Tellarknight

Master I from Gal Axis on September 7th, 2026
cp-ur 990 + cp-sr 510
40 cards

Notes & Combos

A pretty standard Magnet Warrior Tellarknight Deck. The Magnet Warrior cards are both really good pushes into boards and can be used as starters. You can play a third Duoterion, however in my experience drawing it too often can feel somewhat bricky. The idea is to use Plus Minus to foolish Sigma+ and Epsilon, Sigma+ then reborning Epsilon and in turn foolishing Omega+ which can then be reborned by popping Plus Minus for a third Level 4 body off of one card. If it gets interrupted, you can still use Plus Minus as a threat to swing into bodies during Battle Phase, or use it as material for the Flux Ochsenfeld fusion which can then reborn another Level 4 (all without any locks). The idea is that any two Level 4s can make Tellarknight Constellar Caduceus who then is a 1-card combo to either turnskip or put up a huge board with around 7 interrupts spread between Constellar Castor spell negates, Omega-7 or Pleiades to bounce, Ptol to quick-xyz into a rank-5, Vimana for another Monster Negate typically backed up by an Eclipse Twins under it to proc a reborn of a Tellarknight XYZ, reviving Altairan as well to pop a few cards as well as Tellarknight Genesis to get rid of pesky Continuous / Field Spells. For the non-engine, handtraps are really mandatory for going second at the moment, as endboards of meta decks are typically too layered and too full of negates to warrant running many board breakers. Ghost Ogre does wonders as it can shut down the Elfnote Continuous cards, can cause your opponent to have to resort to weird lines with KT since they're missing a body and hits a few other matchups as well. Tellarknight Genesis also works wonders going second as it can be used to break boards well. Ideally you would want to play more copies of Tellarknight Lyran in a non-OCG ruling world as it is weaker in Master Duel due to it not being able to chain block, making it much weaker into boards. If you decide to not run the Magnet Warrior Engine, you should definitely bump up the count on Lyrans so you have ways to extend past handtraps and optionally include Satellarknight Unukalhai as it can help you play and turnskip under Droll (use it to foolish Constellar Tellarknights, then re-add it with Tellarknight Constellar Caduceus). Feel free to DM me or @ me on the MD Meta Discord if you have any questions and good luck Duelist! :)

Show more

Replays

Profile ID: 556-381-493