The brand-new (still yet to be released) OCG Archetype "Kshatri-La" looks really promising. Here's my take on the deck (Based on the TCG banlist, though the only things i'd consider from OCG are Maxx "C", Dimensional Fissure and Macrocosmos)
Here's the explanation of uses and ratios:
3x Kshatri-La Fenrir/Unicorn/Ogre: As of yet the only main deck Ksha monsters, they search Monsters/Spells/Traps respectively while also disrupt the opponents play by banishing cards facedown. Normally you see a 3/3/3 ratio on the lists and the reason behind that is, well... There's barely any other choice, the archetype is still quite small so it really relays on swarming from deck, either way, the three of them are very good cards that almost never represent a brick on hand.
3x/1x Danger! Nessie!/Dogman!: One of the examples of "easy" to summon lv7 monsters, and after some testing, arguably the worst ones, yes they're extenders and give some draw power (la berth combos with them). BUT the random nature of Danger! makes them really unreliable, a wrong discard can be really detrimental and by themselves (no other cards on hand) they're practically useless. The 3/1 ratio obviously goes on favor of Nessie since she's the searcher.
3x Instant Contact/The Ascended of Thunder: Really good extenders and combo pieces, basically free lv7 bodies on board anytime, anywhere, just by giving LP (like, does that even matters in modern YGO?, lmao), the ascended of thunder it's not even OPT. 3/3 is a must.
2x Psi-beast/Astral Kuriboh: A tricky pair. Psi-beast comboes really well with la berth/prepare to extend even further and Astral Kuriboh is a free lv7 that can make a harder to get rid of Diablosis/Harmonizer (remember that this is a lingering effect, so even if their effects get negated they remain indestructible) .The only reason i don't just dump the dangers and play 3 of each is because of "Seven Star Sword", which needs a lv7 monster aaaaand, thinking it again, i may just do that. Needs some testing tho.
3x Ash/Imperm: Nothing to explain here, just the HT's (if you want to swap them for other one go ahead).
1x Pankatrops: Kinda a tech. Is only useful on turn 2 onwards but gives isolation and puts pressure on board, may be drop on an update.
3x Seven Star Sword: A staple on the deck, not only the draw power is really good, it also comboes with ksha by using la berth/prepare to just re-summon the monster you just banished.
2x Pot of Desires/Triple Tactics Talents: Still not convinced with desires, yes, since this list uses 3 of each ksha monster is really unlikely you'd just banish 3 copies of the same one, but i just don't like to risk it, you know?. TTT is basically called by cope, another option would be a handtrap such as veiler/droll. Desires is semi-limited and 3 TTT is an overkill, so i think 2/2 is okay.
3x Kshatri-La Berth: I can see why some people won't run it at 3 like i do, but it's just so useful, to the point where you want to see it in your opening hand, even if the following copies are unusable, it's just great.
1x Kshatri-La Prepare: Useful, but not as useful as La Berth, if by some misfortune i lose it, well, i'll just have to deal with it.
Extra Deck:
Instant contact targets, various R7NK options to deal with various situations and Soldier of chaos because we are using lv7 monsters. But the most important ones are "Kshatri-La Shangri-La" which gives you the swarming capabilities to out-resource your opponent while also blocking their zones. "Number 89: Diablosis the Mind Hacker", Shangri-La's sidekick, by removing from play cards directly from the Extra Deck you can really block your opponents play, and he's an huge contributor of shangri-la's lockdown. "Number 76 Harmonizer Gradielle" another target for astral kuriboh, a decent way of disrupting plays by attaching opponent's monster from the GY.
(Still testing)