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Stellarknight Constellar Diamond
- #SECE-EN051

3 or more Level 5 LIGHT monsters During your Main Phase 2, you can also Xyz Summon this card by using a "tellarknight" Xyz Monster you control as the Xyz Material, except "Stellarknight Constellar Diamond". (Xyz Materials attached to that monster also become Xyz Materials on this card.) While this card has Xyz Material, neither player can send cards from the Deck to the Graveyard, and any card that returns from the Graveyard to the hand is banished instead. During either player's turn, when an opponent's DARK monster activates its effect: You can detach 1 Xyz Material from this card; negate that activation, and if you do, destroy it.

Card Ratings
Advanced: 3.50 

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.

Date Reviewed:
April 1, 2015

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The only viable way of summoning this card is by it's Main Phase 2 effect.  It has pretty good stats and an effect that would floodgate DARK decks like Burning Abyss.  It doesn't replace itself like Delteros and Triverr do, unfortunately, and this card can still be destroyed via spell/trap effects.  Kinda slow, but devastating in the right situation.  Since it's an Extra Deck monster, it can never be a dead-draw, and therefore I'm more lenient on situational cards in that circumstance.  This can, in part, help Satellars still maintain a presence in tier 2 or at least competitive local tournaments.



Stellarknight Constellar Diamond...what a beautiful Monster.  XYZ, specifically a Wyrm, of the Light attribute, who is Rank 5, with 2700 attack and 2000 defense.  Right off the bat, you notice this guy needs THREE Level 5 Monsters to XYZ Summon, which means it better have one hell of a payoff.  Oh, and they all have to be Light.  Not a huge problem, but does kill you thinking about using this much outside of it's own Deck.  So first, you can XYZ Summon this card using a "tellarknight" XYZ Monster you control as Material, and any Material it has goes to this card...note this can only be done during your Main Phase 2.  This guy is all about Lockdown.  Neither player can send cards from the Deck to the Graveyard, as long as he has XYZ Material, which cripples a good amount of common Decks out there.  Oh and any card that would return from the Graveyard to the Hand is removed from play instead.  That's another harsh effect right there.  Oh, plus he's anti-Dark, as when a Dark Monster activates its effect, by discarding an XYZ Material, negate the activation of said effect, and destroy that card.  If you successfully negate the effect, that is.  He's very good.  You sure need to protect him, but you get him and keep him on the Field, he'll win you games.

Rating: 4/5
Art:  5/5


For today's card, we have a monster with quite a redundant name (seriously, Constellarknight Diamond would've worked just as well), and also a very powerful anti-Dark card, in Stellarknight Constellar Diamond). 
Summoning this card is fairly straightforward, as you can simply plop this thing onto any Stellarknight Xyz that you want during your Main Phase 2. Currently, we only have Stellarknight Triveil and Delteros, but we are getting Ptolemaios, a 2-material Stellarknight Xyz, so it will be even easier to make. It has quite good stats, standing at 2700/2000, and gets all the lovely support a Light type gets these days. Take note that it is a Wyrm, but so far, nothing of note works off of that. 
Its effects, while specific, are nonetheless devastating. As long as he has Materials attached to him, no sending from deck to graveyard can occur, and you can negate and destroy any Dark Monster effects your opponent might activate simply through detaching a material. It also banishes any card your opponent might return from the graveyard to the hand, not really necessary, but a cool bonus.
As for what you would use this against, Shaddolls and Burning Abyss are far and away the biggest contenders. In fact, it seems this card was made for the sole-purpose of being an Anti-Shaddoll card. Both decks rely on sending and monster effects, and, being Dark decks, this card cripples those strategies. Also, if this card were to run over, say, a Shaddoll Winda, it would banish the Fusion card that would be retrieved.
Overall, a great card for Tellarknights(and soon, any rank 4 deck), but it was better when Nekroz weren't top dog.

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