The guide is referenced and written based on Lorisaur 's Tellarknight In-Depth Guide on the Master Duel Meta page

Instructions for playing Tellarknight
The guide is referenced and written based on Lorisaur 's Tellarknight In-Depth Guide on the Master Duel Meta page
Sections covered in this guide:
Main Deck Cards
Lyran is one of the new support cards and is probably the best Tellarknight monster to start the game with. The role of this card is to be an important Extender and also search for Tellarknight Spells. She helps you set up combos as well as overcome enemy Disruptions.
Vega may not be the best Satellarknight monster, but you need her not only for some essential combos but also to increase the likelihood of easily getting two monsters on the field to summon XYZ. It is possible to build a deck with only x1 Vega, but currently I think the optimal number will be x2.
Unukalhai is quite an interesting monster as its effect allows Tellarknight cards to be sent from the Deck to the GY. Out of all the Tellarknight cards, only Tellarknight Altairan has a GY effect and it will be the target we often choose for this effect.
Having Unukalhai is quite flexible because you can also send Spell down to get it back later. This direction of play is especially effective when we have to deal with Droll & Lock Bird . Unukalhai is the best Satellarknight to open the bowl with Lyran , so many people want x3, but perhaps it should still be mentioned that the ability to brick when we draw right of many Unukalhai in the opening hand.
We will often send this card to the grave through the effect of Satellarknight Unukalhai . In terms of quantity, it is not necessary to use more than x1, although having 2 cards in the deck is understandable when cards like Bystials are very popular.
The most common playstyle is to summon Constellar Ptolemy M7 on top of your XYZ Rank 4 to Rank it down with Spell Effect and start link up with Stellarknight Delteros or skip turn with Ptolemaeus 7 mat.
These two cards are not often used, so I will briefly explain them
Trap: It is not considered a Tellarknight card so it cannot be searched
Spell: Destroy spell trap is quick but also searchable, sounds good but really not necessary, you can add x1 if you think it's really necessary
Extra Deck Cards
Delteros is a perfect card for our combos thanks to its non-One-per-turn exit effect to summon Tellarknight from the deck, making it very useful when Link up because it can be recycled again many times.
Many combos on YouTube use Delteros to self-destruct with its own effect, but the gameplay is really not very good because it can be lost by a single Ash Blossom & Joyous Spring card. Instead, you'll want to Link Delteros together to summon something like Isolde, Two Tales of the Noble Knights , cards that can Chainblock your summons from the deck. Despite being an important card, you don't need to play more than one copy as it can be recycled by Satellarknight Sirius at the end of your combo.
Note: this effect refers specifically to a STELLARknight, meaning that some XYZ Tellarknights such as Tellarknight Constellar Caduceus cannot Attach to that Ptolemaeus.
Other cards
Variants & Engines
In this deck, Bystials can be considered half Engine, half Handtrap: they can be used to Synchro Chaos Angel along with any Tellarknight monster. Additionally, two Bystials can only summon Constellar Ptolemy M7, which can be leveled with Constellar Tellarknights to start your combo.














































































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