
Instructions for building Kashtira Control
With its top tier position, Kashtira is easily the most popular deck among players today. For newbies who want to step into OCG, you may want to have a fairly strong variant of Kashtira - Kashtira Control. Next, YGO Vietnam would like to send you the article Instructions for building Kashtira Control
Sections covered in this guide:
Overview Introduction
Kashtira, also known as Kshatrira in the OCG, is an archetype primarily of Level/Rank 7 Psychic monsters introduced in Darkwing Blast. Fun fact : All 3 Main Deck monsters are named after mythical creatures!
Kashtira is based on Level 7 monsters and banishes face-down cards. All Level 7 monsters can be Special Summoned if the player does not control any monsters, can search for cards on the field, and can banish face-down cards (from various locations). if they attack or if your opponent activates a monster effect.
Kashtira Spells / Traps focus on summoning additional Kashtira monsters and banishing your opponent's cards if your opponent activates cards of the same type or activates effects when they are banished.
In this version of the article, we will focus more on Spells/Traps, banish more opponent's monsters, and add more Tech for a true Control Deck!
Some highlights of this version:
- Usually ends up with over 15k Lifepoints
- Locks the entire opponent's field
- Mill deck and side deck from opponents
- Deals some silly damage and always floats cards onto the field.
- Can be applied to Master Duel, just add Maxx "C"
Main Deck (Monster)
Mainly Kashtiras and popular Techs
Kashtira Ogre (3x)
There's nothing to say about the first effect, but what's worth mentioning is the ability to search traps well (common in a control deck), mill opp cards every time opp activates an effect or you start to attack! Looking back, both effects are very beneficial for you. Therefore, we need to push x3 of this card!
Kashtira Fenrir (x3)
Ah, as a control deck, you need to maintain the right amount of monsters to fight for a long time, Fenrir is very suitable for this! Search for monsters that you think are important in the next turn to maintain a certain amount of cards. If there are Ogre, Unicorn, and Fenrir on the field, opp will have a lot of trouble milling and completely blocking their turn.
Kashtira Riseheart (3x)
With the trio mentioned above, Riseheart is the next puzzle piece to complete your combo.
The ability to summon yourself when there is a Kashtira monster is used to expand the field, but what is worth mentioning is the ability to increase the level to level 7 so you can Xyz quickly. As a bonus in that ability, you can banish 3 more cards from the top of opp's Main Deck , a great bonus for the price of 1 Kashtira !
Tearlaments Kashtira and Scareclaw Kashtira (Combo Mill and Eff lock)
Both are new supports (new hybrids) but the effects can be combined! Sharing the same effect is to banish 1 card of Kashtira or Tearlaments/Scareclaw, both of which have 2nd effs that continuously support an extremely uncomfortable Duel:
- Tear mills cards (true to its nature), not only mine but also opp's, adding to the eff of the Orge-Unicorn-Fenrir trio. The combo you can imagine is as follows: use up the eff of one of the mentioned trio, banish one of them to put Tear on the field. Regarding the effect of being sent to GY and milling 2 more cards to your Deck, you don't need to worry too much, because in your Deck, few cards have effs that can send cards to the grave so, yeah like I said, don't worry too much. ! Rate: 1-2x according to each person's preferences
- Scareclaw on the other hand helps you have a wall of spikes to block the field for both defense and offense ! During the battle, there will be quite annoying opp monster effs that in situations where you don't have Fenrir to prevent that, Scareclaw will be an important factor in deciding. Makes fighting and activating Kashtira's effs easier. But as I said, this card is situational , so its rate can only be used between 0-2x, depending on preference !
*Aside from: There will be a question, why are we grouping the cards together to talk but not combining the other three to talk about them above? Simply for newbies, you need to clearly see the analysis of the cards to understand how to use them, but on the other hand, this guide is quite short :v I'm just prolonging it a bit to make the guide quality. ..
Main Deck (Spell & Trap)
Kashtira Birth (3x)
True to its name, Birth allows you to continuously restock Kashtira, so at the cost of using the cards I mentioned above, Birth can bring them back!
In addition, allowing a level 7 normal summon without having to sacrifice is a plus. Finally, every time an opp activates a Spell, you can mill their GY as well , a huge bonus for Kashtira!
Rate: x99 extremely strong
Kashtiratheosis (2-3x)
Also used to restore goods, Papiyas help bring back lost Kashtira to your hands . Not only that, it brings 1 Kashtira from the Deck onto the field in Defense position and you will be locked into Xyz - something you don't need to fear. However, in reality, it is not necessarily necessary to use too many restocks. Depending on the level of use, you should consider how many copies are appropriate!
Kashtira Big Bang (2x)
Works like There Can Be Only One and similar cards but here it is for a single monster. If you control 1 Xyz Kashtira, both players will have to banish face-down monsters so that they both only control 1 monster , which is quite annoying, but just 1 of your Xyz is enough to do it all!
Why? This card also has a second effect. If it is banished, you can add a card attached to Xyz Kashtira to your hand to summon it to the field , so you don't have to worry too much about not having an item to use. Get on the field!
Extra Deck (Main)
Kashtira Shangri-Ira (3x)
The main boss of this version, acts like Ojama King , but here you are allowed to lock any box you want ( except Extra Monster Zone ) every time a card that opp controls is face down! And how to promote that? Using the monster raised by Shangri-La, the unique effect of the monster you choose will be useful in this. Not to mention one more thing, it is immortal :v
Kashtira Arise-Heart (2x)
The second boss of the deck, in addition to being a huge sword and hammer, the effect of this card is also quite animalistic :) Firstly, it acts like a certain spirit fox that once made waves.
Second, every time a Chain occurs, if 1 card is banned, it will collect it in its stomach and third, if it weren't for the word "Once per turn", perhaps calling it an animal would be easier... Every time. turn, you can Quick Effect, detach 3 ingredients to banish 1 card on the field, this is linked to its 2nd and 1st effects, use 3rd effect to start the turn, banish 1 card on the field opp , then attach the banned leaf to your body, that's it, just finished 1 chain, imagine you have 6 ingredients and no "Once per turn" word, you probably already master the game, but fortunately, they We won't be able to see that
Oh, I forgot to mention, it's easy to summon it with this Deck, 3 level 7 or use Shangri-La to summon it.
Tech and Engine
Let's go to the Tech and Engine section - a factor that determines your survival in a game in this version!
Odd-Eyes Pendulum Dragon, Odd-Eyes Saber Dragon and Odd-Eyes Wizard Dragon (Odd-Eyes)
The cross-eyed dragons are a great addition to this version. Summoning with these level 7 cards is usually not a problem while you have Birth (allows normal summoning without sacrificing), you can also special summon these cards due to special effects. special.
Not to mention the second effect of each fish is different, which can assist you in winning quickly or fighting for a long time . Above are some of my suggestions, as for your version, add them according to your preferences and budget ;)
Red-Eyes Soul, Red-Eyes Black Dragon and Red-Eyes Black Flare Dragon (Red-Eyes)
When the squinty eyes are gone, the eyes are red :v Yeah, the "need troll" version, depending on your creativity, you can add them to be able to control the layout of your Duel match! Personally, I add it to speed up the end game damage :v
Super Quant
You can apply this Engine to all versions of Kashtira, what can I say, it's quite a blow because they are very synchronized with each other!
- First, Super Quant Great Magnus with 7 ingredients with different names with Kashtira Shangri-Ira on the field and with Kashtira Rebirth or Preparation . 10% chance of having cards in hand depending on RNG with Alphan's number of plays/open hands - Quite strong combo
- Second, on the field you will have Great Magnus with 6-8 materials with different names and 1 or 0 cards in hand.
- Finally, since super quant can spam lvl 7 or manipulate lvl with Alphan , you can put number 89 on the field with Kashtira Shangri-Ira first because it pushes most of opp's Extra Deck monsters out to banish face down. face while locking their monster zone. Basically like Kashtira control. After the 2nd turn, you can play some super quant if you draw Fairy Alpha, Blue Layer / E-tele, White Layer, One for one or Foolish Bural.
Sample deck
This is a sample deck you can refer to to build yourself an OCG Kashtira Control Deck!
ocg
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