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[TCG] Tellars


IQuitDolphin

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Stick and chair are like godly in this deck, I feel like they are worth running over the gem knight or traptrix stuff

Literally, if you search with scepter and then bounce it with the tellarknight xyz you have a 3-mat next turn.

I'll post my personal build tomorrow so you can get ideas from some of my stuff but I feel like stick and chair are just sooo goooood.

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Yeah, Seraphs are probably a lot better in general, but I felt like doing something different. Will consider switching to Seraphs. Brilliant Fusion has its merits though.

 

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Notice is still in OCGland, so not yet :/

Vega sucks at anything above 1.

I already have plenty of distruption traps, and Myrm searches them out anyways.

Myrms are just to get backrow for Kozmo and stuff, which is pretty vital.

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I have doubts about brilliant engine, but myrmeleo is crucial in this format for finding those one of trap that are powerful against Kozmo.

 

Seraphs are just redundant.

What's your reason?

Also, the deck has no problems with Kozmo really, The xyz can bounce destroyer, and once you've sided in imperial iron wall they wont float anymore so the seraphs will just wreck.

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What's your reason?

Also, the deck has no problems with Kozmo really, The xyz can bounce destroyer, and once you've sided in imperial iron wall they wont float anymore so the seraphs will just wreck.

 

Maybe Seraphs add power to the deck it just doesn't need right now? I mean, Tellars do look pretty defensive this format. I'll give Seraph Tellars a go then switch the pure and see which one is more successful. 

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Maybe Seraphs add power to the deck it just doesn't need right now? I mean, Tellars do look pretty defensive this format. I'll give Seraph Tellars a go then switch the pure and see which one is more successful. 

That's because they are defensive this format....

I mean, i get why seraphs might seem a bit naff, but i feel like they really put in work in this format.

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Seraphs are crazy powerful, but their only synergy with Tellar is that the deck runs 3-mats. Phil has talked about this before. And while Triverr can bounce a dark destroyer, they still have full access to resummoning it with a pilot (taking out yet another valuable backrow). Time-Space Trap Hole, on the other hand, properly deals with the ship, while Trap Hole Nightmare can completely blank a Dark Destroyer when paired with Abyss Dweller.
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There's all kinds of issues with Seraphs. They eat up normal summons you want to dedicate to Denebs (like, summoning just a Stick is really bad) and you get weird as funk hands like Unukalhai Chair where the Chair really needed to be another backrow to keep yourself in the game. The only point of real synergy is Call of the Haunted but even then there's a massive opportunity cost in using call because a lot of the time the advantage you get from summoning Triverr is even more than the advantage you get from a stick chair combo.

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