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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
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Stellarknight Delteros
- #DUEA-EN053 3 Level 4 monsters
While this card has Xyz Material, your opponent cannot activate cards or effects when you Normal or Special Summon a monster(s). Once per turn: You can detach 1 Xyz Material from this card, then target 1 card on the field; destroy it. If this card is sent from the field to the Graveyard: You can Special Summon 1 "tellarknight" monster from your hand or Deck.
Card Ratings
Traditional: 2.63
Advanced:
3.94
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Date Reviewed:
Sep. 19, 2014
Back to the main COTD
Page
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Baneful |
We are going to review the Stellarknights soon, but we're going
to look at its big-gun first.
Stellarknight Delteros
Delteros is an important card of the deck, but it is by no means
the flagship card of the deck, and unlike other
decks, there is no single one card in Stellarknights
that you want to bring out before the others.
I'm generally against XYZ's that take 3 cards to summon, but this
one is good.
The only downside is that if you control 4
monsters, you probably are going to want to summon 2
generic rank-4 XYZ's (like Castel or Abyss Dweller)
instead of Delteros.
Satellarknight decks need not run 3 of these, but 1 is definitely
required for the deck.
And if you can find room for 2, that's great
too.
Assessments
Power – 4/5 ; This is the card you want to help turn the tables a bit
when you're in a tight spot.
Versatility – 4/5 ; High
marks.
It's a mini-floodgate, can remove almost anything
and can get over a lot of big monsters.
Can handle spells/traps as well as monsters.
Three totally different things.
Dependability –
3/5 ; Your opponent can't chain to the summon of
this card (except for a nasty counter trap like
Solemn Warning or Black Horn of Heaven, which would
hurt you quite badly).
That, and sometimes 3 monsters isn't an
option for you.
Card Advantage –
4/5 ; Large 2500 body is a strong floater.
The destruction effect negs your opponent,
and the revival effect replaces this card.
Satellarknight monsters like Deneb tend to
plus, so you don't often lose out on card advantage
by summoning this thing.
Lastly, if you summon Deneb when this card is
destroyed, that's another plus.
Speed – 3/5 ; The first effect is continuous (slow), the second effect
is ignition (fast) and third is on destruction
(slow).
This is not a really fast monster but that doesn't
make it bad in anyway.
Ratings
Traditional – 1.5/5
Advanced – 3.75/5
Verdict
One of many great XYZ options for Satellarknights in your Extra
Deck toolbox.
|
T-REX |
Stellarknight Delteros
While this card is a Stellarknight, it is also
essentially a generic Rank 4 Xyz as it requires any
3 Level 4 monsters and this makes it easily
Summonable by any Deck that can put 3 Level 4’s onto
the field in one turn.
Certainly this card shines best in
Stellarknight’s as once Delteros goes to the
Graveyard you get to Summon one card from your Hand
or Deck, and this move alone allows you to set up to
immediately Summon another one if sent to the
Graveyard during your turn.
Basically Stellarknights can simply use this play to
bring out sufficient materials in one hit:
Summon/ Special Summon Satellarknight Altair,
Special Summon from your Graveyard Satellarknight
Vega and ideally Special Summon Satellarknight Deneb
from your hand and lose no hand advantage at all.
This effect also activates even if you send
Delteros to the Graveyard yourself.
Do keep in mind though that as it’s effect is a
“Can” effect, there will be times where this card
could miss it’s Timing, so be careful of that for
the rare occasions that it comes up.
One card that it will not miss it’s timing with
however, is Stellarnova Alpha, using these two cards
in combination with each other is an excellent way
to either Summon another Delteros or some other more
useful Rank 4 Xyz.
It also can be revived by Call of the Haunted and
then easily destroyed (MST for example) for more
shenanigans as well.
Now that I’ve outlined the candy that it provides
for Stellarknight’s, onto it’s effects, and it’s
these effects that make it good for any Deck that
can Summon it.
Firstly as a continuous effect it provides what
could be considered one of the best Stun effects
going around, when you Summon or Special Summon a
monster your opponent cannot respond to your
Summons, so no Trap Hole type cards, or effect
negation cards such as Fiendish Chain or Effect
Veiler for example.
This will allow you to successfully gain more on
Summon effects as well as use any effects that would
otherwise be able to be disrupted than you’d
normally expect as well.
As an added bonus, you can detach an Xyz material
from this card (once per turn) to destroy any 1 card
on the field. You can use this effect up to 3 times
(over 3 turns), or you can use it just twice (it
needs to have Xyz material for it’s Summon
protection effect to apply) to keep preventing your
opponent from responding to your Summons for as long
as you can keep Delteros on the field… And with a
respectable ATK of 2500 this should be at the very
least, be easier to do.
This card has amazing potential as a standalone
stun card without a doubt and simply gets better if
used in a Stellarknight Deck.
Traditional: 2.25. I actually see potential for
it even here as it can be used to protect further
plays… Maximum benefit is going to be attained if
using this in a control or stun type deck as well as
if you can get it out first turn.
Advanced: 4.25. Great attack, great effect, and
becomes stupidly easy to Summon and abuse in
Stellarknights. For any Rank 4 Spam-type Deck, or
any Deck that is using Soul Charge, this will become
easy to Summon and thus it will allow you to gain
it’s benefits. If you don’t have one, I strongly
suggest that you enrich your card collection with
this.
|
Leo
Kearon |
Stellarknight Delteros
Wrapping up this week we look at Stellarknight
Delteros one of the new “tellarknight” monsters from
Duellist Alliance. First off before we start this
whole “tellarknight”is ridiculous why not just call
them all Stellarknights and save everyone a lot of
bother.
Okay before this gets into a rant about the
stupidity of archetype naming, let’s review this
card. Stellarknight Delteros is a LIGHT/Warrior
which is very good, plenty of support for it. It’s a
generic 3 material Rank 4 monster; generic is great,
3 material not so and it has 2500 ATK and 2100 DEF
which is very good.
Effectwise, it has a great protection effect, which
prevents your opponent from activating anything when
you summon a monster, as long as this card has
material. This allows you to summon your monsters
without worrying about any Trap Hole cards or the
like. Its second effect allows you to target and
destroy 1 card for the cost of 1 material. Another
nice effect, destruction effects are common but
still it is nice to have. Finally if this card is
sent from the field to the Graveyard, you can
special summon a "tellarknight" monster from your
hand or Deck. Allowing you to retain some field
advantage and being able to special summon from the
deck is always a good thing.
What also helps this card is that "tellarknight"
monsters are all about swarming so getting this guy
out isn’t as problematic as other 3 material Xyz
monsters and he is generic.
Overall a great card for "tellarknight" decks and if
you have a lot of swarming monsters, this could be
splashable.
Traditional: 3.75/5
Advanced: 3.75/5
|
Kingof
Lullaby |
Hello Pojo Fans,
Stellarknight Delteros takes 3 level 4 monsters to
Xyz Summon, but once it hits the field it is an
incredible force. As long as you keep an Xyz
material on it, you won't need to worry about your
opponent activating card effects during your Normal
or Special Summons. Being a light and a warrior-type
give Delteros plenty of support to be played in more
decks than “Tellarknight”. Respectable ATK and its
effects give it flexibility to be played in decks
that Special Summon several times in a turn
(particularly level 4's).
The monsters that are Normal and Special Summoned
while Delteros is on the field (with Xyz material(s)
still attached) become affected by card effects
after the summons are completed, but that eliminates
several cards your opponent could play upon their
summon to eliminate the monsters (Torrential,
Bottomless, etc.). Delteros's ability to eliminate a
potential problem by detaching a material can lessen
the chance of your Normal or Special Summons from
being sitting ducks after they are summoned. Soul
Charge still being untouched by the ban list means
you could have two Delteros on the field at the same
time with relative ease. That means 6 chances to
destroy a card on the field, or five and still
protection for all your Normal or Special Summons.
Within the archetype, all “Tellarknight” monsters
effects activate upon their summoning. With Delteros
protecting them, their effects are going to activate
without resistance from your opponent. When Delteros
is sent to the grave, you can Special Summon a “Tellarknight”
from your hand or deck (if you play one). A free
Special Summon for the archetype or if you play a
few “Tellarknight” monsters within your build. If
the opponent used up resources to get Delteros off
the field, a new Delteros could be hitting the field
soon after it leaves.
Delteros is a great card, one of the easiest Rank
monsters to summon that require 3 or more monsters,
has support behind it, and has tremendous pluses
attached to its play. It isn't invincible, and there
are still plenty of cards that can eliminate it or
hinder it from giving you your big plays.
Traditional-3/5
Advanced-4/5
Art-4/5
Until Next Time
KingofLullaby
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