If this card is Summoned: You can target 1 "tellarknight" monster in your Graveyard, except "Satellarknight Altair"; Special Summon that monster in Defense Position, but monsters you control cannot attack for the rest of this turn, except "tellarknight" monsters. You can only use this effect of "Satellarknight Altair" once per turn.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Oct. 2, 2014
I am sorry if I don't have a whole lot to say about
these Satellarknight cards, but they're just so
simple in design.They're designed to gain easy +1's and that's
they're ripped off of other cards.
This card is ripped off of Coach Soldier Wolfbark.Except that this card revives a
Satellarknight monster even when it's Special
Summoned.And this is really crucial to the deck.
Cards like Soul Charge and Call of the Haunted are
used by this deck to generate plusses.First, you revive Altair.Then, Altair revives Deneb.Then, Deneb searches your deck for a monster.That monster could either be Vega (to summon
Unukalhai to gain its effect) or Unukalhai itself.
But the point is that with 1 card, you gain another
monster, which is good for XYZing.Not only that, but you can do this during
either player's turn at any time.That, and if that monster you revived is
Deneb then you +1 even further with it.
Satellarknight decks must use 3 of this card.
Power – 4/5 ; Definitely can help turn the tide of
the duel.Its essentially equal to whatever XYZ monster
you want, including the LIGHT-exclusive ones.
Versatility – 5/5 ; Since it gets you any XYZ
monster you want, and the Extra Deck is a toolbox,
this is a really versatile card.
Dependability – 3/5 ; You need another
Satellarknight (usually Deneb) in graveyard to use
Which isn't that hard, especially with Unukalhai.
Card Advantage – 5/5 ; At the very least this card
is a +1, but when you combine with Deneb and then
XYZ, then you get a +2 from this.
Speed – 5/5 ; Effect works on summon and the effect
of the monster you summon applies shortly after.
Traditional – 2/5
Advanced – 4.5/5
The additional summon from the Graveyard. This card
is the second power house to the deck. Getting the
ability to summon off of Call of the Haunted allows
this card to be broken.
We continue our journey through the stars as we look
at Satellarknight Altair. Statwise Satellarknight
Vega is a LIGHT/Warrior so there is loads of support
for him and has 1700 ATK and 1300 DEF making him at
the low end of a Level 4 beatstick.
Effectwise Satellarknight Altair can special summon
a ‘tellarknight from your graveyard in DEF mode, but
only ‘tellarknights can attack for the rest of this
turn. The effect is great, special summoning a
monster with no cost and get the special summoned ‘tellarkight’s
effect as well. Barring the obvious once per turn
condition, the other conditions are largely
pointless, the monster being in DEF mode means it
can’t attack anyway and it’s going to be used for a
Xyz summon anyway and only ‘tellarknights the only
monsters that can attack is also pointless since you
are only going to be using this card in a ‘tellarknight
Overall a very powerful card and a must for ‘tellarknight
Hello Pojo Fans,
Today is the other of the Tellarknights that start
their swarming: Satellarknight Altair. With all the
light and warrior support all Tellarknights benefit
from, Altair has respectable ATK and DEF for a level
4. Whenever Altair is summoned, you have the option
to Special Summon a Tellarknight in defense from
your grave that isn't Altair.
Altair, like Vega, is an instant Rank 4 if its
effect is successful. Xyz into a Rank 4 with other
Tellarknights, then summon Altair and do it all over
again. Altair has the benefit of being the strongest
of the Tellarknight non-Xyz monsters, and can be
used as a regular attacker. Altair may be the best
Tellarknight, as it can vastly improve your
situation. Summon Altair, Special Summon Vega from
your grave, Special Summon another Tellarknight from
your hand, gain that Tellarknights effect, then Xyz
into Delteros. Summoner Monk or Shining Angel can
start a chain reaction that could end up with 3-4
level 4 monsters on your field.
“Only once per turn” restriction like all “Tellarknights”,
Altair also has the restriction that only “Tellarknights”
can attack the turn you activate this effect. This
is a bigger deal, as it will prevent you from using
any other Rank 4 monsters you may summon this turn
that aren't “Tellarknights”. Despite this, it
shouldn't hurt your ability to swarm or control the
Until Next Time,
Today we look at the number 2 card of the
Satellar lineup Altair. He's actually number 2 in
several ways, the 2nd best stats, and the 2nd card
you want to play in the deck. If your first turn
play is summoning Deneb, this is what you wanna
search if it isn't already in your hand(and if it is
you're likely searching yesterdays Vega). This is
the 2nd major piece in summoning Stellarknight
Delteros(or the 2nd 3 material Xyz coming out in
NECH but more on that at another time). If it's
early game and you haven't fully set up, you're
summoning this to bring back Deneb to search likely
another Altair. A better play is to attempt to Call
of the Haunted this out of the graveyard cause
sadly, Altair has one major drawback in that only
tellarknight monsters can attack the turn its effect
is used meaning going into a Castel or ARK will not
allow for a damage push after unless you have other
monsters already on the field. Still he's a definite
3 of and thanks to the F/L list not hindering
satellars in any real way(cause face it, hitting
soul charge to 1 when you have 3 call of the
haunteds at your disposal is pretty meh)
Advanced 3.75/5 I'd go higher if that pesky can't
attack clause wasn't there but it's still a great
piece of the puzzle in one of the top 3 decks of the
Onto the fourth monster in the Satellarknight week,
we have the totally-not-Wolfbark-card,
Like literally every other monster this week, he is
a level 4 light Warrior. Searchable by everything
you can use to search a level 4 warrior, ROTA, Deneb,
Summoner Monk, Delteros. Like every other
Tellarknight, he gets his effect off of any summon
means, and unlike yesterday's monster, has a much
more formidable attack. Like almost everything these
days, he has a once-per-turn clause tacked on, but
it is not without purpose. Also, like every other
Tellarknight monster, he can be tributed for
What Altair does for the deck is completely
unparalleled. He is as vital as Deneb. One card rank
4 XYZ monsters are most definitely a threat these
days, with the main ones being Number 101, Exciton
Knight, Castel, and Cairngorgorn. But as a light,
level 4, warrior, he brings quite a few more things
to the table. For one, all warrior-exclusive XYZs,
such as Excalibur, Blade Armor Ninja, and Gandiva.
Not only does he give access to these great cards,
but as a light, he also allows for Light-Exclusive
XYZ's, such as Constellar Omega and Starliege
Paladynamo. Of course, he also allows for accessing
Delteros and other 3-monster XYZ's.
The most important factor of this card is its
interaction with Deneb, as discussed earlier this
week. It allows for a pseudo-loop, with Altair
summoning Deneb, then Deneb adding Altair for use in
the future. This is the mainstay grind power of the
Tellarknight deck, and what makes it truly fearful.
It has the drawback of only being able to attack for
the rest of the turn with Tellarknight monsters, but
this can be avoided through a multitude of ways,
such as its downright amazing interaction with Call
of the Haunted.
Overall, the(along with Deneb) best card in the
deck, because this is what makes Deneb so good.
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