Lioxim Obelisk Blue
Immune to warnings? : No Wins : 1 Posts : 62 Reputation : 1 Join date : 2014-12-29 Age : 26 Location : Clinton, MA
| Subject: Satellarknight Guide! Tue Dec 08, 2015 5:18 am | |
| Hello all! Welcome to my guide to Satellarknights! I am going to be starting a new thing, where every Tuesday I will post a new guide on a different deck! In this guide, I will cover the basics of Satellarknights, the main cards, the tech cards, the siding, the counters, and good match-ups, and some basic combos!
Lets get started with the main monsters in Satellarknights - Satellarknight Deneb:
Satellarknight Deneb is one of the best cards in the deck, because it lets you search out for any of your other Satellarknight monsters whenever he is summoned! With so many ways to accomplish this in this deck, he is a really versatile card! He is searchable with Reinforcement of the Army, and you can send him to your graveyard with Satellarknight Unukalhai, so there are plenty of ways to make him live if you don’t see him in your opening hand! Deneb should be played at 3, no if, ands, or buts about it!
- Satellarknight Altair:
Satellarknight Altair is another one of your main monsters! Whenever he is summoned, you can Special Summon 1 Tellarknight monster from your graveyard! What this allows you to do is Summon a Vega from your graveyard, then summon a Deneb from your hand to search out another Altair; and that is just one of the many things that he can pull off in this deck! He also has 1700 atk, which is pretty strong when it comes to Satellarknight monsters! His only downside is that only Tellarknight monsters can attack for the rest of the turn when you use his effect, so plan your plays wisely! Altair is a definate 3 of in Satellarknights.
- Satellarknight Vega:
Satellarknight Vega is another awesome monster in this deck. Whenever she is summoned, she can Special Summon 1 Tellarknight monster from your hand! This opens up a lot of cool plays with Altair and another Tellarknight monster in your hand/graveyard! Vega is searchable with Reinforcement of the Army and Deneb, and can be sent the the graveyard with Unukalhai, so there are many ways to make her live! She only has 1200 atk, so you don’t want to leave her on the field by the time your end phase comes around. Vega is a great card, but can be cloggy at times, I would play her at 2, but she can be played at anywhere from 1-3.
- Satellarknight Unukalhai:
Satellarknight Unukalhai is a really great card in Satellarknights! Whenever he is summoned, he can send 1 Tellarknight monster from your deck to your graveyard, making them live for the next turn! Being at 1800 atk, he is one of the strongest Tellarknight monsters, and he has a good effect to boot! He is also searchable with ROTA and Deneb, so you can make him live whenever you need him to be! Unukalhai is a really good card, and since he can’t send another copy of himself to the graveyard, I like to play him at 3, but he could be played at 2 if you need to make room!
Now let's go over some of the other half-decent Satellarknight monsters. - Satellarknight Alsahm:
Satellarknight Alsahm is a semi-decent card, but not a great one. Whenever he is summoned, he does 1000 burn damage to your opponent. Being at 1400 atk, he isn’t one of the strongest; but with the 1000 burn damage you can use him to make an even stronger XYZ monster! In my opinion, I do not think he is main deck worthy, but he definitely deserves 1 spot in the side deck for decks that like to spend a lot of their life points (like D/D/D or Qliphort)!
- Satellarknight Rigel:
Satellarknight Rigel has lost a lot of the good things about him after the recent hit to Shaddolls. He used to be played as a 1 card out to Winda, because you could just normal summon him, use his effect on himself, then poke over Winda. After the banlist, however, Shaddolls have become less prominent, and so has Rigel. Satellarknight Rigel is not that great of a card, so I don’t think he should be played, but thats all up to personal opinion.
- Satellarknight Sirius:
Satellarknight Sirius is an ok card, but not a great one. He has 1500 attack, which isn’t awful, and has a half decent effect which lets you shuffle 5 tellarknight monsters into your deck to draw a card. As you can see, it is a decent effect, but can be a dead draw if you see him too early. Emeral can do the same thing as Sirius, but requires less monsters in grave. I don’t like Sirius, but he is an ok card. I don’t play him in my builds, but he could be played at 1 if you want to play him.
So, that covers the best Satellarknight monsters, let’s look at some other good main deck options! - Honest:
Everything monster in your main deck is Light, so Honest is naturally a great card! It allows you to beat over those big monsters that you wouldn’t be able to get over to naturally (like Dark Destroyer)! 1-2 Honest should be played in Satellarknights.
- Maxx “C”:
Maxx “C” is a decent main deck card in Satellarknights, if you are not going first, Maxx “C” allows you to not only stop your opponent from establishing a board (if they don’t stop you can go +2 or +3), and it let’s you dig deeper into your deck for your 1st turn power card (Deneb or Unukalhai). Maxx “C” is a good card in general, it can be played from anywhere for 0-3 copies in the main/side deck.
Ok, now that we have covered the basic monsters, let’s go over the S/T cards! - Upstart Goblin and Pot of Duality:
Upstart Goblin is absolutely mandatory in Satellarknights! Maining Upstarts Goblin not only helps with consistency issues, but it give you easy cards to take out while siding. The same goes for Pot of Duality; it let’s you dig through your deck to get the cards that you need in hand faster! things like, Deneb, Unukalhai, Alpha, Rota, COTH/Oasis; all of the cards you want to see first turn. 3 Upstart Goblin is a must in Satellarknight in my opinion. Mid-to-late game, Pot of Duality’s restrictions can be a nuisance, so I like to play it at 2.
- Reinforcement of the Army:
All of your main decked Satellarknight monsters are Level 4 Warriors; Reinforcement of the Army (or “ROTA” for short) is an obvious must. ROTA should be played at the maximum amount of legal copies, which is 1 at this moment in time.
- Satellarknight Skybridge:
Satellarknight Skybridge is a decent main deck choice after the recent hit of ROTA. Skybridge let’s you shuffle in 1 tellarknight monster you control, to summon out another one from your deck. This means you can use Vega, summon out Unukalhai, use Skybridge to summon out Deneb, to search out an Altair! The only downside is, you can only special summon tellarknight monsters for the rest of the turn, so that means no Bujintei Tsukuyomi. Satellarknight Skybridge is a decent card, but it can be a bit of a dead draw, you could play 1-2 copies, but I like it at 1.
- Stellarnova Alpha:
Stellarnova Alpha is one of the best cards in the deck. This card is like a Solemn Judgment, but for Satellarknights! Whenever a S/T card, or a monster effect is activated, you can send 1 tellarknight monster you control to not only negate the card, but you also get to draw a card for it! To top it off, it is a counter trap; the only type of cards that can be chained to it is another counter trap! Alpha is a great card in Satellarknights; it should always be played at 3!.
- Call of the Haunted and Oasis of Dragon Souls:
Call of the Haunted (COTH) is an amazing card in Satellarknights! COTH can bring back any Satellarknight monster from your graveyard, and then you get to use it’s effect! For example, during your opponent’s end phase, you can activate COTH, bring back a Vega, summon Altair from your hand, summon Deneb from your graveyard, then search out another Altair! Then during your main phase, you can make Triverr, and bounce back the COTH so you can reset it and use it next turn! Oasis works under the same premise as COTH, but it just summons them in attack position rather than attack position. The only other difference is that it makes the monster you summon a wyrm type, so you won’t be able to summon Number 86 with it. Both of these cards are amazing in Satellarknights, you could run 3 of each, but they might end up clogging your hand, I like to play 3 COTH and 2 Oasis.
- Fiendish Chain:
Fiendish Chain is a great card in this deck, because it is a continuous trap. Which means when you use it and it’s left on the field, you can make Triverr to bounce it back to your hand so you can reset it and use it next turn! Being able to abuse this makes it one of the better trap cards in the deck! Fiendish Chain is really good, but it may clog your hands if you play it at 3, but it can be played in here at anywhere from 1-3!
Ok, so that should cover most of the main deck options, let’s move on to our extra deck options! - Stellarknight Triverr:
Stellarknight Triverr is one of the best cards in your extra deck! When he is XYZ summoned, you can bounce all cards on the field except itself back to the hand! This effect will let you abuse the continuous trap cards in your deck (Fiendish Chain, COTH, Oasis)! You can also, once per turn, detach 1 XYZ material from him to send 1 random card from your opponent's hand to the graveyard! If that wasn’t enough, whenever he is sent to grave while he has XYZ materials (let’s say by the effect of Stellarnova Alpha), you can summon 1 Tellarknight monster from your grave! You can also loop your Triverr by making 1 each turn, bouncing the one you summoned the last turn, and reusing your COTHs and Oasises! Being such a versatile and overpowered card in the deck, you should always run at least 2 copies, but he can be bumped up to 3 if you have room in your extra deck!
- Tellarknight Ptolemaeus:
Tellarknight Ptolemaeus is a really good card in the deck for a few reasons. First off, he can be used to further stun your opponent by making Pleiades during your opponent’s standby phase! You can accomplish this my using 2 of your monsters to xyz into him, then during your end phase, use his effect to attach either a Delteros or Diamond to him, then during your opponent’s standby phase you can use his effect, detaching all 3 XYZ materials to summon Pleiades! You can also tech other rank 5 monsters like Volcasaurus, Tiras, orr Digvorzhak, King of Heavy Industry! Coming soon, you can also use Cyber Dragon Nova, then summon out Cyber Dragon Infinity! Ptolemaeus is a good card, but you shouldn’t need more than 1 copy.
- Stellarknight Delteros:
Delteros is decent card; he really dominates the mirror match! While he has XYZ material, your opponent cannot respond to your summons! That means no Bottomless or Torrential! It also means that when you have an effect that goes off when you summon something (like ever Satellarknight monster in your deck) your opponent can’t respond to it with cards like Fiendish Chain or Breakthrough Skill! Delteros is a really good card, but 3 level 4 monsters can be a bit of a stretch if you are behind. It is also a name for Ptolemaeus, which is nice. I like to run Deltaros at 1, but if you have the space he can be run at 2.
Ok, those are the main Tellarknight XYZ monsters, now let’s end this guide with some combos! - Satellarknight Vega + Deneb/Unukalhai + No other monsters:
You can normal summon Vega, summon either Deneb or Unukalhai from your hand, then either search out an Altair or dump a Deneb depending on which monster you summoned. Then, XYZ them both into Bujintei Tsukuyomi. Set all the cards in your hand except for the card you want to discard (Altair if you summoned Deneb, or another card if you summoned Unukalhai). Then you can use Tsukuyomi’s effect to go +1 with its effect, then set any other relevant backrow that you drew!
- The End Phase Combo:
To set this one up, you need to have a set COTH/Oasis, and one of the following graveyard + hand setups!
Deneb in hand with Altair and Vega in grave Vega and Deneb in grave with Altair in hand Altair and Vega in grave with Unukalhai in hand
Activate the Oasis/COTH to summon either Altair or Vega from your graveyard, then summon out the rest of your monsters depending on which setup you have. You should end with 3 monsters on your field before your draw phase. During your main phase, you can XYZ into Triverr, bouncing the COTH/Oasis, then using his detach effect to setup your grave for next turn!
Those are 2 of the main combos that you are going to need to know to be able to play Satellarknights! The last thing I am going to give you is my personal build of Satellarknights! - My Satellarknight Build:
Have fun playing Satellarknights, it is a great deck with a lot of power! | |
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Ω≈Siren's Song≈Ω Tourney Manager
Immune to warnings? : No Warnings : Posts : 772 Reputation : 4 Join date : 2014-01-16 Age : 108
| Subject: Re: Satellarknight Guide! Wed Dec 23, 2015 1:05 am | |
| Galavant, do you think you can make a lesson on mastering harpie ladies, some hybrids with harpies and more things about harpies? I know it may be a challenge, by I'm sure you can pull it off! | |
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