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

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



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.




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.




Traditional – 1.5/5

Advanced – 3.75/5




One of many great XYZ options for Satellarknights in your Extra Deck toolbox.


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.


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


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.
Until Next Time

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