Bellringer Angel Posted April 26, 2016 Report Share Posted April 26, 2016 So, I wanted to make the most symmetrical deck ever (10 monsters/10 Spells/20 Traps), then this happened.DECKLISTMonsters (10)1 Satireknight Unukalhai3 Satireknight Altair1 Satireknight Sirius3 Satireknight Deneb2 Satireknight VegaSpells (10)1 Instant Fusion1 Raigeki1 ROTA1 One Day of Peace1 Soul Charge2 Pot of Duality2 MST1 Book of MoonTraps (20)1 Bottomless Trap Hole1 Torrential Tribute2 Breakthrough Skill1 Ring of Destruction1 Compulsory Evacuation Device1 Vanity's Emptiness2 Fiendish Chain2 Anti-Spell Fragrance1 Soul Drain2 CotH3 Solemn Strike2 Satirenova Alpha1 Solemn WarningExtra Deck Monsters (15)1 Norden1 Satireknight Constellar Diamond1 Utopia the Lightning1 Satireknight Delteros1 Utopia1 Cairngorgon1 Ragnazero1 Satireknight Triverr1 Silent Honor ARK1 Giant Hand1 Castel1 Bujintei Tsukuyomi1 Abyss Dweller1 Rhapsody1 Utopic FutureAll CnCs are appreciated. Link to comment Share on other sites More sharing options...
Ryusei the Morning Star Posted April 26, 2016 Report Share Posted April 26, 2016 Just play demise Knights, it works better vs the current meta. I'll link you if you're interested Link to comment Share on other sites More sharing options...
Delibirb Posted April 26, 2016 Report Share Posted April 26, 2016 Now reorganize it so the limited cards are symmetrical across the vertical. Link to comment Share on other sites More sharing options...
Bellringer Angel Posted April 26, 2016 Author Report Share Posted April 26, 2016 Just play demise Knights, it works better vs the current meta. I'll link you if you're interestedwow rude Now reorganize it so the limited cards are symmetrical across the vertical.I'll try. Link to comment Share on other sites More sharing options...
Bellringer Angel Posted April 27, 2016 Author Report Share Posted April 27, 2016 bump for an actual CnC Link to comment Share on other sites More sharing options...
Bellringer Angel Posted April 27, 2016 Author Report Share Posted April 27, 2016 remove this post (i accidentally clicked "Post") Link to comment Share on other sites More sharing options...
IQuitDolphin Posted April 27, 2016 Report Share Posted April 27, 2016 This deck is really suboptimal. You're running a lot of weird techs and even worse ratios, not to mention your backrow is so outdated it's hardly going to be effective. - Vega isn't that good. It's only good when you have an Altair or Deneb on hand, and even then it opens you up to Maxx "C" and Effect Veiler.- Unukalhai is actually one of the best Tellarknights, because it can dump Altair or Deneb on demand for Call of the Haunted and Oasis.- Sirius is complete garbage. The recycle effect is awful in our current TCG gamestate, where games last 3-4 turns at the most, and it hardly advances your gamestate when compared to an Altair or Deneb. You rarely want to access this compared to the last two. Not to mention it's an awful draw.- One Day of Peace is INSANELY counterproductive. The opponent isn't going to OTK through your backrow, and you are GIVING them a +1 to help break your board. It's just stupid.- Soul Charge is extremely lackluster. Tellarknights have no strong turn 1 plays with it, and you won't set up your Grave fast enough to get anything worthwhile out of it.- Breakthrough Skill and Fiendish Chain are awful main deck considerations when Kozmo is a prominent matchup. You'll have 4 dead cards in the Main Deck when confronting this matchup, and there are better options that hit the same radius but still work against Kozmo to an extent. The Kozmo matchup has gotten a lot harder, and running dead cards is taking away from whatever advantage you have over the deck. - Ring sucks. The 1 for 1 is not good enough, and burn is counterproductive.- Anti-Spell should be sided. Kozmo and PK Fire are top decks, Anti-Spell won't do anything to them, Dracopals still die to every other trap you run.- Not running maxed Oasis or Call of the Haunted is a crime. - Extra Deck is extremely choppy, with really bad cards like F0 (really? Triverr kills Kozmo), Ragnazero (this isn't 2014), Honor ARK (really?), Giant Hand (waste of space as it will never be summoned). I would love to give you suggestions on how to fix this, but as it stands right now, I would say nothing less than a complete scrap and rebuild of the deck. Winter is completely right in the move to switch to Demise Knights. Vanilla Tellarknights are too slow for the current meta/rouge and way too reliant on opening Deneb and backrow. Link to comment Share on other sites More sharing options...
Ryusei the Morning Star Posted April 27, 2016 Report Share Posted April 27, 2016 This deck is really suboptimal. You're running a lot of weird techs and even worse ratios, not to mention your backrow is so outdated it's hardly going to be effective. - Vega isn't that good. It's only good when you have an Altair or Deneb on hand, and even then it opens you up to Maxx "C" and Effect Veiler.- Unukalhai is actually one of the best Tellarknights, because it can dump Altair or Deneb on demand for Call of the Haunted and Oasis.- Sirius is complete garbage. The recycle effect is awful in our current TCG gamestate, where games last 3-4 turns at the most, and it hardly advances your gamestate when compared to an Altair or Deneb. You rarely want to access this compared to the last two. Not to mention it's an awful draw.- One Day of Peace is INSANELY counterproductive. The opponent isn't going to OTK through your backrow, and you are GIVING them a +1 to help break your board. It's just stupid.- Soul Charge is extremely lackluster. Tellarknights have no strong turn 1 plays with it, and you won't set up your Grave fast enough to get anything worthwhile out of it.- Breakthrough Skill and Fiendish Chain are awful main deck considerations when Kozmo is a prominent matchup. You'll have 4 dead cards in the Main Deck when confronting this matchup, and there are better options that hit the same radius but still work against Kozmo to an extent. The Kozmo matchup has gotten a lot harder, and running dead cards is taking away from whatever advantage you have over the deck. - Ring sucks. The 1 for 1 is not good enough, and burn is counterproductive.- Anti-Spell should be sided. Kozmo and PK Fire are top decks, Anti-Spell won't do anything to them, Dracopals still die to every other trap you run.- Not running maxed Oasis or Call of the Haunted is a crime. - Extra Deck is extremely choppy, with really bad cards like F0 (really? Triverr kills Kozmo), Ragnazero (this isn't 2014), Honor ARK (really?), Giant Hand (waste of space as it will never be summoned). I would love to give you suggestions on how to fix this, but as it stands right now, I would say nothing less than a complete scrap and rebuild of the deck. Winter is completely right in the move to switch to Demise Knights. Vanilla Tellarknights are too slow for the current meta/rouge and way too reliant on opening Deneb and backrow.Soul Charge tends to be quite good in Demise Knights though. Agree on the rest of what Dolphin said though ^_^ Link to comment Share on other sites More sharing options...
Bellringer Angel Posted April 28, 2016 Author Report Share Posted April 28, 2016 This deck is really suboptimal. You're running a lot of weird techs and even worse ratios, not to mention your backrow is so outdated it's hardly going to be effective. - Vega isn't that good. It's only good when you have an Altair or Deneb on hand, and even then it opens you up to Maxx "C" and Effect Veiler.- Unukalhai is actually one of the best Tellarknights, because it can dump Altair or Deneb on demand for Call of the Haunted and Oasis.- Sirius is complete garbage. The recycle effect is awful in our current TCG gamestate, where games last 3-4 turns at the most, and it hardly advances your gamestate when compared to an Altair or Deneb. You rarely want to access this compared to the last two. Not to mention it's an awful draw.- One Day of Peace is INSANELY counterproductive. The opponent isn't going to OTK through your backrow, and you are GIVING them a +1 to help break your board. It's just stupid.- Soul Charge is extremely lackluster. Tellarknights have no strong turn 1 plays with it, and you won't set up your Grave fast enough to get anything worthwhile out of it.- Breakthrough Skill and Fiendish Chain are awful main deck considerations when Kozmo is a prominent matchup. You'll have 4 dead cards in the Main Deck when confronting this matchup, and there are better options that hit the same radius but still work against Kozmo to an extent. The Kozmo matchup has gotten a lot harder, and running dead cards is taking away from whatever advantage you have over the deck. - Ring sucks. The 1 for 1 is not good enough, and burn is counterproductive.- Anti-Spell should be sided. Kozmo and PK Fire are top decks, Anti-Spell won't do anything to them, Dracopals still die to every other trap you run.- Not running maxed Oasis or Call of the Haunted is a crime. - Extra Deck is extremely choppy, with really bad cards like F0 (really? Triverr kills Kozmo), Ragnazero (this isn't 2014), Honor ARK (really?), Giant Hand (waste of space as it will never be summoned). I would love to give you suggestions on how to fix this, but as it stands right now, I would say nothing less than a complete scrap and rebuild of the deck. Winter is completely right in the move to switch to Demise Knights. Vanilla Tellarknights are too slow for the current meta/rouge and way too reliant on opening Deneb and backrow.I wish I could actually test them against meta decks (testing decks on Devpro is a nightmare). That aside, could you please suggest a more "updated" backrows and tech? (I'm considering Storming/Quaking Mirror Force) Link to comment Share on other sites More sharing options...
VCR_CAT Posted April 28, 2016 Report Share Posted April 28, 2016 It's a personal deckbuilding guideline for me to get a deck working with no more than 6 cards that can be classified as backrow on average. This is a personal limit I've set for myself, because the philosophy is that the deck should be able to do well without needing to prevent my opponent from doing anything. Usually it works out well, and this more-so due to my affinity to more mid-range or aggressive decks. However, this is just my own personal take on deckbuilding. When I look at this deck, I did a count and 19 of your cards could be classified as disruptive backrow, not including cards such as MST. This means that, overall, more than 50% of your deck is dedicated to making sure your opponent does not accomplish anything. Now, in a lot of cases where some players run around 10 or so cards that can be classified as backrow, it's a simple matter of balancing their deck to be a good mix of offensive and defensive plays. In this deck's case, there's so much of an over-emphasis in the backrow and defensive/disruptive plays that it tells me that this deck's ability is weak to the point that it can't stand on its own two feet if the opponent is capable of doing something. In some duels, this works out fine and you get the one-sided duel you need to win. In a lot of cases, an opponent is able to read through this strategy and tear the deck to pieces. Tellars are already a very linear and predictable deck; but running 20 traps creates for an even more predictable deck that's going to be easy to disrupt; and this is besides the inherent issues in consistency and ability that all of this suggests towards the build. For this build, I would strongly suggest clicking "clear deck" and starting again, and keep these things in mind while building the deck and looking for different cards or strategies to run:What can be done to maintain consistency of your plays? Do you focus on the ability to get the exact cards you need to get certain plays out, or do you focus on synergy between cards so as to not really care what you open with and in what combination?Tellarknights are an inherently linear and predictable deck; what can be done to shake up this formula and allow it to function in surprising ways?Side deck cards belong in the side due to their dependency on match-up's; what can be played instead that makes the general maindeck more versatile?Backrow, while powerful, is a tool and not a crutch. What can be ran to promote your deck's plays as opposed to preventing the opponent from playing?I commend the want to bring Tellar's back, but I strongly recommend looking in other avenues to fill the gaps that have been made with new ideas and synergies with other cards, rather than just filling them with more and more disruptive backrow. I mean, if more than half your deck is just meant to stop your opponent, then your brick rate must be abysmal. Link to comment Share on other sites More sharing options...
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