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!

Main Deck Monsters

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Constellar Castor

Constellar Castor

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

On Summon: Special Summon any Constellar name from your Deck except itself. 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 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.
Tellarknight Cygnian

Tellarknight Cygnian

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

Treated as both a Tellarknight and Constellar card!

On Summon: Searches 1 Tellarknight or Constellar monster.

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 Lyran from your hand.

On Summon: You can search 1 Tellarknight or Constellar Spell card.

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, with a very strong, potentially turn-ending effect.

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: Search 1 Constellar Spell or Trap card.

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.

Another in-hand extender. Like Lyran, you can use Caduceus to search a spell card to extend your lines mainly Constellar Tellarknights.

Crucial Rulings:

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

Spell and Trap Cards

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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!

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

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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 backrow effect that is also searchable via Lyran.

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

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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.

Awesome extender, being able to generate advantage from both of its effect.

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.
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.

Big boss man

Crucial Rulings:

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

Tellarknight Constellar Caduceus

Tellarknight Constellar Caduceus

Pure: 2 Non-Pure: 1-2

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 with its effect - it can search, summon, break boards, recycle, funnels names into banish zone for TC Delt, even function as a pilot for Castor negates or rank up into higher level XYZ monsters. An extremely versatile card.

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 Delteros as 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 Deck.

One of the MVPs of the archetype. Enables a stronger response into Droll, extends and more importantly, provides a strong push into boards going second with its floodgate going second.

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.
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 the Constellar Tellarknights spell card. 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.

Chronomaly Vimana

Chronomaly Vimana

Pure: 1 Non-Pure: 0-1

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.

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 Non-Pure: 0

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.

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.

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: If 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 Non-Pure: 0

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 dusruptions 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 or Set. Can ONLY be Special Summoned if there are no monsters on the field.

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

Gagaga Ganbara Knight

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!

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.