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Good evening! Thought I'd stick up my list and see if I could get some useful feedback on it. I Also have some plays I'd like second opinions on. My main focus with the deck atm is vs ABC, Herald of perfection, Yang Zing(metalfoe variant), metalfoes and performapal. Deck list: Monsters(13): MAXX "C" x2 -ABC,metalfoes, performapals, rogue stuff like yang zing Satellarknight Unukalhai(ukalele/unicycle) x3 -Dumps deneb, shenanigans with instant fusion/skybridge Satellarknight Altair x3 -self-explanatory Satellarknight Vega x2 -extends plays, end phase summon 3 search 1 with CTH/Oasis Satellarknight Deneb x3 - Searches Altair or vega most of the time. Occasionally Ukalele. Spells(11): Reinforcement of the Army x1 Upstart Goblin x1 Satellarknight Skybridge x2 -Opening with more than 1 is a game loss Instant Fusion x2 -Only run the single norden, 2 is enough Mystical Space Typhoon x2 -was originally twin twister but prefer mst to stop the union hangar search turn 2 and I occasionally can't afford the cost Card of Demise x3 -Was considering dropping to 2 or cutting altogether to prioritize triverr-ing boards going 2nd. A lot of the time vs ABC the dice roll decides the game Traps(16): Call of the Haunted x3 Oasis of Dragon Souls x1 -1 copy to reduce bricking, look at Shunsuke Hiyama's game at the world championship(2015), he played 3 of each and lost a game just because he bricked with them Stellarnova Alpha x3 -so good Solemn Warning x1 -same Solemn Strike x3 -same Vanity's Emptiness x1 -same Bottomless Trap Hole x1 Time-Space Trap Hole x1 -for use by rafflesia-pendulums, kozmo, blue-eyes etc Imperial Iron Wall x2 (ABC) Extra Deck: Darktellarknight Batlyamus x2 (Would nearly play a 3rd if extra deck wasn't so tight) Stellarknight Delteros x1 (Still decent, force it to kill itself a lot of the time turn 1) Stellarknight Triverr x2(Trevor/Triggered) (Best out to most established fields, occasionally would like a 3rd to continue looping after a triverr has been beaten over) Stellarknight Constellar Diamond x1 (Not as relevant but wins rogue games against dark decks and infernoid and becomes a psuedo-infinity if paired with a Batlyamus) Number 80:Rhapsody in Beserk x1 (Mostly for ABC but is viable for mirror match, lightsworn/infernoid/felgrand/blue-eyes) Traptrix Rafflesia x1 (so good against pendulums, only out to denkko) Daigusto Emeral x1 (shuffles in altairs/xyzs) Abyss Dweller x1 -self-explanatory Number 86: Heroic champion - Rhongomyniad(ragnominiad) x1 - only non-activating out to herald, rarely sees play, if it's possible to get4+ materials on, I could usually win another way Castel, the Skyblaster Musketeer x1 -extra deck out to floodgates and such(mainly Light-imprisoning) but is mostly used to shuffle in scales(when appropriate). Bujintei Tsukuyomi x1 -Have a love/hate relationship with this, almost never worth it without a call of the haunted GAME 1. Drawing into the appropriate floodgate wins games though. Steelswarm Roach x1 -Outdated card but it's literally just for ABC buster. Elder Entity Norden x1 - Not really worth it because of how tight the extra deck space is but tellars suffer from not being able to follow up with something after their initial play is stopped. Going to make do with instant fusion until zodiac beasts drop. It's also essential for the play I'd like feedback on. The side deck is kind of moot, because everyone's meta game is different but I'll post it anyway: soul drain x1 -literally just for yang zings but is applicable elsewhere Gameciel the sea turtle kaiju x3 -Outs a lot of things hard to deal with going 2nd such as Herald, ABC buster, rafflesia, rafflesia,infinity etc Imperial Iron Wall x1 - only main 2 because I hate opening multiples against decks where it's irrelevant Anti-Spell Fragrance x3 -pendulums time-space trap hole x2 -pendulums, kozmo or sometimes just to replace the iron walls game 2 and 3. Artifact Lancea x3 - going 2nd vs ABC, Infernoid, Felgrand twin-twister x2 -floodgates, pendulums The play I'd like opinions on is nothing special, just trying to figure out if it's worth it turn 1. So opening hand Unukalhai, instant fusion +3 random cards. summon unuk and use it's effect to dump deneb. instant fusion into norden & summon deneb. overlay into delteros and use it's effect, targeting itself. Summon altair from the deck, who summons deneb and adds altair. overlay into rafflesia or tsukyomi if you have a call/oasis or roach if you know you're playing abc and have outs to other rank 4s. Overall the combo breaks even on card advantage because you spend 2 cards to get a rafflesia/tsukyomi and a search but is this an optimal play? Should I just hang onto the instant fusion and unukalhai if I have a deneb in hand?
This part courtesy of Rayluz Tellarknights Also, review this post. Intro: Satellarknights or "Tellarknights" are an archetype that consist of Light Warrior monsters and thus far are all level 4. Their first debut is in Duelist Alliance with more support coming out in The Next Challengers. The decks focus revolves around quick and easy summoning as well as having effects that activate upon summoning by any means, normal, flip, special. The art, names, and playstyle is similar to the older archetype constellars. The main deck monsters are named after the brightest stars in the night sky, while the XYZ monsters are named after the asterisms formed by those stars. Tellarknights: [spoiler] Satellarknight Altair Light Warrior Level 4 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, but 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 basically the most important monster of the deck. He is the go to man to spam your XYZ plays. He comes in with a respectable 1700 ATK and a measly 1300 DEF. He is our Wolfbark, Blizzard, or whatever you want to call him and along with bringing back a fallen tellarknight their effects will also activate enabling some cool combos depending on which one you want to bring back. Alternatively you can also bring back your XYZ monsters. The only downside is that you can only attack with TK monsters so be sure to get damage in with them prior to making XYZs if you can. Satellarknight Vega Light Warrior Level 4 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 is our Constellar Algiedi. It allows us to special another Tellarknight monster from the hand resulting in cool combos if you summon her from the grave with altair or vice versa. The 1200 attack isn't that much to brag about however it's defense is quite alright. Vega basically allows more wombo combos. Satellarknight Deneb Light Warrior Level 4 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." There's not incredibly much to say about Deneb other than the fact that it's an incredibly good searcher. You can search every time you summon it making the deck super consistent which in most scenarios you are searching out altair so you can rinse and repeat these plays and net more advantage. It has an alright 1500 ATK and a meh 1000 DEF. Satellarknight Unukalhai Light Warrior Level 4 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." I cannot pronounce his name for the life of me so I usually call him "unalaq" (LOK reference) Or Unk works too. He is a great set up to get your deneb or other cards in grave to basically like previously stated, set up. Usually Unk or Deneb will be your first move to either gain advantage or set it up for the next turn. Unk has a magnificent 1800 ATk which can get over many things and on turn one cannot really be hit by all that much. He also has 1000 DEF which isn't anything to brag about. Satellarknight Alsahm Light Warrior Level 4 ATK/1400 DEF/1800 "If this card is Summoned: You can inflict 1000 damage to your opponent. You can only use this effect of "Satellarknight Alsahm" once per turn." If anything Alsahm (Which btw is very terrorist sounding and does not help that he terrorizes your opponent by inflicting damage) is a one of in your deck. He has an ok 1400 attack and an outstanding 1800 defense. His 1k burn can be a really big help especially in the late game or even after an opponents soul charge. With altair, call of the haunted, bridge, delteros, vega, and soul charge there are plenty of ways to activate and resolve his effect to get in chunks of damage that will eventually stack and put pressure on your opponent. Combining that with attacking for an additional 1400 damage and even throwing out a cowboy after can really lower your opponents life. Stellarknight Delteros Light Warrior Rank 4 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 an incredible XYZ. He doesn't allow your opponent to respond to summons, can pop a card, and even when he is destroyed can easily replace himself with an altair to further your plays or any tellarknight depending on the situation. He rolls in with a beefy 2500 ATK which is great for what he brings to the table and a very good 2100 DEF. Satellarknight Skybridge Quickplay Spell "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 really cool combo card. It allows you to resolve your effects of summoned knights if they were about to be negated as well as replacing it with another TK that will also get its effect. You can put damage on your opponent or attack then use it to get another hit in and get an effect in as well. It comes with a pretty big clause being that you can't special summon monsters except TK but depending how you play it it shouldn't really matter in that case. Stellarnova Alpha Counter Trap "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." Our all around negation. It allows you to negate any monster effect, spell, or trap while additionally allowing you to draw. It also can help you dodge for your effects to go off on your summons if they were to be negated as well as netting you a draw. Also, there's no clause on this card so you can essentially activate as many as you have depending if you have the amount needed for the cost. Depending how you use this card it can steal you the game. [/spoiler] OCG Land [spoiler] Star Seraph Scepter Level 4 Fairy Light ATK/1800 DEF/400 "When this card is Normal or Special Summoned: You can add 1 "Star Seraph" monster from your Deck to your hand, except "Star Seraph Scepter". An Xyz Monster that was Xyz Summoned using 3 or more monsters you control as Xyz Materials (including this card on the field) gains this effect. ● When this card is Xyz Summoned: You can target 1 other card on the field; destroy that card, and if you do, you can draw 1 card." It's a light with 1800 ATK. Things are already looking up. This guy is basically a stratos for Seraph monsters which most cases you'll play 3 scepter and 3 sovereign so you'll be searching sovereign with this guy. Now for the reason why this guy has great synergy with the deck, when it's used as an XYZ material your monster gains a new effect being that when your monster XYZ summons itself you can target another card and destroy it then draw. So you can search a card, use this to XYZ get an additional pop for free and depending what you made (Delteros mostly) you can pop again! But Sovereign adds a lot more to the pot as well. Star Seraph Sovereign Level 4 Fairy Light ATK/800 DEF/2000 "This card cannot be used as an Xyz Material, except for the Xyz Summon of a monster that uses 3 or more monsters as Xyz Material for its Xyz Summon. If you Normal or Special Summon a "Star Seraph" monster(s): You can Special Summon this card from your hand, and if you do, draw 1 card, then, if it is a “Star Seraph” monster, you can Special Summon that monster from your hand." In terms of stats compared to scepter this guy is the opposite. He has amazing DEF instead of ATK but like Sceptor his main deal is to be used as an XYZ material. He can only be used with monsters that use 3 or more XYZ materials. So basically your Delteros and since we are in OCG land Number 86 as well as Triveil. Now if you have summoned sceptor and you so happen to already have this in hand you can special this and draw a card when you do. So alongside sceptors adding a card to hand you can draw one as well so they essentially are free cards. Also if that monster happened to be a star seraph monster you can special that as well and if you can resolve the newly summoned monster via that draw (if you wanted to) you'd net more advantage. Heroic Challenger - Assault Halberd Level 4 Warrior Earth ATK/1800 DEF/200 "If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand). If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. When this card inflicts battle damage to your opponent: You can add 1 "Heroic" card from your Deck to your hand." A good heroic monster. He is a warrior monster so he may be ROTA'd if needed or used for an XYZ requiring warriors. He comes packing a beefy 1800 ATK along with a stratos effect if you can pull off some battle damage with it getting another copy of himself. Simply put he is a better thrasher in the sense that he can add cards to your hand and still allow all monsters you control to be able to attack rather than having a thrasher that can't. Stellarknight Triveil Rank 4 Warrior Light ATK/2100 DEF/2500 "3 Level 4 "tellarknight" monsters. You cannot Special Summon monsters during the turn this card is Special Summoned, except "tellarknight" monsters. When 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 is sent to the Graveyard while it has Xyz Material: You can target 1 "tellarknight" monster in your Graveyard; Special Summon that target." The second XYZ of the archetype. Triv comes with a clause that is similar to skybridge however it's very much worth it. When Triv is XYZ summoned he returns all other cards on the field to the hand. Depending on the situation this can be very crippling to the opponent if they had a field of XYZs or something similar to that while Tellarknight players can add back dead calls or spare altairs that were left on board. Along with bring cards back to the hand Triv also can send a random card from your opponents hand to the grave further hurting his next turn plays. Unlike Delteros Triv needs a material on him when he is destroyed to get his destruction effect which specials a tellarknight monster from the grave which could be altair, delteros, deneb, or whatever depending but Altair to get a dead delteros is a pretty neato play. Number 86: Heroic Champion - Rhongomiant Rank 4 Warrior Dark ATK/1500 DEF/1500 "2 or more (max. 5) Level 4 Warrior-Type monsters During each of your opponent's End Phases: Detach 1 Xyz Material from this card. This card gains the following effects based on the number of Xyz Materials attached to it. ● 1 or more: This card cannot be destroyed by battle. ● 2 or more: This card gains 1500 ATK and DEF. ● 3 or more: This card is unaffected by other card effects. ● 4 or more: Your opponent cannot Normal/Special Summon. ● 5 or more: Once per turn: You can destroy all cards your opponent controls." This guy can be made with anywhere between 2-5 materials that are level 4 and the effects will vary depending. If you plan on summoning him chances are you'll do it with 3 or more materials (Assuming we are using star seraphs to also net advantage) Assuming this you'll start off with the first three effects No battle destruction, becomes 3000 ATK/DEF tank, and it's unaffected by other cards. So you are looking at a monster that can come out basically for free that can't be destroyed by battle, has high stats, and can't be affected by anything. But since our deck can easily add to those ranks let's see the last two. 4 Your opponent can't normal or special summon, 5 once per turn you can destroy all cards your opponent controls. So you can summon this guy out with 5 materials and your opponents only out is basically warning otherwise you will nuke their field, prevent them from summoning (setting is still possible) and have free shots at your life points with a nearly unstoppable and unfair monster. He is truly the definition of a boss monster. [/spoiler] Other cards to consider [spoiler] traptrix myrmeleo While she may not be a warrior or light monster she can help add cards like bottomless trap hole (which may see less play in a shadoll format) timespace trap hole, and deep dark trap hole (If you choose to side that) Most builds will be running soul charge and call of the haunted so you will also get the benefit of popping a card as well as having an extra level 4 to XYZ into considering Delteros is a generic rank 4. Honest Honest is a light and a level four so he can give you the benefit of making a starliege paladynamo but realistically he is here to increase your monsters attack. Alternatively you can always soul charge or call of the haunted it back to fall back onto it but you'd have to be in a pretty awkward position for that. Thrasher is a light warrior which can help with your light XYZ monsters or Warrior onlys. He can be searched with ROTA and can special himself to help with an XYZ. He's basically your go to man until Halberd comes out but Thrasher isn't direly needed in this deck but he can help, it gets the job done without him. A great negation card as well it can alternatively be used to get over certain cards as well. We all know it can negate card effects but what this does as opposed to the other cards is negating in damage step which can be crucial depending on certain flip effect monsters. Soul Charge It may be a bit obvious to run a massive special summoning card that will trigger all your Tellars I felt I need to put it on here since I seen some lists leave it out for some reason. Soul charge can reward you well in this deck depending on what you have. You can easily soul charge a deltaros and bring back vega to special one from your hand and so on or you can just grab everything and activate all their effects to net crazy advantage. With Unk setting up the grave and altair and deneb helping by adding to your advantage this card truly shines in this deck. Call of the haunted Call is great especially if you start off with unk. It can help advance the first few plays or help you make a great push. Call will trigger your tellarknights so you can endphase into altair to get a special summon and once its on your turn you are free from the attack clause. It's great mst bait and if you're lucky you'll get a + from it if your opponent isn't careful. Wing blast is great for a number of reasons. It can spin annoying cards back to the opponents top of the deck, or just give them a dead card to draw or both depending. What this also does for TK is set up our grave. Along with our first reason (Spinning) this card can be a safeguard to assure us that we will have a guaranteed card in grave to assure our altair plays go off, as well as coth plays and soul charge. We all know this negates cards but the fact that it can do it twice is really relevant. Along with stopping something annoying your opponent is doing on their turn you can knock out an annoying strategy they are doing or something that is preventing you from doing something (Winda) on your own turn. It's always good to have some backup support. [/spoiler] Combos/Tips [spoiler] Soon [/spoiler] Sample Lists [spoiler] The following lists are not lists that have received any credentials from a regionals or ARG and are only here as a sample until a build(s) with credentials arise. Brotherhood Open List NettLEs build Raylulz Build iSlickz build Scott page Top 4 texas regionals Michael White top 8 Iowa regionals Sinjin Landers 2nd Place Alabama Regional Jarred Judd 1st place undefeated Arizona regional ARG Top 16 TK's [spoiler] Alyxander Lisgathe - Satellarknight Main Deck: 3 Satellarknight Deneb 3 Satellarknight Altair 3 Satellarknight Unukalhai 1 Satellarknight Vega 3 Pot of Duality 3 Upstart Goblin 2 Soul Charge 2 Mystical Space Typhoon 2 Reinforcement of the Army 3 Stellarnova Alpha 3 Breakthrough Skill 3 Dimensional Prison 3 Vanity's Emptiness 1 Solemn Warning 1 Compulsory Evacuation Device 1 Torrential Tribute 3 Call of the Haunted Side Deck: 1 Neo-Spacian Grand Mole 1 Thunder King Rai-oh 2 Maxx "C" 1 Mystical Space Typhoon 2 Needle Ceiling 3 Stygian Dirge 3 Shadow-Imprisoning Mirror 1 Soul Drain 1 Dimensional Fissure Extra Deck: 2 Castel, the Skyblaster Musketeer 1 Diamond Dire Wolf 1 Evilswarm Excition Knight 1 Abyss Dweller 1 Number 80: Rhapsody in Berserk 1 Number 101: Silent Honor Ark 1 Gagaga Cowboy 1 Cairngorgon, Antiluminescent Knight 1 Starliege Poladynamo 1 Stellarknight Delteros 1 Diagusto Emeral 1 Bujintei Tsukuyomi 1 Heroic Champion - Gandiva 1 Constellar Omega Daniel Cunningham - Satellarknight Main Deck: 2 Traptrix Myrmeleo 3 Satellarknight Deneb 2 Satellarknight Unukalhai 3 Satellarknight Altair 2 Satellarknight Vega 1 Satellarknight Alsahm 2 Pot of Duality 2 Reinforcement of the Army 2 Mystical Space Typhoon 1 Soul Charge 2 Vanity's Emptiness 3 Stellarnova Alpha 1 Compulsory Evacuation Device 2 Dimensional Prison 2 Time-Space Trap Hole 2 Wiretap 1 Solemn Warning 3 Call of the Haunted 2 Breakthrough Skill 1 Bottomless Trap Hole 1 Torrential Tribute Side Deck: 2 D.D. Crow 2 Maxx "C" 1 Nobleman of Crossout 1 Mind Control 1 Mystical Space Typhoon 1 Dimensional Fissure 1 Dimensional Prison 1 Soul Drain 2 Deep Dark Trap Hole 3 Shadow-Imprisoning Mirror Extra Deck: 1 Aybss Dweller 2 Stellarknight Delteros 1 Evilswarm Excition Knight 1 Starliege Poladynamo 1 Daigusto Emeral 1 Castel, the Skyblaster Musketeer 1 Number 101: Silent Honor Ark 1 Number 80: Rhapsody in Berserk 1 Gagaga Cowboy 1 Number 50: Blackship of Corn 1 Constellar Omega 1 Cairngorgon, Antilumicient Knight 1 Heroic Champion - Excalibur 1 Number 103: Ragnazero Aaron Furman - Satellarknight Main Deck: 3 Satellarknight Deneb 3 Satellarknight Altar 3 Satellarknight Unukalhi 2 Satellarknight Vega 3 Pot of Duality 2 Reinforcement of the Army 3 Soul Charge 2 Mystical Space Typhoon 1 Compulsory Evacuation Device 1 Torrential Tribute 3 Call of the Haunted 2 Dimensional Prison 3 Vanity's Emptiness 3 Breakthrough Skill 3 Stellarnova Alpha 1 Solemn Warning 1 Battleguard Howling 2 Wiretap Side Deck: 1 Chain Disappearance 2 Needle Ceiling 3 Stygian Dirge 2 Maxx "C" 3 Shadow-Imprisoning Mirror 1 Dimensional Fissure 1 Full House 1 Soul Drain 1 Thunder King Rai-Oh Extra Deck: 1 Evislwarm Excition Knight 1 Number 80: Rhapsody in Berserk 1 Number 106: Giant Hand 2 Stellarknight Delteros 1 Diagusto Emeral 1 Number 101: Silent Honor Ark 2 Castel, the Skyblaster Musketeer 1 Aybss Dweller 1 Diamond Dire Wolf 1 Cairngorgon, Antiluminscent Knight 1 Starliege Polydayamo 1 Constellar Omega 1 Gagaga Cowboy Tyree Tinsley - Satellarknight Main Deck: 3 Satellarknight Deneb 3 Satellarknight Altair 3 Satellarknight Unukalhai 1 Satellarknight Vega 2 Mystical Space Typhoon 2 Soul Charge 2 Reinforcement of the Army 3 Upstart Goblin 3 Pot of Duality 3 Satellarknight Nova 3 Call of the Haunted 3 Dimensional Prison 3 Vanity's Emptiness 1 Torrential Tribute 1 Solemn Warning 1 Compulsory Evacuation Device 3 Breakthrough Skill Side Deck: 3 Maxx "C" 2 Needle Ceiling 1 Soul Drain 1 Dimensional Fissure 1 Neo-Spacian Grand Mole 3 Shadow-Imprisoning Mirror 3 Stygian Dirge 1 Thunder king Rai-Oh Extra Deck: 1 Number 106: Giant hand 2 Castel, the Skyblaster Musketeer 1 Starliege Paladynamo 1 Evilswarm Exciton Knight 1 Number 101: Silent Honor Ark 1 Abyss Dweller 1 Gagaga Cowboy 1 Daigusto Emeral 1 Number 80: Rhapsody in Berserk 1 Diamond Dire Wolf 2 Stellarknight Delteros 1 Cairngorgon, Antiluminescent Knight 1 Heroic Champion - Gandiva [/spoiler] [/spoiler] Essentially this is all I can do while I'm at work but I can add on to it later with an OCG section, extra deck, decklists, combos tips, and other cards that can be ran in tangent. But I figure that's enough to at least start a thread. -------------------------------------- Does anyone else think that this deck has a serious chance of matching Shaddolls in the TCG? I personally think this deck may have an edge on Shaddolls in the TCG much more so than over the pond. RoTA is at 2 here. This means you are that much closer to opening with Deneb turn 1 or if you already have it you can choose to turn RoTA into any Satellar that you need in the given scenario. I don't think I really need to go in depth as to why RoTA is so good in a deck that revolves around having the correct combination of monsters in hand to create plays. Also RoTA allows you play tech cards such as Blade Knight. Torrential Tribute is at 1 here. Torrential Tribute is probably the most polarizing trap in the Shaddoll - Satellar match-up. It's a no brainer that a deck that focuses on swarming the field with 2-3 monsters every turn will be hurt by TT more so than a deck where all of its monsters float when going to grave. Torrential Tribute at 3 in the OCG skews the match-up towards Shaddolls heavily and also forces the Satellar player to play around it much harder than the other way around. To be fair, Compulsory is also at 3 in the OCG, which is very effective against Shaddolls but it also pretty tough to deal with as a Sateller player and I don't think the impact it has on the match-up is as big as the one TT has. Soul Charge exists. Soul Charge really benefits Sateller way more than it does for Shadoll. Since everything gets its effect when it's summoned in Satellerknights, you can easily trigger multiple effects simultaneously, and it's not hard to set-up the grave with cards such as Satellarknight Unukalhai which lets you dump a Satellar monster when it is summoned, Procyon which lets you discard a Satellarknight to draw a card, or by using the trap card which sends a Satellarknight you control to the graveyard to negate any card. Clearly this may not be as amazing against Shaddolls, but it still lets you drop a lot of monsters on board against Midrash in one turn, which can potentially give you plays for the following turn. Delteros also makes Soul Charge very safe and you can even Soul Charge back Delteros for a 2500 floater. Soul Charge also makes for very easy Rhongomiants with 4+ Xyz, which is just a god damn monster that nearly no deck can get over. I don't know if it's been confirmed for TCG but it's definitely more of a thing thanks to Soul Charge. (I didn't realize OCG had DRLG cards already - whoops) Also although Midrash naturally is a big road block for this deck, Satellarknights have quite a few more inherent advantages against Shaddolls than other decks. The trap card actually allows for Satellerknights to use extra deck monsters since you can simply negate Shaddoll Fusion. It's also one of the best decks at rushing Dweller without losing card advantage. They also have the ability to use this card pretty effectively: This card synergizes very well with the whole archetype. There are a lot of instances where you can drop three monsters on the field all while retaining advantage but you may only need two to go for an xyz. Altair looping Deneb is essentially a +2 every turn so you can easily fulfill the "cost" for this card. It's probably one of the best slow grind cards for the archetype and really preys on the slow nature of the Shaddoll flip effects. It also has a very neat interaction with Shaddoll Fusion, exemplified by this ruling with Compulsory Evacuation Device: This basically means that you can spin one of your Xyz monsters (that you probably got for 1 card or for free) in response to Shaddoll Fusion and one of your opponent's monsters AND then they'll have to fuse from their hand or their side of the field. Clearly this is an extremely disruptive play that can result in a huge shift in tempo. Not to mention this card outs a Midrash that is already on the field. Also another neat thing that may or may not work (need confirmation) is that it synergizes with the Quick-Play. If what I'm thinking is correct, you should be able to activate Escape Device then chain Satellerknight Skybridge to special summon a monster and then shuffle back a monster for free. What do you guys think? Since there was already a Shaddoll and Yang Zing thread I thought it would only be appropriate to talk about the other archetype coming out in DUEA, an archetype that I think is certainly better than Yang Zing and possibly better than Shaddolls.
[media='650x800']https://www.youtube.com/watch?v=v3eig5K3hdI[/media] [spoiler] [/spoiler] MONSTERS (22): 3 X Star Seraph Scepter 3 X Star Seraph Sovereignty 3 X Satellarknight Deneb 3X Satellarknight Altair 1 X Satellarknight Vega 2 X Photon Thrasher 2 X Effect Veiler 2 X Maxx "C" 2 X Honest 1 X Denko Sekka SPELLS (13): 3 X Instant Fusion 3 X Double Summon 2 X Photon Veil 1 X Raigeki 1 X Mystical Space Typhoon 2 X Reinforcement of the Army 1 X Forbidden Lance TRAPS (5): 1 X Vanity's Emptiness 1 X Call of the Haunted 1 X Stellarnova Alpha 1 X Solemn Warning 1 X Solemn Scolding EXTRA (15): 2 X Elder Entity Norden 1 X Trishula, Dragon of the Ice Barrier 1 X Abyss Dweller 1 X Castel, the Skyblaster Musketeer 1 X Constellar Pleiades 1 X Daigusto Emeral 1 X Evilswarm Exciton Knight 1 X Number 104: Masquerade 1 X Number 52: Diamond King Crab 1 X Shark Fortress 1 X Stellarknight Constellar Diamond 1 X Stellarknight Delteros 1 X Stellarknight Triverr 1 X Tellarknight Ptolemaeus I've always been an avid fan of Satellarknights and their explosive yet very straightforward engine, which, to me, lends itself to an easily accessible core for a generic kind of Exceed-Spamming deck. The tellarknight specific Exceed monsters that the engine opens up are probably some of the best Exceeds in general as well, and are far easier to utilize with a satellarknight engine than in perhaps other Exceed oriented decks using a Clown engine or something similar. My main goal when building this deck was to create an Exceed-spamming deck that could easily extend its plays not only just purely to get more value out of cards like the Star Seraphs, but also to be able to play through the opponent's spot removal and effect negation. Many people would probably consider such cards as Double Summon and Photon Veil to typically be sub-par considering that, in most decks, they do not pay for themselves well enough to warrant consideration. In this deck however, due to the huge payoff of simply getting the Star Seraph engine to work, any sacrifice in immediate card advantage for the sake of consistently being able to just activate and resolve monster effects, is almost entirely mitigated and makes cards like Photon Veil clutch. Instant Fusion, Double Summon, and Photon Veil all play a vital role enabling both the Star Seraph and the Satellarknight engine to resolve their effects more easily and efficiently. There are some truly nasty combos that this deck can pull off involving Photon Veil and Scepter, for example: Combo 1A: [spoiler] HAND: Photon Veil, Double Summon, 3 Light Monsters, 1 Random Card 1) Activate Photon Veil, shuffle in any 3 Light monsters to grab 3 Scepter from the deck to add to your hand 2) Normal summon Scepter, grab 1 Sovereignty 3) Activate Double Summon, normal summon Scepter, activate Scepter and the Sovereignty 4) Special summon Sovereignty from the hand and then from the deck that was searched off Scepter, activate their effects FIELD: 2 Scepter, 2 Sovereignty, HAND: 4 cards in hand 5) From there, you can go into many different plays, such as overlaying 2 Scepter and summoning Delteros to pop 2 cards off Scepter and then draw 2, which would look like: FIELD: 1 Delteros w/ 3 Material, 1 Sovereignty, HAND: 6 Cards 6) Let's say, that at this point you drew Instant Fusion which is very likely considering that we just drew to 6 cards. From there, you can detach a Scepter from Delteros to pop another card, sometimes even itself if it can lead to something worthwhile. 7) Instant Fusion is activated, special summon Norden and use Norden's effect to special summon Scepter. FIELD: 1 Delteros w/ 2 Material, 1 Norden, 1 Sovereignty, 1 Scepter HAND: 5 Cards 8) It may also be likely that you drew another Sovereignty to summon off of Scepter, which would make your Field full. If so, then you could summon Sovereignty in attack mode and overlay Scepter (There are probably no more cards you could even pop on your opponent's side of the field, but if there were, you would be at 6 cards in hand at the end of this combo instead), Sovereignty in defense already on the field, and Norden for Ptolemaeus, detach to summon Shark Fortress, and go for game; 2500 + 2500 + 2400 + 800 = 8200 damage. [/spoiler] FIELD: 1 Delteros w/ 2 Material, 1 Shark Fortress w/ 1 Material, 1 Sovereignty HAND: 5 Cards Total Damage: 8200 Combo 1B: [spoiler] From after step 5 in Combo 1A: FIELD: 1 Delteros w/ 3 Material, 1 Sovereignty, HAND: 6 Cards 6) At this point, if you still have Vega in your deck, and Deneb and Instant Fusion in your hand, you can pop Delteros with its own effect, special summon Vega to special summon Deneb from the hand to search Altair. 7) Overlay into Ptolemaeus, detach 3 to summon Shark Fortress 7) Activate Instant Fusion, and go into Diamond Crab from Norden grabbing any Level 4 monster from your graveyard, for a total of 8400 damage using Shark's effect. [/spoiler] FIELD: Shark Fortress w/ 0 Material, 1 Diamond Crab w/ 1 Material HAND: 5 Cards Total Damage: 8400 This deck is easily outclassed once more Pendulum support makes its way into the TCG, but for now, I think it is at the very least, quite a fun deck. Some of the following card choices in the deck are rather negligible and I would consider them easily interchangeable with something else, and would appreciate any feedback on this: Honest: Solidifies and maintains board presence, especially against decks that don't utilize mass board wipe removal Denko Sekka: Can be somewhat counter-productive at high amounts in the main, so 1 usually works well, especially in conjunction with double summon. Forbidden Lance: Allows me to play through backrow to continue plays, and can be a versatile defensive tool. Call of the Haunted: Obvious synergy with tellarknights in general, but I personally have not felt like this card is utilized extremely well here. The way the deck is built makes it very much an all or nothing gambit. Decks that tend to be able to grind well that run very heavy defenses such as Dark Law centered control decks, and some Kozmo decks tear through the little defense the deck affords in game 1. If possible, I either aim to straight up OTK and win with the deck, or setup a situation where I can use my 3 solemns (this includes Nova) to reduce the opponent's ability to comeback. All in all, to me it's mostly a fun deck, but it has some tremendously explosive plays, as well as a very good BA matchup due to the ease of access to BA hate in the extra.
Appreciate any input. Monsters (10) 3x Satellarknight Altair 3x Satellarknight Deneb 3x Satellarknight Unukalhai 1x Satellarknight Vega Spells (10) 3x Reinforcement of the Army 1x Soul Charge 2x Mystical Space Typhoon 2x Forbidden Lance 2x Pot of Duality Traps (20) 3x Call of the Haunted 3x Vanity's Emptiness 1x Compulsory Evacuation Device 1x Solemn Warning 3x Breakthrough Skill 3x Stellarnova Alpha 1x Torrential Tribute 2x Wiretap 2x Dimensional Prison 1x Soul Drain Extra (15) 2x Stellarknight Delteros 2x Castel the Avian Muskteer 1x Diamond Dire Wolf 1x Constellar Omega 1x Rhapsody in Berserk 1x Abyss Dweller 1x Evilswarm Exciton Knight 1x Heroic Champion - Gandiva 1x Starliege Paladynamo 1x Daigusto Emeral 1x Gagaga Cowboy 1x Cairngorgon 1x Silent Honor Ark Side is a work in progress.