CLG Klavier Posted April 12, 2015 Report Share Posted April 12, 2015 Thuban (left) Warrior/Pendulum/EffectPendulum Effect: You cannot Pendulum Summon monsters, except "tellarknight" or "Zefra" monsters. This effect cannot be negated.Monster Effect: If this card is Normal, Flip or Pendulum Summoned: You can target 1 other "tellarknight" or "Zefra" card in your Monster Zone or Pendulum Zone and 1 face-up card your opponent controls; destroy them. You can only use this effect of "Aethersatellarknight Zefra-Thuban" once per turn.Beel (right) Fiend/Pendulum/EffectPendulum Effect: You cannot Pendulum Summon monsters, except "tellarknight" or "Zefra" monsters. This effect cannot be negated.Monster Effect: If this card is Normal, Flip or Pendulum Summoned: You can target 1 other "tellarknight" or "Zefra" card in your Monster Zone or Pendulum Zone and 1 Set card your opponent controls; destroy them. You can only use this effect of "Astellarknight Beel-Zefra" once per turn. So, we're getting them more or less around the same time we get Star Seraphs. And since I can't imagine the deck running both those 2 and the Seraphs, question arises: how good are Thuban and Beel? They got this slight discord with tellarknights that their effects don't trigger on non-Pendulum Special Summoning, and Beel is sadly a Fiend. However, they still allow for really explosive plays, with the tellarknight effects being a good insurance policy in case something goes wrong, so you don't actually minus too hard from Pendulum Summoning. Plus the utility they carry along for a ride is pretty damn good, more removal is never bad. Both those and Star Seraph add some explosiveness and sort of removal to the deck. Another thing the Zefras have going for them is that they can actually Xyz into Triverr. So, which ones do you guys prefer/think are better? Link to comment Share on other sites More sharing options...
Maeriberii Haan Posted April 12, 2015 Report Share Posted April 12, 2015 These gives you utility and vanity/djinn out, and seraphs gives power plussing and easier 3-mat. I'd say people are going to play Seraphs more, but this is not outclassed. Just less preferable compared to the pros of Seraphs. Maybe. Link to comment Share on other sites More sharing options...
Blake Posted April 12, 2015 Report Share Posted April 12, 2015 More power, less consistency than regular tellars. Less power, more consistency than Seraphtellar. Link to comment Share on other sites More sharing options...
CLG Klavier Posted April 12, 2015 Author Report Share Posted April 12, 2015 These gives you utility and vanity/djinn out, and seraphs gives power plussing and easier 3-mat. I'd say people are going to play Seraphs more, but this is not outclassed. Just less preferable compared to the pros of Seraphs. Maybe. Exactly, maybe. Djinn out is also a thing, ESPECIALLY that the one that gets rid of Djinn is the one that's searchable with RotA. Link to comment Share on other sites More sharing options...
Expelsword Posted April 12, 2015 Report Share Posted April 12, 2015 These aren't really going to help Satellaknights much, but I don't think that was their intent. They do good work alongside Quiniu in Sephira, and if you let them go, you'll be facing mass destruction every turn. As a side note, they remind me of the whole Pit/Dark Pit debacle. Link to comment Share on other sites More sharing options...
Maeriberii Haan Posted April 12, 2015 Report Share Posted April 12, 2015 These do help Satellarknights tho with the utility their monster effect provides, and the spam capability pendulum possesses. These have their uses to be considered, and giving tellarknight access to extra searchers and maybe an extra copy of Stellarnova is nice enough. People in OCG either use these or use extra traps in their slot atm. Both has their pros and cons. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.