Variants

Tellarknights and Constellars are extremely flexible in what they can do! Any engine that is able to put up two level 4 monsters (and preferably without using your normal summon) is up for debate as a playable engine! Here are some side-engines and variants that we found work incredibly well:

Magnet Warriors

The Magnet Warrior Engine is able to put up 3 level-4 monsters both without using a normal summon and under Droll!

Constellar Castor

Constellar Castor

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

On Summon, special summons any Constellar name from your Deck except itself (however for the rest of the turn your extra deck is locked into LIGHT and/or DARK monsters). The card also has a second effect, where if an XYZ Constellar monster has Castor as material, it can detach 2 materials from ANY monster on the field to negate a Spell 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 XYZ 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.