Tellarknight

Duelist Cup DLv. Max from on March 18th, 2025
cp-ur 1110 + cp-sr 540
50 cards

Notes & Combos

Somehow boys... we did it.

This duelist cup grind was so painful. Going first means you probably fighting tenpai. Going second means going against a deck that can play through like 3 handtraps and still put upt 8+ disrupts.

But, as we all know, TELLARKNIGHTS BEST DECK.

Anywho, this deck is more of an update to my last tellarknight decklist. It focuses more on a healthy amount of both handtraps and boardbreakers to use in coexistence. Not having boardbreakers like TTT and droplet would've made the grind SO MUCH WORSE because not drawing any of those means you are probably not gonna break one of those 8+ disrupt boards.

Other thing to note is that this is a 50 card declist. Of course you could play this deck at 40 cards or a 43-46 card range, but i found that 50 cards tended to give me a good variety of options to use as well as prevented the drawing of bricks like the armored xyz cards.

The combo routes are generally the same as usual (small combo guide at bottom) and are able to get to 8+ disrupt boards of your own. The three parts of the deck (toy, white forest, and tellarknight) work really well with each other since white forest provides level 4 bodies to xyz with and tellarknights can pop toys to activate their effects.

Good luck with y'alls DC cup grinds and have a nice day :)

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