Yu Yu Hakusho
Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
3 Level 4 "tellarknight" monsters.
During the turn you Xyz Summon this card, you cannot Special Summon monsters, except "tellarknight" monsters. If this card is Xyz Summoned: Return all other cards on the field to the hand. Once per turn: You can detach 1 Xyz Material from this card; send 1 random card from your opponent's hand to the Graveyard. If this card with Xyz Material is sent to the Graveyard: You can target 1 "tellarknight" monster in your Graveyard; Special Summon it.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Nov. 21, 2014
Back to the main COTD
Triverr is a card
that takes patience and skill to accommodate, but
it's a very rewarding card. It's a step up
from the other triple-Satellar XYZ, Delteros, though
by requiring 3 monsters, it does share the same
risks. What if they Breakthrough Skill it or,
worse, what if gets Solemn Warning'd? That's
why you should have a Trap Stun (or something)
It requires 3 monsters, which is feasible for
Satellars but still a considerable cost. It
recoups the resources by the random discard effect
(which could either be a solid hit or simply just
dump a graveyard-floater) and it replaces itself
when destroyed. But the real meat of this card
is the on-summon effect of returning everything to
It gets rid of the opponent's XYZ's and bounces
their traps, giving you room to deliver a 2100-ATK
beating. It also recycles cards like Fiendish
Chain and Call of the Haunted (which you'll be using
3 of) in the deck. So use Call on Vega,
Special Altair from hand, Special Deneb from Grave
to plus, then XYZ into Triverr, and then return the
It's the nuclear option. You only need one of
these in the Extra Deck but Satellar players should
definitely add this card to their collection.
Power - 5
Speed - 5
Versatility - 4
Dependability - 3
Advantage - 3
Traditional - 1
Advanced - 4
So, Stellarknights get a new toy… Christmas comes
early for some Archetypes it seems!
The first thing that most will notice about this
card is that it can only be made by using 3x “Tellarknight”
monsters, and although some may see this as a
drawback to this card, the reality is that this
clause keeps it from being a generic card and
instead it will only see play in a Satellarknight
The second seeming downside to Stellarknight Triverr
is that during the turn you Xyz Summon it you cannot
Special Summon any monsters except for “Tellarknight”
Again, this really isn’t an issue, it is simply a
very minor inconvenience to the use of this card.
When it is successfully Xyz Summoned, you return
EVERY other card on the field to the hand,
essentially this should allow you to inflict 2100 of
direct attack damage to your opponent. This makes
Summoning this card very useful in certain
situations, although not always as it could ruin
And even if your opponent destroys it thanks to a
Bottomless Trap Hole or removes it via Compulsory
Evacuation Device, the effect of clearing the field
will still be successful.
And if the it’s Giant Trunade’esqe effect isn’t
quite good enough, you can detach an Xyz material
from this card to send one random card from your
opponents hand to the Graveyard. And while this
effect may not always be useful against every Deck
that you face, it can give you an opportunity to get
rid of any annoying continuous, equip or set-up type
cards that are in your opponents hand and have the
potential to cause problems.
It could also get rid of something annoying like a
Luckily for your opponent, you can only use this
effect just the once per turn.
But wait, there’s more…
And FINALLY, once this pesky (for your opponent)
annoyance is dealt with, you get to Special Summon
one “Tellarknight” from your Graveyard, all of which
allows you to again reload your field and even your
hand, depending on your choice. Altair and Deneb of
course being prime candidates in most cases, but
like always with this game, depend on the situation
Traditional: 3. More toys, more fun!
Advanced: 3.5. Only this cards low attack are what
actually lets it down, as such it will likely never
last past the turn that it is Summoned. One is most
definitely needed as an addition to the Extra Deck