's a very fun Deck and easily one of my favourites for it's Recycling/Banishing loop. Give it a try if you want to learn a more complex Deck. Understanding all the Combos and when to use them takes time but I easily go into Diamond and beyond with this Strategy when it works in Master Duel.
Sidenote: In Master Duel they even give you a Shiranui Starter Deck with everything except the 2 UR Monsters and the new UR Trap which makes this Deck very easy to be built. And looking at how strong this Deck can be even in a pure form it may be worth practicing.
Final Rating:
★★★★★★☆ OTK Potential
★★★★★☆☆ Defensive Tools
★★★★★★★ Control Options
★★★★★★☆ Removal Options
★★★★★★★ Recovery/Recycling
★★★☆☆☆☆ Card Advantage
Overall Rating: ★★★★★★☆ 34/42★
Shiranui Rulings you need to know!
There are not many Special rules to be found here but certainly a few which I will list down below here:
Shiranui Sunsaga: His effect to destroy cards has to destroy an amount of cards equal to the Synchro Monsters returned to the Extra Deck. If you return 4 Monsters and the opponent only has 3 Cards the effect to destroy cards is not applied.
Shiranui Shogunsaga: If you use his effect to return Shiranui Spectralsword back to the GY you can use the effect of Shiranui Spectralsword in the same turn since it was not sent to the GY but instead returned. The same applies for the 2nd effects of Shiranui Style Synthesis and Ghost Meets Girl - A Masterful Mayakashi Shiranui Saga.
Shiranui Samurai: His effect can be activated in the Damage Step making it difficult to interact with.