Kashtira Fenrir – #DABL-EN012
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.
Date Reviewed: December 28, 2022
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
Hello Pojo Fans,
Kashtira Fenrir makes it to #3 and I’ll admit, while I saw this archetype while searching for cards to be in the countdown, I didn’t give it much thought.
Kashtira Fenrir has the same Special Summon ability all Kashtira monsters have, which is also a pretty standard Special Summon effect for higher level monsters in the game: Special Summon if your opponent controls a monster and you do not. Fenrir is the monster searcher for the archetype, and with an archetype that has only three monsters (including itself), you need to get to your monsters fast.
Banish any face-up card your opponent controls each time you make an attack with Fenrir or they activate a monster effect is a great 1-for-1 at the worst. Banishing face-down essentially takes that card away for good. Attacking with Fenrir to trigger the banish ability yourself balances the card and is easy enough to facilitate. Attack into a bigger monster, target it with the banish and then attack something smaller. Going second and dropping Kashtira Fenrir before continuing your turn is basically daring them to play a hand trap. Sure, you don’t get to negate the monster effect your opponent activates, but you still get to banish a card face-down that they have.
It will be interesting to see where the Kashtira archetype goes with more monsters and support. Fenrir is pretty splashable in any deck because it is straight-forward in its approach. A deck that banishes or runs several Level 7’s could consider finding a spot for Fenrir. Great banish ability that you control and can be useful at forcing your opponent into using effect(s) before they want to.
Until Next Time
Coming in at number 3 is a replacement for Dinowrestler Pankratops that’ll also take part in a pretty strong strategy that’ll get the remainder of its support at the beginning of 2023. From Darkwing Blast, we have Kashtira Fenrir.
Fenrir is a Level 7 EARTH Psychic with 2400 ATK and DEF. Solid stats on a Level 7, EARTH is pretty good, and Psychic is decent. First effect lets you Special Summon this from the hand if you control no monsters, which is great. No once per turn on this, so if you somehow lose your first Fenrir, you can summon a second. The remaining effects are a hard once per turn, so we aren’t going without that. The first lets you search any Kashtira monster during your Main Phase, which is pretty good to get every turn, especially since this is one of few cards that get to search for itself, though in Kashtira you’ll likely go for more play enablers or extenders. Second effect triggers when this card declares an attack or the opponent activates a monster effect (except during Damage Step), letting you target and banish a face-up card the opponent controls face-down. Overall a great removal option that’s pretty reliable since almost every Deck has at least 1 monster effect it’ll use, so you should easily get the removal when this isn’t attacking. Banishing face-down is great as well, preventing banishing effects from activating and making it hard for the opponent to get the card back. Fenrir is the best of the Kashtiras we got so far, and it’s solid to run as a Pankratops, but it’ll be a staple 3 of in the Deck it’s meant for, which is actually very good.
Advanced Rating: 4.75/5
Art: 4/5 Don’t really know what a Fenrir is supposed to look like, but I do like the red.
My #3: Tearlaments Kitkallos
Kashtira Fenri cracks the trifecta of the Top 10 Countdown. Earth/Psychic, Level 7, 2400 atk/def and able to Special Summoned via the Hand so long as you control no Monsters. Easy enough to accomplish, great going first or second tool, as well as a nice recovery option as well. Two additional Effects that can each be used Once per Turn: You net a Theme Monster from your Deck to your Hand (During your Main Phase) for free. Resource replenishment is always good; getting said resource for no cost is even better yet. But the second Effect is where this card really shines. Save the Damage Step, when this card attacks or your opponent activates a Monster Effect, you can Target a face-up card your opponent controls, and remove it from play. BUT, said card is removed face-down…meaning the odds of them seeing that card again aren’t very great. Losing one card, the boss, who/whatever it may be (not to mention anything about timing of loss) can be enough to cripple a Deck. Easy to drop and abuse, this thing deserves a place among the best this year.
Art: 4.5/5 Definitely some nice anime feel about this to me, at least in terms of the actual Monster. And it’s fun enough.
Taking the honor of the bronze reward as the number 3 card in our countdown, Kashtira Fenrir is another sneak peek review, as part of the Kashtira archetype debuting in Darkwing Blast. A level 7 EARTH Psychic monster, it has a relatively low but balanced stat spread of 2400 attack and defense. This card has seen a lot of hype due to its OCG performance, and while it hasn’t received quite as much success in the TCG, it’s definitely still a card worth mentioning.
Fenrir’s first effect is shared by the initial three Kashtira monsters, being able to Special Summon itself from your hand if you control no monsters. This makes them fantastic to open, but a bit of a liability on future turns. Fenrir’s other two effects are both a hard once per turn, the first allowing you to search any Kashtira monster during the Main Phase. In Kashtira decks proper, you’ll be using this to search a combo piece coming in a future set, but as a splashed card, there’s no reason not to search another Fenrir to thin your deck a little and get potential discard fodder. Fenrir’s last effect is its claim to fame, triggering when your opponent activates a monster effect or if Fenrir declares an attack, allowing you to banish a face-up card on your opponent’s field face-down. While I personally think banishing face-down is overrated, it’s still really good disruption for a monster you can summon for free in many decks; being able to function as a boardbreaker as well is icing on the cake. In the OCG, Fenrir was splashed in basically every deck, since it was useful going both first and second, leading to it along with its searchers being limited in a recent banlist. In a jam, you can even summon Fenrir and then drop a ghost girl like Ash Blossom and make Baronne de Fleur for a quick negate. Over here, while Fenrir has been played (receiving a nasty $80 price tag!), it’s not quite to the same degree as in the OCG. Still, Fenrir is a key card in its own deck and can function as an extender in the current other two Visas Starfrost lore decks (Scareclaw and Tearlaments), so it’s no wonder that Fenrir still makes the cut.
Art: 3.5/5 This is one card I regret looking at up close, I didn’t realize he had teeth…
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