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:

The Magnet Warrior Engine is able to put up 3 level-4 monsters both without using a Normal Summon and under Droll, giving it fantastic push and board presence. It's main weaknesses are that the engine needs to run 3 bricks and that because it is a large engine, you will have a lower non-engine count.

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Conduction Warrior Linear Magnum Plus Minus

Conduction Warrior Linear Magnum Plus Minus

Non-Pure: 3

Cannot be Normal Summoned/Set.

To Summon from hand: send 2 Magnet Warrior monsters whose original levels are 4 or lower from the Deck, hand or field (face-up) to GY.

Ignition: Target 1 other EARTH monster on the field to gain half its ATK for the rest of the turn.

Trigger: If this card is destroyed and sent to the GY, add it to the hand.

The heart of the engine. It's a particularly powerful starter since its summon is not even an activated effect, so you basically get a free 2.7k beatstick on the field while milling 2 cards, normally Epsilon and Sigma Plus, that generates advantages. It can also recycle itself, making it a great discard target for Stellarnova Binding or other cards.

Crucial Rulings:

    Its summon is not an activated effect.

Magnet Warrior Sigma Plus

Magnet Warrior Sigma Plus

Non-Pure: 1

Floodgate: While you control an EARTH monster, your opponent's monsters that can attack must attack EARTH monsters. While your opponent controls an EARTH monster, you choose the attack targets for your opponent's attacks.

Trigger: If sent to the GY, add to hand or Special Summon 1 level 4 or lower Magnet Warrior, except itself.

Required engine piece. Summons Epsilon the Magnet Warrior.

Epsilon the Magnet Warrior

Epsilon the Magnet Warrior

Non-Pure: 1

On Summon: Send 1 level 4 or lower Magnet Warrior from the deck to the GY to copy its name, then Special Summon 1 Magnet or Magna Warrior from GY with a different name to what’s on your field.

Required engine piece. Sends Magnet Warrior Omega Plus to summons Magnet Warrior Sigma Plus.

Magnet Warrior Omega Plus

Magnet Warrior Omega Plus

Non-Pure: 1

Ignition: Destroy 1 Rock monster in your hand or field face-up to Special Summon this card from your hand or GY. If it leaves the field, it is banished.

Quick Effect: When a Rock monster activates its effect on the field, Tribute this card to flip 1 card face-down.

Required engine peice. Pops Conduction Warrior Linear Magnum Plus Minus to summon itself to the field from GY.

Duoterion

Duoterion

Non-Pure: 2-3

Ignition: Discard this to add 1 Bonding Spell or Trap card from the Deck to your hand.

On Summon: Special Summon 1 Hydrogeddon, Oxygeddon or Duoterion from your GY.

Searcher for Magnet Bonding.

Magnet Warrior Sigma Minus

Magnet Warrior Sigma Minus

Non-Pure: 0-1

Ignition: If 2 EARTH monsters battle each other, negate it.

Ignition: Reveal this card to Fusion Summon 1 Monster with this card and Rock mosnters on the field or in GY.

On Summon: Send 1 Magna Warrior from the Deck to the GY.

Provides an additional way to Fusion Summon.

Magnet Bonding

Magnet Bonding

Non-Pure: 3

During the Main Phase: Activate 1 of these effects:

  • Add 1 Conduction Warrior Linear Magnum Plus Minus or 1 Level 4 or lower Magnet Warrior monster from your Deck to your hand.
  • Add 1 Level 8 Magna Warrior monster from your Deck to your hand.
  • Fusion Summon 1 Rock Fusion Monster from your Extra Deck, shuffling Rock monsters from your hand, field, GY, and/or banishment into the Deck as material.

Each effect can only be used once per turn.

Searcher for Linear Magnum and is the main way to summon the ED cards if you're running them.

Flux Ochsenfeld

Flux Ochsenfeld

Non-Pure: 0-1

On Fusion Summon: Special Summon 1 Rock monster from your hand or GY.

Quick effect: Bounce 1 Rock monster on your field and 1 card on your opponent's field back to the hand.

Great board breaker with its bounce effect. Just keep in mind that you can not activate both effects on the same chain.

Conduction Warrior Plasma Magnum

Conduction Warrior Plasma Magnum

Non-Pure: 0-1

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

If Fusion Summoned: Add 1 Magnet Spell card from the Deck.

Ignition: Send 1 level 8 Magna Warrior to the GY to Normal Summon 1 level 4 or lower Magnet Warrior.

Provides an addiitonal way to get Magnet Bonding in hand and additional bodies on the field.

The Onomat Engine can also print 2 level 4 bodies without a Normal Summon with a much more compact engine, and resolving their detach effects means you'll be able to maintain card advantage. Its main weakness however, is that it is very susceptible to removal and with some starters (Onomatopaira / Goblindbergh), Ash Blossom or Purge / Impulse.

This engine can use Dominus Purge as it is all EARTH- and LIGHT-types. (except for Onomatokage).

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Dodododo Warrior

Dodododo Warrior

Non-Pure: 3

To Summon: Send a Dododo card to the GY. Can only XYZ summon for the rest of the turn.

Trigger: If detached, search 1 Zubaba monster (typically you don't run a target for this, but it can search Zubababancho Gagagacoat).

Very weak to removal. If your opponent has a single F&V, Dominus Spark or even an Imperm, it kills the entire 1-card combo.

Crucial Rulings:

    If Dodododo Warrior is negated on the field, it reverts back to a Level 6 monster.

Gogogogo Goblindbergh

Gogogogo Goblindbergh

Non-Pure: 0-1

On Normal Summon: Special Summon 1 Gogogo from your hand, Deck or GY. You can only XYZ summon for the rest of the turn.

Trigger: If detached, search a Dododo monster (typically Dodododo Warrior, Dodododwarf Gogogoglove or Onomatokage).

Competes with Castor and Cygnian for the Normal Summon, but it does have a very powerful detach effect that enables you to play through Droll. You can run more than 1, but you do significant increase the risk of clumpy hands.

Onomatokage

Onomatokage

Non-Pure: 1 (0 if playing with Purge)

Treated as a Zubaba, Gagaga, Gogogo, and Dododo card.

Ignition: If there's a Zubaba, Gagaga, Gogogo, or Dododo monster on your field, Special Summon this card from the GY. It is banished when it leaves the field.

Ignition: Banish this card from your GY to bounce 2 XYZ monsters in your GY.

Dodododwarf Gogogoglove

Dodododwarf Gogogoglove

Non-Pure: 1 (if playing with Purge)

Ignition: Special Summon 1 Zubaba or Gagaga monster from your hand.

Ignition: If there' a Gogogo or Dododo monster on your field, Special Summon this card from the GY. It is banished when it leaves the field.

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

Trigger: If detached, search a "Gogogo" monster (typically either Goblindbergh, Onomatokage or if you're running it Dodododwarf Gogogoglove Onomatokage)

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.

Onomatopaira

Onomatopaira

Non-Pure: 0-3

Send 1 card from the hand to the GY to add up to 2 Zubaba, Gagaga, Gogogo, or Dododo monsters from the Deck, 1 from each category.

The robotic Tellarknight cosplayers sport well-rounded cards in terms of having good pushes into HTs and interactions and a respectable endboard. One of the greatest strengths of the Ryzeals is that it can achieve a half-board under Fuwalos with Detonator, but the notorious rank 4 lock that is applied if Special Summoned with its alternative method can be very awkward to navigate if care is not taken.

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Ice Ryzeal

Ice Ryzeal

Non-Pure: 2

Can be Special Summeoned by sending 1 card from your hand or field to the GY.

On Normal Summon: Special Summon 1 Ryzeal monster from the Deck.

The starter of the engine. This does conflict with Castor and Cygnian for the Normal Summon, but it is still a fairly strong card overall in terms of body generation. Note that its alternative summoning method will trigger both versions of Delteros.

It has specific synergy with TC Delteros since Ice is LIGHT-type and hence, can be Normal Summoned out of hand to trigger its effect.

Eat Ryzeal

Eat Ryzeal

Non-Pure: 1

Can be Special Summoned by sending 1 XYZ monster from the ED to the GY.

On Summon: If you only control level or rank 4 monsters, add 1 FIRE Thunder monster from the Deck.

Phenomenal starter and extender that is also a board breaker going second if you send Mereologic Aggregator or Vallon, the Super Psy Skyblaster.

Sword Ryzeal

Sword Ryzeal

Non-Pure: 2

Can be Special Summoned if you have a Ryzeal monster on the field.

On Summon: Add 1 LIGHt Pyro monster from the Deck.

Yet another extender.

Node Ryzeal

Node Ryzeal

Non-Pure: 1

Can be Special Summoned if you have on XYZ monster on the field or in the GY.

Ignition: Send 1 card from the hand or field to the GY to Special Summon 1 Ryzeal monster from your GY.

Another extender, another way to trigger both Delteros' effects and loop them much easier.

Star Ryzeal

Star Ryzeal

Non-Pure: 0-1

Can be Special Summoned by detaching 1 material from an XYZ monster.

On Special Summon: Set 1 Ryzeal Spell/Trap card from your deck.

The secondary spell 'searcher', mainly Ryzeal Cross. If you're not running Cross, don't run Star as he doesn't offer much to advance the board state otherwise (setting Plugin prevents it from activating for the turn), making it very bricky.

Ryzeal Cross

Ryzeal Cross

Non-Pure: 0-1

Can not XYZ summon duplicate XYZ monsters on the field.

Ignition: Place 2 Ryzeal cards at the bottom of the Deck, then draw 1 card.

Once per turn, if an effect is about to resolve, detach 1 material to negate that effect.

A very unique form of negation due to the fact that this can not be chainblocked. It is a good option to consider if you need the extra negate or Nibiru resistance.

Ryzeal Plugin

Ryzeal Plugin

Non-Pure: 0-1

Special Summon a Ryzeal or XYZ monster that is in the GY or banish zone and attach 1 Ryzeal monster from the Deck as material.

Another simple extender that also helps with layering the endboard a bit with board floating. Note that you also summon Constellar or Tellarknight XYZ summons, which will trigger Altairan from the GY.

Bonfire

Bonfire

Non-Pure: 1

Add 1 level 4 or lower PYRO monster from the Deck.

The Ryzeal equivalent of Reinforcement of the Army. Searches either Ice or Ext.

Ryzeal Plasma Hole

Ryzeal Plasma Hole

Non-Pure: 0-1

On Activation - Destroy cards equal to number of Ryzeal XYZ monsters on your field.

Banish this card from GY to XYZ summon using a Ryzeal monster a material.

Additional layering by giving removals from the backrow as well as an option to XYZ summon Bagooska on the opponent's turn.

Ryzeal Detonator

Ryzeal Detonator

Non-Pure: 1

Quick Effect: When your opponent activates a card or effect, detach 1 material to destroy a card.

If Special Summoned: Attach 1 card from the GY as material.

If an XYZ monster is about to be destroyed, detach 1 material instead.

Who doesn't love a card that can pop cards multiple times in a turn that can also stick around with Eclipse and is a 3k ATK beatstick? A powerhouse of a card in terms of disruptive presence since you can really shut down an opponent's plays with well-placed card pops.

Ryzeal Duodrive

Ryzeal Duodrive

Non-Pure: 1

Your monsters gain 100 ATK and your opponent's monsters lose 100 ATK for every material attached.

On Speciak Summon: Attach 1 Ryzeal monster from your GY as material.

Ignition: Detach 2 total materials from any monster to add 2 Ryzeal cards with different names from your Deck.

The bridge into Ryzeals. Because Duodrive is a FIRE-type pokemon, make sure this gets summoned before Castor's effect kicks in.