Instructions for building Kashtira Control

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




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)

Kashtira Ogre Kashtira Ogre
Kashtira Ogre
WATER 7
Kashtira Ogre
  • ATK:

  • 2800

  • DEF:

  • 1000


If you control no monsters, you can Special Summon this card (from your hand). You can only use each of the following effects of "Kashtira Ogre" once per turn. During your Main Phase: You can add 1 "Kashtira" Trap from your Deck to your hand. When this card declares an attack, or if your opponent activates a monster effect (except during the Damage Step): You can excavate up to 5 cards from the top of your opponent's Deck, banish 1 excavated card, face-down, and place the rest on the top of the Deck in the same order.


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 Unicorn (x3)

Kashtira Unicorn
Kashtira Unicorn
Kashtira Unicorn
WIND 7
Kashtira Unicorn
  • ATK:

  • 2500

  • DEF:

  • 2100


If you control no monsters, you can Special Summon this card (from your hand). You can only use each of the following effects of "Kashtira Unicorn" once per turn. During your Main Phase: You can add 1 "Kashtira" Spell from your Deck to your hand. When this card declares an attack, or if your opponent activates a monster effect (except during the Damage Step): You can look at your opponent's Extra Deck, and if you do, banish 1 monster from it, face-down.


If there is a search Trap, there must be a search Spell . Both Ogre and Unicorn will go together in every version of Kashtira, a card search and mill combo from Main Deck to Extra Deck of opp !

Kashtira Fenrir (x3)

Kashtira Fenrir
Kashtira Fenrir
Kashtira Fenrir
EARTH 7
Kashtira Fenrir
  • ATK:

  • 2400

  • DEF:

  • 2400


If you control no monsters, you can Special Summon this card (from your hand). You can only use each of the following effects of "Kashtira Fenrir" once per turn. During your Main Phase: You can add 1 "Kashtira" monster from your Deck to your hand. When this card declares an attack, or if your opponent activates a monster effect (except during the Damage Step): You can target 1 face-up card your opponent controls; banish it, face-down.


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)

Kashtira Riseheart Kashtira Riseheart
Kashtira Riseheart
FIRE 4
Kashtira Riseheart
  • ATK:

  • 1500

  • DEF:

  • 2100


If you control a "Kashtira" monster: You can Special Summon this card from your hand, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Xyz Monsters. During your Main Phase, if this card was Normal or Special Summoned this turn: You can banish 1 "Kashtira" card from your Deck, except "Kashtira Riseheart"; banish the top 3 cards of your opponent's Deck face-down, and if you banish any, this card's Level becomes 7. You can only use each effect of "Kashtira Riseheart" once per turn.


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)

Tearlaments Kashtira
Tearlaments Kashtira
Tearlaments Kashtira
WATER 7
Tearlaments Kashtira
  • ATK:

  • 2300

  • DEF:

  • 1200


During the Main Phase (Quick Effect): You can Special Summon this card from your hand, and if you do, banish 1 "Kashtira" or "Tearlaments" card from your hand or GY. If this card is Normal or Special Summoned: You can send the top 3 cards of either player's Deck to the GY. If this card is sent to the GY by card effect: You can send the top 2 cards of your Deck to the GY. You can only use each effect of "Tearlaments Kashtira" once per turn.


Scareclaw Kashtira Scareclaw Kashtira
Scareclaw Kashtira
EARTH 7
Scareclaw Kashtira
  • ATK:

  • 0

  • DEF:

  • 2600


During the Main Phase (Quick Effect): You can Special Summon this card from your hand, and if you do, banish 1 "Kashtira" or "Scareclaw" card from your hand or GY. You can only use this effect of "Scareclaw Kashtira" once per turn. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If your "Kashtira" or "Scareclaw" monster battles an opponent's monster, that opponent's monster's effects are negated until the end of this turn.


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)

Kashtira Birth
Kashtira Birth
Kashtira Birth
Spell Continuous
Kashtira Birth

    You can Normal Summon Level 7 monsters without Tributing. During your Main Phase: You can Special Summon 1 of your non-Xyz "Kashtira" monsters that is banished or in your GY. If your opponent activates a Spell Card or effect, and you control a "Kashtira" monster: You can target 3 cards in your opponent's GY; banish them, face-down. You can only use each effect of "Kashtira Birth" once per turn.


    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)

    Kashtiratheosis Kashtiratheosis
    Kashtiratheosis
    Spell Normal
    Kashtiratheosis

      Target 1 "Kashtira" monster you control; Special Summon 1 "Kashtira" monster with a different Attribute from your Deck in Defense Position, also for the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except Xyz Monsters. If this card is banished: You can target 1 of your banished "Kashtira" cards, except "Kashtiratheosis"; add it to your hand. You can only use each effect of "Kashtiratheosis" once per turn.


      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 Overlap (x2)

      Kashtira Overlap Kashtira Overlap
      Kashtira Overlap
      Spell Quick
      Kashtira Overlap

        Target 1 monster on the field; banish 1 monster with 1500 ATK/2100 DEF from your hand, your GY, or face-up on either field, and if you do, the targeted monster gains 1500 ATK. If this card is banished and you control a "Kashtira" monster: You can target 1 Effect Monster your opponent controls; negate its effects until the end of this turn. You can only use each effect of "Kashtira Overlap" once per turn.


        Riseheart will pair very well with Overlap, if you pay attention to their effs, 1 card uses 1500 ATK/ 2100 DEF monsters to increase the ATK of other monsters, 1 card uses this card to activate the effects of both. A good combo to have on hand!

        Kashtira Preparations (3x)

        Kashtira Preparations Kashtira Preparations
        Kashtira Preparations
        Trap Continuous
        Kashtira Preparations

          During either player's turn: You can Special Summon 1 of your "Kashtira" monsters that is banished or in your hand. If your opponent activates a Trap Card or effect, you control a "Kashtira" monster, and this card is already face-up in your Spell & Trap Zone: You can look at your opponent's hand, and if you do, banish 1 card from it face-down. You can only use each effect of "Kashtira Preparations" once per turn.


          Prepare works like Birth but in return, it will mill opp's hand if and only if opp activates a Trap ! As above, x99 is extremely strong on this card!

          Kashtira Big Bang (2x)

          Kashtira Big Bang Kashtira Big Bang
          Kashtira Big Bang
          Trap Normal
          Kashtira Big Bang

            If a "Kashtira" Xyz Monster is on the field and a player controls 2 or more monsters: They must banish monsters they control, face-down, so they only control 1 monster. If this card is banished: You can target 1 "Kashtira" Xyz Monster you control; add 1 of your "Kashtira" monsters attached to it to your hand, then you can Special Summon that monster from your hand. You can only use each effect of "Kashtira Big Bang" once per turn.


            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)

            Kashtira Shangri-Ira Kashtira Shangri-Ira
            Kashtira Shangri-Ira
            FIRE
            Kashtira Shangri-Ira
            • ATK:

            • 0

            • DEF:

            • 3000


            2+ Level 7 monsters During each Standby Phase: You can Special Summon 1 "Kashtira" monster from your Deck. You can only use the previous effect of "Kashtira Shangri-Ira" once per turn. Each time a card(s) your opponent owns and possesses is banished face-down (except during the Damage Step): You can choose 1 unused Main Monster Zone or Spell & Trap Zone; it cannot be used while this monster is face-up on the field. If this card on the field would be destroyed by battle or card effect, you can detach 1 material from this card instead.


            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)

            Kashtira Arise-Heart
            Kashtira Arise-Heart
            Kashtira Arise-Heart
            DARK
            Kashtira Arise-Heart
            • ATK:

            • 3000

            • DEF:

            • 3000


            3 Level 7 monsters Once per turn, you can also Xyz Summon "Kashtira Arise-Heart" by using 1 "Kashtira" monster you control, if an effect of "Kashtira Shangri-Ira" was successfully activated this turn. (Transfer its materials to this card.) Any card sent to the GY is banished instead. Once per Chain, each time a card(s) is banished: Attach 1 banished card to this card as material. Once per turn (Quick Effect): You can detach 3 materials from this card, then target 1 card on the field; banish it face-down.


            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)

            Odd-Eyes Pendulum Dragon Odd-Eyes Pendulum Dragon
            Odd-Eyes Pendulum Dragon
            DARK 74
            Odd-Eyes Pendulum Dragon
            • ATK:

            • 2500

            • DEF:

            • 2000


            [ Pendulum Effect ] You can reduce the battle damage you take from an attack involving a Pendulum Monster you control to 0. During your End Phase: You can destroy this card, and if you do, add 1 Pendulum Monster with 1500 or less ATK from your Deck to your hand. You can only use each Pendulum Effect of "Odd-Eyes Pendulum Dragon" once per turn. [ Monster Effect ] If this card battles an opponent's monster, any battle damage this card inflicts to your opponent is doubled.


            Odd-Eyes Saber Dragon Odd-Eyes Saber Dragon
            Odd-Eyes Saber Dragon
            LIGHT 7
            Odd-Eyes Saber Dragon
            • ATK:

            • 2800

            • DEF:

            • 2000


            If this card is in your hand: You can Tribute 1 LIGHT monster; send 1 "Odd-Eyes Dragon" from your hand, Deck, or your side of the field to the Graveyard, and if you do, Special Summon this card. When this card destroys a monster by battle and sends it to the Graveyard: You can destroy 1 monster your opponent controls.


            Odd-Eyes Wizard Dragon Odd-Eyes Wizard Dragon
            Odd-Eyes Wizard Dragon
            DARK 7
            Odd-Eyes Wizard Dragon
            • ATK:

            • 2500

            • DEF:

            • 2500


            If this card is in your hand: You can Tribute 1 DARK monster; send 1 "Odd-Eyes Dragon" from your hand, Deck, or face-up field to the GY, and if you do, Special Summon this card. If this card in your possession is destroyed by an opponent's card and sent to your GY: You can Special Summon 1 "Odd-Eyes" monster from your Deck or GY, except "Odd-Eyes Wizard Dragon", then you can add 1 "Spiral Flame Strike" from your Deck to your hand.


            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)

            Red-Eyes Soul Red-Eyes Soul
            Red-Eyes Soul
            DARK 7
            Red-Eyes Soul
            • ATK:

            • 900

            • DEF:

            • 2000


            This card's name becomes "Red-Eyes Black Dragon" while on the field or in the GY. If your opponent Special Summons a monster(s) (except during the Damage Step): You can send this card from your hand or field to the GY; Special Summon 1 "Red-Eyes" monster from your hand or Deck, except "Red-Eyes Soul". You can only use this effect of "Red-Eyes Soul" once per turn. (Quick Effect): You can target 1 "Red-Eyes Black Dragon" you control; inflict damage to your opponent equal to that monster's original ATK. You can only use this effect of "Red-Eyes Soul" once per Duel.


            Red-Eyes Black Dragon Red-Eyes Black Dragon
            Red-Eyes Black Dragon
            DARK 7
            Red-Eyes Black Dragon
            • ATK:

            • 2400

            • DEF:

            • 2000


            ''A ferocious dragon with a deadly attack.''


            Red-Eyes Black Flare Dragon Red-Eyes Black Flare Dragon
            Red-Eyes Black Flare Dragon
            DARK 7
            Red-Eyes Black Flare Dragon
            • ATK:

            • 2400

            • DEF:

            • 2000


            This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect. ● If damage calculation is performed involving this card, at the end of the Battle Phase: You can inflict damage to your opponent equal to this card's original ATK. You can only use this effect of "Red-Eyes Black Flare Dragon" once per turn.


            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

            Super Quantum White Layer Super Quantum White Layer
            Super Quantum White Layer
            LIGHT 7
            Super Quantum White Layer
            • ATK:

            • 2400

            • DEF:

            • 2400


            You can send 1 non-LIGHT "Super Quant" monster from your hand or face-up field to the GY; Special Summon this card from your hand in Defense Position. When this card is Normal or Special Summoned: You can send 1 "Super Quant" monster from your Deck to the GY, and if you do, this card's Attribute and Level become the same as that monster's. If this card is sent to the GY: You can add 1 "Super Quantal Fairy Alphan" from your Deck or GY to your hand. You can only use each effect of "Super Quantum White Layer" once per turn.


            Super Quantal Mech Beast Aeroboros Super Quantal Mech Beast Aeroboros
            Super Quantal Mech Beast Aeroboros
            WIND
            Super Quantal Mech Beast Aeroboros
            • ATK:

            • 2200

            • DEF:

            • 2400


            2 Level 4 monsters Cannot attack unless it has Xyz Material. Once per turn: You can detach 1 Xyz Material from this card, then target 1 other face-up monster on the field; change it to face-down Defense Position. This effect can be activated during either player's turn, if this card has "Super Quantum Green Layer" as Xyz Material. Once per turn: You can attach 1 "Super Quantum" monster from your hand or field to this card as an Xyz Material.


            Super Quantum Green Layer Super Quantum Green Layer
            Super Quantum Green Layer
            WIND 4
            Super Quantum Green Layer
            • ATK:

            • 1600

            • DEF:

            • 1400


            When this card is Normal or Special Summoned: You can Special Summon 1 "Super Quant" monster from your hand. If this card is sent to the Graveyard: You can discard 1 "Super Quant" card; draw 1 card. You can only use each effect of "Super Quantum Green Layer" once per turn.


            Super Quantum Red Layer Super Quantum Red Layer
            Super Quantum Red Layer
            FIRE 5
            Super Quantum Red Layer
            • ATK:

            • 2000

            • DEF:

            • 800


            If you control no monsters, you can Special Summon this card (from your hand). You can only use each of the following effects of "Super Quantum Red Layer" once per turn. ● When this card is Normal or Special Summoned: You can target 1 "Super Quant" card in your GY; add it to your hand. ● If this card is sent to the GY: You can target 1 "Super Quant" monster in your GY, except "Super Quantum Red Layer"; Special Summon it, but it cannot activate its effects.


            Super Quantal Mech Beast Lusterrex Super Quantal Mech Beast Lusterrex
            Super Quantal Mech Beast Lusterrex
            LIGHT
            Super Quantal Mech Beast Lusterrex
            • ATK:

            • 2700

            • DEF:

            • 1900


            2 Level 7 monsters Cannot attack unless it has material. Once per turn: You can detach 1 material from this card, then target 1 Effect Monster on the field; negate that face-up monster's effects until the end of this turn. This is a Quick Effect if this card has "Super Quantum White Layer" as material. Once per turn: You can attach 1 "Super Quantum" monster from your hand or field to this card as material.


            Super Quantal Mech King Great Magnus Super Quantal Mech King Great Magnus
            Super Quantal Mech King Great Magnus
            LIGHT
            Super Quantal Mech King Great Magnus
            • ATK:

            • 3600

            • DEF:

            • 3200


            3 Level 12 monsters If this card is sent to the GY: You can Special Summon 3 "Super Quantal Mech Beast" Xyz Monsters with different names from your GY. This card gains these effects, based on the number of materials with different names attached to it. ● 2+: Once per turn, during the Main Phase (Quick Effect): You can detach 1 material from this card; shuffle 1 card on the field into the Deck. ● 4+: It is unaffected by card effects, except "Super Quant" cards. ● 6+: Your opponent cannot add cards from the Deck to the hand by card effects.


            Super Quantal Fairy Alphan Super Quantal Fairy Alphan
            Super Quantal Fairy Alphan
            LIGHT 1
            Super Quantal Fairy Alphan
            • ATK:

            • 0

            • DEF:

            • 0


            Once per turn: You can target 1 "Super Quant" monster you control; all face-up monsters you currently control become that monster's Level. You can Tribute this card; reveal 3 "Super Quant" monsters with different names from your Deck, your opponent randomly picks 1 for you to Special Summon to your field, and you send the rest to the Graveyard. You can only use this effect of "Super Quantal Fairy Alphan" once per turn.


            Super Quantum Blue Layer Super Quantum Blue Layer
            Super Quantum Blue Layer
            WATER 3
            Super Quantum Blue Layer
            • ATK:

            • 1200

            • DEF:

            • 2000


            When this card is Normal or Special Summoned: You can add 1 "Super Quant" card from your Deck to your hand, except "Super Quantum Blue Layer". If this card is sent to the Graveyard: You can target up to 3 "Super Quant" cards in your Graveyard; shuffle them into the Deck. You can only use each effect of "Super Quantum Blue Layer" once per turn.


            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.

            Of course, there must be a handtrap

            Called by the Grave
            Called by the Grave
            Called by the Grave
            Spell Quick
            Called by the Grave

              Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.




              Tag(s):

              Infinite Impermanence Infinite Impermanence
              Infinite Impermanence
              Trap Normal
              Infinite Impermanence

                Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.


                Nibiru, the Primal Being Nibiru, the Primal Being
                Nibiru, the Primal Being
                LIGHT 11
                Nibiru, the Primal Being
                • ATK:

                • 3000

                • DEF:

                • 600


                During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.


                Ash Blossom & Joyous Spring Ash Blossom & Joyous Spring
                Ash Blossom & Joyous Spring
                FIRE 3
                Ash Blossom & Joyous Spring
                • ATK:

                • 0

                • DEF:

                • 1800


                When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.


                D.D. Crow D.D. Crow
                D.D. Crow
                DARK 1
                D.D. Crow
                • ATK:

                • 100

                • DEF:

                • 100


                (Quick Effect): You can discard this card to the GY, then target 1 card in your opponent's GY; banish that target.


                Effect Veiler Effect Veiler
                Effect Veiler
                LIGHT 1
                Effect Veiler
                • ATK:

                • 0

                • DEF:

                • 0


                During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls; negate the effects of that face-up monster your opponent controls, until the end of this turn.


                With the nature of control and long-term play, you only need 1 copy of the above suggestions. But with the current meta, 3 Blossoms will probably be enough...

                Kozmo Forerunner and Mechanical Hound (Some suggestions for level 7)

                Kozmo Forerunner Kozmo Forerunner
                Kozmo Forerunner
                LIGHT 7
                Kozmo Forerunner
                • ATK:

                • 2800

                • DEF:

                • 1400


                Cannot be targeted by an opponent's card effects. During your Standby Phase: Gain 1000 LP. If this card is destroyed by battle or card effect and sent to the Graveyard: You can banish this card from your Graveyard; Special Summon 1 Level 6 or lower "Kozmo" monster from your Deck.


                Mechanical Hound Mechanical Hound
                Mechanical Hound
                EARTH 7
                Mechanical Hound
                • ATK:

                • 2800

                • DEF:

                • 1500


                While you have no cards in your hand, your opponent cannot activate Spell Cards.


                 

                Radian the Multidimensional Kaiju (Kaiju)

                Radian, the Multidimensional Kaiju Radian, the Multidimensional Kaiju
                Radian, the Multidimensional Kaiju
                DARK 7
                Radian, the Multidimensional Kaiju
                • ATK:

                • 2800

                • DEF:

                • 2500


                You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. Once per turn: You can remove 2 Kaiju Counters from anywhere on the field; Special Summon 1 "Radian Token" (Fiend-Type/DARK/Level 7/ATK 2800/DEF 0), but it cannot be used as a Synchro Material.


                Ah, a delicious handtrap, a level 7 player can easily get on the field to Xyz (depending on the hand). A pretty good option to consider!

                Danger!? Tsuchinoko?, Danger! Nessie! and Danger!? Jackalope? (Danger!)

                Danger!? Tsuchinoko?
                Danger!? Tsuchinoko?
                Danger!? Tsuchinoko?
                DARK 3
                Danger!? Tsuchinoko?
                • ATK:

                • 1300

                • DEF:

                • 0


                You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. Then, if the discarded card was not "Danger!? Tsuchinoko?", Special Summon 1 "Danger!? Tsuchinoko?" from your hand, and if you do, draw 1 card. If this card is discarded: You can Special Summon this card. You can only use this effect of "Danger!? Tsuchinoko?" once per turn.


                Danger! Nessie! Danger! Nessie!
                Danger! Nessie!
                DARK 7
                Danger! Nessie!
                • ATK:

                • 1600

                • DEF:

                • 2800


                You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. Then, if the discarded card was not "Danger! Nessie!", Special Summon 1 "Danger! Nessie!" from your hand, and if you do, draw 1 card. If this card is discarded: You can add 1 "Danger!" card from your Deck to your hand, except "Danger! Nessie!". You can only use this effect of "Danger! Nessie!" once per turn.


                Danger!? Jackalope?
                Danger!? Jackalope?
                Danger!? Jackalope?
                DARK 3
                Danger!? Jackalope?
                • ATK:

                • 500

                • DEF:

                • 2000


                You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. Then, if the discarded card was not "Danger!? Jackalope?", Special Summon 1 "Danger!? Jackalope?" from your hand, and if you do, draw 1 card. If this card is discarded: You can Special Summon 1 "Danger!" monster from your Deck in Defense Position, except "Danger!? Jackalope?". You can only use this effect of "Danger!? Jackalope?" once per turn.


                Draw cards, swarm the field, search for cards, good synergy with Kashtira, why not?

                Psychic Rejuvenation and Soul Absorption (Gain LP)

                Psychic Rejuvenation Psychic Rejuvenation
                Psychic Rejuvenation
                Trap Normal
                Psychic Rejuvenation

                  Gain 1000 Life Points for each face-up Psychic-Type monster you control.


                  Soul Absorption Soul Absorption
                  Soul Absorption
                  Spell Continuous
                  Soul Absorption

                    If a card(s) is banished: Gain 500 LP for each.


                    Helps you live longer :D

                    Some tech to add to keep the field

                    Evenly Matched Evenly Matched
                    Evenly Matched
                    Trap Normal
                    Evenly Matched

                      At the end of the Battle Phase, if your opponent controls more cards than you do: You can make your opponent banish cards from their field face-down so they control the same number of cards as you do. If you control no cards, you can activate this card from your hand.


                      Royal Decree Royal Decree
                      Royal Decree
                      Trap Continuous
                      Royal Decree

                        Negate all other Trap effects on the field.


                        Artifact Lancea Artifact Lancea
                        Artifact Lancea
                        LIGHT 5
                        Artifact Lancea
                        • ATK:

                        • 1700

                        • DEF:

                        • 2300


                        You can Set this card from your hand to your Spell & Trap Zone as a Spell. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your GY: Special Summon it. During your opponent's turn (Quick Effect): You can Tribute this card from your hand or face-up field; neither player can banish cards for the rest of this turn.


                        Harpie's Feather Duster
                        Harpie's Feather Duster
                        Harpie's Feather Duster
                        Spell Normal
                        Harpie's Feather Duster

                          Destroy all Spell and Trap Cards your opponent controls.




                          Tag(s):

                          Dark Ruler No More Dark Ruler No More
                          Dark Ruler No More
                          Spell Normal
                          Dark Ruler No More

                            Negate the effects of all face-up monsters your opponent currently controls, until the end of this turn, also, for the rest of this turn after this card resolves, your opponent takes no damage. Neither player can activate monster effects in response to this card's activation.




                            Tag(s):

                            Lightning Storm
                            Lightning Storm
                            Lightning Storm
                            Spell Normal
                            Lightning Storm

                              If you control no face-up cards: Activate 1 of these effects; ● Destroy all Attack Position monsters your opponent controls. ● Destroy all Spells and Traps your opponent controls. You can only activate 1 "Lightning Storm" per turn.




                              Tag(s):

                              Cosmic Cyclone Cosmic Cyclone
                              Cosmic Cyclone
                              Spell Quick
                              Cosmic Cyclone

                                Pay 1000 LP, then target 1 Spell/Trap on the field; banish it.


                                Negate Attack Negate Attack
                                Negate Attack
                                Trap Counter
                                Negate Attack

                                  When an opponent's monster declares an attack: Target the attacking monster; negate the attack, then end the Battle Phase.


                                  Shared Ride Shared Ride
                                  Shared Ride
                                  Spell Quick
                                  Shared Ride

                                    For the rest of this turn, each time a card(s) is added from the Main Deck or GY to your opponent's hand, except by drawing them, you immediately draw 1 card. You can only activate 1 "Shared Ride" per turn.


                                    Anti-Spell Fragrance
                                    Anti-Spell Fragrance
                                    Anti-Spell Fragrance
                                    Trap Continuous
                                    Anti-Spell Fragrance

                                      Both players must Set Spell Cards before activating them, and cannot activate them until their next turn after Setting them.


                                      Mainly added to live longer :v

                                      Float yard...

                                      Emergency Teleport
                                      Emergency Teleport
                                      Emergency Teleport
                                      Spell Quick
                                      Emergency Teleport

                                        Special Summon 1 Level 3 or lower Psychic-Type monster from your hand or Deck, but banish it during the End Phase of this turn.




                                        Tag(s):

                                        One for One
                                        One for One
                                        One for One
                                        Spell Normal
                                        One for One

                                          Send 1 monster from your hand to the GY; Special Summon 1 Level 1 monster from your hand or Deck.


                                          Reasoning
                                          Reasoning
                                          Reasoning
                                          Spell Normal
                                          Reasoning

                                            Your opponent declares a monster Level from 1 to 12. Excavate cards from the top of your Deck until you excavate a monster that can be Normal Summoned/Set, then, if that monster is the same Level as the one declared by your opponent, send all excavated cards to the GY. If not, Special Summon the excavated monster, also send the remaining cards to the GY.


                                            Monster Reborn
                                            Monster Reborn
                                            Monster Reborn
                                            Spell Normal
                                            Monster Reborn

                                              Target 1 monster in either GY; Special Summon it.




                                              Tag(s):

                                               

                                              The Xyz Rank 7

                                              Voloferniges, the Darkest Dragon Doomrider Voloferniges, the Darkest Dragon Doomrider
                                              Voloferniges, the Darkest Dragon Doomrider
                                              DARK
                                              Voloferniges, the Darkest Dragon Doomrider
                                              • ATK:

                                              • 2500

                                              • DEF:

                                              • 2100


                                              2 Level 7 monsters Once per turn: You can detach 2 materials from this card, then target 1 face-up card on the field; destroy it, and if you destroyed a monster, you can make 1 face-up monster you control gain ATK equal to the destroyed monster's original Level/Rank x 300 until the end of the next turn. This card cannot attack the turn you activate this effect. This is a Quick Effect if this card has a Dragon monster as material, but cannot be activated in the Damage Step.


                                              Odd-Eyes Rebellion Dragon Overlord Odd-Eyes Rebellion Dragon Overlord
                                              Odd-Eyes Rebellion Dragon Overlord
                                              DARK4
                                              Odd-Eyes Rebellion Dragon Overlord
                                              • ATK:

                                              • 3000

                                              • DEF:

                                              • 2500


                                              [ Pendulum Effect ] Once per turn: You can Special Summon this card from your Pendulum Zone, then Special Summon from your Extra Deck, 1 "Rebellion" or "The Phantom Knights" monster, using this card as material (this is treated as an Xyz Summon), then you can attach 1 card from your Pendulum Zone to it as material. [ Monster Effect ] 2 Level 7 monsters You can also Xyz Summon this card by using a "Rebellion" Xyz Monster you control as material. (Transfer its materials to this card.) If you can Pendulum Summon Level 7, you can Pendulum Summon this face-up card from your Extra Deck. This card that was Xyz Summoned using a Rank 7 Xyz Monster as material can make up to 3 attacks during each Battle Phase. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone. You can only Special Summon "Odd-Eyes Rebellion Dragon Overlord(s)" once per turn.


                                              Odd-Eyes Absolute Dragon Odd-Eyes Absolute Dragon
                                              Odd-Eyes Absolute Dragon
                                              WATER
                                              Odd-Eyes Absolute Dragon
                                              • ATK:

                                              • 2800

                                              • DEF:

                                              • 2500


                                              2 Level 7 monsters When any player's monster declares an attack: You can detach 1 material from this card; negate the attack, then you can Special Summon 1 "Odd-Eyes" monster from your hand or GY. If this Xyz Summoned card is sent to the GY: You can Special Summon 1 "Odd-Eyes" monster from your Extra Deck, except "Odd-Eyes Absolute Dragon". You can only use each effect of "Odd-Eyes Absolute Dragon" once per turn.


                                              Number 89: Diablosis the Mind Hacker
                                              Number 89: Diablosis the Mind Hacker
                                              Number 89: Diablosis the Mind Hacker
                                              DARK
                                              Number 89: Diablosis the Mind Hacker
                                              • ATK:

                                              • 2800

                                              • DEF:

                                              • 1200


                                              2 Level 7 monsters Once per turn: You can detach 1 material from this card; look at your opponent's Extra Deck and banish 1 monster from it, face-down. At the end of the Battle Phase, if this card destroyed a monster by battle: You can target 1 card in your opponent's GY; banish it, face-down. If a card your opponent owns and possesses is banished face-down while you control this card (except during the Damage Step): You can banish cards from the top of your opponent's Deck, face-down, equal to their face-down banished cards. You can only use this effect of "Number 89: Diablosis the Mind Hacker" once per turn.


                                              Red-Eyes Flare Metal Dragon Red-Eyes Flare Metal Dragon
                                              Red-Eyes Flare Metal Dragon
                                              DARK
                                              Red-Eyes Flare Metal Dragon
                                              • ATK:

                                              • 2800

                                              • DEF:

                                              • 2400


                                              2 Level 7 monsters Cannot be destroyed by card effects while it has Xyz Material. While this card has Xyz Material, each time your opponent activates a card or effect, inflict 500 damage to your opponent immediately after it resolves. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 "Red-Eyes" Normal Monster in your Graveyard; Special Summon it.


                                              CXyz Simon the Great Moral Leader CXyz Simon the Great Moral Leader
                                              CXyz Simon the Great Moral Leader
                                              LIGHT
                                              CXyz Simon the Great Moral Leader
                                              • ATK:

                                              • 3000

                                              • DEF:

                                              • 2500


                                              3 Level 7 monsters This card is unaffected by other monster effects. If this card has "Norito the Moral Leader" as an Xyz Material, it gains this effect. ● Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; change its battle position, and if you do, negate its effects until the end of this turn.


                                              Number 76: Harmonizer Gradielle Number 76: Harmonizer Gradielle
                                              Number 76: Harmonizer Gradielle
                                              LIGHT
                                              Number 76: Harmonizer Gradielle
                                              • ATK:

                                              • 2700

                                              • DEF:

                                              • 2100


                                              2 Level 7 monsters This card's Attribute is also treated as each of its attached materials' Attributes. Cannot be destroyed by battle with a monster of the same Attribute, also cannot be destroyed by the activated effects of your opponent's monsters with the same Attribute. (Quick Effect): You can target 1 monster in your opponent's GY; detach 1 material from this card, and if you do, attach that target to this card as material. You can only use this effect of "Number 76: Harmonizer Gradielle" once per turn.


                                              Several Rank 7 options for troll decks

                                              Link

                                              Knightmare Phoenix Knightmare Phoenix
                                              Knightmare Phoenix
                                              FIRE
                                              Knightmare Phoenix
                                              • ATK:

                                              • 1900

                                              • LINK-2

                                              Link Arrow:

                                              Top

                                              Right


                                              2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.


                                              Topologic Zeroboros Topologic Zeroboros
                                              Topologic Zeroboros
                                              DARK
                                              Topologic Zeroboros
                                              • ATK:

                                              • 3000

                                              • LINK-4

                                              Link Arrow:

                                              Top-Left

                                              Bottom-Left

                                              Bottom-Right

                                              Top-Right


                                              2+ Effect Monsters You cannot Summon/Set monsters to any Extra Monster Zone this card points to. Gains 200 ATK for each banished card. If another monster is Special Summoned to a zone a Link Monster points to, while this monster is on the field: Banish all cards on the field. Once per turn, during the Standby Phase of the next turn after this card was banished by its own effect: Special Summon this banished card.


                                              Knightmare Unicorn Knightmare Unicorn
                                              Knightmare Unicorn
                                              DARK
                                              Knightmare Unicorn
                                              • ATK:

                                              • 2200

                                              • LINK-3

                                              Link Arrow:

                                              Left

                                              Bottom

                                              Right


                                              2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.


                                              Accesscode Talker Accesscode Talker
                                              Accesscode Talker
                                              DARK
                                              Accesscode Talker
                                              • ATK:

                                              • 2300

                                              • LINK-4

                                              Link Arrow:

                                              Top

                                              Left

                                              Bottom

                                              Right


                                              2+ Effect Monsters Your opponent cannot activate cards or effects in response to this card's effect activations. If this card is Link Summoned: You can target 1 Link Monster that was used as material for its Link Summon; this card gains ATK equal to that monster's Link Rating x 1000. You can banish 1 Link Monster from your field or GY; destroy 1 card your opponent controls, also for the rest of this turn, you cannot banish monsters with that same Attribute to activate this effect of "Accesscode Talker".




                                              Tag(s):

                                              In case you can't Xyz, Link is the stable direction!

                                              Divine Arsenal AA-ZEUS - Sky Thunder (Boss)

                                              Divine Arsenal AA-ZEUS - Sky Thunder
                                              Divine Arsenal AA-ZEUS - Sky Thunder
                                              Divine Arsenal AA-ZEUS - Sky Thunder
                                              LIGHT
                                              Divine Arsenal AA-ZEUS - Sky Thunder
                                              • ATK:

                                              • 3000

                                              • DEF:

                                              • 3000


                                              2 Level 12 monsters Once per turn, if an Xyz Monster battled this turn, you can also Xyz Summon "Divine Arsenal AA-ZEUS - Sky Thunder" by using 1 Xyz Monster you control as material. (Transfer its materials to this card.) (Quick Effect): You can detach 2 materials from this card; send all other cards from the field to the GY. Once per turn, if another card(s) you control is destroyed by battle or an opponent's card effect: You can attach 1 card from your hand, Deck, or Extra Deck to this card as material.




                                              Tag(s):

                                              What is your final direction? Xyz will be Zeus!



                                              Sample deck

                                              This is a sample deck you can refer to to build yourself an OCG Kashtira Control Deck!

                                              Sample deck from YGO Vietnam - 01

                                              Main: 37 Extra: 18

                                              2 cardDimension Shifter
                                              2 cardDimension Shifter
                                              Dimension Shifter
                                              DARK 6
                                              Dimension Shifter
                                              • ATK:

                                              • 1200

                                              • DEF:

                                              • 2200


                                              If you have no cards in your GY (Quick Effect): You can send this card from your hand to the GY; until the end of the next turn, any card sent to the GY is banished instead.


                                              3 cardKashtira Fenrir
                                              3 cardKashtira Fenrir
                                              Kashtira Fenrir
                                              EARTH 7
                                              Kashtira Fenrir
                                              • ATK:

                                              • 2400

                                              • DEF:

                                              • 2400


                                              If you control no monsters, you can Special Summon this card (from your hand). You can only use each of the following effects of "Kashtira Fenrir" once per turn. During your Main Phase: You can add 1 "Kashtira" monster from your Deck to your hand. When this card declares an attack, or if your opponent activates a monster effect (except during the Damage Step): You can target 1 face-up card your opponent controls; banish it, face-down.


                                              3 cardKashtira Unicorn
                                              3 cardKashtira Unicorn
                                              Kashtira Unicorn
                                              WIND 7
                                              Kashtira Unicorn
                                              • ATK:

                                              • 2500

                                              • DEF:

                                              • 2100


                                              If you control no monsters, you can Special Summon this card (from your hand). You can only use each of the following effects of "Kashtira Unicorn" once per turn. During your Main Phase: You can add 1 "Kashtira" Spell from your Deck to your hand. When this card declares an attack, or if your opponent activates a monster effect (except during the Damage Step): You can look at your opponent's Extra Deck, and if you do, banish 1 monster from it, face-down.


                                              3 cardMaxx "C"
                                              3 cardMaxx "C"
                                              Maxx "C"
                                              EARTH 2
                                              Maxx "C"
                                              • ATK:

                                              • 500

                                              • DEF:

                                              • 200


                                              During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.


                                              1 cardScareclaw Kashtira 1 cardScareclaw Kashtira
                                              Scareclaw Kashtira
                                              EARTH 7
                                              Scareclaw Kashtira
                                              • ATK:

                                              • 0

                                              • DEF:

                                              • 2600


                                              During the Main Phase (Quick Effect): You can Special Summon this card from your hand, and if you do, banish 1 "Kashtira" or "Scareclaw" card from your hand or GY. You can only use this effect of "Scareclaw Kashtira" once per turn. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If your "Kashtira" or "Scareclaw" monster battles an opponent's monster, that opponent's monster's effects are negated until the end of this turn.


                                              1 cardTearlaments Kashtira
                                              1 cardTearlaments Kashtira
                                              Tearlaments Kashtira
                                              WATER 7
                                              Tearlaments Kashtira
                                              • ATK:

                                              • 2300

                                              • DEF:

                                              • 1200


                                              During the Main Phase (Quick Effect): You can Special Summon this card from your hand, and if you do, banish 1 "Kashtira" or "Tearlaments" card from your hand or GY. If this card is Normal or Special Summoned: You can send the top 3 cards of either player's Deck to the GY. If this card is sent to the GY by card effect: You can send the top 2 cards of your Deck to the GY. You can only use each effect of "Tearlaments Kashtira" once per turn.


                                              3 cardAsh Blossom & Joyous Spring 3 cardAsh Blossom & Joyous Spring
                                              Ash Blossom & Joyous Spring
                                              FIRE 3
                                              Ash Blossom & Joyous Spring
                                              • ATK:

                                              • 0

                                              • DEF:

                                              • 1800


                                              When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.


                                              2 cardCalled by the Grave
                                              2 cardCalled by the Grave
                                              Called by the Grave
                                              Spell Quick
                                              Called by the Grave

                                                Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.




                                                Tag(s):

                                                1 cardHarpie's Feather Duster
                                                1 cardHarpie's Feather Duster
                                                Harpie's Feather Duster
                                                Spell Normal
                                                Harpie's Feather Duster

                                                  Destroy all Spell and Trap Cards your opponent controls.




                                                  Tag(s):

                                                  2 cardKashtira Birth
                                                  2 cardKashtira Birth
                                                  Kashtira Birth
                                                  Spell Continuous
                                                  Kashtira Birth

                                                    You can Normal Summon Level 7 monsters without Tributing. During your Main Phase: You can Special Summon 1 of your non-Xyz "Kashtira" monsters that is banished or in your GY. If your opponent activates a Spell Card or effect, and you control a "Kashtira" monster: You can target 3 cards in your opponent's GY; banish them, face-down. You can only use each effect of "Kashtira Birth" once per turn.


                                                    2 cardKashtira Overlap 2 cardKashtira Overlap
                                                    Kashtira Overlap
                                                    Spell Quick
                                                    Kashtira Overlap

                                                      Target 1 monster on the field; banish 1 monster with 1500 ATK/2100 DEF from your hand, your GY, or face-up on either field, and if you do, the targeted monster gains 1500 ATK. If this card is banished and you control a "Kashtira" monster: You can target 1 Effect Monster your opponent controls; negate its effects until the end of this turn. You can only use each effect of "Kashtira Overlap" once per turn.


                                                      3 cardKashtiratheosis 3 cardKashtiratheosis
                                                      Kashtiratheosis
                                                      Spell Normal
                                                      Kashtiratheosis

                                                        Target 1 "Kashtira" monster you control; Special Summon 1 "Kashtira" monster with a different Attribute from your Deck in Defense Position, also for the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except Xyz Monsters. If this card is banished: You can target 1 of your banished "Kashtira" cards, except "Kashtiratheosis"; add it to your hand. You can only use each effect of "Kashtiratheosis" once per turn.


                                                        3 cardSacred Sword of Seven Stars 3 cardSacred Sword of Seven Stars
                                                        Sacred Sword of Seven Stars
                                                        Spell Normal
                                                        Sacred Sword of Seven Stars

                                                          Banish 1 Level 7 monster from your hand or face-up from your side of the field; draw 2 cards. You can only activate 1 "Sacred Sword of Seven Stars" per turn.


                                                          1 cardTerraforming
                                                          1 cardTerraforming
                                                          Terraforming
                                                          Spell Normal
                                                          Terraforming

                                                            Add 1 Field Spell from your Deck to your hand.




                                                            Tag(s):

                                                            3 cardInfinite Impermanence 3 cardInfinite Impermanence
                                                            Infinite Impermanence
                                                            Trap Normal
                                                            Infinite Impermanence

                                                              Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.


                                                              2 cardKashtira Big Bang 2 cardKashtira Big Bang
                                                              Kashtira Big Bang
                                                              Trap Normal
                                                              Kashtira Big Bang

                                                                If a "Kashtira" Xyz Monster is on the field and a player controls 2 or more monsters: They must banish monsters they control, face-down, so they only control 1 monster. If this card is banished: You can target 1 "Kashtira" Xyz Monster you control; add 1 of your "Kashtira" monsters attached to it to your hand, then you can Special Summon that monster from your hand. You can only use each effect of "Kashtira Big Bang" once per turn.


                                                                2 cardKashtira Preparations 2 cardKashtira Preparations
                                                                Kashtira Preparations
                                                                Trap Continuous
                                                                Kashtira Preparations

                                                                  During either player's turn: You can Special Summon 1 of your "Kashtira" monsters that is banished or in your hand. If your opponent activates a Trap Card or effect, you control a "Kashtira" monster, and this card is already face-up in your Spell & Trap Zone: You can look at your opponent's hand, and if you do, banish 1 card from it face-down. You can only use each effect of "Kashtira Preparations" once per turn.


                                                                  1 cardGravity Controller 1 cardGravity Controller
                                                                  Gravity Controller
                                                                  DARK
                                                                  Gravity Controller
                                                                  • ATK:

                                                                  • 1000

                                                                  • LINK-1

                                                                  Link Arrow:

                                                                  Bottom-Left


                                                                  1 non-Link Monster in an Extra Monster Zone Cannot be used as Link Material the turn it is Link Summoned. This card in the Extra Monster Zone cannot be destroyed by battle with a monster in the Main Monster Zone. At the start of the Damage Step, if this card battles an opponent's monster in the Extra Monster Zone: You can return both that opponent's monster and this card to the Deck.


                                                                  1 cardBaronne de Fleur
                                                                  1 cardBaronne de Fleur
                                                                  Baronne de Fleur
                                                                  WIND 10
                                                                  Baronne de Fleur
                                                                  • ATK:

                                                                  • 3000

                                                                  • DEF:

                                                                  • 2400


                                                                  1 Tuner + 1+ non-Tuner monsters Once per turn: You can target 1 card on the field; destroy it. Once while face-up on the field, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that card. You can only use the previous effect of "Baronne de Fleur" once per turn. Once per turn, during the Standby Phase: You can target 1 Level 9 or lower monster in your GY; return this card to the Extra Deck, and if you do, Special Summon that monster.


                                                                  1 cardPSY-Framelord Omega
                                                                  1 cardPSY-Framelord Omega
                                                                  PSY-Framelord Omega
                                                                  LIGHT 8
                                                                  PSY-Framelord Omega
                                                                  • ATK:

                                                                  • 2800

                                                                  • DEF:

                                                                  • 2200


                                                                  1 Tuner + 1+ non-Tuner monsters Once per turn, during the Main Phase (Quick Effect): You can banish both this face-up card from the field and 1 random card from your opponent's hand, face-up, until your next Standby Phase. Once per turn, during your opponent's Standby Phase: You can target 1 banished card; return it to the GY. If this card is in your GY: You can target 1 other card in the GY; shuffle both that card and this card from the GY into the Deck.


                                                                  1 cardArc Rebellion Xyz Dragon 1 cardArc Rebellion Xyz Dragon
                                                                  Arc Rebellion Xyz Dragon
                                                                  DARK
                                                                  Arc Rebellion Xyz Dragon
                                                                  • ATK:

                                                                  • 3000

                                                                  • DEF:

                                                                  • 2500


                                                                  3 Level 5 monsters This Xyz Summoned card cannot be destroyed by card effects. You can detach 1 material from this card; this card gains ATK equal to the total original ATK of all other monsters on the field, then, if this card has a DARK Xyz Monster as material, negate the effects of all other face-up monsters on the field. After this effect resolves, you cannot declare attacks with other monsters for the rest of this turn. You can only use this effect of "Arc Rebellion Xyz Dragon" once per turn.


                                                                  6 cardKashtira Arise-Heart
                                                                  6 cardKashtira Arise-Heart
                                                                  Kashtira Arise-Heart
                                                                  DARK
                                                                  Kashtira Arise-Heart
                                                                  • ATK:

                                                                  • 3000

                                                                  • DEF:

                                                                  • 3000


                                                                  3 Level 7 monsters Once per turn, you can also Xyz Summon "Kashtira Arise-Heart" by using 1 "Kashtira" monster you control, if an effect of "Kashtira Shangri-Ira" was successfully activated this turn. (Transfer its materials to this card.) Any card sent to the GY is banished instead. Once per Chain, each time a card(s) is banished: Attach 1 banished card to this card as material. Once per turn (Quick Effect): You can detach 3 materials from this card, then target 1 card on the field; banish it face-down.


                                                                  3 cardKashtira Shangri-Ira 3 cardKashtira Shangri-Ira
                                                                  Kashtira Shangri-Ira
                                                                  FIRE
                                                                  Kashtira Shangri-Ira
                                                                  • ATK:

                                                                  • 0

                                                                  • DEF:

                                                                  • 3000


                                                                  2+ Level 7 monsters During each Standby Phase: You can Special Summon 1 "Kashtira" monster from your Deck. You can only use the previous effect of "Kashtira Shangri-Ira" once per turn. Each time a card(s) your opponent owns and possesses is banished face-down (except during the Damage Step): You can choose 1 unused Main Monster Zone or Spell & Trap Zone; it cannot be used while this monster is face-up on the field. If this card on the field would be destroyed by battle or card effect, you can detach 1 material from this card instead.


                                                                  1 cardNumber 11: Big Eye 1 cardNumber 11: Big Eye
                                                                  Number 11: Big Eye
                                                                  DARK
                                                                  Number 11: Big Eye
                                                                  • ATK:

                                                                  • 2600

                                                                  • DEF:

                                                                  • 2000


                                                                  2 Level 7 monsters Once per turn: You can detach 1 material from this card, then target 1 monster your opponent controls; take control of that monster. This card cannot attack the turn this effect is activated.


                                                                  1 cardNumber 89: Diablosis the Mind Hacker
                                                                  1 cardNumber 89: Diablosis the Mind Hacker
                                                                  Number 89: Diablosis the Mind Hacker
                                                                  DARK
                                                                  Number 89: Diablosis the Mind Hacker
                                                                  • ATK:

                                                                  • 2800

                                                                  • DEF:

                                                                  • 1200


                                                                  2 Level 7 monsters Once per turn: You can detach 1 material from this card; look at your opponent's Extra Deck and banish 1 monster from it, face-down. At the end of the Battle Phase, if this card destroyed a monster by battle: You can target 1 card in your opponent's GY; banish it, face-down. If a card your opponent owns and possesses is banished face-down while you control this card (except during the Damage Step): You can banish cards from the top of your opponent's Deck, face-down, equal to their face-down banished cards. You can only use this effect of "Number 89: Diablosis the Mind Hacker" once per turn.


                                                                  1 cardOdd-Eyes Absolute Dragon 1 cardOdd-Eyes Absolute Dragon
                                                                  Odd-Eyes Absolute Dragon
                                                                  WATER
                                                                  Odd-Eyes Absolute Dragon
                                                                  • ATK:

                                                                  • 2800

                                                                  • DEF:

                                                                  • 2500


                                                                  2 Level 7 monsters When any player's monster declares an attack: You can detach 1 material from this card; negate the attack, then you can Special Summon 1 "Odd-Eyes" monster from your hand or GY. If this Xyz Summoned card is sent to the GY: You can Special Summon 1 "Odd-Eyes" monster from your Extra Deck, except "Odd-Eyes Absolute Dragon". You can only use each effect of "Odd-Eyes Absolute Dragon" once per turn.


                                                                  1 cardOdd-Eyes Rebellion Dragon 1 cardOdd-Eyes Rebellion Dragon
                                                                  Odd-Eyes Rebellion Dragon
                                                                  DARK4
                                                                  Odd-Eyes Rebellion Dragon
                                                                  • ATK:

                                                                  • 3000

                                                                  • DEF:

                                                                  • 2500


                                                                  [ Pendulum Effect ] Once per turn, if you have no cards in your other Pendulum Zone: You can place 1 Pendulum Monster from your Deck in your Pendulum Zone. [ Monster Effect ] 2 Level 7 Dragon monsters If you can Pendulum Summon Level 7, you can Pendulum Summon this face-up card in your Extra Deck. If this card is Xyz Summoned by using an Xyz Monster as material: Destroy as many Level 7 or lower monsters your opponent controls as possible, and if you do, inflict 1000 damage to your opponent for each card destroyed, also this card can make 3 attacks during each Battle Phase this turn. If this card in the Monster Zone is destroyed by battle or card effect: You can destroy as many cards in your Pendulum Zones as possible (min. 1), and if you do, place this card in your Pendulum Zone.


                                                                  1 cardOdd-Eyes Rebellion Dragon Overlord 1 cardOdd-Eyes Rebellion Dragon Overlord
                                                                  Odd-Eyes Rebellion Dragon Overlord
                                                                  DARK4
                                                                  Odd-Eyes Rebellion Dragon Overlord
                                                                  • ATK:

                                                                  • 3000

                                                                  • DEF:

                                                                  • 2500


                                                                  [ Pendulum Effect ] Once per turn: You can Special Summon this card from your Pendulum Zone, then Special Summon from your Extra Deck, 1 "Rebellion" or "The Phantom Knights" monster, using this card as material (this is treated as an Xyz Summon), then you can attach 1 card from your Pendulum Zone to it as material. [ Monster Effect ] 2 Level 7 monsters You can also Xyz Summon this card by using a "Rebellion" Xyz Monster you control as material. (Transfer its materials to this card.) If you can Pendulum Summon Level 7, you can Pendulum Summon this face-up card from your Extra Deck. This card that was Xyz Summoned using a Rank 7 Xyz Monster as material can make up to 3 attacks during each Battle Phase. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone. You can only Special Summon "Odd-Eyes Rebellion Dragon Overlord(s)" once per turn.


                                                                   




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