Kashtira Riseheart
Kashtira Riseheart

Kashtira Riseheart – #PHHY-EN006

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.

Date Reviewed:  April 17th, 2023

Rating: 4.17

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

Hello Pojo Fans,

Kashtira week once again here on Pojo and we’re going to begin with Kashtira Riseheart.

In terms of Special Summoning, Riseheart is the only Level 4 in the Main Deck and thus, the weakest of the Kashtira to Special Summon themselves. However, Riseheart doesn’t need you to control zero monsters, Riseheart can Special Summon himself if you control a Kashtira. Riseheart will lock you into Xyz Monsters from the Extra Deck for the rest of the turn, but in an archetype that doesn’t have any dedicated Extra Deck monsters except Xyz, this is a mute point. When Normal or Special Summoned, Riseheart is like a Runick effect: banishing the top three cards on your opponent’s deck for the cost of banishing a Kashtira card. While this makes Riseheart annoying to the opponent, removes a card you likely have multiple copies of in the deck, and is an easy effect to come by, Riseheart becoming Level 7 and thus enabling himself to be used for those Xyz Summons you are locked into for the turn may be the better of the effects.

The banish works in tandem with the Continuous Spell Kashtira Birth for another free Level 7 on the field. Arise-Heart can attach a banished card as material when something gets banished, fueling that Xyz Monster, and Kashtira Overlap can be banished to negate a monster’s effect(s) for the turn. You have to banish cards using Riseheart for it to become Level 7, and you have to be able to banish 3, but the odds of this ever becoming a problem are slim.

Kashtira Riseheart is the Main Deck Kashtira that comes in after you’ve done your first or second Special Summon. Another Rank 7 facilitator, Riseheart brings annoyance and setup in contrast to the first couple of Kashtira we reviewed whose jobs are to dominate in the Battle Phase.

Advanced-4/5     Art-3.5/5

Until Next Time

Crunch$G Avatar

More Kashtira cards as we finally get the support that broke the archetype into the meta, starting with the “Heart” in the Main Deck for the Kashtira archetype: Kashtira Riseheart.

Riseheart is a Level 4 FIRE Warrior with 1500 ATK and 2100 DEF. Stats are fine for Level 4, mainly a good DEF stat, and being both FIRE and Warrior is quite nice. The first effect lets you Special Summon this from the hand if you control a Kashtira monster, but you can only summon Xyzs from the Extra Deck for the rest of the turn. The restriction is fine since you’re mainly Xyz Summoning in Kashtira anyways, so really you get a free body on board to make your Xyz plays, which can be appreciated. With all the other Kashtiras being Level 7, this of course has an effect to make itself a Level 7, doing so by banishing a Kashtira card from your Deck besides Riseheart and then banishing the top 3 cards of the opponent’s Deck face-down. A pretty powerful effect to trigger the effects of your Kashtira cards that want to be banished or to get something banished you could summon off of Kashtira Birth. Banising the top cards of the opponent’s Deck face-down is nice to potentially hit some power cards and make them hard to recover, all while also triggering the effect of Shangri-Ira to lock an opponent’s zone down. This alongside another Level 7 could then help you make Number 89, or this alone lets you summon your boss monster after you trigger the effect of Shangri-Ira. EAch effect is a hard once per turn, which is certainly fair enough on something this strong. Riseheart is certainly one of the best Kashtira names out there to help the Deck make its standard plays, so you’d want to have 3 of this most likely along with as many ways to get to it as possible.

Advanced Rating: 4.5/5

Art: 4/5 Don’t know how I feel about it compared to Reichheart, Reinoheart, and the upcoming Riumheart, but it’s fine artwork still.

Mighty Vee

This week we get into the head honchos of Photon Hypernova, the now-notorious Kashtira archetype. Despite a mediocre first wave, they’ve come back with a vengeance as the top deck of the format with the disappearance of Ishizu Tearlaments. How did it happen? Let’s start with Kashtira Riseheart, a level 4 FIRE Warrior monster. Like the rest of the Heart family, it’s a level 4 Warrior, so you can search it with Reinforcement of the Army if necessary, but you’ll usually search it with Kashtira Fenrir (or Pressured Planet Wraitsoth in a pinch). It technically has synergy with FIRE Warrior support, but it’s not worth pursuing in either Infernoble or Kashtira decks. Following suite with Reichheart and Reinoheart, Riseheart has a middling 1500 attack but an above average 2100 defense, so it can be an emergency wall in fringe scenarios, though odds are you are probably losing if you have to set Riseheart.

Riseheart has two hard once per turn effects, both of which are incredibly useful. Riseheart can Special Summon itself from the hand as long as you control a Kashtira monster, so if you search it with Fenrir, you can summon it immediately for free. This effect will lock you into Xyz monsters for the rest of the turn, which is just fine since Kashtira’s Extra Deck is largely comprised of Xyz monsters anyway. Riseheart’s other effect can only be activated during your Main Phase the turn it was summoned, letting you banish a Kashtira card from your deck except itself to banish the top three cards of your opponent’s deck (face-down, of course) then make Riseheart level 7. This effect is incredibly loaded; first, you can banish a Kashtira monster to bring it back with Kashtira Birth, or you can banish Kashtira Big Bang to take advantage of its banish effect and bring out a Kashtira from Kashtira Shangri-Ira’s Xyz materials, providing another body. Milling the opponent’s deck already sounds horrific, and frankly it isn’t for the mill alone, but the important part is that it triggers Shangri-Ira’s zone lock, which is important for summoning the archetype’s new boss monster. Additionally, the more aggressive combos will summon Number 89: Diablosis the Mind Hacker first, which will be triggered by the mill and mill even more cards, which trigger Shangri-Ira once again. Finally, the simplest and most obvious part, Riseheart becomes level 7, letting you use it as an Xyz material for a Kashtira Xyz monster (or any Rank 7 with generic requirements). While it doesn’t start any combos by itself, Riseheart is an outstanding combo tool and is just one of the many shiny new toys Kashtira has at its disposal. Many decks run just 2 to avoid bricking, but you could make an argument for 3 if you are paranoid of Fenrir getting beaned by a hand trap.

Advanced: 4/5

Art: 3.75/5 Visas goes Japan!

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