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Tellarknight Genesis →Used Deck
Card Kind | Attribute | Level | Type | ATK | DEF |
---|---|---|---|---|---|
Quick-Play Spell | - | - | - | - | - |
Destroy Spell/Trap Cards on the field equal to the number of other "tellarknight" cards you control. | |||||
password:65236257 | |||||
Average Rating Score | 5.5(10) |
- Card Info
- Card Reviews (10 rating scores)
- Decks with Tellarknight Genesis (9 Decks)
- Card Category and Effect Category
- Products in Japan
- Ranking and View Num
"Tellarknight Genesis" card reviews and rating scores
5.5(10) |
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0% | (0) | ||
20% | (2) | ||
60% | (6) | ||
20% | (2) | ||
0% | (0) |
超弩級スライム
2022/05/21 17:12
2022/05/21 17:12
Back elimination card in sync with Vatraimus
You can use it in an end-cycle way, such as removing permanent cards all at once, or taking advantage of the Quick-Play Spell.
However, "Terranite" Spells/Traps cannot be searched in Deneb, so I can't bring them when I want them.
Also, it can't be used without a "Terranite" monster on the field, and it can't remove troublesome cards before it's deployed, so it might be better to use cards like 《Twin Twisters》.
If I could remove the monsters, it would have been strong as a hindrance to the opponent's deployment.
You can use it in an end-cycle way, such as removing permanent cards all at once, or taking advantage of the Quick-Play Spell.
However, "Terranite" Spells/Traps cannot be searched in Deneb, so I can't bring them when I want them.
Also, it can't be used without a "Terranite" monster on the field, and it can't remove troublesome cards before it's deployed, so it might be better to use cards like 《Twin Twisters》.
If I could remove the monsters, it would have been strong as a hindrance to the opponent's deployment.
シエスタ
2019/08/22 9:19
2019/08/22 9:19
If it goes well, it is a Terranite-exclusive magic trap removal that can aim for multiple removals, and Terranite's deployment power is also high.
However, it's hard to use magic/trap removal that involves the development of monsters. I want to remove it before deploying.
Since it's "only" the number of terranites, if you're not good at it, your own cards will also be involved, and the situation is somewhat selective.
The impression of a card that picks up the buds of the opponent's counterattack. It's not a very user-friendly card.
However, it's hard to use magic/trap removal that involves the development of monsters. I want to remove it before deploying.
Since it's "only" the number of terranites, if you're not good at it, your own cards will also be involved, and the situation is somewhat selective.
The impression of a card that picks up the buds of the opponent's counterattack. It's not a very user-friendly card.
アルバ
2016/10/05 3:14
2016/10/05 3:14
Terranite is easy to grow in numbers and he's become a quick-play spell and has a modern twist.
However, I would like to use this kind of card before developing it, just like the path that seniors such as Light Justice have taken...
For a recent card, it's not "until" but "only", which is rare, and if you don't adjust the number and shoot, you'll get your own card involved.
Since it's not a monster but a card, it counts the Terranite Spell Trap on the front side, but it's hard to use equipment and fields with the Terranite name, so I'll just chain it to the sky.
He can also count terra nights in the scale, so he seems to be able to use Zefra, but...
However, I would like to use this kind of card before developing it, just like the path that seniors such as Light Justice have taken...
For a recent card, it's not "until" but "only", which is rare, and if you don't adjust the number and shoot, you'll get your own card involved.
Since it's not a monster but a card, it counts the Terranite Spell Trap on the front side, but it's hard to use equipment and fields with the Terranite name, so I'll just chain it to the sky.
He can also count terra nights in the scale, so he seems to be able to use Zefra, but...
れい
2016/07/16 2:57
2016/07/16 2:57
strong points
The appearance of a card that can peel off the back is a happy place for Terranite.
If you're going to move forward on the second turn from Unuku or Deneb, you can hit it while peeling off the back pretty neatly, and it's also good to increase the number of pieces destroyed while dodging the trap hole with the hanging chain.
Since it doesn't target, it's easy to work with once it's activated.
It is a card that is more skillful than it looks.
weak point
As everyone has pointed out, the reliability is a little low when going to roll up an opponent with a thick back, and it is necessary to establish Terranite first to assist deployment.
However, playing summon negate to Altair is better or subtle considering the existence of resurrection cards in the hand, and traps are often preserved until X summoning in order to create restrictions on Altair once.
The trap hole system is easy to step on, but it can be avoided with Tenkake Sousei.
In the case of Terranite's peculiar "No monsters that can move" accident, if it comes to your hand, it can cause an accident, so you should be careful about the number of cards to use, but it has enough performance to be a candidate.
The appearance of a card that can peel off the back is a happy place for Terranite.
If you're going to move forward on the second turn from Unuku or Deneb, you can hit it while peeling off the back pretty neatly, and it's also good to increase the number of pieces destroyed while dodging the trap hole with the hanging chain.
Since it doesn't target, it's easy to work with once it's activated.
It is a card that is more skillful than it looks.
weak point
As everyone has pointed out, the reliability is a little low when going to roll up an opponent with a thick back, and it is necessary to establish Terranite first to assist deployment.
However, playing summon negate to Altair is better or subtle considering the existence of resurrection cards in the hand, and traps are often preserved until X summoning in order to create restrictions on Altair once.
The trap hole system is easy to step on, but it can be avoided with Tenkake Sousei.
In the case of Terranite's peculiar "No monsters that can move" accident, if it comes to your hand, it can cause an accident, so you should be careful about the number of cards to use, but it has enough performance to be a candidate.
とき
2016/07/10 12:37
2016/07/10 12:37
Qliphort's core and Vatraims... What kind of connection is there...
The effect is Terranite's version of Light Justice, but it's a trend of the times or a Quick-Play Spell.
Terranite's ability to develop is high, so it often grows into a card that surpasses 《Twin Twisters》let alone Cyclone. There are a lot of them, but they are not very stable.
As usual, it also has the weakness that it can't be used before summoning, making it a pretty clumsy card.
His existing Spell Trap removal is excellent, so I wonder if it's a card that will end up over there...
The effect is Terranite's version of Light Justice, but it's a trend of the times or a Quick-Play Spell.
Terranite's ability to develop is high, so it often grows into a card that surpasses 《Twin Twisters》let alone Cyclone. There are a lot of them, but they are not very stable.
As usual, it also has the weakness that it can't be used before summoning, making it a pretty clumsy card.
His existing Spell Trap removal is excellent, so I wonder if it's a card that will end up over there...
怪盗七夜月
2016/07/09 23:02
2016/07/09 23:02
If you think that Teranite is gone and the Devil Putre is gone, here are two new cards.
In the worst case, you have to destroy the cards in your own field as well.
In the worst case, you have to destroy the cards in your own field as well.
ミシガン州知事
2016/07/09 21:58
2016/07/09 21:58
He can destroy as many spells and traps as there are terranites, including the terranites in the Pendulum zone, but there are many scenes where he can't activate it without terranites and the card is rotten in his hand. I would like to take advantage of the Quick-Play Spell.
There are situations where 《Twin Twisters》is enough, so be careful when choosing the number.
I don't say that illustrations are likely to be in art textbooks, such as drawing lines with a ruler or tracing curved lines.
According to the rules of this card, even if you have 3 Terranite on your field, if you have 2 of your opponent's Spell/Trap cards face down and you have 1 face down Spell/Trap card, your card will not be destroyed either. does not become
Even if mass destruction can be expected in such an aspect, since a small turn does not work, points are deducted.
There are situations where 《Twin Twisters》is enough, so be careful when choosing the number.
I don't say that illustrations are likely to be in art textbooks, such as drawing lines with a ruler or tracing curved lines.
According to the rules of this card, even if you have 3 Terranite on your field, if you have 2 of your opponent's Spell/Trap cards face down and you have 1 face down Spell/Trap card, your card will not be destroyed either. does not become
Even if mass destruction can be expected in such an aspect, since a small turn does not work, points are deducted.
ABYSS
2016/07/09 15:16
2016/07/09 15:16
He can destroy as many spell traps as there are terranites.
It's a little hard to use because you have to destroy that number without fail, but the Terranite that you refer to can be anything other than monsters, so you can divide it with a chain etc. to his Zefra Terranite in the P zone or his Spells such as Tenshoke. can increase
There is a possibility that one card will break multiple times, but this card itself may cause an accident, so I would like to carefully consider adoption and number adjustment.
It's a little hard to use because you have to destroy that number without fail, but the Terranite that you refer to can be anything other than monsters, so you can divide it with a chain etc. to his Zefra Terranite in the P zone or his Spells such as Tenshoke. can increase
There is a possibility that one card will break multiple times, but this card itself may cause an accident, so I would like to carefully consider adoption and number adjustment.
ヒコモン
2016/07/09 12:56
2016/07/09 12:56
The expected value is reasonably high, but since it cannot be activated before Terranite is summoned, it will rot if the summoning itself is crushed. Considering it's a Quick-Play Spell, it can be used when the opponent puts out his Pendulum, but in that case Tsui Tsui is enough. Since it can be used as a reference for things other than monsters, should I use it in Zefra instead?
Decks with "Tellarknight Genesis"
* is adopted as a key card.
● 2015-02-05 A star factor that makes it easy to produce strong Rhongomiants
● 2016-08-21 Teranite without habit
● 2020-01-12 Zefra Satellarknight
● 2016-07-14 romantera night
● 2016-07-19 terranite
● 2016-11-01 Stellarknight・Satellarknight
● 2018-06-19 saint king myth
● 2016-10-11 terranite
● 2017-06-30 star guard knight
Card Category and Effect Category
Satellarknight, Stellarknight Deck
Satellarknight, Stellarknight Card Lists
Satellarknight, Stellarknight Sets
Products in Japan
Product | No | Release Date | Rarity |
---|---|---|---|
INVASION OF VENOM | INOV-JP062 | 2016-07-09 | Normal |
Ranking and View Num
Rating Score Rank | 8,299 / 13,210 Cards |
---|---|
View Num | 11,741 |
Others
Japanese card name | 創星の因子 |
---|
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