Welcome to the Cards Section!

Here you will learn all of the cards the deck can provide, master their competitive ratios, and study their complex mechanical rulings.

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Mainstay Cards

When building your deck, you'll want to run these cards most (if not all) of the time!

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Main Deck monsters

Constellar Castor

Constellar Castor

Pure: 3 Non-Pure: 0-3 (ED Lock)

On Summon: Special Summon any Constellar name from the Deck. Can only summon LIGHT or DARK monsters from the Extra Deck for the rest of the turn.

If an XYZ Constellar monster has Castor as material, it gains the following:

Quick Effect: If a spell card or effect is activated, detach 2 materials from ANY monster on your field to negate its Effect then destroy it.

Castor is the best starter the deck has and enables you to play under both Droll and Nibiru by himself! Make sure to keep the Extra Deck restriction in mind after his effect OR after copying it with Tellarknight Constellar Caduceus.

Crucial Rulings:
    • Detaching to negate is NOT a cost! It happens on resolution and can detach from any of your XYZ monsters (not only the card that activated the negation).
    • A Constellar XYZ monster that has multiple Castors as material can use its negation effect multiple times (up to the number of Castors attached), provided there is enough raw Xyz material present on the field to pay the activation requirement.
    • Important: The card it is attached to NEEDS to be a Constellar card name. This means the negates will not be live if Castor is used as material for cards like Tellarknight Ptolemaeus or Stellarknight Delteros.
Tellarknight Cygnian

Tellarknight Cygnian

Pure: 2-3 Non-Pure: 1-3

Treated as both a Tellarknight and Constellar card.

On Summon: Add 1 Tellarknight or Constellar monster from the Deck.

Ignition: Increase the level of this monster and 1 other Light monster by 1.

Can be treated as 2 materials if an XYZ summon requires 3 or more.

The second best starter of the pure deck! While it can't play under Nibiru and Droll too well, you can still end on the same endboards with it as if you would start with Castor.

Crucial Rulings:
    • It can only be treated as two XYZ materials for ONE XYZ summon per turn.
    • If the card is negated (f.e. by Infinite Impermanence), it cannot be used as 2 materials
Tellarknight Lyran

Tellarknight Lyran

Pure: 3 Non-Pure: 0-3

Treated as both a Tellarknight and Constellar card.

Trigger: If a Tellarknight or Constellar monster was Normal Summoned, you can Special Summon this card from your hand.

On Summon: You can add 1 Tellarknight or Constellar Spell card from the Deck.

A very powerful in-hand extender that also functions as a Spell card searcher. You can use this card to search either Constellar Tellarknights or Tellarknight Genesis. In non-pure versions of the deck, you do have an option to run a lower count. It's not fully recommended but depending on the sizes of the respective engines, you can slim the name down if it's too bricky.

Crucial Rulings:

    TCG-SPECIFIC - Due to how chain links are resolved in the TCG, Lyran can 'chainblock' against certain effects such as Ash Blossom & Joyous Springs. This behaviour does NOT exist to the same degree in the OCG!

Tellarknight Altairan

Tellarknight Altairan

Pure: 1 Non-Pure: 1

Treated as both a Tellarknight and Constellar card.

Trigger: If Altairan is in the GY and a Tellarknight or Constellar monster was Special Summoned, you can Special Summmon him. For the rest of the turn, only XYZ monsters can attack.

On Summon: You can target and destroy cards up to the nummber of DARK or LIGHT XYZ monsters you control.

Another extender for the deck that comes with a very strong, potentially turn-ending effect. Depending on your endboard, you can easily pop up to 4 cards, but make sure you have the board space when planning to use it because it must be summoned off a Special Summon of another monster.

Constellar Caduceus

Constellar Caduceus

Pure: 1-2 Non-Pure: 1

Ignition: If a Constellar monster is on the field, you can activate this effect: Special Summon from the hand.

Ignition: Add 1 Constellar Spell or Trap card from the Deck.

If a Constellar monster has this card as material, it gains the following:

If it battles a LIGHT or DARK monster, you can banish that monster.

Engine requirement to combo off of Cygnian. Thankfully, he is another extender and spell searcher which, in this case, will always add Constellar Tellarknights for you.

Crucial Rulings:

    Its effect to banish will happen before the damage calculation step.

Spell Cards

Stellarnova Binding

Stellarnova Binding

Pure: 0-3 Non-Pure: 0-3

On Activation, pick ONE of the following effects:

  • Discard 1 card to Special Summon 1 monster from Deck with a different type than monsters on the field
  • Target and negate effects based on number of Tellarknight and Constellar monsters

After using it, you are locked into XYZ summons for the rest of turn and you can only activate one Bonds per turn.

Bonds is a strange card that reads as if it should've been a Quick-Play, but was changed at the last moment before release. Since it makes you go -1 and locks you into XYZ, there's merit to cutting it entirely from your Deck (especially if you're on a non-XYZ focused variant). It's still a very powerful card however as it fills the hole of starting with a Special Summon!

Constellar Tellarknights

Constellar Tellarknights

Pure: 1-2 Non-Pure: 1

On activation, you can summon 1 Tellarknight or Constellar monster from your hand or GY.

Ignition: You can target 1 Tellarknight or Constellar XYZ monster to XYZ summon another Tellarknight or Constellar monster with a different rank.

Another extender (again!) that also functions as both a rank-up and a rank-down card, giving you basically free access to any Constellar or Tellarknight XYZ monsters that you need depending on the situation. It is currently recommended to play 2 as the second copy will come up numerous times during grind-game scenarios, but in mixed decklists, you can consider dropping it to 1.

Crucial Rulings:

    Its effect to Special Summon does not require a card to be targeted first, even if said card is in the GY.

Tellarknight Genesis

Tellarknight Genesis

Pure: 1 Non-Pure: 1

Destroy Spell and Traps cards equal to the number of Tellarknight monsters you control.

A very simple yet effective card that removes cards in the backrow.

Crucial Rulings:
    • Its effect is non-targeting, bypasses any protection that prevent cards from being targeted.
    • It must destroy the exact number of cards, not up to.
    • The number of cards it can destroy is checked on effect resolution.

Extra Deck Monsters

Tellarknight Constellar Delteros

Tellarknight Constellar Delteros

Pure: 1 Non-Pure: 1

Rank 5 or higher Tellarknight or Constellar monsters can't be targeted by effects.

Ignition: Detach 1 material to search 1 Tellarknight or Constellar monster from Deck, then Normal Summon 1 LIGHT monster.

Trigger: If sent to the GY from anywhere NOT on the field, Special Summon 1 Tellarknight or Constellar monster from your hand or banish zone.

A great extender for the Deck, innately generating 2 bodies every time TC Delteros is looped. This card also removes one of the major weaknesses which are banishes. No longer do you need to fear a Bystial as you can just put that card onto the field anyway. No longer do you need to sweat and panic at the thought of banishing your one-ofs with TC Caduceus. Even under Shifter, you have more recovery options in the past.

1 copy is recommended as more tends to have diminishing returns while actually not helping you with turn 2 pushes all that much.

Crucial Rulings:
    • All of its effects are not a hard once-per-turn.
    • Cards that negate its summon and destroy it will trigger its sent to GY effect.
Tellarknight Constellar Caduceus

Tellarknight Constellar Caduceus

Pure: 2 Non-Pure: 2

On XYZ Summon: Target up to 1 Tellarknight and Constellar card from GY to add to your hand.

Ignition: Banish 1 Tellarknight or Constellar card from your Deck or hand to copy its effect when it is Normal Summoned.

One of the MVPs of the deck that does nearly everything you could ask for. He can search, summon, break boards, recycle, funnel names into banish zone for TC Delteros, even function as a pilot for Castor negates or rank ups into higher level XYZ monsters while being VERY easy to summon. TC Caduceus is BY FAR the most versatile card in our arsenal because of this.

2 is recommended as he, along with M7, facilitates strong grind game potential.

Crucial Rulings:
    • Its recycling effect will resolve as much as possible if a card is no longer available to be added to the hand.

    One of the important things to keep in mind is that the Ignition effect on activation is, to put it simply, “duplicate another effect”. This carries several implications:

    • Cards that only activate in response to an activation for a specific effect, such as adding a card to hand like Ash Blossom and Ghost Belle, CAN NOT be used as a response.

      For example, if you banish Lyran from Deck and add Tellarknight Genesis to hand, neither Ash and Ghost Belle can be used since the ACTIVATED effect is NOT adding a card to Hand, but “duplicate another effect”. Adding a card to the Hand is the effect on RESOLUTION (or when the chain resolves).

      Another example is with Enneacraft - Archa.TAIL. Its activation condition is as follows: “When your opponent activates a card or effect that would destroy a card(s) on the field (Quick Effect)”. However, if you banish Altairan to copy his effect to destroy cards, Archa.TAIL can not respond for the above reason - the ACTIVATED effect is “duplicate another effect” while the effect on RESOLUTION is “destroy cards”.

    PLEASE keep this in mind if you’re not playing with a simulator. It’s a ruling that directly affects how this card functions for the archetype.

    • It bypasses the hard once-per-turn clause on some cards. You can NS Castor, activate its effect, then later on, banish a copy of Castor and SS from Deck again for example.
Stellarknight Delteros

Stellarknight Delteros

Pure: 1 Non-Pure: 0-1

Floodgate: Opponent can not activate cards or effects WHEN you Normal or Special Summon cards as long as Stellarknight Delteros has material.

Ignition: Once a turn, detach 1 material to target 1 card on the field and destroy it.

Trigger: if sent from the field to GY, Special Summon 1 Tellarknight monster from the Deck.

The original MVP of the archetype. Can help extend a little, but more importantly, he enables a stronger response into Droll and a strong push into boards going second with his floodgate effect.

Crucial Rulings:
    • All its effects are not a hard once-per-turn.
    • Its floodgate applies on Delteros’ own successful summon.
    • If a card both negates the summon and destroys it, Delteros’ sent to GY effect will not activate since it was not on the field when it happened.
    • Cards that can negate the summons of a card such as Solemn Judgement will bypass the floodgate.
    • Due to the WHEN phrasing, you can miss the timing where this gets applied. It will work ONLY if the very last thing you do is a Normal or Special Summon, so if on effect resolution, you summoned first then used another effect, the floodgate will not apply.
Exstellarknight Constellar Ptolemy Ω7

Exstellarknight Constellar Ptolemy Ω7

Pure: 1 Non-Pure: 1

Can be XYZ Summoned on top of a Tellarknight or Constellar XYZ card in Main Phase 2. Keeps all their materials.

Continuous: Gain 2700 ATK and DEF and become unaffected by opponent’s ACTIVATED card effects if there are 7 unique Tellarknight and/or Constellar names in GY or banishment.

Quick Effect: Detach any number of materials to bounce an equal number of opponent’s monsters back to Deck.

The first proper big boss monster for the archetype. Satisfying its condition gets you a whopping 5400 ATK/DEF monster that is difficult to out, and if made with Castors as material, provides negates that can't easily be interacted with. Just be careful of cards that can move out of the GY or banish zone as this will potentially turn it off.

Crucial Rulings:

    Omega7 is NOT immune to lingering effects such as Skill Drain or Mirrorjade’s end-phase board-wipe.

Constellar M7

Constellar M7

Pure: 1 Non-Pure: 0-1

Can be XYZ summoned on top of a Constellar XYZ monster. Keeps all the materials.

Ignition: Detach 1 material to target a card on the field or in GY and bounce it to the owner's hand.

If M7 was summoned with its alternative summoning method, it can not use its Ignition effect.

M7 is a required engine cards to rank down into another rank 4 via Constellar Tellarknights. Its bounce effect however, can't be ignored as it enables very easy recycling of non-archetypcal cards.

Crucial Rulings:
    • All of its effects including the alternative summoning condition is not a hard once-per-turn.

Non-archetypal cards

The list below covers cards that, while do not belong to the archetype, facilitate additional plays and/or rounds the deck out that you also want to run them in most decks.

S:P Little Knight

S:P Little Knight

Pure: 1 Non-Pure: 1

If Link Summoned with at least a Link, XYZ, Synchro or Fusion monster: Banish 1 card on the field or in either GYs. Monsters can not directly attack the player for the rest of the turn.

Quick Effect: When an opponent activates an effect, banish 1 card on each field until the End Phase.

Not only a nice card to have when dealing with simplified board states, it functions quite nicely as an extender since:

  • It can send Eclipse Twin with TC Delteros attached to the GY, triggering both card's effect to loop.
  • Its effect on Link Summon can funnel another name to be reborn with TC Delteros while chainblocking any interruptions
Chronomaly Vimana

Chronomaly Vimana

Pure: 1 Non-Pure: 1

Quick Effect: Target 1 monster on the field and 1 Xyz Monster or Chronomaly monster in your GY; the monster on the field gains half the ATK of that monster in the GY until the end of this turn, and attach the monster from the GY to this card as material.

Quick Effect: When your opponent activates a monster effect: Detach 2 materials to negate its activation.

Amazing card. Very easy to summon to with Cygnian’s level modulation, enables Nib-proof lines on a 2-card combo and allows a ridiculous amount of grind game and board float when used in conjunction with Eclipse Twin and TC Delteros. Overall a must-have.

Eclipse Twin

Eclipse Twin

Pure: 1 Non-Pure: 0-1

Can be XYZ summoned using 1 level 4 and 1 rank 4 monster you control as material.

Ignition: Detach 1 material from this card to be able to attack twice on monsters during each Battle Phase this turn.

Trigger: If this card is sent to the GY, target 2 other Rank 4 or lower Xyz Monsters in your GY to Special Summon 1 of them and attach the other as material.

Another very strong card. Aside from the aforementioned benefits with Chronomaly Vimana and TC Delteros, it provides early insulation into Nibiru and powerful combo extensions by 'looping' either versions of Delteros to generate significant advantage. Another must-have.

These are cards that are strictly optional to include in your build.

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Main Deck Monsters

Optional MD monsters you can consider. These cards either provides extensions to increase the ceiling of your board, or helps in answering particular cards.

Satellarknight Altair

Satellarknight Altair

Pure: 0-1 Non-Pure: 0-1

On Summon: Special Summons 1 Tellarknight monster from your GY in Defence position. Only Tellarknight monsters can attack this turn.

From the old vanguard of Tellarknights, Altair is a very easy extender to use. Just be mindful of the lock if you're planning the killing blow.

Satellarknight Unukalhai

Satellarknight Unukalhai

Pure: 0-1

On Summon: Send 1 Tellarknight card from your Deck to GY.

Its effect lets you send Spell and Traps cards as well, making Unukalhai a very strong option into Droll and Lockbird.

Constellar Sombre

Constellar Sombre

Pure: 0-1 Non-Pure: 0-1

Ignition: Banish 1 Constellar from your GY to target another Constellar monster in GY and add it to your hand.

If you have activated this effect, you can use the following: Normal Summon 1 Constellar monster.

During the turn Sombre gets sent to the GY, you can Normal Summon 1 Constellar monster with 1 less Tribute.

Another extender for the deck. It's slightly harder to use than Altair just because you need 2 cards in the GYs to activate her effect compared to one, but it does funnel a card into the banish zone for TC Delteros and lets you do some nifty things like bouncing a Constellar XYZ card back into the ED.

Crucial Rulings:
    • You can use the additional effect to Normal Summon even if the card isn't added to your hand.
    • The effect to Normal Summon with 1 less Tribute can only be applied once per turn regardless of how many Sombres are sent to GY.
Constellar Pollux

Constellar Pollux

Pure: 1-3

During the turn Pollux was Normal Summoned, you can Normal Summon an additional Constellar monster. This can only be applied by Pollux once.

Free extender from the hand.

Extra Deck Monsters

Optional ED monsters you can consider. These cards provide various benefits to your endboard depending on what you prefer.

Tellarknight Ptolemaeus

Tellarknight Ptolemaeus

Pure: 1 Non-Pure: 0-1

Quick Effect: Once per Chain, detach 3 materials to XYZ summon a non-Number XYZ monster, 1 rank higher, attaching this card and all remaining materials to it.

Ignition: Detach 7 materials to skip your opponent’s turn.

During End Phase: Attach 1 "Stellarknight" card from ED as material.

Only STELLARKNIGHT names can be attached. At the time of writing, the following cards are valid targets: Stellarknight Delteros, Triverr, Diamond and Ω7.

Ptolemaeus is a nifty card in order to rank up to a rank 5 XYZ monster of your choice, which allows easy triggering of Altairan. If your lines include making an 'online' Omega7 tower, you should consider Ptolemaeus as it is the easiest way to dump more names in to the GY to satisfy its condition.

Constellar Pleiades

Constellar Pleiades

Pure: 1 Non-Pure: 0-1

Quick Effect: Detach 1 material to target 1 card on the field and bounce to the owner's hand.

Stellarknight Constellar Diamond

Stellarknight Constellar Diamond

Pure: 0-1 Non-Pure: 0-1

Can be XYZ-summoned on top of a Tellarknight XYZ monster in MP2. Keeps all the materials.

Floodgate: While Diamond has material, cards can not be sent from the Deck to the GY, and cards moving from the GY to the hand are banished instead.

Quick Effect: When a DARK monster uses its effect, detach 1 to negate and destroy it.

  • Its Quick Effect is not a once-per-turn.
Darktellarknight Batlamyus

Darktellarknight Batlamyus

Pure: 0-1

Floodgate: All face-up monsters on the field become DARK-type.

Ignition: Detach 1 material and discard 1 card to XYZ summon 1 LIGHT Tellarknight Xyz Monster, attaching this card and all remaining materials. Can not XYZ summon for the rest of the turn.

If there are at least 7 unique Tellarknight monsters in the GY, the Ignition turns into a Quick Effect.

The floodgate combos really well with Diamond which together, can shut out a lot of plays on the field. Unlike Ptolemaeus, it is able to summon any Tellarknight monster of any rank.

Non-archetypal cards

Individual cards that can also assist the deck are listed here. These are completely optional, so you should experiment and see whether the cards fit your specific needs. Engines have their own section and hence, will not be covered here.

The cards will offer either: extensions and search, extra disruptions or additional utility.

Sakitama

Sakitama

Pure: 0-3 Non-Pure: 0-3

Can not be Special Summoned. Once per turn, return this card to the hand if it was Normal Summoned or flipped up.

Ignition: Reveal this card to immediately Normal Summon 1 Spirit card from your hand.

Trigger: If Tributed, target 1 Spirit card in the GY and add to hand.

Can use its effect to summon itself.

Photon Thrasher

Photon Thrasher

Pure: 0-1 Non-Pure: 0-1

Can't be Normal Summoned/Set. Must first be Special Summoned from your hand if there are no monsters on the field.

If there are monsters on the field, this card can not attack.

Gagaga Ganbara Knight

Gagaga Ganbara Knight

Pure: 0-3 Non-Pure: 0-3

Ignition: Reveal 1 Gagaga monster in your ED to Special Summon this card, then apply one of the following effects:

  • Special Summon 1 Gagaga monster from your hand
  • Change position of 1 monster

The changing positions effect is not a targeted effect, nor is it an activated effect, making it a very useful card to out Number 41: Bagooska the Terribly Tired Tapir, at the cost of needing a ED slot for Gagagaga Magician.

Reinforcement of the Army

Reinforcement of the Army

Pure: 0-1 Non-Pure: 0-1

Add 1 level 4 Warrior monster from the Deck to your hand.

Unconditional access to most of the Tellarknight engine pieces that you may need, or situationally, cards like Photon Thrasher, at the cost of playing a little harder into Droll and Lockbird.

Seventh Tachyon

Seventh Tachyon

Pure: 0-3 Non-Pure: 0-3

Reveal 1 Number XYZ monster (from 101 to 107) to add 1 monster with the same type and level as its rank, then shuffle 1 card back to the deck. Can only XYZ summon for the rest of the turn.

Generally, the recommended choice to reveal is Number 102: Star Seraph Sentry as this would cover all tne engine cards, including the Constellar cards. While it can help with shuffling bricks, it does also make you go -1 and plays into Droll and Lockbird, so you should be a little judicious with this card.

Divine Arsenal AA-ZEUS - Sky Thunder

Divine Arsenal AA-ZEUS - Sky Thunder

Pure: 1 Non-Pure: 1

If an XYZ monster battled this turn, once per turn, you can XYZ summon this card on top of another XYZ monster and keep all the materials.

Quick Effect: Detach 2 cards to send all other cards to the GYs.

Trigger: If a card on the field is destroyed by battle or effect, attach 1 card from your hand, Deck or ED as material.

Very strong card for turn 2 pushes and beyond. Because the archetype has a lot of XYZ cards that can 'ladder' on top of each other, it's very easy to stack a huge number of materials to ensure that its board nuke goes off multiple times as needed.

Crucial Rulings:
    • Its Quick Effect is not a once-per-turn, and can be used multiple times in a chain.
    • Its Quick Effect to send cards to GY will NOT trigger effects that rely on being destroyed, as it is not classed as a destruction effect. For example, if Zeus nukes the board and the board has Blackwing - Mistral of the Silver Shield, Silver Shield can not activate its effect.
Number F0: Utopic Future Zexal

Number F0: Utopic Future Zexal

Pure: 0-1 Non-Pure: 0-1

Gain ATK/DEF equal 500 x the total ranks on your field and in your opponent's GY.

Floodgate: Your opponent can not target cards on the field with card effects, and can only target this card for attacks.

Quick Effect: When your opponent uses a card or effect, detach 1 material to steal a monster on the field. This card can not be destroyed by battle or effects for the rest of the turn.

Another option for towers with a very nice board protection effect. Note that it will not protect against non-targeted effects such as Forbidden Droplet.

Daigusto Emeral

Daigusto Emeral

Pure: 0-1 Non-Pure: 0-1

Ignition: Detach 1 material target and shuffle 3 cards from the GY into the Deck and draw 1 card.

The main and relevant use of Emeral is to recycle the GY. While the combination of TC Caduceus and M7 tends to be enough, you may run into games that are super grindy, which this card can absolutely help out with especially when looped with Eclipse Twin to shuffle back 6 cards. Note that because Emeral is WIND-type, it can run into slight issues with Castor, so make sure you use Castor's effect after summoning Emeral.

Number 41: Bagooska the Terribly Tired Tapir

Number 41: Bagooska the Terribly Tired Tapir

Pure: 0-1 Non-Pure: 0-1

Trigger: Detach 1 material during your Standby Phase. Destroy this card if it can not detach.

Floodgate: If in ATK position, it can not be destroyed by your opponent's card effects. If in DEF position, change all other monsters in DEF position, and negate activates effects while they're in DEF position.

A notorious floodgate that can stall out turns. Occasionally you can use this as a response to Fuwalos to stall for time, but this will be less effective into Link decks as they can not be switched into DEF position.

Evilswarm Exciton Knight

Evilswarm Exciton Knight

Pure: 0-1 Non-Pure: 0-1

Quick Effect: Once per Chain either in YOUR Main Phase, or your opponent's Battle Phase, detach 1 material to destroy all other cards on the field. Your opponent takes no damage for the rest of the turn.

The Quick Effect can only be activated if your opponent has more cards on the field and in hand than you.

Another card that is useful for turn-2 pushes thanks to its board nuke.

Artifact Durendal

Artifact Durendal

Pure: 0-1 Non-Pure: 0-1

Quick Effect: Activate 1 of the following effects.

  • When a monster effect or Normal Spell/Trap is activated on the field by your opponent, detach 1 material to change the effect to "Destroy 1 Spell/Trap card your opponent controls"
  • Detach 1 material to shuffle and redraw both player's hands.

It's a good card in warding off some Spell or Trap cards such as Evenly Matched, but the more common usage nowadays is doing a 'handloop' combo with Droll and Lockbird where you can force your opponent to shuffle their hand without being able to redraw them. This is especially powerful into Fuwalos as you'd often have some followup afer to seal the game.

Cards that you can potentially experiment with, but are simply outdated with all the modern support that Tellars have received. Some of these have merit in time wizard formats however, so they're still worth taking a look at!

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Satellarknight Deneb

Satellarknight Deneb

On Summon: Add 1 Tellarknight monster from the Deck to your hand.

One of the best cards on release in 2014 that unfortunately is toppled by Cygnian who has the same search effect. There are very niche circumstances where you may need another search, but overall, her limited utility and lack of ability to develop boards on her own while being weak to Droll has gotten her powercrept and thus, not currently recommended.

Satellarknight Vega

Satellarknight Vega

On Summon: Special Summon 1 Tellarknight monster from your hand.

Vega competes with Lyran who is unfortunately just a stronger card in a 2-card combo scenario, not least of which Lyran herself isn't as vulnerable to HTs as Vega is. Niche combos can be done with Deneb but much like her, because Vega doesn't provide enough anymore and just bricks very hard with hand combinations involving Constellar-only monsters like Castor, she is currently not recommended.

Satellarknight Sirius

Satellarknight Sirius

On Summon: Shuffle back 5 Tellarknight monsters from your GY to the Deck, then draw 1 card.

The extreme tilt to Constellar names, along with incentives to actually keep names in the GY, makes it hard to shuffle this many names. Daigusto Emeral is vastly better since it is not bound by this restriction and is not a hard once-per-turn, but shuffles less cards, giving you much more control on the cards that stay.

Satellarknight Skybridge

Satellarknight Skybridge

Target 1 Tellarknight, Special Summon 1 Tellarknight monster with a different name from your Deck and shuffle the targeted monster into the Deck.

While the monster Special Summoned by this effect is face-up on the field, you can only Special Summon Tellarknight monsters.

The only card in this list that is probably still playable. Still not recommended in most cases. The lack of Tellarknight names in modern decklists without additional bricks like Deneb and Vega makes Skybridge awkward to use due to it being a -1 inherently.

It also competes with Tellarknight Genesis for the second searchable spell; Skybridge doesn't add anything to your endboard outside of an additional way to trigger Altairan, of which you already have two (Eclipse Twins + TC Delt). Going second all it does is dodge targeting effects, while still locking you. While we don't recommend running Skybridge, your own mileage will vary.

Crucial Rulings:

    While the monster summoned by this card is on the field, you are unable to summon non-Tellarknight monsters. This includes cards like Constellar Caduceus! Due to this, Lyran is not a 1-Card Combo, even if paired with this card.

Stellarknight Triverr

Stellarknight Triverr

Retroactive Lock - In order to XYZ summon this card, you can not have, nor can you later, Special Summon non-Tellarknight monsters.

On XYZ Summon - bounce all other cards to their owner's hands.

Ignition - Detach 1 material to send 1 card from your opponent's hand to the GY.

Trigger - If sent to the GY while having material, summon 1 Tellarknight monster from your GY.

The evolution of modern decklists has unfortunately left Triverr in the dust. The very restrictive lock and the resulting inability to summon key cards like Castor, Eclipse and Vimana, as well as completely shutting out side engines options has not let Triverr see a place in the deck since 2015, and will likely not see a place ever unless he gets some help outside of niche combos utilizing Batlamyus. He is currently not recommended.

Constellar Star Chart

Constellar Star Chart

Once per turn, lets you draw a card when you special summon a Constellar XYZ monster

This card is very much a win-more bait, do not fall for it! Effectively its a blank card going second, though it can probably be used for some meme combos in a world in which Droll and going second doesn't exist.

There is however a fun application, where you get to loop Star Chart by popping it with Altiaran and recovering it with XYZ Caduceus or by bouncing it back to hand via Pleiades.

Feel free to experiment with it and play a copy of it in for-fun builds!

Crucial Rulings:

    Also triggers if you reborn an XYZ monster as it doesn't specify the special summon must happen from the Extra Deck

Constellar Belt

Constellar Belt

Prevents your opponent from negating the activations of your LIGHT monsters

Only prevents the negation of... activations. Not negating their effects. This means that cards like Ash Blossom, Infinite Impermenance, Dominus Purge, Dominus Impulse, etc. will still affect your monsters. Simple due to this, it's unfortunately not even useful as a 1-of.