Tellarknight Deck #733595 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Artifact Lancea x3, D.D. Crow x3, Mulcharmy Purulia x3. Created Jul 14, 2026 by YGO Mod.

Deck Tellarknight TCG

Created by: YGO Mod (20517634)

Created On: 07/14/2026

 
 


Official AI Deck Power Analysis
ControlConfidence: Medium
56± 5/ 100
Power Score
Structural 56
Reliability 55
Going First 58
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 56/100 (±5 · Confidence: Medium)

Overall score Value
Structural Deck Power 56.2
Going First 58
Going Second 60
Meta Power provisional
Tournament Reliability 55
  • Primary strategy: Control
  • Secondary strategies: Toolbox
  • Format: tcg

Legality

Main 55 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Maintain board with high‑ATK Xyz monsters and use hand‑traps to reset opponent board.; Win via repeated board wipes (Evenly Matched, Dark Hole) and incremental advantage.
  • Turn 1 (going first): Deploy hand‑traps (Evenly Matched, My Body as a Shield) to disrupt opponent, then summon a starter Xyz (e.g., Constellar Caduceus) and set up Xyz Barrier.
  • Turn 2 (going second): Use six‑card hand to drop multiple hand‑traps and draw engines (Mulcharmy Purulia), then Xyz‑summon a powerful monster and lock opponent with Unbreakable Xyz Barrier.
  • Recovery: Evenly Matched, Dark Hole, and draw effects from Mulcharmy Purulia to rebuild after disruption.
  • After siding: No side deck; relies on in‑deck flexibility.

Why it scores here

The deck reliably opens with at least one core starter (≈95% chance) and a suite of hand‑traps that can disrupt the opponent on turn 1. It converts that into a board of Xyz monsters protected by Unbreakable Xyz Barrier, while multiple board‑wipe tools give it resilience after disruption. Resource recovery is moderate via draw engines, but the large 55‑card main deck and lack of side cards reduce efficiency and flexibility. Overall the system is solidly control‑oriented but limited by consistency of high‑impact combos and side‑deck options.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 85 P(at least one core starter in opening 5) ≈ 0.9512 (Inferred)
D2 Opening-Hand Quality & Brick Management 70 Hand‑trap group P(at least one in 6) ≈ 0.7565; low full‑brick proxy 0.0488 (Inferred)
D3 Combo Conversion & Ceiling 40 No parsed combo boards; only generic interaction, so ceiling low (Inferred)
D4 Combo Floor & Median Output 35 Same lack of combo data yields low median output (Inferred)
D5 Interruption Resilience & Route Redundancy 75 Multiple independent hand‑traps and Xyz Barrier provide redundancy (Inferred)
D6 Resource Economy, Recovery & Grind 60 Draw engine Mulcharmy Purulia and repeatable removal give moderate grind (Inferred)
D7 End-Board & Interaction Quality 70 Unbreakable Xyz Barrier, My Body as a Shield, and many negation cards supply interaction (Inferred)
D8 Going-Second & Board-Breaking Power 65 Hand‑trap density and board‑wipe spells support going‑second pressure (Inferred)
D9 Offensive Pressure & Closing Power 55 Reliance on Xyz monsters and removal gives moderate closing power (Inferred)
D10 Main Deck Efficiency & Flexibility 40 55‑card main deck with only 2 exact‑name copies; low archetype purity (Inferred)
D11 Extra Deck Efficiency & Coverage 50 15 XYZ slots filled but many core XYZs missing; coverage moderate (Inferred)
D12 Side Deck Adaptability 0 Side deck count 0, no side plan (Verified)
D13 Matchup Coverage & Format Fit 30 No tournament data; matchup fit provisional (Provisional)
D14 Pilotability & Error Tolerance 45 Many hand‑traps and decision points increase error tolerance (Inferred)

How the score was computed

Strategy profile: Control. Structural ≈ 56.2, Going First ≈ 58, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 55. Modifiers: No side deck (-5); Large main deck with low purity (-5). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.95 · key two-card combo ≈ — · full-brick estimate ≈ 0.05 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Very high chance to draw a starter or hand‑trap
  • Strong interaction suite (negates, board wipes)
  • Multiple independent disruption lines

Weaknesses

  • No side deck, limiting post‑side adaptability
  • Large main deck with low archetype purity raises brick risk
  • Lack of a defined high‑impact combo engine

Critical choke points

  • Reliance on drawing the right hand‑trap at the right time
  • Missing core XYZ monsters reduces optimal board potential
Priority Remove Add Reason
1 Some off‑archetype filler (e.g., generic spells) Core Tellarknight/Xyz monsters such as Constellar Caduceus and Tellarknight Constellar Delteros Increase archetype purity and reduce brick rate
2 None (side deck empty) A side deck with anti‑meta cards (e.g., Cosmic Cyclone, Twin Twisters) Provide post‑side flexibility against control decks

Evidence & confidence

  • Verified: Legality status Legal; Side deck count 0
  • Inferred: Engine accessibility probability 0.9512; Hand‑trap probability 0.7565; Brick estimate 0.0488; Dimension scores derived from card roles and probabilities
  • Provisional: Matchup coverage without tournament data
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN (going-first/second, matchup, game-level, brick/starter/OTK rates) — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied

More TCG Info

Tellarknight

Tellarknight Breakdown

 
 

 

 

 

 

 

 
 

 

 
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