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