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[TCG] Satireknights are back! HELMET MODE ON!


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So, I wanted to make the most symmetrical deck ever (10 monsters/10 Spells/20 Traps), then this happened.


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DECKLIST


Monsters (10)

1 Satireknight Unukalhai

3 Satireknight Altair

1 Satireknight Sirius

3 Satireknight Deneb

2 Satireknight Vega


Spells (10)

1 Instant Fusion

1 Raigeki

1 ROTA

1 One Day of Peace

1 Soul Charge

2 Pot of Duality

2 MST

1 Book of Moon


Traps (20)

1 Bottomless Trap Hole

1 Torrential Tribute

2 Breakthrough Skill

1 Ring of Destruction

1 Compulsory Evacuation Device

1 Vanity's Emptiness

2 Fiendish Chain

2 Anti-Spell Fragrance

1 Soul Drain

2 CotH

3 Solemn Strike

2 Satirenova Alpha

1 Solemn Warning


Extra Deck Monsters (15)

1 Norden

1 Satireknight Constellar Diamond

1 Utopia the Lightning

1 Satireknight Delteros

1 Utopia

1 Cairngorgon

1 Ragnazero

1 Satireknight Triverr

1 Silent Honor ARK

1 Giant Hand

1 Castel

1 Bujintei Tsukuyomi

1 Abyss Dweller

1 Rhapsody

1 Utopic Future


All CnCs are appreciated.

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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 You're running a lot of weird techs and even worse ratios, not to mention your backrow is so outdated it's hardly going to be effective.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.

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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 ^_^
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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)

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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.

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