Spell
QuickTellarknight Genesis
Archetype:
Tellarknight
View:
3309
Destroy Spell/Trap Cards on the field equal to the number of other "tellarknight" cards you control.
Tellarknight Genesis — Power Evaluation
Final Score: 48 ± 6 · Confidence: Medium
- Intrinsic: 48 · Deck: 50.6 · Meta: provisional
- Primary role: Removal · Secondary: Board breaker
Why it scores here
Tellarknight Genesis converts an established tellarknight board into targeted Spell/Trap destruction, and because it is a Quick-Play Spell it can be Set and fired on the opponent's turn — that timing flexibility is where most of its value comes from. It is not a starter and builds nothing on its own: with no other "tellarknight" cards on the field it destroys 0 cards, and 0 recorded combo appearances leave its practical contribution unmeasured. Its 0 ATK/DEF and Spell-Card status earn no points; the score is driven by conditional, archetype-locked backrow removal that decks only want as a single flex copy.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 50 | It is drawn as an ordinary Spell with no dedicated searcher shown in the evidence, and it is only live while you control other "tellarknight" cards, making it a conditional 1-of (inferred). |
| Combo & Conversion | 25 | Recorded combo evidence shows 0 appearances and 0% as starter/searched/material/payoff, so from an empty board it builds nothing at all (observed). |
| Resource Economy | 50 | It trades one card to destroy one Spell/Trap at minimum and can become one-for-many if you control multiple other "tellarknight" cards, but it never refunds or draws (inferred). |
| Effect & Interaction | 52 | The effect only destroys Spell/Trap Cards on the field, with Quick-Play timing letting it be Set and used on the opponent's turn; it does not negate and never touches monsters (verified). |
| Material Utility | 5 | It is a Spell Card with no body, Level, Attribute, or Type to contribute as material or as an archetype body (verified). |
| Resilience & Flexibility | 42 | Quick-Play timing gives cross-turn flexibility and it can be Set as a bluff, but the effect is completely dead whenever you control no other "tellarknight" card (inferred). |
| Deck-Building Efficiency | 62 | It is a 1-slot in-archetype card with no locks or garnet cost — 390 of 400 sampled decks run exactly 1 copy — but it only functions inside a tellarknight strategy (observed). |
Calculation
Weight profile: 0.7 Removal/Negation + 0.3 Board breaker / Going-second. Intrinsic ≈ 48, Deck ≈ 50.6, Meta = provisional. Modifiers: Conditional setup requirement (-2). Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Quick-Play timing: can be Set and fired on the opponent's turn, so the backrow removal lands when it actually matters.
- Scales with board width — one card can destroy multiple Spell/Trap Cards once several other "tellarknight" cards are on the field.
- In-archetype "tellarknight" naming means it rides the existing engine with no extra enablers or slots.
- Universal in the sampled data: 400/400 sampled decks run it in the main deck at an average of 1.02 copies, and it appears across Tellarknight, Constellar, and Star Seraph shells.
Weaknesses
- Requires controlling other "tellarknight" cards; with none on the field it destroys nothing and is effectively a dead card.
- Hits only Spell/Trap Cards — no monster removal and no negation of any kind.
- 0 recorded combo appearances, so its real contribution to end boards is unmeasured.
- 97.5% of decks run exactly one copy, marking it as a flex slot rather than a core engine piece.
- "On the field" wording is unqualified in the supplied text, so your own Spell/Trap Cards may be valid targets and sequencing must be handled carefully.
Counters / choke points
- Removing or negating the other "tellarknight" bodies before resolution reduces the count to 0.
- Spell activation negation or blanket protection on the opponent's backrow blunts or blanks the effect (inferred).
- Backrow-light or monster-heavy opponents leave it as a near-blank card in hand.
Best use
In-archetype Quick-Play backrow removal, mainly a going-second / grind-game flex slot. Decks: Tellarknight, Constellar Tellarknight, Star Seraph Tellarknight. Suggested copies: 1.
Evidence & gaps
- Verified: Card text: Quick-Play Spell that destroys Spell/Trap Cards on the field equal to the number of other "tellarknight" cards you control.; Card identity: Tellarknight Genesis, passcode 65236257, Tellarknight archetype, legal in TCG / OCG / Master Duel.; 400 of 400 sampled decks run it in the main deck (0 in side), average 1.02 copies, max 2.
- Observed: 0 appearances across recorded combos, with 0% as starter, searched, material, payoff, or end-board piece.; Top partners at 90%+ co-deck rate: Tellarknight Lyran, Tellarknight Altairan, Constellar Tellarknights, Tellarknight Constellar Caduceus, Stellarknight Constellar Diamond.; Copy distribution: 390 decks at 1 copy and 10 decks at 2, confirming a single flex slot rather than a core engine card.; Usage statistics report 100% inclusion at 1 copy in the Star Seraph archetype sample.
- Inferred: Because the count is the number of OTHER tellarknight cards you control, the card is a mid/late-game removal tool rather than an opening starter.; Quick-Play status lets it be Set on turn one and used during the opponent's turn, giving it defensive/disruptive timing.; In a Tellarknight deck the XYZ monsters (Stellarknight) also carry the "tellarknight" name, so the condition is normally satisfied after an XYZ summon.
- Data gaps: no combos supplied — combo conversion is text-only inference no banlist token — assumed 3 copies (unlimited) no rulings text; whether the destroyed count is fixed at activation or at resolution is unspecified no side-deck usage recorded (0 side inclusions), so the going-second application is untested in the sample






