Kashtira Arise-Heart
Kashtira Arise-Heart

Kashtira Arise-Heart – #PHHY-EN046

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.

Date Reviewed:  April 21st, 2023

Rating: 4.37

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:


KoL's Avatar
King of
Lullaby

Hello Pojo Fans,

Kashtira Arise-Heart is the newest of the Kashtira Xyz monsters and the only one that requires three materials to be summoned.

The more materials on Shangri-Ira the better, however, you can still summon it without having to attach more than two, Arise-Heart requires three. Where Ira had only DEF, Arise-Heart has both 3000ATK and 3000DEF, making it your powerhouse Xyz rather than a combo/lockdown Xyz. You can Xyz Summon Arise-Heart however by using a Kashtira in conjunction with successfully activating Shangri-Ira during the turn. This can be a regular Main Deck Kashtira monster or Shangri-Ira itself, in which case the materials will be transferred to Arise-Heart.

Banisher of The Radiance effect for any card sent to the grave employs the banishing theme the Kashtira have but in a blanket style effect now. When a card gets banished, Arise-Heart can attach a banished card as material. This is a once per Chain effect, meaning Arise-Heart has the potential to attach multiple materials per turn. With its banish everything sent to the grave combined with attaching a card once per chain as material, it’s no wonder it costs three materials to banish a card on the field face-down. That is pretty costly, even with Arise-Heart being able to attach multiple times per turn. I can’t see you using this effect more than twice before you’ve simplified the gamestate or found a much easier way of spot removal. It is a Quick Effect so you’ve got a good bit of interruption there. The earlier you get Arise-Heart onto the field the better. The banish everything sent to the grave if fantastic as the grave is used more than ever nowadays, this effect alone can stall out players, and whenever they try to power through this effect you will be attaching something of theirs to Arise-Heart.

Arise-Heart is a fantastic Xyz for Kashtira. Attaching materials to itself to fuel its spot removal that can be used during either turn is great, but the banish instead of going to the grave cannot be understated. You take away an opponent’s graveyard and they have only their hand and field left. Kashtira already take away the field through Shangri-Ira, the two work hand-in-hand and with both on the field it will take a good amount of force to break through.

Advanced-4/5     Art-4/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

The week comes to an end with the proper boss monster to the Kashtira archetype: Kashtira Arise-Heart.

Arise-Heart is a Rank 7 DARK Machine Xyz with 3000 ATK and DEF. The stats are great for a Rank 7, DARK and Machine usually makes for a great combination as well. The materials to summon this are any 3 Level 7 monsters, which is generic but costly, but you can also Xyz Summon this once a turn by overlaying it on top of any Kashtira monster during a turn you activated the effect of Kashtira Shangri-Ira successfully, which is much easier to do. In return, you get a powerhouse of an Xyz. The first effect banishes any card that would be sent to the graveyard, which alone is pretty good already. The next effect is a once per chain, triggering when a card(s) is banished, letting you attach a banished card to this as material, building up Xyz Materials for its last effect, which is a soft once per turn and a Quick Effect to detach 3 materials and banish any card on the field face-down, which is extremely strong removal while also triggering the effect of Shangri-Ira. It’s very easy to build up materials to use this over multiple turns, and no hard once per turn helps make summoning multiples of this worthwhile. It’s not hard to summon with its generic materials for anything Rank 7 related, especially in Kashtira, but Kashtira itself has an easier time summoning this off its own effect and you get a great return out of it. Play at least 2 in a Kashtira Extra Deck and consider it potentially for other Rank 7 strategies if the banishing won’t hurt you.

Advanced Rating: 4.5/5

Art: 5/5 A very intimidating presence.


Mighty Vee
Mighty
Vee

This week’s Kashtira coverage ends with the new boss of the Kashtira archetype, wrapping up this incredible wave of support: Kashtira Arise-Heart is a Rank 7 DARK Machine Xyz monster, which is oddly off-brand for Kashtira, but it doesn’t matter too much in the grand scheme of things. Ariseheart requires three level 7 monsters, which is a fairly tall order unless you’re playing Kashtira, and if that seems too hard for you, just wait for the alternative summoning condition! Like the rest of the Visas lore bosses, it has both 3000 attack and defense, a solidly balanced stat spread.

Arise-Heart has no less than four effects, all of them being a thorn in the side for one reason or another. First, you can Xyz Summon Arise-Heart using any Kashtira monster you control if one of Kashtira Shangri-Ira’s effects was activated that turn, taking its Xyz materials as well if it was an Xyz monster. This is why summoning Kashtira Riseheart after Shangri-Ira is important, since it’ll trigger Shangri-Ira’s zone lock and allow you to summon Riseheart with any Kashtira monster you choose. You can only do this once per turn, but thankfully there’s no real need for multiple Arise-Hearts. Of course, the bread and butter Kashtira combo can naturally make Arise-Heart as well, dodging Nibiru, the Primal Being in exchange for a more conservative board, so you’ll have to use your judgement. The second effect is a cut-and-dry Macro Cosmos, banishing any card that’s sent to the Graveyard. Naturally, any Graveyard decks will have a rough time as long as Arise-Heart is on the field, and Kashtira decks proper aren’t bothered by this at all. Arise-Heart’s third effect is a once per chain, which sounds weird but makes sense with the last effect; each time a card is banished, you attach it to Arise-Heart as material. Note that this is mandatory, so it does leave it vulnerable to destructive trigger effects, but the fact that it’s only once per chain means it can quickly suck up more Xyz materials; a funny play is to activate Pot of Prosperity and absorb Infinitrack Goliath for some much-needed destruction protection. Arise-Heart’s final effect, a soft once per turn Quick effect, deteaches three Xyz materials target any card on the field and banish it face-down. It’s simple removal, but strong enough to be solid disruption. Three Xyz materials is a heavy cost, so it makes sense that it can regain those materials very quickly. Arise-Heart has a plethora of insane effects, though its one Achilles Heel is a lack of protection, forcing you to play cards like Forbidden Lance to protect it from backrow and the aforementioned Infinitrack Goliath tech to keep it from being outright deleted. Still, it’s incredibly easy to summon in its home deck, and it’s not hard to see why Kashtira is the best deck in the format.

Advanced: 4.5/5

Art: 4.5/5 The most fitting boss for a deck of lobster Gundams? A dragon shogun Gundam, of course.


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