Tellarknight Deck #769042 — Yu-Gi-Oh! OCG

55 Main, 15 Extra, incl. Constellar Castor x3, Dodododo Warrior x3, Mulcharmy Fuwalos x3. Created Oct 20, 2026 by YGO Mod.

Deck Tellarknight OCG

Created by: YGO Mod (20517634)

Created On: 10/20/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: LowEvaluated Oct 20, 2026
35± 10/ 100
Power Score
Structural 61
Reliability 45
Going First 60
Going Second 66

Deck — Deck Power Evaluation

Final Contextual Deck Power: 35/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 61
Going First 60
Going Second 66
Meta Power provisional
Tournament Reliability 45
  • Primary strategy: Combo
  • Secondary strategies: Toolbox, Midrange
  • Format: ocg

Legality

Main 55 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 1 violation(s).

Identity & game plan

  • Win condition: Xyz Summon high-ATK Tellarknight/Constellar Xyz monsters (Constellar Ptolemy M7, Tellarknight Constellar Caduceus, Exstellarknight Ptolemy Ω7 in the Extra Deck) off the Constellar/Tellarknight search chain.; Divine Arsenal AA-ZEUS and Number F0 Xyz monsters as late-game boss threats; Stellarknight Constellar Diamond and Delteros as removal-backed boards.
  • Turn 1 (going first): Open a searcher (Onomatopaira, Dodododo Warrior, Tellarknight Lyran, Constellar Castor) and build a Level 4 Xyz base; keep Ash Blossom or Ghost Ogre up for the first opponent response.
  • Turn 2 (going second): Use the 11 hand traps (Ash Blossom, Effect Veiler, Ghost Ogre, Droll & Lock Bird, Infinite Impermanence) to stop the opponent's board first, then rebuild the Xyz line from the GY and the search chain.
  • Recovery: Recursion from the GY through Constellar Tellarknights, Constellar Caduceus and Satellarknight Altair/Unukalhai, plus Xyz material transfer by Ptolemy-type monsters.
  • After siding: Not assessable: the deck runs no Side Deck (0 cards), so the best-of-3 plan has no sided adjustments.

Why it scores here

The deck reliably opens an engine: the archetype core of 24 copies gives an estimated 95% chance of at least one core card in a 5-card opening hand, and the search chain (18 searcher-text cards) gives about 87% for at least one searcher (Inferred, hypergeometric). Its interaction is layered, with 11 hand traps and 17 negation-text cards that give the deck a reasonable answer to a first response. Its ceiling and median output cannot be measured because the evidence contains no recorded boards, so those scores are text-based estimates only. Popularity and archetype usage were not credited, and card scores were not averaged. The list is Illegal because Ash Blossom & Joyous Spring is run 3 times against an OCG limit of 2, so the final score is capped at 35 and this evaluation is structural and theoretical only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 80 P(>=1 archetype-core card in opening 5) ≈ 0.95 and P(>=1 searcher in 5) ≈ 0.87; core and searcher density from the main deck (Inferred)
D2 Opening-Hand Quality & Brick Management 62 14 singleton and 7 double cards; 16 tech and 11 hand-trap cards add some dead-card risk on a non-interactive hand (Inferred)
D3 Combo Conversion & Ceiling 60 No recorded boards; ceiling read only from card text of the Xyz chain and Extra Deck bosses (Inferred)
D4 Combo Floor & Median Output 45 No recorded boards, so median output is unmeasured and set to a neutral text-based estimate (Inferred)
D5 Interruption Resilience & Route Redundancy 68 11 hand traps plus redundant search routes and GY recursion give several independent continuations after one disruption (Inferred)
D6 Resource Economy, Recovery & Grind 60 Xyz material chains and GY recursion regenerate resources, but the card text shows heavy material spend (Inferred)
D7 End-Board & Interaction Quality 75 17 negation-text and 11 removal-text cards; Ash Blossom's over-limit copies are counted in the legality cap, not here (Inferred)
D8 Going-Second & Board-Breaking Power 72 Hand traps reach 76% of going-second 6-card hands (hypergeometric); removal and boards from Diamond/Delteros are text-only (Inferred)
D9 Offensive Pressure & Closing Power 70 Extra Deck bosses at 2500–3000 ATK (Divine Arsenal 3000, Utopic Draco 3000, Ptolemy Ω7 2700) with no piercing or direct text read (Verified stats, Inferred closing)
D10 Main Deck Efficiency & Flexibility 55 55 main cards with 30 distinct cards; only 7.1% exact-name archetype purity, with 65 off-archetype copies spread across related sub-archetypes (Verified)
D11 Extra Deck Efficiency & Coverage 62 15 Xyz monsters across 14 distinct names; mandatory core ones are present, with several flex bosses (Verified structure, Inferred use)
D12 Side Deck Adaptability 10 No Side Deck is run (0 cards), so there is no post-side plan to evaluate (Verified)
D13 Matchup Coverage & Format Fit 45 No tournament link or dated meta sample; archetype share is unknown (Provisional)
D14 Pilotability & Error Tolerance 40 Long Xyz and search chains with many optional responses and decision points; complex to pilot repeatably (Inferred)

How the score was computed

Strategy profile: Balanced (default, no recorded combos to break the strategy tie). Structural ≈ 61, Going First ≈ 60, Going Second ≈ 66, Meta = provisional, Tournament Reliability ≈ 45. Modifiers: Illegal copy-limit violation (-12); Banlist exposure (Limited/Semi-Limited cards) (-3). Final formula: Structural 61 (Balanced); unconstrained 0.80*61 + 0.20*45 ≈ 58, then capped at 35 because the deck is Illegal (Step 2). Score is theoretical/structural-only.

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.95 · 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

  • Dense, redundant engine access: archetype core about 95% and searcher about 87% in an opening hand (Inferred).
  • Layered hand-trap and negation package (11 hand traps, 17 negation-text cards) for going second.
  • Several high-ATK Extra Deck bosses that give closing pressure.

Weaknesses

  • Illegal as built: Ash Blossom & Joyous Spring is over the OCG copy limit (3 vs 2).
  • Low archetype purity (7.1% exact name) with many off-archetype cards, so the engine is less coherent than the core count suggests.
  • No Side Deck, which removes any post-side plan.
  • No recorded boards, so the ceiling and median cannot be verified.

Critical choke points

  • Ash Blossom & Joyous Spring copy limit: the list cannot be played until one copy is removed.
  • The Constellar/Tellarknight search chain depends on a small number of searchers reached early.
  • Going first with no hand trap in hand leaves the Xyz line open to a single disruption.
Priority Remove Add Reason
1 1x Ash Blossom & Joyous Spring 1x Ghost Ogre & Snow Rabbit (3rd copy, Unlimited) Brings the list to the OCG copy limit while keeping a similar hand-trap role; Ghost Ogre is Unlimited, so the legal status is clean.

Evidence & confidence

  • Verified: Legality: Ash Blossom & Joyous Spring is run 3 copies against a legal limit of 2 (OCG Semi-Limited).; Main 55 and Extra 15 are inside the OCG size rules; Side 0 is legal.; Card text and stats for all listed cards are present in the evidence.; Droll & Lock Bird, Harpie's Feather Duster and Reinforcement of the Army are Limited and run at 1 copy each.; Only the Tellarknight exact name accounts for 5 of 70 copies; 65 are off-archetype.; No Side Deck is present.
  • Inferred: Engine access: P(>=1 core in 5) ≈ 0.95; P(>=1 searcher in 5) ≈ 0.87.; Hand-trap availability going second: P(>=1 hand trap in 6) ≈ 0.76.; Interaction density and going-second strength read from card text.; Primary strategy as Combo with Toolbox and Midrange secondaries.
  • Provisional: Meta Power and matchup fit (no dated meta sample or tournament link).
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference. No tournament link: archetype meta-share and per-pilot match record are absent. No win-rate telemetry exists in YGOVN, so going-first/second, matchup and brick rates are Inferred or Unknown. Meta Power is Provisional because no dated metagame sample was supplied. Deck title is null; the deck is named only by its archetype.

More OCG Info

Tellarknight

Tellarknight Breakdown

 
 

 

 

 

 

 

 
 

 

 
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