Tellarknight " tellarknight " ( テラナイト " teranaito " ) is an archetype that debuted in " Duelist Alliance " . It is mainly composed of LIGHT Warrior monsters that focus on the quick and easy Summoning of monsters , their effects often activating upon being Summoned by " any " means , including Normal Summon , Special Summon and even Flip Summon . This archetype ' s artwork , name and type of gameplay is similar to that of the " Constellar s " . The archetype contains a sub - archetype , " Stellarknight " . Origin . Lore . " As if in a resonance with the birth of the giant divine dragon " Baxia , Brightness of the Yang Zing " by " Chiwen , Light of the Yang Zing " ’ s power , warriors of light descended from the brilliant stars in the sky . " They are the descendents of the " Constellar " , the brigade of saviors that fought to save this planet in the previous great war . " Constellar Sombre " , being herself the result of the fusion of the 12 " Constellar " heroes , released the power of the 12 constellations , the " " 12 constellation rings " " , from herself , and returned them to the new warriors . The warriors of light , upon regaining that power , turned them into the " Tellarings " , and transformed themselves into the Tellarknight , the protectors of the planet . With their new power , the warriors headed toward the battlefield to confront the " Shaddoll " . Names . This archetype ' s name is a portmanteau of the words " ( s ) tellar " / " ( sa ) tellar " and " knight " . The " Satellarknight " monsters are named after the in our night sky , while the " Stellarknight " monsters are named after the formed by those stars . The background of their artworks all feature the constellations that contain their respective namesake stars , with the locations of said stars in those constellations denoted by the star being distinctly encircled . Members . Each star mainly comes from a constellation that was present in the , a work describing the original 48 constellations created by in the second century . Through their artworks , some spell cards shows the creation of certain monsters : Playing style . The archetype focuses on rapid swarm tactics and easy pluses through its " Satellarknight " monsters , both of which are used to fuel the Summon of the " Stellarknight " Xyz Monsters . This generally revolves around the use of " Satellarknight Altair " and " Satellarknight Vega " in succession to generate advantage and field presence , with the one played second Summoning another " tellarknight " to the field . At this point , multiple options can be pursued based on the situation , allowing the archetype a great level of toolboxing capabilities . " Main Deck " . Summoning " Satellarknight Deneb " allows the player to add 1 " tellarknight " monster from their Deck to their hand . Although this excludes Spell / Trap support , it is of invaluable help to the archetype , as it is not only the third Xyz Material needed to Summon a " Stellarknight " monster but also sets up later Xyz plays with " Altair " and " Vega " . " Satellarknight Alsahm " is another useful card for the theme , as it goes some way to secure potential OTK opportunities . With its 1000 LP deduction , " Alsahm " can be used alongside the " Magician " / " Odd - Eyes " Pendulum engine perform one example of an OTK using a " tellarknight " Deck . It is also useful throughout a duel in damage limitation , such as against popular meta game threats such as " Solemn Warning " and " Soul Charge " . " Satellarknight Unukalhai " can be a big help in setting up plays with " Altair " , and makes itself at home in the slower non - Pendulum variant . Although its effect can be somewhat lackluster when used in conjunction with the aforementioned Pendulum engine it can occasionally be of some use , especially in combination with " Satellarknight Skybridge " for an immediate tag - out for " Altair " . Its 1800 ATK also makes it useful in attacking over monsters when the Extra Deck is unavailable ( this is most notable when you cannot Special Summon , such as when facing " El Shaddoll Winda " , " Fossil Dyna Pachycephalo " , " Archlord Kristya " or " Vanity ' s Emptiness " ) . First introduced in " The New Challengers " were " Satellarknight Betelgeuse " , " Satellarknight Procyon " and " Satellarknight Sirius " . All of them focus on manipulating your hand and Graveyard , with the latter two allowing you to draw while the former trades field presence for recycling . Ending your combo with " Betelgeuse " can be useful if you have more monsters than necessary to Summon the desired Xyz Monster . Then , after using that monster ' s effect , " Betelgeuse " can return the detached material to your hand for use next turn . Although " The Warrior Returning Alive " may seem like a wiser choice , as it does not require you to Summon anything and does not run the risk of monster interception , " Betelgeuse " can reach the hand or field very easily and can also serve as an Xyz Material if no other monsters are available . Finally , its 1900 DEF makes it the second strongest Main Deck monster defensively ( besides " Satellarknight Capella " ) , making him a suitable wall against almost all meta game Level 4 or lower monsters stat - wise . " Procyon " can sometimes be useful not only for easy draws , but also for turning " Deneb " searches into " Altair " or " Sirius " targets . When used alongside " Sirius , it can allow for quite a strong draw engine ; however , this can take time and does not keep up with the high Xyz - churning speed of the Deck . Also , considering that such a combo can strike inconsistency between " Vega " and " Altair " , " Procyon " is seen by most as a poor card that does nothing to fix the archetype ' s flaws or contribute to its play style . By far the best Main Deck card released for " tellarknights " in " The New Challengers " , " Sirius " helps the Deck in many ways and resolves previously unaddressed problems . It serves as a " Pot of Avarice " for the Deck and , despite only providing 1 extra card , lets the " tellarknights " regain resources and " Deneb " search targets . All going well , its effect is almost always live after a couple of Xyz plays and , like " Betelgeuse " , can be left on the field after a play to clean up the Graveyard and top it off with a draw . Be aware , however , that this can mitigate the grave - loading effects of " Unukalhai " and " Procyon " , and limit the effectiveness of " Altair " . At the same time , both of the aforementioned cards can be used in combination with " Sirius " , as said combo either leaves cards in the Deck ( with " Unukalhai " ) or puts cards from your hand into the Deck for extra draws beforehand ( with " Procyon " ) and effectively allows for free draws , whilst also leaving / making targets for " Skybridge " . " Extra Deck " . Thus far , there are five " Stellarknight " Xyz monsters : " Delteros " , " Triverr " , " Diamond " , " Ptolemaeus " and " Batlamyus " . Introduced in " Duelist Alliance " as the archetype ' s first Xyz boss , " Delteros " has three effects . The first is a Continuous Effect that prevents your opponent from activating cards or effects upon the Summon of ANY monster you control whilst " Delteros " has Xyz Material , including " Delteros " itself : since the " Satellarknights " and " Triverr " all work upon their Summon , this effect is extremely helpful in securing your long strings of Summons to create your Xyz Monsters against anti - Summon threats such as " Bottomless Trap Hole " , " Torrential Tribute " and " Solemn Warning " . The second is an Ignition Effect : by detaching 1 Xyz Material from " Delteros " , you can destroy 1 card on the field . This effect is less useful than it might seem at first , since the meta game is riddled with cards that either can ' t be destroyed or rely on destruction , and it also can only be used twice before the first effect of " Delteros " becomes useless . The final effect Special Summons a " tellarknight " from your hand or Deck when " Delteros " hits the Graveyard from the field , allowing the Deck to maintain advantage and field presence . For this reason , it is often good to leave " Delteros " on the field for at least a turn before using it , as you will then be able to use your the effects of " tellarknight " when " Delteros " is destroyed . This archetype can Summon rather easily " " at full power to devastate your opponent ' s resources if played well . " Triverr " is a very powerful card and a welcome addition to the " tellarknight " entourage . Unlike " Delteros " , " Triverr " requires 3 Level 4 " tellarknights " to be Summoned , but you must not have Summoned other monsters that turn , except " tellarknight " monsters . Upon its Xyz Summon , " Triverr " returns all other cards on the field to the hand . This already powerful ability can be combined with the first effect of " Delteros " to prevent anything from stopping " Triverr " . Once per turn , " Triverr " can send a random card from your opponent ' s hand to the Graveyard by detaching 1 material , a potentially deadly effect for themes that require a large and / or specific hand setup . The final effect is much the same as " Delteros " , except " Triverr " Special Summons the replacement " tellarknight " from the Graveyard instead , if Triverr had material still . Another advantage to " Triverr " is the fact that its all - field - bounce effect can reuse dead copies of " Call of the Haunted " and " Fiendish Chain " , much like how " Giant Trunade " did in the past . " Stellarknight Constellar Diamond " introduced in " Secrets of Eternity " , can be Xyz Summoned by using a " tellarknight " Xyz Monster you control as the Xyz Material during Main Phase 2 . Alternatively , the effect of Satellarknight Capella can be used to make any Level 4 " tellarknight " monsters you control Level 5 to fulfill the Summoning condition of " Diamond " . This card ' s three effects are highly effective against " Lightsworn " Decks , as well as DARK Decks such as " Dark World " , " Shaddoll s " and " Infernity " . " Tellarknight Ptolemaeus " , introduced in " Crossed Souls " , can be Xyz Summoned with two or more Level 4 monsters . This Deck can easily gather as many materials as needed on the field , preferably three or more , to use the first effect of " Ptolemaeus " . This effect uses " Ptolemaeus " and its Xyz Materials to Summon a Rank 5 non - " Number " monster . A common tactic is to use the effect of " Ptolemaeus " to Summon " Cyber Dragon Nova " , then use it to Summon " Cyber Dragon Infinity " . The turn - skipping effect of " Ptolemaeus " will rarely come into play unless the player has attached " Stellarknight " monsters to it or used cards such as " Overlay Regen " . Both OCG and TCG saw its first effect too powerful that it is now Forbidden on both sides . " Darktellarknight Batlamyus " , introduced in " , " can be Xyz Summoned with two " tellarknight " monsters . Its first effect is Continuous and makes all monsters on the field become DARK attribute . This effect seems lackluster at glance but combined with " Constellar Diamond " it can force opponents to think carefully of what monster effects on the field they want to activate . Its second effect allows you " Rank Up " into a different " tellarknight " Xyz monster , by detaching 1 material then discarding 1 card , in case you can ' t make " Triverr " or " Delteros " with 3 material , though it can allow you to Xyz Summon " Constellar Diamond " during Main Phase 1 with ease . This effect can be activated during either player ' s turn , if you have 7 or more " tellarknight " with different names in your Graveyard , but players usually don ' t bother pulling it off . Decklist . Zefra Tellarknight . This deck focuses on swarming the field through Pendulum Summon , and using the effects of the " tellarknight " Pendulum Monsters to destroy your opponents cards .