I decided to do a Starry knight build, earlier I said I’d make a guide to starry knights if I felt like it, so here we are! My complete breakdown for how to build and pilot starry knights.
Unlike normally where I just list my card and reasonings I decided to write a little info on every starry knight card and how many copies of those cards, from my experience, you should play so you can build your own Starry Knight deck!
Starry Knight is a deck with a play style that is actually kinda similar to zombie world where you have a big boss monster and everything else is meant for utility and recursion.
Let’s start
Starry Night Starry Dragon
The face of the deck! Starry Night Starry Dragon is a card that is completely required when piloting starry knights, it has a few effects that I’ll explain.
First off it has an effect when it hits the field provided it was in your hand, upon entering it gives you the option pop a card Which is really handy, there is no opt on this so juggling it for repeated pops is a thing, in fact that’s what the deck is meant to do!
It’s second effect is actually really good for certain matchups, the dragon here has a continuous effect that makes it immune to all dark monsters from both battle and card effects, it’s third effect is the cherry on the top though
The last effect is the only effect that has any opt on it, but it’s a soft opt. If Starry Night Starry Dragon attacks a monster you’re able to just banish that monster and attack again, no targeting, no destruction, this means that Starry Dragon is literally anti dragoon, it’s able to out it and can’t be negated by it or effected by it.
When it comes to how many of this mighty dragon you should play I suggest one or two, I like two because I get a backup if my opponent manages to disrupt it, and three is a little excessive because you got enough ways to get it so two is enough, you can play one but that does come with the issue of not having a backup.
Starry Knight Rayel
Rayel is probably one of the best cards Starry Knights have to offer, it comes with two helpful effects.
On normal summon Rayel gets to search any Starry Knight spell or trap to add to your hand, it’s a hard opt, likely because of Starry Sky which I’ll explain later.
Rayel has a second effect that’s commonly overlooked but you can banish it from your graveyard to summon a Starry Knight from your graveyard for a lot more recursion and utility.
Rayel should be played at 3 and you shouldn’t play any less than that, it does so much by providing a really good normal summon and has a built in graveyard effect that helps you in the grindgame.
Starry Knight Orbitael
The newest card to be released in burst of destiny, Orbitael does it’s job and it does it well
It’s really good with utility and has an ashproof search effect, to cherry top it that ashproof search is a quick effect so you can collect two spell or traps really easily.
The first effect on Orbiteal is a quick effect, you can tribute a light monster and in return set one Starry Knight spell or trap from your deck, it’s really helpful for a steady stream of resources when combined with its second effect.
The reason orbiteal is probably the best starry knight card is because of the fact that it has the second effect that it has, if a level 7 light dragon you control is returned to your hand Orbiteal is able to summon itself from your graveyard instantly allowing you to recycle it and keep on gaining card advantage every turn, it doesn’t banish when summoned this way either! Despite both of these effects being hard once per turns it’s a extremely good card that you will use a lot when playing Starry Knights.
Play 3 Orbiteal, it is far better than pretty much any other Starry Knight in the game at the moment and makes your life so much more easy when playing Starry Knights.
Starry Knight Astel
Astel has two effects, each useful in their own way
The first effect Astel provides is a quick effect to tribute a light monster to summon a level 7 light dragon from your hand
The other effect is a graveyard effect where Astel can banish itself to provide 1000 attack to a level 7 light dragon you control, this is a quick effect and has caught players by surprise.
All Astel really does is it’s job, but that’s all I ask of it
As far as Astel goes I actually recommend 2-3, I’ve lost duels playing one Astel because I couldn’t summon Starry Dragon because I ran out of Astel
Starry Knight Ciel
Ciel is a lightning overdrive card, it can bounce a Starry Knight or level 7 light dragon on your field back to you hand in return for summoning it
If Ciel is in your graveyard and you don’t own a monster you can banish it to summon a level 7 light dragon from your hand, this effect doesn’t come up that often but it’s neat to have
The amount of Ciel played is completely up to preference but you should play at least one
Starry Knight Flamel
Flamel isn’t as good as the other Starry Knights but I’ll explain this one regardless
If you’re being attacked you can pitch Flamel from your hand or field to summon a level 7 light dragon from your hand.
In the graveyard Flamel can banish itself to take a level 7 light dragon on your field or graveyard and return it to your hand.
Flamel is either played at 1 or cut entirely, sometimes it’s effects can help but it doesn’t push forward the strategy of your deck much, I play one for the sake of having it just in case
Starry Knight Sky
The field spell for Starry Knights, the two effects are decent
You get to normal summon a Starry Knight or level 7 light dragon in addition to your normal summon every turn, mediocre at best
If you bounce a level 7 light dragon then Starry Sky draws you one card, resource flow is neat but Starry Knights already have a second hand in form of the graveyard
Copies? Your choice, it’s cool but not good enough to run terraforming
Starry Knight Ceremony
You can collect a level 7 light dragon with this card making it a good card alone, but summoning that money upon your opponents effect is a really helpful tool,
Play 2-3 of this, it’s a great tool to have in general but you can definitely get away with 2
Starry Knight Bellfire
Rota with a built in gimmick summoning effect, though there’s not much more to say about it it’s a great card in general
Play 3, maximize on this card always, it’s your main searcher and makes Rayel able to search any Starry Knight card in the game
Starry Knight Arrival
You can bounce or summon a level 7 light dragon, this trap is a really helpful card and helps you in so many ways despite how simple it is
Run 2-3 copies of this card, it’s such a useful tool to have
Starry Knight Blast
By bouncing a level 7 light dragon on your field you can negate a card which is cool but that’s all there is to say about it
This card is completely up to you, I really can’t say more
Ok that’s all of the Starry Knight cards!
Now for some techs to list
Bahalutiya, the Grand Radiance:
One of if you want to play it for it’s gimmick, helps tremendously sometimes
1 barrier statue is the heavens and 3 ties of the brethren
90% of Starry Knight gameplay is on your opponents turn but adding in a floodgate is also super brutal.
Strengths include
Very good at outing problem monsters like dragoon via starry dragon
Very resilient because of it’s second hand in form of the graveyard allowing it to take multiple negates and still play
You get to have tons of backup options in case your first idea is negated.
Really good at control.
Weaknesses include
A little underwhelming
Insanely hard to pilot
If your opponent still plays through everything you toss at them then it’ll be really hard to bring back a game
Has to go first
Below is the build I’m currently using, please enjoy.