Instructions for playing Tellarknight

Instructions for playing Tellarknight

Tellarknight is an archetype consisting of the level 4 Light Warrior Satellarknight monsters in the maindeck, and the XYZ Stellarknights , which represent the asterisks formed by those stars. Recently, Archetype has received quite a few notable new items that have significantly enhanced its potential, turning it into a highly competitive deck.

The latest support not only strengthens the deck but also creates unity between Archetype Tellarknight and Constellar. All new cards count as Tellarknight and Constellar cards at the same time.

Tellarknight is relatively flexible and can be integrated into many different deck builds, but for simplicity, this guide will focus on explaining each Tellarknight card individually and the most commonly used tools in it. this deck.

Note : Whenever a card mentions Tellarknights or Constellar, I will use the word "Tellar" for brevity.

The guide is referenced and written based on Lorisaur 's Tellarknight In-Depth Guide on the Master Duel Meta page




Main Deck Cards

 

Tellarknight Lyran (x3)

SR Rarity
Tellarknight Lyran
SR Rarity
Tellarknight Lyran
Tellarknight Lyran
LIGHT 4
Tellarknight Lyran
  • ATK:

  • 1200

  • DEF:

  • 1600


(This card is always treated as a "Constellar" card.) If a "tellarknight" or "Constellar" monster is Normal Summoned to your field, except "Tellarknight Lyran" (except during the Damage Step): You can Special Summon this card from your hand. If this card is Summoned: You can add 1 "tellarknight" Spell from your Deck to your hand. You can only use each effect of "Tellarknight Lyran" once per turn.


Lyran is one of the new support cards and is probably the best Tellarknight monster to start the game with. The role of this card is to be an important Extender and also search for Tellarknight Spells. She helps you set up combos as well as overcome enemy Disruptions.

There are quite significant rules differences between TCG and OCG (and MD). While in the TCG, you will be able to chain Lyran to your other Tellarknight , activating its summon effect, which in turn Chainblocks Lyran's summon effect or another Tellarknight 's effect. In OCG and Master Duel, after activating the effect of Tellarknight that you normally summon, you must first give control to the opponent, then you can activate Lyran. While this may seem like a disadvantage, it can actually become an advantage, as other Tellarknights can act as bait for the Handtrap. And the most important thing about this card is the ability to Search Spell before starting the combo.

Most combos end with Lyran in hand, and this will fuel your strong next turns without running out of resources.

Satellarknight Deneb (x2-3)

SR Rarity
Satellarknight Deneb
SR Rarity
Satellarknight Deneb
Satellarknight Deneb
LIGHT 4
Satellarknight Deneb
  • ATK:

  • 1500

  • DEF:

  • 1000


If this card is Summoned: You can add 1 "tellarknight" monster from your Deck to your hand, except "Satellarknight Deneb". You can only use this effect of "Satellarknight Deneb" once per turn.


Deneb is Archetype's main Searcher, plus any Tellarknight monsters from the deck. Depending on the situation, you can search for Satellarknight Alt air , which can revive Deneb or another Tellarknight the following turn to repeat the XYZ summon, further reinforcing your next plays, or you can search for any Any other Tellarknight is needed for the combo.

Although this card sounds quite good, in reality the cards that Deneb searches for often cannot do anything on their own after being added to hand, but must have a spell to help summon them. So x3 Deneb will often brick you.

Satellarknight Altair (x2)

R Rarity
Satellarknight Altair
R Rarity
Satellarknight Altair
Satellarknight Altair
LIGHT 4
Satellarknight Altair
  • ATK:

  • 1700

  • DEF:

  • 1300


If this card is Summoned: You can target 1 "tellarknight" monster in your Graveyard, except "Satellarknight Altair"; Special Summon that monster in Defense Position, also monsters you control cannot attack for the rest of this turn, except "tellarknight" monsters. You can only use this effect of "Satellarknight Altair" once per turn.


Altair is an important piece in the combo, able to special summon the Tellarknight monster from the Graveyard. When performing combos, you often summon Stellarknight Delteros for Link to summon and extend your turn. Even so, you will often end your turn with another Altair in hand, creating opportunities for subsequent turns when combined with Lyran in hand.

Note : The summoned monster will be in Defense position and after activating this effect, you can only attack with Tellarknight monsters. So be very careful if you want to speed up the match!

Satellarknight Vega (x2)

N Rarity
Satellarknight Vega
N Rarity
Satellarknight Vega
Satellarknight Vega
LIGHT 4
Satellarknight Vega
  • ATK:

  • 1200

  • DEF:

  • 1600


If this card is Summoned: You can Special Summon 1 "tellarknight" monster from your hand, except "Satellarknight Vega". You can only use this effect of "Satellarknight Vega" once per turn.


Vega may not be the best Satellarknight monster, but you need her not only for some essential combos but also to increase the likelihood of easily getting two monsters on the field to summon XYZ. It is possible to build a deck with only x1 Vega, but currently I think the optimal number will be x2.

Satellarknight Unukalhai (x2-3)

N Rarity
Satellarknight Unukalhai
N Rarity
Satellarknight Unukalhai
Satellarknight Unukalhai
LIGHT 4
Satellarknight Unukalhai
  • ATK:

  • 1800

  • DEF:

  • 1000


If this card is Summoned: You can send 1 "tellarknight" card from your Deck to the Graveyard, except "Satellarknight Unukalhai". You can only use this effect of "Satellarknight Unukalhai" once per turn.


Unukalhai is quite an interesting monster as its effect allows Tellarknight cards to be sent from the Deck to the GY. Out of all the Tellarknight cards, only Tellarknight Altairan has a GY effect and it will be the target we often choose for this effect.

Having Unukalhai is quite flexible because you can also send Spell down to get it back later. This direction of play is especially effective when we have to deal with Droll & Lock Bird . Unukalhai is the best Satellarknight to open the bowl with Lyran , so many people want x3, but perhaps it should still be mentioned that the ability to brick when we draw right of many Unukalhai in the opening hand.

Satellarknight Sirius (x1)

R Rarity
Satellarknight Sirius
R Rarity
Satellarknight Sirius
Satellarknight Sirius
LIGHT 4
Satellarknight Sirius
  • ATK:

  • 1600

  • DEF:

  • 900


If this card is Summoned: You can target 5 "tellarknight" monsters in your Graveyard; shuffle all 5 into the Deck, then draw 1 card. You can only use this effect of "Satellarknight Sirius" once per turn.


When summoned, Sirius can Target 5 Tellarknights in the Graveyard, add them all to the Deck, and draw a card. It works a bit like Pot of Avarice , although it's not the best Tellarknight to start with, you can usually Special Summon it from the deck at the end of the combo to Recycle all used up cards. and get +1 free draw.

Note: The draw only occurs if all five monsters are successfully returned to the deck, meaning cards like DD Crow can prevent it.

Tellarknight Altairan (x1)

R Rarity
Tellarknight Altairan
R Rarity
Tellarknight Altairan
Tellarknight Altairan
LIGHT 4
Tellarknight Altairan
  • ATK:

  • 1700

  • DEF:

  • 1300


(This card is always treated as a "Constellar" card.) If this card is Summoned: You can target cards on the field, up to the number of LIGHT and DARK Xyz Monsters you control; destroy them. If a "tellarknight" or "Constellar" monster(s) is Special Summoned to your field, except "Tellarknight Altairan" (except during the Damage Step): You can Special Summon this card from your GY, also you cannot declare attacks for the rest of this turn, except with Xyz Monsters. You can only use each effect of "Tellarknight Altairan" once per turn.


Another new card, Altairan can summon himself from the Graveyard if you special summon a Tellar ( and when summoned, it can Destroy cards on the field equal to the number of Light monsters or Dark XYZ that you control ).

We will often send this card to the grave through the effect of Satellarknight Unukalhai . In terms of quantity, it is not necessary to use more than x1, although having 2 cards in the deck is understandable when cards like Bystials are very popular.

At its heart, Altairan is an extension tool, interacting during your opponent's turn and even providing additional abilities on later turns, making it a fairly well-rounded piece.

Constellar Tellarknights (x2-3)

UR Rarity
Constellar Tellarknights
UR Rarity
Constellar Tellarknights
Constellar Tellarknights
Spell Continuous
Constellar Tellarknights

    When this card is activated: You can Special Summon 1 "tellarknight" or "Constellar" monster from your hand or GY. You can target 1 "tellarknight" or "Constellar" Xyz Monster you control; Special Summon from your Extra Deck, 1 "tellarknight" or "Constellar" Xyz Monster with a different Rank, by using that Xyz Monster you control as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only use this effect of "Constellar Tellarknights" once per turn. You can only activate 1 "Constellar Tellarknights" per turn.


    A new Countinous Spell can summon Tellar from the hand or GY when activated and increase or decrease the Rank of Tellar XYZ to another Tellar XYZ of a different Rank.

    The most common playstyle is to summon Constellar Ptolemy M7 on top of your XYZ Rank 4 to Rank it down with Spell Effect and start link up with Stellarknight Delteros or skip turn with Ptolemaeus 7 mat.

    However, opening a hand with too many spells without a Tellarknight monster to summon can lead to a terrible hand, so choose the ratio according to how you feel, keeping that in mind.

    Satellarknight Skybridge (x1-2)

    SR Rarity
    Satellarknight Skybridge
    SR Rarity
    Satellarknight Skybridge
    Satellarknight Skybridge
    Spell Quick
    Satellarknight Skybridge

      Target 1 "tellarknight" monster you control; Special Summon 1 "tellarknight" monster with a different name from your Deck, and if you do, shuffle the targeted monster into the Deck. While the monster Special Summoned by this effect is face-up on the field, you cannot Special Summon monsters, except "tellarknight" monsters. You can only activate 1 "Satellarknight Skybridge" per turn.


      A very versatile card that allows us to return Tellarknight to the deck to summon another one from the deck. It allows us to dodge Negates like Effect Veiler or Infinite Impermanence , and it can even be used to speed up the fight, finishing off Opp in the Battle Phase. By replacing the Tellarknight monster on the field with any Tellarknight monster from the deck, Skybridge also gives us a bit of stability in the deck, increasing the chance of a Rank 4 XYZ summon starting with Skybridge and a monsters such as Satellarknight Deneb .

      This card can also synergize very well with Satellarknight Unukalhai, which can send Altairan to the Graveyard to summon using Skybridge. This can also be part of your endboard, allowing you to summon Altairan and destroy even after being affected by something like Dark Ruler No More . Two copies is usually the best number, but playing x1 is also acceptable when deck space is quite tight because of other external Engines like Zefra .

      Note: As long as the summoned monster remains on the field, you can only special summon Tellarknight monsters. Don't forget it!

      Stellarnova Alpha and Tellarknight Genesis (x0-1)

      SR Rarity
      Stellarnova Alpha
      SR Rarity
      Stellarnova Alpha
      Stellarnova Alpha
      Trap Counter
      Stellarnova Alpha

        When a Spell/Trap Card, or monster effect, is activated: Send 1 face-up "tellarknight" monster you control to the Graveyard; negate the activation, and if you do, destroy that card, then draw 1 card.


        N Rarity
        Tellarknight Genesis
        N Rarity
        Tellarknight Genesis
        Tellarknight Genesis
        Spell Quick
        Tellarknight Genesis

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


          These two cards are not often used, so I will briefly explain them

          Trap: It is not considered a Tellarknight card so it cannot be searched

          Spell: Destroy spell trap is quick but also searchable, sounds good but really not necessary, you can add x1 if you think it's really necessary



          Extra Deck Cards

           

          Tellarknight Constellar Caduceus (x2)

          UR Rarity
          Tellarknight Constellar Caduceus
          UR Rarity
          Tellarknight Constellar Caduceus
          Tellarknight Constellar Caduceus
          LIGHT
          Tellarknight Constellar Caduceus
          • ATK:

          • 2500

          • DEF:

          • 1650


          2+ Level 4 monsters If this card is Xyz Summoned: You can target 1 "tellarknight" and/or 1 "Constellar" card in your GY; add them to your hand. You can banish 1 "tellarknight" or 1 "Constellar" monster from your hand or Deck, and detach 1 material from this card; this effect becomes that banished monster's effect that activates when it is Normal Summoned. You can only use each effect of "Tellarknight Constellar Caduceus" once per turn.


          Caduceus is a new rank 4 XYZ monster that is quite okela. Its first effect can take up to 2 Tellar cards from GY (1 Tellarknight and 1 Constellar), combined with effects like Sirius, giving Tellarknights very strong abilities, even when facing decks. like Labrynth.

          The second effect allows you to Banish Tellar from your hand or deck to copy the effect it would trigger when summoned. This is an effect that needs to be considered flexibly because we do not have a single standard copy target. Although Lyran, Unukalhai, and Sheratan have quite good effects, Deneb is a card that is copied more often than other Tellars.

          Note: Even when copying an "add" effect from the deck, the effect itself is still considered a "copy" and not an "add", meaning it cannot be negated by Ash Blossom & Joyous Spring or similar handtraps.

          Stellarknight Delteros (x1)

          SR Rarity
          Stellarknight Delteros
          SR Rarity
          Stellarknight Delteros
          Stellarknight Delteros
          LIGHT
          Stellarknight Delteros
          • ATK:

          • 2500

          • DEF:

          • 2100


          3 Level 4 monsters While this card has Xyz Material, your opponent cannot activate cards or effects when you Normal or Special Summon a monster(s). Once per turn: You can detach 1 Xyz Material from this card, then target 1 card on the field; destroy it. If this card is sent from the field to the Graveyard: You can Special Summon 1 "tellarknight" monster from your hand or Deck.


          Delteros is a perfect card for our combos thanks to its non-One-per-turn exit effect to summon Tellarknight from the deck, making it very useful when Link up because it can be recycled again many times.

          Many combos on YouTube use Delteros to self-destruct with its own effect, but the gameplay is really not very good because it can be lost by a single Ash Blossom & Joyous Spring card. Instead, you'll want to Link Delteros together to summon something like Isolde, Two Tales of the Noble Knights , cards that can Chainblock your summons from the deck. Despite being an important card, you don't need to play more than one copy as it can be recycled by Satellarknight Sirius at the end of your combo.

          Tellarknight Ptolemaeus (x1)

          UR Rarity
          Tellarknight Ptolemaeus
          UR Rarity
          Tellarknight Ptolemaeus
          Tellarknight Ptolemaeus
          LIGHT
          Tellarknight Ptolemaeus
          • ATK:

          • 550

          • DEF:

          • 2600


          2 or more Level 4 monsters Once per Chain, during either player's turn: You can detach 3 Xyz Materials from this card; Special Summon from your Extra Deck, 1 Xyz Monster that is 1 Rank higher than this card, except a "Number" monster, by using this face-up card you control as the Xyz Material. (This is treated as an Xyz Summon. Xyz Materials attached to this card also become Xyz Materials on the Summoned monster.) You can detach 7 Xyz Materials from this card; skip your opponent's next turn. During each player's End Phase: You can attach 1 "Stellarknight" card from your Extra Deck to this card as a face-up Xyz Material.


          Finally, she's finally back. Ptolemaeus can quickly-effect detach 3 materials to Rank-up to XYZ Rank 5 (not a number) or detach 7 materials to skip the opponent's turn, essentially acting as an FTK. The main way to use this card is to have it as part of your endboard, so that on your opponent's turn it can be Rank-up XYZ appropriately for the specific match while also activating Tellarknight Altairan in the Graveyard to Go back and destroy the cards on the field.

          The third effect allows this card to absorb Stellarknight from Extra during each End Phase, activating its first effect even when summoned with only two monsters.

          Note: this effect refers specifically to a STELLARknight, meaning that some XYZ Tellarknights such as Tellarknight Constellar Caduceus cannot Attach to that Ptolemaeus.

          Stellarknight Constellar Diamond (x1)

          UR Rarity
          Stellarknight Constellar Diamond
          UR Rarity
          Stellarknight Constellar Diamond
          Stellarknight Constellar Diamond
          LIGHT
          Stellarknight Constellar Diamond
          • ATK:

          • 2700

          • DEF:

          • 2000


          3 or more Level 5 LIGHT monsters During your Main Phase 2, you can also Xyz Summon this card by using a "tellarknight" Xyz Monster you control as the Xyz Material, except "Stellarknight Constellar Diamond". (Xyz Materials attached to that monster also become Xyz Materials on this card.) While this card has Xyz Material, neither player can send cards from the Deck to the Graveyard, and any card that returns from the Graveyard to the hand is banished instead. During either player's turn, when an opponent's DARK monster activates its effect: You can detach 1 Xyz Material from this card; negate that activation, and if you do, destroy it.


          Diamond is an interesting card that exists in LORE against Shaddolls, and its effect really reflects that.

          This card can win on its own against many opponents like Branded or Tearlaments and can appear in many situations. Chaining Rank-up effects after cards that can be blocked by Diamond like Branded Fusion or Tearlaments Reinoheart can be especially inhibitory.

          Additionally, this card can also be used simply as an additional material for Zeus play.

          Darktellarknight Batlamyus and Stellarknight Triverr (x0-1)

          SR Rarity
          Darktellarknight Batlamyus
          SR Rarity
          Darktellarknight Batlamyus
          Darktellarknight Batlamyus
          DARK
          Darktellarknight Batlamyus
          • ATK:

          • 2600

          • DEF:

          • 550


          2 Level 4 "tellarknight" monsters All face-up monsters on the field become DARK. You can detach 1 Xyz Material from this card and discard 1 card; Special Summon from your Extra Deck, 1 LIGHT "tellarknight" Xyz Monster by using this face-up card you control as the Xyz Material, also you cannot Xyz Summon other monsters for the rest of this turn. (This is treated as an Xyz Summon. Xyz Materials attached to this card also become Xyz Materials on the Summoned monster.) This effect can be activated during either player's turn, if you have 7 or more "tellarknight" monsters with different names in your Graveyard.


          UR Rarity
          Stellarknight Triverr
          UR Rarity
          Stellarknight Triverr
          Stellarknight Triverr
          LIGHT
          Stellarknight Triverr
          • ATK:

          • 2100

          • DEF:

          • 2500


          3 Level 4 "tellarknight" monsters During the turn you Xyz Summon this card, you cannot Special Summon monsters, except "tellarknight" monsters. If this card is Xyz Summoned: Return all other cards on the field to the hand. Once per turn: You can detach 1 Xyz Material from this card; send 1 random card from your opponent's hand to the Graveyard. If this card with Xyz Material is sent to the Graveyard: You can target 1 "tellarknight" monster in your Graveyard; Special Summon it.


          The 2 cards are actually quite old and quite weak at the moment. Batlamyus is quite complicated, Triver is quite boring. We can cut down the slots of these two cards and make room for more useful cards

          Constellar Ptolemy M7 (x1)

          UR Rarity
          Constellar Ptolemy M7
          UR Rarity
          Constellar Ptolemy M7
          Constellar Ptolemy M7
          LIGHT
          Constellar Ptolemy M7
          • ATK:

          • 2700

          • DEF:

          • 2000


          2 Level 6 monsters You can also Xyz Summon this card by using a "Constellar" Xyz Monster you control as the Xyz Material, other than "Constellar Ptolemy M7". (Xyz Materials attached to that monster also become Xyz Materials on this card.) If Summoned this way, the following effect cannot be activated this turn. Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster on the field or in either player's Graveyard; return that target to the hand.


          Not much to say here, we will place this card on top of Caduceus and let Continuous Spell turn this card into Delteros or Ptolemaeus 7mat. We can also summon Ptolemy on top of Diamond for even more materials, giving us an easy 4 mat Zeus or maybe even a 6 material.

          Constellar Pleiades (x1)

          UR Rarity
          Constellar Pleiades
          UR Rarity
          Constellar Pleiades
          Constellar Pleiades
          LIGHT
          Constellar Pleiades
          • ATK:

          • 2500

          • DEF:

          • 1500


          2 Level 5 LIGHT monsters Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 card on the field; return that target to the hand.


          A pretty solid option when ranking up from Tellarknight Ptolemaeus , Pleiades offers solid interaction, unlike Stellarknight Constellar Diamond , which is always useful regardless of the matchup.



          Other cards

           

          Link Monster

          UR Rarity
          Underworld Goddess of the Closed World
          UR Rarity
          Underworld Goddess of the Closed World
          Underworld Goddess of the Closed World
          LIGHT
          Underworld Goddess of the Closed World
          • ATK:

          • 3000

          • LINK-5

          Link Arrow:

          Bottom

          Bottom-Right

          Right

          Top-Right

          Top


          4+ Effect Monsters You can also use 1 monster your opponent controls as material to Link Summon this card. If this card is Link Summoned: You can negate the effects of all face-up monsters your opponent currently controls. This Link Summoned card is unaffected by your opponent's activated effects, unless they target this card. Once per turn, when your opponent activates a card or effect that Special Summons a monster(s) from the GY (Quick Effect): You can negate the activation.


          SR Rarity
          Artifact Dagda
          SR Rarity
          Artifact Dagda
          Artifact Dagda
          LIGHT
          Artifact Dagda
          • ATK:

          • 1500

          • LINK-2

          Link Arrow:

          Bottom-Left

          Bottom-Right


          2 monsters with different names When an effect of another card on the field is activated (Quick Effect): You can Set 1 "Artifact" monster from your hand or Deck to your Spell & Trap Zone as a Spell, but destroy it during your opponent's next End Phase. During your opponent's turn, if this Link Summoned card is destroyed: You can Special Summon 1 "Artifact" monster from your GY in Defense Position. You can only use each effect of "Artifact Dagda" once per turn.


          UR Rarity
          Knightmare Unicorn
          UR Rarity
          Knightmare Unicorn
          Knightmare Unicorn
          DARK
          Knightmare Unicorn
          • ATK:

          • 2200

          • LINK-3

          Link Arrow:

          Left

          Bottom

          Right


          2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.


          UR Rarity
          Isolde, Two Tales of the Noble Knights
          UR Rarity
          Isolde, Two Tales of the Noble Knights
          Isolde, Two Tales of the Noble Knights
          LIGHT
          Isolde, Two Tales of the Noble Knights
          • ATK:

          • 1600

          • LINK-2

          Link Arrow:

          Bottom-Left

          Bottom-Right


          2 Warrior monsters If this card is Link Summoned: You can add 1 Warrior monster from your Deck to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with that name, nor activate their monster effects. You can send any number of Equip Spells with different names from your Deck to the GY; Special Summon 1 Warrior monster from your Deck, whose Level equals the number of cards sent to the GY. You can only use each effect of "Isolde, Two Tales of the Noble Knights" once per turn.


          UR Rarity
          Apollousa, Bow of the Goddess
          UR Rarity
          Apollousa, Bow of the Goddess
          Apollousa, Bow of the Goddess
          WIND
          Apollousa, Bow of the Goddess
          • ATK:

          • 0

          • LINK-4

          Link Arrow:

          Bottom-Left

          Bottom

          Bottom-Right

          Top


          2+ monsters with different names, except Tokens You can only control 1 "Apollousa, Bow of the Goddess". The original ATK of this card becomes 800 x the number of Link Materials used for its Link Summon. Once per Chain, when your opponent activates a monster effect (Quick Effect): You can make this card lose exactly 800 ATK, and if you do, negate the activation.


          UR Rarity
          I:P Masquerena
          UR Rarity
          I:P Masquerena
          I:P Masquerena
          DARK
          I:P Masquerena
          • ATK:

          • 800

          • LINK-2

          Link Arrow:

          Bottom-Left

          Bottom-Right


          2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.


          Isolde, Two Tales of the Noble Knights is a valuable card used primarily to chainblock Delteros' graveside effect, greatly increasing the recovery of combos against Ash Blossom. Including the Isolde package can take advantage of the second effect, although it can sometimes lead to a brick situation.

          Artifact Dagda can be used to enhance many Tellarknight combos by placing Artifact Scythe in your spell/trap zone. With Altairan, you can destroy Scythe during your opponent's turn, making Tellarknights special in the Scythe Lock strategy. In most cases, you will need to summon it after Isolde. However, in variants like Zefra Tellarknights, you can often lure Ash Blossom before summoning it.

          I:P Masquerena is also a very valuable and important card in some strategies, allowing you to Link into Unicorn or Godness during your opponent's turn. Choosing to summon Unicorn, Godness or both is up to the player.

          Apollousa, Bow of the Godness is of considerable importance, not only serving as a form of disruption but also providing protection from hand traps mid-combo. Delteros was a regular presence on the field until Apollousa was called up, largely thanks to Altair.

          XYZ phổ biến

          UR Rarity
          Number F0: Utopic Draco Future
          UR Rarity
          Number F0: Utopic Draco Future
          Number F0: Utopic Draco Future
          LIGHT
          Number F0: Utopic Draco Future
          • ATK:

          • 3000

          • DEF:

          • 2000


          3 Xyz Monsters with the same Rank, except "Number" monsters (This card's original Rank is always treated as 1. This card is always treated as a "Utopic Future" card.) You can also Xyz Summon this card by using "Number F0: Utopic Future" you control as material. (Transfer its materials to this card.) Cannot be destroyed by battle or card effects. Once per turn, when your opponent activates a monster effect (Quick Effect): You can detach 1 material from this card; negate the activation, then, if that monster is on the field, gain control of it.


          UR Rarity
          Gagagaga Magician
          UR Rarity
          Gagagaga Magician
          Gagagaga Magician
          DARK
          Gagagaga Magician
          • ATK:

          • 2000

          • DEF:

          • 2000


          2 Level 4 monsters You can detach 1 material from this card, then target 1 Xyz Monster in your GY, except "Gagagaga Magician"; Special Summon it, but negate its effects. You can only use this effect of "Gagagaga Magician" once per turn. A "Utopic Future" Xyz Monster that has this card as material gains this effect. ● During your Main Phase: You can detach 2 materials from this card, then target 1 Xyz Monster you control; until the end of this turn, change its ATK to 4000, also negate its effects.


          SR Rarity
          Number 41: Bagooska the Terribly Tired Tapir
          SR Rarity
          Number 41: Bagooska the Terribly Tired Tapir
          Number 41: Bagooska the Terribly Tired Tapir
          EARTH
          Number 41: Bagooska the Terribly Tired Tapir
          • ATK:

          • 2100

          • DEF:

          • 2000


          2 Level 4 monsters Once per turn, during your Standby Phase, detach 1 material from this card. If you cannot, destroy it. This Attack Position card cannot be destroyed by your opponent's card effects. Your opponent cannot target this Attack Position card with card effects. While this card is in face-up Defense Position, change all face-up monsters on the field to Defense Position, also negate the activated effects of monsters that were in Defense Position when that effect was activated.


          UR Rarity
          Abyss Dweller
          UR Rarity
          Abyss Dweller
          Abyss Dweller
          WATER
          Abyss Dweller
          • ATK:

          • 1700

          • DEF:

          • 1400


          2 Level 4 monsters While this card has a material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn (Quick Effect): You can detach 1 material from this card; your opponent cannot activate any card effects in their GY this turn.


          UR Rarity
          Divine Arsenal AA-ZEUS - Sky Thunder
          UR Rarity
          Divine Arsenal AA-ZEUS - Sky Thunder
          Divine Arsenal AA-ZEUS - Sky Thunder
          LIGHT
          Divine Arsenal AA-ZEUS - Sky Thunder
          • ATK:

          • 3000

          • DEF:

          • 3000


          2 Level 12 monsters Once per turn, if an Xyz Monster battled this turn, you can also Xyz Summon "Divine Arsenal AA-ZEUS - Sky Thunder" by using 1 Xyz Monster you control as material. (Transfer its materials to this card.) (Quick Effect): You can detach 2 materials from this card; send all other cards from the field to the GY. Once per turn, if another card(s) you control is destroyed by battle or an opponent's card effect: You can attach 1 card from your hand, Deck, or Extra Deck to this card as material.




          Tag(s):

          Pretty simple and straightforward: Zeus is essential, Bagooska is highly effective and Dweller can be included based on counter metagame needs.

          Gagagaga Magician should really have a slot if you can combo this card well due to its ability to revive Delteros from the Graveyard, effectively converting two level 4 monsters into Link 2 AND allowing Delteros to be activated. While the possibility of playing Number F0: Utopic Draco Future still exists, it may not be optimal at this time.

          ROTA và Level 4 extender

          UR Rarity
          Reinforcement of the Army
          UR Rarity
          Reinforcement of the Army
          Reinforcement of the Army
          Spell Normal
          Reinforcement of the Army

            Add 1 Level 4 or lower Warrior monster from your Deck to your hand.


            R Rarity
            ZS - Ascended Sage
            R Rarity
            ZS - Ascended Sage
            ZS - Ascended Sage
            LIGHT 4
            ZS - Ascended Sage
            • ATK:

            • 900

            • DEF:

            • 300


            If you control no cards, you can Special Summon this card (from your hand). A "Utopia" Xyz Monster that was Summoned using this card on the field as material gains this effect. ● If this card is Xyz Summoned: You can add 1 "Rank-Up-Magic" Normal Spell from your Deck to your hand. You can only use this effect of "ZS - Ascended Sage" once per turn.


            SR Rarity
            Madolche Petingcessoeur
            SR Rarity
            Madolche Petingcessoeur
            Madolche Petingcessoeur
            EARTH 4
            Madolche Petingcessoeur
            • ATK:

            • 1400

            • DEF:

            • 1400


            If this card in your possession is destroyed by an opponent's card and sent to your GY: Shuffle this card into the Deck. You can only use each of the following effects of "Madolche Petingcessoeur" once per turn. ● If you have no monsters in your GY: You can Special Summon this card from your hand. ● If this card is Special Summoned: You can Special Summon 1 "Madolche" monster from your hand or Deck, except "Madolche Petingcessoeur", and if you do, reduce its Level by 1, also you cannot Special Summon monsters for the rest of this turn, except "Madolche" monsters.


            SR Rarity
            The Phantom Knights of Shade Brigandine
            SR Rarity
            The Phantom Knights of Shade Brigandine
            The Phantom Knights of Shade Brigandine
            Trap Normal
            The Phantom Knights of Shade Brigandine

              Special Summon this card in Defense Position as a Normal Monster (Warrior/DARK/Level 4/ATK 0/DEF 300). (This card is NOT treated as a Trap.) If you have no Traps in your GY, you can activate this card the turn it was Set. You can only activate 1 "The Phantom Knights of Shade Brigandine" per turn.


              UR Rarity
              Sakitama
              UR Rarity
              Sakitama
              Sakitama
              LIGHT 4
              Sakitama
              • ATK:

              • 400

              • DEF:

              • 900


              Cannot be Special Summoned. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return this card to the hand. You can only use each of the following effects of "Sakitama" once per turn. You can reveal this card in your hand; immediately after this effect resolves, Normal Summon 1 Spirit monster from your hand. If this card is Tributed: Target 1 Spirit monster in your GY; add it to your hand.


              R Rarity
              Photon Thrasher
              R Rarity
              Photon Thrasher
              Photon Thrasher
              LIGHT 4
              Photon Thrasher
              • ATK:

              • 2100

              • DEF:

              • 0


              Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) while you control no monsters. Cannot attack if you control another monster.


              Because it is a Warrior deck, we need ROTA (Reinforcement of the Army)

              The remaining level 4 Extender helps us easily rank 4 XYZ

              Constellar Twinkle, Constellar Sheratan and Constellar Caduceus (Constellar)

              N Rarity
              Constellar Twinkle
              N Rarity
              Constellar Twinkle
              Constellar Twinkle
              Spell Normal
              Constellar Twinkle

                Target 1 "Constellar" monster you control; increase its Level by 1 or 2. If this card is in the Graveyard: You can banish 1 "Constellar" monster from your Graveyard; add this card from the Graveyard to your hand. You can only use this effect of "Constellar Twinkle" once per turn.


                N Rarity
                Constellar Sheratan
                N Rarity
                Constellar Sheratan
                Constellar Sheratan
                LIGHT 3
                Constellar Sheratan
                • ATK:

                • 700

                • DEF:

                • 1900


                When this card is Normal Summoned: You can add 1 "Constellar" monster from your Deck to your hand.


                SR Rarity
                Constellar Caduceus
                SR Rarity
                Constellar Caduceus
                Constellar Caduceus
                LIGHT 4
                Constellar Caduceus
                • ATK:

                • 1600

                • DEF:

                • 1550


                If you control a "Constellar" monster, except "Constellar Caduceus": You can Special Summon this card from your hand. During your Main Phase: You can add 1 "Constellar" Spell/Trap from your Deck to your hand. You can only use each of the previous effects of "Constellar Caduceus" once per turn. A "Constellar" Xyz Monster that has this card as material gains this effect. ● If this card battles a LIGHT or DARK monster, before damage calculation: You can banish that monster.


                MOST IMPORTANT NOTE, DO NOT use Constellar Twinkle . It is NOT suitable for Tellarknights because giving Sheratan a 1 combo card (which can be broken by anything) is not worth the risk.

                The main purpose of Constellar Sheratan is to be copied by Tellarknight Constellar Caduceus so that Constellar Caduceus can be added to your hand, summoned by its own effect, and to search for Constellar Tellarknights . Copying Tellarknight Lyran will add the same spell while also being immune to Ash Blossom, but by copying Sheratan you get an extra body on the board. This is mainly suitable for easier turn skipping (which is already quite risky) and for creating bigger combos from opening hands that don't have good Tellarknight monsters. Even though Sheratan is not a brick, it is also not the ideal card to draw.

                On the other hand, Constellar Caduceus can be included regardless of Sheratan's presence in your deck and at any ratio. It's important if you intend to copy Seratan, but it also serves as a reliable extender capable of finding spells whenever Tellarknight Constellar Caduceus is disabled.

                Handtrap & Board Breaker

                SR Rarity
                Droll & Lock Bird
                SR Rarity
                Droll & Lock Bird
                Droll & Lock Bird
                WIND 1
                Droll & Lock Bird
                • ATK:

                • 0

                • DEF:

                • 0


                If a card(s) is added from the Main Deck to your opponent's hand, except during the Draw Phase (Quick Effect): You can send this card from your hand to the GY; for the rest of this turn, cards cannot be added from either player's Main Deck to the hand.


                UR Rarity
                Triple Tactics Talent
                UR Rarity
                Triple Tactics Talent
                Triple Tactics Talent
                Spell Normal
                Triple Tactics Talent

                  If your opponent has activated a monster effect during your Main Phase this turn: Activate 1 of these effects; ● Draw 2 cards. ● Take control of 1 monster your opponent controls until the End Phase. ● Look at your opponent's hand, and choose 1 card from it to shuffle into the Deck. You can only activate 1 "Triple Tactics Talent" per turn.




                  Tag(s):

                  UR Rarity
                  Dinowrestler Pankratops
                  UR Rarity
                  Dinowrestler Pankratops
                  Dinowrestler Pankratops
                  EARTH 7
                  Dinowrestler Pankratops
                  • ATK:

                  • 2600

                  • DEF:

                  • 0


                  If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). You can only Special Summon "Dinowrestler Pankratops" once per turn this way. (Quick Effect): You can Tribute 1 "Dinowrestler" monster, then target 1 card your opponent controls; destroy it. You can only use this effect of "Dinowrestler Pankratops" once per turn.


                  UR Rarity
                  Nibiru, the Primal Being
                  UR Rarity
                  Nibiru, the Primal Being
                  Nibiru, the Primal Being
                  LIGHT 11
                  Nibiru, the Primal Being
                  • ATK:

                  • 3000

                  • DEF:

                  • 600


                  During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.


                  UR Rarity
                  Effect Veiler
                  UR Rarity
                  Effect Veiler
                  Effect Veiler
                  LIGHT 1
                  Effect Veiler
                  • ATK:

                  • 0

                  • DEF:

                  • 0


                  During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls; negate the effects of that face-up monster your opponent controls, until the end of this turn.


                  UR Rarity
                  Kurikara Divincarnate
                  UR Rarity
                  Kurikara Divincarnate
                  Kurikara Divincarnate
                  FIRE 1
                  Kurikara Divincarnate
                  • ATK:

                  • 1500

                  • DEF:

                  • 1500


                  Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing all face-up monsters on the field that activated their effects this turn in your opponent's Monster Zone. Gains 1500 ATK for each monster Tributed to Special Summon this card. During your End Phase: You can target 1 monster in your opponent's GY; Special Summon it to your field. You can only use this effect of "Kurikara Divincarnate" once per turn.


                  Yeh, HT and BB are definitely indispensable r



                  Variants & Engines

                   

                  Zefra

                  SR Rarity
                  Zefra Providence
                  SR Rarity
                  Zefra Providence
                  Zefra Providence
                  Spell Normal
                  Zefra Providence

                    Add 1 "Zefra" card from your Deck to your hand, except "Zefra Providence". If a "Zefra" card(s) you control would be destroyed, except the turn this card was sent to the Graveyard, you can banish this card from your Graveyard instead. You can only activate 1 "Zefra Providence" per turn.


                    UR Rarity
                    Zefraath
                    UR Rarity
                    Zefraath
                    Zefraath
                    EARTH 115
                    Zefraath
                    • ATK:

                    • 3450

                    • DEF:

                    • 2950


                    [ Pendulum Effect ] During your Main Phase: You can add 1 "Zefra" Pendulum Monster from your Deck to your Extra Deck face-up, and if you do, change this card's Pendulum Scale to be the same as that Pendulum Monster's, until the end of this turn. You can only use this effect of "Zefraath" once per turn. [ Monster Effect ] Cannot be Normal Summoned/Set. Must be Special Summoned (from your face-up Extra Deck) by Tributing all monsters you control, including at least 3 "Zefra" monsters, and cannot be Special Summoned by other ways. After you Special Summon this card, you can conduct 1 Pendulum Summon of a "Zefra" monster(s) during your Main Phase this turn, in addition to your Pendulum Summon. (You can only gain this effect once per turn.) Once per turn: You can Tribute 1 monster; Special Summon 1 "Zefra" monster from your Deck.


                    R Rarity
                    Zefraniu, Secret of the Yang Zing
                    R Rarity
                    Zefraniu, Secret of the Yang Zing
                    Zefraniu, Secret of the Yang Zing
                    EARTH 67
                    Zefraniu, Secret of the Yang Zing
                    • ATK:

                    • 0

                    • DEF:

                    • 2600


                    [ Pendulum Effect ] You cannot Pendulum Summon monsters, except "Yang Zing" and "Zefra" monsters. This effect cannot be negated. [ Monster Effect ] When this card is Pendulum Summoned, or when this card is destroyed by battle or card effect while in your Monster Zone: You can add 1 "Yang Zing" or "Zefra" Spell/Trap from your Deck to your hand. You can only use this effect of "Zefraniu, Secret of the Yang Zing" once per turn.


                    N Rarity
                    Shaddoll Zefracore
                    N Rarity
                    Shaddoll Zefracore
                    Shaddoll Zefracore
                    DARK 47
                    Shaddoll Zefracore
                    • ATK:

                    • 450

                    • DEF:

                    • 1950


                    [ Pendulum Effect ] You cannot Pendulum Summon monsters, except "Shaddoll" and "Zefra" monsters. This effect cannot be negated. [ Monster Effect ] If this card is Pendulum Summoned or sent to the GY: You can target 1 "Zefra" card in your Pendulum Zone, except "Shaddoll Zefracore"; Special Summon it. You can only use this effect of "Shaddoll Zefracore" once per turn.


                    N Rarity
                    Satellarknight Zefrathuban
                    N Rarity
                    Satellarknight Zefrathuban
                    Satellarknight Zefrathuban
                    LIGHT 41
                    Satellarknight Zefrathuban
                    • ATK:

                    • 0

                    • DEF:

                    • 2100


                    [ Pendulum Effect ] You cannot Pendulum Summon monsters, except "tellarknight" and "Zefra" monsters. This effect cannot be negated. [ Monster Effect ] If this card is Normal, Flip, or Pendulum Summoned: You can target 1 other "tellarknight" or "Zefra" card in your Monster Zone or Pendulum Zone, and 1 face-up card your opponent controls; destroy them. You can only use this effect of "Satellarknight Zefrathuban" once per turn.


                    N Rarity
                    Stellarknight Zefraxciton
                    N Rarity
                    Stellarknight Zefraxciton
                    Stellarknight Zefraxciton
                    LIGHT 47
                    Stellarknight Zefraxciton
                    • ATK:

                    • 1900

                    • DEF:

                    • 0


                    [ Pendulum Effect ] You cannot Pendulum Summon monsters, except "tellarknight" and "Zefra" monsters. This effect cannot be negated. [ Monster Effect ] If this card is Normal, Flip, or Pendulum Summoned: You can target 1 other "tellarknight" or "Zefra" card in your Monster Zone or Pendulum Zone, and 1 Set card your opponent controls; destroy them. You can only use this effect of "Stellarknight Zefraxciton" once per turn.


                    SR Rarity
                    Oracle of Zefra
                    SR Rarity
                    Oracle of Zefra
                    Oracle of Zefra
                    Spell Field
                    Oracle of Zefra

                      When this card is activated: Add 1 "Zefra" monster from your Deck to your hand. When you Ritual Summon using a "Zefra" monster, or Special Summon using a "Zefra" monster as Material, you can activate these effects depending on the monster Summoned, once per turn per effect: ● Ritual: Shuffle 1 monster on the field into the Deck. ● Fusion: Special Summon 1 monster from your hand. ● Synchro: Choose 1 monster from your Deck and place it on top of your Deck. ● Xyz: Draw 1 card, then discard 1 card. You can only activate 1 "Oracle of Zefra" per turn.


                      SR Rarity
                      Zefra Divine Strike
                      SR Rarity
                      Zefra Divine Strike
                      Zefra Divine Strike
                      Trap Counter
                      Zefra Divine Strike

                        When a Spell/Trap Card, or monster effect, is activated: Banish 1 face-up "Zefra" monster in your Extra Deck; negate the activation, and if you do, destroy it.


                        More than an Engine, Zefra can be considered another way to play Tellarknights. Zefra offers the best possible combos at the cost of little deck space, save them for Handtrap or Board Breaker, as it functions primarily as a Pendulum deck focused on resource generation.

                        Zefraath is the key card, setting up Pendulum and an additional card. Zefraniu gives us the ability to have Zefra Divine Strike , an all-powerful counter trap that is important for protecting your field. Meanwhile, Zefracore allows special summoning in another Pendulum Scale, creating favorable conditions for playing rank 4 even when there are no monsters in hand to summon.

                        Satellarknight Zefrathuban is a popular low scale card. Since Zefraniu, Secret of the Yang Zing and Shaddoll Zefracore all play high scale roles, replicating them with Zefraath 's effects is important, making Thuban more important to have in hand than its counterpart , Zefraxciton .

                        Stellarknight Zefraxciton is a high scale target and is not a common target for Zefraath . Therefore, you will not play more than one copy of this card. It still has its uses, as a high-scale search engine that can be searched by Satellarknight Deneb whenever required, making it a viable part of Zefra Tellars. Furthermore, there is "Stellarknight", which allows detaching into Tellarknight Ptolemaeus when it is face-up in your extra deck in Endphase.

                        Oracle of Zefra serves as the ROTA for the deck, providing a special search ability using its Synchro eff followed by an XYZ effect to search for any monster in the game. Additionally, the XYZ effect can be used to chainblock powerful effects such as searching Primathmech Alembertian or clearing boarch Stellarknight Triverr. In some versions of Zefra Tellars, players can also use this card to search any monster in the deck for some unique combos.

                        Finally, Zefra Providence serves as your second ROTA and boasts a graveyard effect to protect your Zefra cards from destruction. This effect combines well with Satellarknight Zefrathuban and Stellarknight Zefraxciton, allowing them, when summoned, to destroy both your and your opponent's cards.

                        Mathmech

                        SR Rarity
                        Primathmech Laplacian
                        SR Rarity
                        Primathmech Laplacian
                        Primathmech Laplacian
                        EARTH
                        Primathmech Laplacian
                        • ATK:

                        • 2000

                        • DEF:

                        • 0


                        3 Level 4 monsters If a "Mathmech" card(s) you control would be destroyed by card effect, you can detach 1 material from this card instead. If this card is Xyz Summoned: You can detach up to 3 materials from it, then choose that many effects (you cannot choose the same effect twice, and you resolve them in the listed order, skipping any that were not chosen); ● Send 1 random card from your opponent's hand to the GY. ● Send 1 monster your opponent controls to the GY. ● Send 1 Spell/Trap your opponent controls to the GY. You can only use this effect of "Primathmech Laplacian" once per turn.


                        SR Rarity
                        Mathmech Nabla
                        SR Rarity
                        Mathmech Nabla
                        Mathmech Nabla
                        DARK 4
                        Mathmech Nabla
                        • ATK:

                        • 1000

                        • DEF:

                        • 1500


                        You can Tribute 1 Cyberse monster; Special Summon 1 "Mathmech" monster from your Deck. If this card is sent to the GY: You can target 1 Cyberse monster you control in the Extra Monster Zone; it can make up to 2 attacks on monsters during each Battle Phase this turn. You can only use each effect of "Mathmech Nabla" once per turn.


                        R Rarity
                        Mathmech Diameter
                        R Rarity
                        Mathmech Diameter
                        Mathmech Diameter
                        LIGHT 4
                        Mathmech Diameter
                        • ATK:

                        • 1000

                        • DEF:

                        • 1500


                        When this card is Normal Summoned: You can target 1 Level 4 Cyberse monster in your GY; Special Summon it, but it cannot activate its effects. A "Mathmech" monster that was Synchro or Xyz Summoned using this card on the field as material gains the following effect. ● Once per turn, during the turn this card was Special Summoned, when your opponent activates a card or effect (Quick Effect): You can negate that effect. You can only use each effect of "Mathmech Diameter" once per turn.


                        UR Rarity
                        Mathmech Circular
                        UR Rarity
                        Mathmech Circular
                        Mathmech Circular
                        LIGHT 4
                        Mathmech Circular
                        • ATK:

                        • 1500

                        • DEF:

                        • 1500


                        You can send 1 "Mathmech" monster, except "Mathmech Circular", from your Deck to your GY; Special Summon this card from your hand, also you can only attack with 1 monster for the rest of this turn. If a "Mathmech" monster is Normal or Special Summoned to your field while you control this monster (except during the Damage Step): You can add 1 "Mathmech" Spell/Trap from your Deck to your hand. You can only use each effect of "Mathmech Circular" once per turn.


                        N Rarity
                        Mathmech Superfactorial
                        N Rarity
                        Mathmech Superfactorial
                        Mathmech Superfactorial
                        Trap Normal
                        Mathmech Superfactorial

                          Target up to 3 "Mathmech" monsters in your GY with different names, then activate 1 of these effects; ● Special Summon them, but their effects are negated, then, immediately after this effect resolves, Synchro Summon 1 "Mathmech" Synchro Monster using only those monsters, and shuffle the materials into the Deck instead of sending them to the GY. ● Special Summon them, but their effects are negated, then, immediately after this effect resolves, Xyz Summon 1 "Mathmech" Xyz Monster using only those monsters. You can only activate 1 "Mathmech Superfactorial" per turn.


                          UR Rarity
                          Primathmech Alembertian
                          UR Rarity
                          Primathmech Alembertian
                          Primathmech Alembertian
                          EARTH
                          Primathmech Alembertian
                          • ATK:

                          • 2000

                          • DEF:

                          • 0


                          2+ Level 4 monsters You can Tribute 1 monster; Special Summon 1 Level 4 "Mathmech" monster from your hand or GY. If this card is Xyz Summoned: You can detach 2 to 4 materials from this card, then activate the appropriate effect; ● 2: Add 1 "Mathmech" card from your Deck to your hand. ● 3: Add 1 Level 4 monster from your Deck to your hand. ● 4: Add 1 Spell/Trap from your Deck to your hand. You can only use each effect of "Primathmech Alembertian" once per turn.


                          N Rarity
                          Mathmech Equation
                          N Rarity
                          Mathmech Equation
                          Mathmech Equation
                          Spell Normal
                          Mathmech Equation

                            Target 1 "Mathmech" monster in your GY; Special Summon it, and if you do, it gains 1000 ATK until the end of this turn. You can only activate 1 "Mathmech Equation" per turn.


                            This engine is especially simple: with 2 level 4, you can summon Primathmech Alembertian to search Mathmech Circular , culminating in 2 level 4 and set Mathmech Superfactorial . Basically, you can incorporate Superfactorial into your basic combos for free, but you have to include at least 3 bricks and an extender that's really beneficial.

                            You have the option of including up to 3 Circulars, but only one Circular is actually needed for the combo, acting as an additional expander in play. If you use multiple copies, you should include Mathmech Equation to expand your play when it's too difficult to draw Mathmech Circular .

                            Chaos Angel, Bystial Druiswurm and Bystial Magnamhut (Bystial)

                            UR Rarity
                            Chaos Angel
                            UR Rarity
                            Chaos Angel
                            Chaos Angel
                            DARK 10
                            Chaos Angel
                            • ATK:

                            • 3500

                            • DEF:

                            • 2800


                            1 Tuner + 1+ non-Tuner LIGHT or DARK monsters For this card's Synchro Summon, you can treat 1 LIGHT or DARK monster you control as a Tuner. If this card is Special Summoned: You can target 1 card on the field; banish it. This card gains these effects based on the original Attributes of materials used for its Synchro Summon. ● LIGHT: Synchro Monsters you control are unaffected by monster effects activated by your opponent. ● DARK: Monsters you control cannot be destroyed by battle.


                            SR Rarity
                            Bystial Druiswurm
                            SR Rarity
                            Bystial Druiswurm
                            Bystial Druiswurm
                            DARK 6
                            Bystial Druiswurm
                            • ATK:

                            • 2500

                            • DEF:

                            • 2000


                            You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is sent from the field to the GY: You can target 1 Special Summoned monster your opponent controls; send it to the GY. You can only use each effect of "Bystial Druiswurm" once per turn.


                            UR Rarity
                            Bystial Magnamhut
                            UR Rarity
                            Bystial Magnamhut
                            Bystial Magnamhut
                            DARK 6
                            Bystial Magnamhut
                            • ATK:

                            • 2500

                            • DEF:

                            • 2000


                            You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is Special Summoned: You can activate this effect; during the End Phase of this turn, add 1 Dragon monster from your Deck or GY to your hand, except "Bystial Magnamhut". You can only use each effect of "Bystial Magnamhut" once per turn.


                            In this deck, Bystials can be considered half Engine, half Handtrap: they can be used to Synchro Chaos Angel along with any Tellarknight monster. Additionally, two Bystials can only summon Constellar Ptolemy M7, which can be leveled with Constellar Tellarknights to start your combo.

                            Isolde

                            R Rarity
                            "Infernoble Arms - Durendal"
                            R Rarity
                            "Infernoble Arms - Durendal"
                            "Infernoble Arms - Durendal"
                            Spell Equip
                            "Infernoble Arms - Durendal"

                              While this card is equipped to a monster: You can add 1 Level 5 or lower FIRE Warrior monster from your Deck to your hand, then destroy this card. If this card is sent to the GY because the equipped monster is sent to the GY: You can target 1 Level 5 or lower FIRE Warrior monster in your GY; Special Summon it, also you cannot Special Summon monsters for the rest of the turn, except Warrior monsters. You can only use 1 ""Infernoble Arms - Durendal"" effect per turn, and only once that turn.


                              N Rarity
                              Heroic Champion - Jarngreipr
                              N Rarity
                              Heroic Champion - Jarngreipr
                              Heroic Champion - Jarngreipr
                              EARTH
                              Heroic Champion - Jarngreipr
                              • ATK:

                              • 700

                              • DEF:

                              • 1800


                              2 Level 1 Warrior monsters The first time each Warrior monster you control would be destroyed by battle or card effect each turn, it is not destroyed. You can only use each of the following effects of "Heroic Champion - Jarngreipr" once per turn. You can detach 2 materials from this card, then target 1 Level/Rank 4 Warrior monster in your GY; Special Summon it, and if you do, this card gains ATK equal to that monster's original ATK. When an attack is declared involving your opponent's monster: You can gain LP equal to half its ATK.


                              SR Rarity
                              Infernoble Knight - Renaud
                              SR Rarity
                              Infernoble Knight - Renaud
                              Infernoble Knight - Renaud
                              FIRE 1
                              Infernoble Knight - Renaud
                              • ATK:

                              • 500

                              • DEF:

                              • 500


                              If you control a FIRE Warrior monster, you can Special Summon this card (from your hand). If Summoned this way, treat this card as a Tuner. You can only Special Summon "Infernoble Knight - Renaud" once per turn this way. If this card is Special Summoned: You can target 1 of your FIRE Warrior monsters, or 1 of your Equip Spells, that is banished or in your GY, except "Infernoble Knight - Renaud"; add it to your hand. You can only use this effect of "Infernoble Knight - Renaud" once per turn.


                              UR Rarity
                              Isolde, Two Tales of the Noble Knights
                              UR Rarity
                              Isolde, Two Tales of the Noble Knights
                              Isolde, Two Tales of the Noble Knights
                              LIGHT
                              Isolde, Two Tales of the Noble Knights
                              • ATK:

                              • 1600

                              • LINK-2

                              Link Arrow:

                              Bottom-Left

                              Bottom-Right


                              2 Warrior monsters If this card is Link Summoned: You can add 1 Warrior monster from your Deck to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with that name, nor activate their monster effects. You can send any number of Equip Spells with different names from your Deck to the GY; Special Summon 1 Warrior monster from your Deck, whose Level equals the number of cards sent to the GY. You can only use each effect of "Isolde, Two Tales of the Noble Knights" once per turn.


                              R Rarity
                              Fire Flint Lady
                              R Rarity
                              Fire Flint Lady
                              Fire Flint Lady
                              FIRE 1
                              Fire Flint Lady
                              • ATK:

                              • 100

                              • DEF:

                              • 100


                              If you control a Warrior monster: You can Special Summon this card from your hand. You can send this card from the field to the GY; Special Summon 1 Level 4 or lower Warrior monster from your hand, and if you do, your opponent cannot target it with card effects this turn. You can only use each effect of "Fire Flint Lady" once per turn.


                              SR Rarity
                              Living Fossil
                              SR Rarity
                              Living Fossil
                              Living Fossil
                              Spell Equip
                              Living Fossil

                                Activate this card by targeting 1 Level 4 or lower monster in your GY; Special Summon it and equip it with this card, but banish it when it leaves the field (even if this card has left the field). When this card leaves the field, banish the equipped monster. The equipped monster loses 1000 ATK/DEF, also its effects are negated. You can only activate 1 "Living Fossil" per turn.


                                Having Isolde allows you to take advantage of Isolde, the second effect of Two Tales of the Noble Knights , sending Living Fossil from the deck to the GY to summon Renaud, allowing you to recover the Equip Spell. This setup facilitates Link Isolde, Delteros, and Renaud to Apollousa while retaining Living Fossil to revive Tellarknight (or Renaud) from the GY.

                                In the case of Renaud or Fossil in the opening hand, Isolde will not activate her effect. To solve the problem, you can add Flint Lady and Durendal to increase the likelihood of having an Isolde target in your deck. This setup makes drawing brick leaves less annoying. If all four cards are available, Jarngreipr becomes a viable option, allowing additional Delteros to be summoned from the Graveyard.

                                This package greatly enhances your combo potential at the cost of consistency and slightly reduced deck space.

                                Note: Monsters summoned by Living Fossil 's effect will not be banished if used as XYZ material for XYZ summoning. Normally, you should revive Renaud if you plan to use that monster for Link summoning.



                                Epilogue




                                Companion unit:

                                - Yu-Gi-Oh! Guidance Vietnam





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