Tellarknight Genesis
Spell Quick

Tellarknight Genesis

  • Archetype:
  • Tellarknight

  • View:
  • 3309




Destroy Spell/Trap Cards on the field equal to the number of other "tellarknight" cards you control.




 
 
AI Power Analysis
RemovalConfidence: MediumEvaluated Jan 15, 2026
48± 6/ 100
Power Score
Intrinsic 48
Deck 51

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











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