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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!

Stellarnova Alpha
- #DUEA-EN071 

When a Spell/Trap Card, or monster effect is activated: Send 1 face-up "tellarknight" monster you control to the Graveyard; negate the activation, and if you do, destroy that card, then draw 1 card.

Card Ratings
Traditional: 1.70
Advanced: 3.50

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.


Date Reviewed:
Oct. 15, 2014

Back to the main COTD Page

 

Baneful

Satellarnova Alpha

 

This is almost a Solemn Judgment.  You can negate any effect without paying half of your life points.  You give up a Satellarknight, but you also draw a card out of it.  You're usually giving up a floater (like Deneb) which has already used its effect.  So, this card is a +1.

 

Of course, it doesn't stop someone from summoning a monster and just ramming into their monster so they can't use their Alpha (that's the best course).  I don't see many Satellar decks using a Dimensional Prison to protect their monsters, but if you need to open up with a powerful spell, tough luck.

 

When it's your turn and your opponent activates Alpha, it can hurt.  But activating Alpha during your own turn is when things just get silly.  They can make any aggressive push they want, knowing they can just flip Alpha.  And losing 1 floater won't hurt them.

 

Lazily designed, but nonetheless an essential card in Satellarknights.  You need 3 of these in the deck, otherwise you're not running it right.

 

Rating

 

Power -- 5

Versatility -- 5

Dependability -- 4

Advantage -- 4

Speed -- 4

 

Traditional – 2

Advanced – 4.5


mkohl40
3rd Place YCS Indianapolis
Stellarnova Alpha

This is the key reason why the tellarknights are having nay success in the current meta. This card is essentially Gladiator Beast War Chariot for the theme with an additional draw effect/ This card is easy to play around sadly. Most of the time if there is a lone knight on the board it is a clear indicator this card is set. Not a bad card overall and excellent for making the theme tier 1.

Traditional 1/5
Advanced 4/5

Kingof
Lullaby

Hello Pojo Fans,
 
Today we're looking at the Tellarknight-themed trap card: Stellarnova Alpha. We've seen counter trap-themed cards before for a specific archetype, but this one may be the best. Send a “tellarknight” you control to the grave as a cost to negate something your opponent is trying to do (Spell, Trap, Monster Effect), destroy it, then you draw a card. Of all the themed counter traps, Stellarnova Alpha is the only one that will replenish a resource you use.
 
Use in 3's in the “tellarknight” deck. If you have enough tellarknights in a different deck, you could tech one. 
 
Traditional-1/5
Advanced-3/5
Art-3/5
 
Until Next Time
KingofLullaby

That
Guy
With
The
Hat

Stellarnova Alpha is probably one of the best directly themed spell/traps to exist in the game currently. A veritable Solemn Judgment(minus summon negation but including monster effects) all at the cost of tributing 1 Satellarknight Monster. The fun part of course being that Satellars are a deck of practically infinite +1s, it's almost like you're not paying anything at all. If you open it + Deneb you've searched an Altair most likely so if you Alpha on your opponents first turn, that Altair is immediately live, letting you get another free search out of your deck. Of course the only real downside to Alpha is also one of it's best aspects. If it negates something it cannot destroy, such as a hand trap, you don't draw. If you Alpha a veiler targeting deneb, you're going to negate the veiler, your deneb is going to search, but alpha doesn't net you that draw and that's a shame. Still, it lets your monsters dodge d-prisons keeping the loop going between Deneb and Altair and is a definite must have in the deck

traditional 2.5/5(I'd totally love to see someone Alpha a Solemn Judgment)
advanced 4/5 one of the best legal counter traps in the game and one of the best themed support cards konami has designed in awhile.

Leo
Kearon

Stellarnova Alpha

We return to the stars for Stellarnova Alpha; a ‘tellarknight counter trap. Stellarnova Alpha activates when a card effect is activated, you send a ‘tellarknight monster you control to negate and destroy that card and if you do you get draw a card.

While stopping an card effect is good, giving up a monster to do so isn’t. While ‘tellarknights can swarm the field, you are trying to either Xyz Summon or just attack with an army, giving up a monster seems to go against the whole strategy of the archetype. Yes you do get to draw a card as a bonus but it just doesn’t seem worth it. Of course what doesn’t help is the amount of splashable negation cards like Dark Bribe, Wiretap, Effect Veiler already out there and their costs aren’t as high.

Overall, which the effects are good, the cost isn’t. Just stick to the splashable cards.

Traditional: 2/5
Advanced: 2/5


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