Kashtira Shangri-Ira
Kashtira Shangri-Ira

Kashtira Shangri-Ira – #DABL-EN045

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.

Date Reviewed:  February 3rd, 2023

Rating: 4.00

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 Shangri-Ira wraps up the week and is the topic of lockdown shenanigans.

You need at least two Level 7 monsters to summon Shangri-Ira, however you can use as many as you want. With 0ATK/3000DEF it wont be winning you any battles, however, you can detach a material to prevent it from being destroyed, so the more materials the better for you.

Each Standby Phase you get a free Special Summon of a Kashtira from your Deck, that is two Kashtira each full turn between you and your opponent. This effect keeps bodies on the field to protect your LP, as well as force your opponent to prioritize due to the banish abilities of the Kashtira Main Deck monsters when faced with monster effects from your opponent.

The lockdown effect I was referring to involves your opponent having a card banished face-down. Whenever that happens Shangri-Ira will lock down a zone on your opponent’s field, and that zone can’t be used as long as Shangri-Ira is on the field. You can negate Shangri-Ira all you want, that zone is gone until you get rid of Shangri-Ira. Multiple Shangri-Ira get rid of zones quickly, and because you only need Shangri-Ira on the field you would even lock everything down with Skill Drain and sit with this in defense. Kashtira Birth and any Kashtira in your hand and on the field equals this card, Kashtira Preparations and Birth help to put monster on the field to help banish cards to activate this card’s effect, and now they have yesterday’s CoTD choice as another Xyz monster to fuel this card’s lockdown ability.

Even with being unable to lock down the Extra Monster Zone that you can use, if you lock down their Monster Zones they are in deep deep trouble. Hardly anyone plays board-wipe cards like Raigeki, Torrential, and Dark Hole anymore. You’ll see Lightning Storm, but not every deck plays it, and that’s a max of three copies in a 40-card deck, needing to draw one if all your Main Monster Zones are locked. This strategy can be surprisingly consistent as well, and even if you aren’t trying to do this strategy, Shangri-Ira gels with the banishing effects and makes it incredibly hard for your opponent to play.

Advanced-4/5     Art-4/5

Until Next Time
KingofLullaby


Crunch$G Avatar
Crunch$G

If you love Ojamas for locking down the opponent’s card zones but want to play a better Deck than Ojamas, then your solution is here with Kashtira Shangri-Ira.

Shangri-Ira is a Rank 7 FIRE Psychic Xyz with 0 ATK and 3000 DEF. So you 100% want this in Defense Position, FIRE is alright, and Psychic is solid still. Materials are any 2+ Level 7 monsters, so generic and lets you use as many monsters as you might want. First effect triggers during each Standby Phase, where you can summon any Kashtira monster from Deck, which is pretty strong to have more access to banishing or searching if you summon it/keep it on your turn. The previous effect is the only hard once per turn on this card, which is fine. The second effect triggers when a card(s) the opponent owns and possesses is banished face-down, letting you choose an unused Main Monster Zone or Spell & Trap Zone and prevent the opponent from being able to use it while this monster is face-up on the field. A very strong effect to limit the amount of cards the opponent can use, depending on if you target the Monster Zones or backrow, but it’s easy to get multiple zones locked in a turn anyways. It’s also hard to turn this off since negating the effect won’t work since the card is face-up on the field still and therefore will still lock the zones, so you’d have to remove it from the field somehow or put it face-down. Removing it from the field might be hard, since it can detach a material from itself to prevent its destruction on field, so it at least has protection. Shangri-Ira can be pretty degenerate if you banish enough of the opponent’s cards face-down, since you can then outright lock the opponent from making simple plays or activating their Spells and Traps. It’s one of the main win conditions of Kashtira and triggering its effects help you meet the requirement to summon their boss monster in Photon Hypernova, so an easy Kashtira staple.

Advanced Rating: 4.5/5

Art: 5/5 It’s a giant space lazer basically, which is cool.


Dark Paladin's Avatar
Alex
Searcy

Another XYZ to close the week, here we have Kashtira Shangri-Ira.  Rank 7, Fire/Psychic isn’t a great pairing, a despicable 0 atk but 3000 def.  XYZ Summon here requires any 2+ generic Level 7 Monsters.  Once per Turn, you can Special Summon ANY Theme Monster from your Deck.  Nice ability, love it comes from the Deck, without restriction or cost (even without having to detach an XYZ Material).  Anytime (save the Damage Step, as we so often see) an opponent’s card is Removed face-down, you can choose an unoccupied Main Monster Zone, or Magic/Trap Zone, and said Zone can’t be used as long as this card is face-up on the Field.  That could very quickly become annoying.  The protection aspect here is nice, but limited, where if this card would be destroyed, you can detach an XYZ Material instead.  That is blanketed protection, from Battle or Card Effect, which is appreciated.  Not limited to Once per Turn on said protection is great too, but I feel you’re going to run out of Material too soon.  You’re probably only going to get a couple of Turns of use out of this card as your opponent is going to play through/around that protection, but it could be enough in that short time to win you a game, at least in tandem with other things…like yesterday.

Rating:  3.75/5

Art:  5/5  Kashtira apparently got the blue prints for the Death Star…is this the Alderaan of Yugioh in the art?


Mighty Vee
Mighty
Vee

Finally we get to the much-maligned sub-boss of the Kashtira archetype (technically boss until Photon Hypernova), Kashtira Shangri-Ira, a Rank 7 FIRE Psychic Xyz monster. Being Rank 7 is completely expected for an archetype of level 7 monsters, and it’ll take two or more Xyz materials, though currently Kashtira will struggle to make it even with just two (just wait for Photon Hypernova!), so you’ll have to take what you can get. A wall-type monster, Shangri-Ira has a whopping 0 attack flanked by an impressive 3000 defense, so there’s almost no conceivable reason to summon it in attack position.

Shangri-Ira’s first effect is a hard once per turn, letting you Special Summon any Kashtira monster from your deck during each Standby Phase. This effect is incredibly handy, since Kashtira Fenrir is one of your main disruptions but you’ll usually use it to make Shangri-Ira itself, which does not have any inherently disruptive effects. Incidentally, you’ll usually summon Kashtira Fenrir since it’s the most versatile of the Kashtiras, though if you need just a bit more offensive oomph (or if Fenrir is already on the field, somehow), Kashtira Unicorn and Kashtira Ogre have higher attack values which can help push for OTK in a pinch. Shangri-Ira’s other two effects are notably not once per turn, the first of which caused a lot of stink in conjunction with the idea of face-down banishing. Each time one of your opponent’s cards is banished face-down (IE, from Diablosis and basically every Kashtira card except Shangri-Ira itself, hilariously enough), you can lock one of your opponent’s Main monster zones or Spell/Trap zones as long as Shagri-Ira remains on the field. Theoretically, you can lock most, if not all, of your opponent’s zones in one turn due to it not being once per turn, though the amount of effort even with help isn’t worth it at all; that said, the standard Kashtira combo can lock anywhere from two to five zones on a good day, which can be more than a mild annoyance. Shangri-Ira’s last effect is probably its most tame, allowing it to save itself from destruction by detaching an Xyz material. Well, it had to have a detaching effect somewhere, so it’s nice to survive a Raigeki then tank a swing from a stronger boss monster, though it would’ve really helped if it could save other Kashtiras as well. Overall, extremely solid sub-boss for Kashtira; you’ll naturally make at least one along with their formal boss monster, which is coming very soon to the states.

Advanced: 3.75/5

Art: 4/5 Unicron, is that you?


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