Notes & Combos
Don’t see the appeal of playing 3x Riseheart. Pathfinder is a bit more susceptible to hand traps than Riseheart, but it’s a 1 card combo into Arise if not interrupted.
Was originally running 2 Called By and a 3rd D Fissure, but replaced them with Super Poly. It makes going first a bit worse, but going second a lot better.
Light-Imprisoning Mirror is mainly a gimmick, but is pretty decent with the amount of Fiendsmith and Blue Eyes around at the moment. Also really strong against Voiceless Voice, Mathmech, and Centur-ion. Would most likely be better off cutting this for 3x Droll to make going second better.
The 1 Arise in the ED is purely a budget thing. I didn’t want to craft more, but if you have them run more.
Also, a niche thing to be aware of is that Ty-phon can’t activate his own effect if he has over 3000ATK from Pressured Planet or Clockwork. Lost a game because I forgot about that.
Top Secret & Selection Packs used

No way , 3 clocks . You want to beat op to death mate ? I though you will use anti spell , rivalry and skill drain to lock ?

I used to run 2 clock, but I found it to be really useful, so I upped it to 3 since I wasn’t seeing it enough. It shuts off the FS line, completely shuts down Tenpai, and is really good to beat over other Kash decks. The secondary effect is also handy if you’ve bricked since it can get Pressured Planet via Pathfinder.
You probably would be better off running Skill Drain, Rivalry, and Anti-Spell, just wanted to experiment with Light-Imprisoning Mirror. Either those or 3x Droll

Sure 982-657-988. I only saved a couple replays but you can check them out if you want.
Ideal opening is either Unicorn or Pathfinder to end on Arise + Shangri-Ira with a flood gate on the field.
The deck does have a very high amount of none-games where the opponent will just instantly scoop after getting hit with Shifter, D Fissure/Macro, or Light Imprisoning