Hey Duelists of the Internet!
This is my very own Satellarknight Zefra list! It's mainly an XYZ spam deck that seeks to control the board with Triverr while also increasing consistency through a Zefra engine, all while accruing advantage through redundant search effects or bounce effects. While this deck isn't the most competitive deck on the planet, it is
incredibly fun to play, so I thought I'd share it with you all!
THE ENGINES;
The Zefra cards serve 3 purposes: 1) to prove scales to more easily assemble the necessary materials for a Tellarknight XYZ monster while still triggering main deck Tellarknight monster effects, 2) to increase consistency through Zefraath, Oracle and Providence by either searching up Pendulum Scale pieces
or searching other Tellarknight monsters (Zefraxciton and Zefrathuban) for XYZ plays, and 3) to provide a going-first control package with Zefraniu, Nine Pillars, Divine Strike, and War. Zefraath is a key card here - I've never actually summoned it since you only want it in the Pendulum Scale. It allows us to dump a Zefra monster (usually Zefraniu going first and later Zefrathuban or Zefraxciton for extending plays) to the extra deck to copy that monster's Pendulum Scale rating. Assuming we have the opposite Scale set as well, we'll be able to Pendulum Summon that monster; however, since Zefraath's normal Scale is 5, it is very easy to Pendulum Summon our Tellarknight monsters if this effect doesn't go through.
The main deck Tellarknight cards provide consistency, either by searching Scales or follow-up cards with Deneb, dumping Tellarknight monsters in grave with Unukalhai, or by recurring Tellarknight monsters in grave for XYZ plays with Altair. Vega is good for extending if our Scales don't survive our opponent's turn (although they should due to Providence's in-grave effect) while Alsham gives us access to burn damage if the game is running into time, or we just need an easy finisher. Keep in mind that all these effects trigger if the Tellarknight monster is Summoned - not just Normal or Special Summoned, but also Pendulum Summoned (hence the value of the Zefra engine).
The extra deck Tellarknight cards are how we win the game. We usually want to win with Triverr, since it bounces every card on the field other than itself, then let's us discard a card from our opponent's hand, essentially letting us dismantle our opponent's board while (hopefully) discarding any cards they could use for a follow-up play. The hidden power of Triverr is in bouncing
our own cards to the hand. Our board, usually being Oracle of Zefra and Pendulum cards in the Scales, is easily rebuildable, plus we can get repeated activations from a single copy of Oracle, allowing us to set up for next turn. Plus, Triverr brings back a Tellarknight monster if it's destroyed. Delteros is spot removal that can float if destroyed while providing protection for us when we Summon monsters. Constellar Diamond is easy to go into and is a floodgate on a stick against certain decks that want to dump things to the grave or recur cards from the grave to the hand. The negation effect doesn't always come up, but when it does, it is very powerful. Batlamyus is there to get us into these three monsters easier if we only have 2 Tellarknight monsters to summon.
OTHER CARDS:
Ash Blossom and Imperm are here for negations - feel free to change these to adapt to your meta as you see fit.
Terraforming and RotA are here for more consistency - we want to see Oracle, and RotA can grab almost every one of our main deck monsters.
Satellarknight Skybridge - an interesting tech that I like to run. Essentially swaps a Tellarknight on field with a Tellarknight in deck, which is useful if we need to get some advantage from a monster about to be destroyed
or if we draw a dead Tellarknight monster and want something more useful. Just remember you're locked into summoning Tellarknight monsters for that turn. Could be shaved/replaced for some of the other cards in the "Things I've Been Messing With" section.
The Link Monsters - Gravity Controller is here to get rid of a monster stuck in the extra monster zone (usually a Pendulum Summoned monster), clearing it out for another Pendulum Summon if need be. It doesn't come up every game, but you'll definitely love the card when it does come up. I:P, Unicorn, and Borrelsword are good value cards/finishers in the deck, and are easy to make since we can spam lots of monsters.
Abyss Dweller, Bagooska, and Gallant Granite - These are just good XYZ monsters for the deck. Dweller is a floodgate and really hurts some decks, Bagooska buys us time if we brick, and Granite can search up Zefraath.
LINES OF PLAY
There aren't really any set combos in the traditional sense here; rather, the deck is consistently trying to get to certain end goals. Whichever way you do that is dependent on what's in your hand. Usually, you want to get you Scales set up and have some sort of play for next turn.
So for example, take the following hand: [Deneb, Zefrathuban, Providence, Ash Blossom, and Alsham].
If we are going first, we could search Oracle with Providence, play Oracle, grab Zefraath, activate Zefraath and Zefrathuban in the Scales, activate Zefraath sending Zefraniu, Pendulum Summon Zefraniu and Deneb, search with Zefraniu and Deneb, grab Nine Pillars and Altair, Normal Summon Alsham, burn for 1000 then XYZ summon Bagooska or Dweller.
If we are going second, we could search Oracle with Providence, play Oracle, grab Zefraath, activate Zefraath and Zefrathuban in the Scales, activate Zefraath sending Zefraxciton, Pendulum Summon Zefraxciton and Deneb, grab Altair, Normal Summon Alsham, burn for 1000 then XYZ summon Triverr, bouncing the field and giving us a second Oracle activation next turn in addition to Altair as a follow-up.
In both these examples, the important thing was setting the Scales - you usually want to do this if you can. However, after this, we had a lot of branching pathways to get to different end boards depending on what we want to end our turn on. This high degree of searchability is one of the strengths of the deck.
THINGS I'VE BEEN MESSING WITH:
To date, I've been playing around with some different packages/techs for the deck:
Utopia Package: This is Number 39: Utopia, Number 39: Utopia Double, and Double or Nothing. This is an alternate finisher for the deck. Summon Utopia Double with two materials, then detach a material to add Double or Nothing from deck to hand and special Utopia onto Utopia Double, doubling Utopia's attack. Then, you attack a monster with Utopia (since you can't attack directly due to Utopia Double's effect), negate the attack with Utopia, activate Double or Nothing, then attack again for massive damage. I cut this due to lack of room in the extra deck, but it is a fun combo that I may try again later in the future.
King of the Sky Prison: This is the addition of King of the Sky Prison and 2 Call of the Haunted. Essentially, you go into Gallant Granite to search King, activate King, then pass the turn. On the opponent's turn, you activate a Set card (usually Nine Pillars or Divine Strike), Special Summon King, then Set
any extender/searcher you may need from the deck for next turn. If you go into Triverr next turn, you can bounce the King and do it again next turn! This one is pretty fun to pull off.
CLOSING REMARKS:
Hopefully this guide gives you a decent look into playing this deck. As I've said before, it's not the most competitive deck out there, but it's really fun to play and is surprisingly more resilient than you might expect.
Thanks for taking a look at my build, and good luck with your duels!