Tellarknight Deck #756278 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Constellar Castor x3, Dodododo Warrior x3, Mulcharmy Fuwalos x3. Created Sep 26, 2026 by YGO Mod.

Deck Tellarknight OCG

Created by: YGO Mod (20517634)

Created On: 09/26/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Oct 22, 2026
20± 8/ 100
Power Score
Structural 55
Reliability 45
Going First 55
Going Second 52

Deck — Deck Power Evaluation

Final Contextual Deck Power: 20/100 (±8 · Confidence: Low)

Overall score Value
Structural Deck Power 54.6
Going First 55
Going Second 52
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Combo
  • Secondary strategies: Stun, Toolbox
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status: Illegal. 5 violation(s).

Identity & game plan

  • Win condition: Xyz Summon high-ATK Tellarknight/Constellar Xyz monsters (Caduceus, Delteros, Ptolemy) off a Constellar/Tellarknight engine, using Ptolemy-style material transfer to reach 2500+ ATK boards.; Recursion of Tellarknight/Constellar monsters from GY and banish through Constellar Caduceus and Tellarknight Cygnian, rebuilding to Extra Deck Xyz pressure.
  • Turn 1 (going first): Open with Constellar Castor or Tellarknight Lyran, search or Special Summon a second Constellar/Tellarknight, then Xyz into a Caduceus or Delteros while holding Ash Blossom, Effect Veiler and Infinite Impermanence for protection (Inferred, no recorded boards).
  • Turn 2 (going second): Use the 6-card hand for hand traps (Ash Blossom, Effect Veiler, Ghost Belle, Ghost Ogre, Droll) to stop the opponent's first summon or search, then rebuild the engine through Lyran or Stellarnova Bonds (Inferred).
  • Recovery: After a hand trap or board wipe, rebuild by Special Summoning Tellarknight Lyran or Cygnian from hand and searching a further Tellarknight through Satellarknight Unukalhai and Altair (Inferred).
  • After siding: No side deck is registered, so no post-side plan exists. A legal side would need to cover the four removed or illegal slots and provide hand traps against Droll-proof lines.

Why it scores here

The Tellarknight/Constellar core is reliable on paper: the archetype core group is about 98% present in a 5-card opening hand, and the Extra Deck gives a strong set of Xyz finishers. The deck's interaction is dense, with about 15 hand traps and a broad negate/removal suite, which supports the interaction and resilience scores. Its ceiling is high on text alone, but there are no recorded boards, so median and floor are scored conservatively as Inferred. Popularity and archetype stats are not credited as strength, and card scores were not averaged. The list is Illegal (three copy-limit violations and two Forbidden cards) with an empty side deck, so the final score is capped at 20 as a theoretical, structural-only read.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 60 Archetype core present in 97.7% of 5-card openings; Constellar starters at 3 copies each (Inferred from hypergeometric estimate).
D2 Opening-Hand Quality & Brick Management 55 Many multi-copy starters and 15 hand traps give moderate brick risk; Forbidden cards reduce usable slots (Inferred).
D3 Combo Conversion & Ceiling 60 Strong Xyz ceiling from Caduceus, Delteros and Ptolemy text; no recorded boards to confirm (Inferred).
D4 Combo Floor & Median Output 40 No parseable recorded boards, so median output is unknown; scored conservatively (Inferred).
D5 Interruption Resilience & Route Redundancy 55 Redundant hand traps and multiple Tellarknight searchers give alternate routes after one interruption (Inferred from text).
D6 Resource Economy, Recovery & Grind 55 Recursion through GY and banish effects and searchers (Cygnian, Lyran) support grind (Inferred from text).
D7 End-Board & Interaction Quality 60 Ash Blossom, Effect Veiler, Droll, Ghost Ogre/Belle and Infinite Impermanence give layered interaction (Inferred semantic read).
D8 Going-Second & Board-Breaking Power 55 Hand-trap density against the opponent's first summon is strong on the going-second hand (Inferred, p≈0.87 for at least one hand trap in 6).
D9 Offensive Pressure & Closing Power 65 Ptolemy Omega7, Diamond, Delteros and Divine Arsenal provide high-ATK closing threats in the Extra Deck (Verified stats, Inferred use).
D10 Main Deck Efficiency & Flexibility 50 55 main cards with 29 distinct names and a 6% exact archetype purity; many off-archetype tech slots reduce coherence (Verified composition).
D11 Extra Deck Efficiency & Coverage 60 15 Extra Deck cards are mostly Xyz with a few Link/Synchro-adjacent flex slots; most are rarely reached (Verified composition, Inferred use).
D12 Side Deck Adaptability 10 Side deck is empty (0 cards), so no post-side adaptation exists (Verified).
D13 Matchup Coverage & Format Fit 40 No tournament or meta-share data; format fit is Provisional and scored neutrally low (Provisional).
D14 Pilotability & Error Tolerance 50 Complex multi-step Xyz and material-transfer lines with many decision points, with no recorded examples to measure error tolerance (Inferred).

How the score was computed

Strategy profile: Combo. Structural ≈ 54.6, Going First ≈ 55, Going Second ≈ 52, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: banlist exposure (-12). Final formula: Illegal list: the normal formula (0.80*Structural + 0.20*TournamentReliability = 0.80*54.6 + 0.20*45 = 52.7, then -12 banlist modifier = 40.7) is capped at 20 for theoretical-only scoring. Meta Power is null (provisional).

Probability & combo summary

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

Strengths

  • Archetype core is almost always present in an opening hand (97.7%).
  • Dense hand-trap and negate suite (15 hand traps, 19 negation-text cards).
  • Strong Extra Deck Xyz finishers with high ATK and recursion text.

Weaknesses

  • Illegal: Ash Blossom 3/2, Droll 2/1, and two Forbidden cards in the Main Deck.
  • Empty side deck: no post-side plan at all.
  • Low exact archetype purity (5.7%) with many off-archetype tech slots.

Critical choke points

  • Single Constellar Castor or Lyran opening: if both are dead or hand-trapped, the Xyz route stalls (Inferred).
  • Forbidden Called by the Grave and Triple Tactics Talent are dead slots in any legal list.
Priority Remove Add Reason
1 1 Called by the Grave; 1 Triple Tactics Talent Legal replacements (e.g., one hand trap or Tellarknight searcher) Forbidden cards cannot be legally run; this is required before any normal score applies.
2 1 Ash Blossom & Joyous Spring; 1 Droll & Lock Bird Legal copies of other hand traps or Tellarknight staples Copy limits (Ash 2, Droll 1) are exceeded.
3 None (side deck is empty) Up to 15 side cards covering removed slots and common threats A side deck is needed for best-of-3 play and for dealing with graveyard/hand-trap-heavy opponents.

Evidence & confidence

  • Verified: Legality status Illegal: four copy-limit violations including two Forbidden cards.; Main 55 cards, Extra 15, Side 0; legal size range 40-60 Main and 0-15 Extra.; Archetype core presence 97.7% in 5-card opening hand (hypergeometric).
  • Inferred: Combo ceiling and floor based on card text only.; Going-first and going-second plans from card text and hand-trap probabilities.; Interaction quality from negate/removal text (semantic read).
  • Provisional: Meta Power and format fit (no dated meta sample).
  • Data gaps: No combos supplied; combo floor, median and ceiling are text-only inference. No tournament link; archetype meta-share and pilot match record are absent. No win-rate telemetry; going-first, going-second and matchup rates are Unknown. Side deck is empty, so post-side performance cannot be assessed. Meta Power is Provisional unless a dated metagame sample is supplied.

More OCG Info

Tellarknight

Tellarknight Breakdown

 
 

 

 

 

 

 

 
 

 

 
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