Konami is giving its western audience another glimpse of the future, as four new Tellarknight cards will be added to the Yu-Gi-Oh! OCG (Official Card Game) on November 22nd, 2025, with the release of Terminal World 3.
Constellar Castor

Level 4, Light
Fairy/Effect Monster
You can only use the (1)st effect of this card's name once per turn.
(1) If this card is Summoned: You can Special Summon 1 “Constellar” monster from your Deck, except “Constellar Castor”, also you cannot Special Summon from the Extra Deck for the rest of this turn, except LIGHT and DARK monsters.
(2) A “Constellar” Xyz Monster that has this card as material gains this effect.
● Once per turn, when your opponent activates a Spell Card or effect (Quick Effect): You can detach 2 Xyz Materials from your monsters, and if you do, negate that effect, and if you do that, destroy that card.
Constellar Castor is a very potent one-card combo starter to add to the Tellarknight archetype. Being able to dodge the usual search negations, this new addition is able to directly summon an in-archetype ally from the deck straight to the field. This first ability pays in dividends as almost every Tellarknight main deck monster has an on-summon ability that further extends card advantage.
Constellar Castor’s second effect is a little more mundane by comparison. It is, however, a very flexible spell or effect negation to have on hand should you use Castor as an XYZ material, which isn’t necessarily a hard requirement to fill in this particular archetype.
The special summon lock that Constellar Castor puts on its controlling player isn’t debilitating either. Not only do the Tellarknights have access to a fair amount of Light and Dark extra deck monsters already, but the ‘for the rest of this turn’ clause gives the controlling player breathing room to sequence their combo with other non-Dark or non-Light extra deck staples should they choose to do so.
Tellarknight Cygnian

Level 4, Light
Warrior/Effect Monster
This card is always treated as a “Constellar” card. You can only use the (1)st, (2)nd, and (3)rd effect of this card’s name each once per turn.
(1) If this card is Summoned: You can add 1 “Tellarknight” or “Constellar” monster from your Deck to your hand.
(2) You can target 1 other LIGHT monster you control; increase its Level and this card’s by 1.
(3) This card can be treated as 2 materials for the Xyz Summon of a “Tellarknight” Xyz Monster that requires 3 or more materials.
This new Tellerknight addition is quite flexible as either a combo starter or extender. The ‘Stratos’ effect is always a respectable standard as it elevates an archetype’s consistency despite being a hand trap magnet.
Where Tellarknight Cygnian gets its most value, though, is by being a combo extender. Not only does Tellarknight Cygnian get you another resource from the deck, but it also allows easier access to some of the harder-to-summon XYZ archetype members.
From the current roster of XYZ monsters, Stellarknight Delteros and Stellarknight Triverr are of particular note. The former can prevent the opponent from responding to normal/special summons of monsters while being a targeted pop (destruction effect). The latter becomes a full field bounce and a potential hand rip (discard effect). Both also have the benefit of floating into another Tellerknight monster if sent from the field or the graveyard.
Depending on a player’s preferred ratios, Tellarknight Cygnian is at least a 2-of in a deck. There’s enough consistency in this monster that you want to special summon it without drawing into it. That said, if you do start with Tellarknight Cygnian in your hand, it isn’t necessarily hard to work with either.
Tellarknight Constellar Delteros

Rank 4, Light
Warrior/Xyz/Effect Monster
3+ Level 4 monsters
(1) Your opponent cannot target Rank 5 or higher “Tellarknight” and “Constellar” Xyz Monsters you control with card effects.
(2) Once per turn: You can detach 1 material from this card; add 1 “Tellarknight” or “Constellar” monster from your Deck to your hand, then, immediately after this effect resolves, you can Normal Summon 1 LIGHT monster.
(3) If this card is sent to the GY, except from the field: You can Special Summon 1 “Tellarknight” or “Constellar” monster from your hand or banishment.
It looks like the Tellarknight archetype is just getting a huge boost to its consistency. With Tellarknight Cygnian revealed, the needed materials to summon Tellarknight Constellar Delteros is pretty much accounted for.
Once on the field, Tellarknight Constellar Delteros forces the opponent to get rid of this card first if they want to have any hope of using targeted effects on any of the Rank 5 or higher in-archetype siblings.
It’s a little unfortunate that Tellarknight Constellar Delteros can’t protect itself from effects. Its second ability of being an in-archetype search and additional normal summon is a valuable chokepoint any skilled opponent would gladly use a negation for.
The floating effect is a little suspect, but the Tellarknight XYZ monsters are able to rank-up on top of each other. Being sent to the graveyard as an XYZ material doesn’t count as being on the field, so this makes the parameter for the third ability rather easy to fulfill.
Extellarknight Constellar Ptolemy Ω7

Rank 7, Light
Machine/Xyz/Effect Monster
3 Level 7 monsters
Once per turn, during your Main Phase 2, you can also Xyz Summon “Extellarknight Constellar Ptolemy Ω7” by using a “Tellarknight” or “Constellar” Xyz Monster you control (transfer its materials).
(1) While you have 7 or more “Tellarknight” monsters with different names in your GY and/or banishment, this card gains 2700 ATK/DEF, also it is unaffected by your opponent’s activated card effects.
(2) Once per turn (Quick Effect): You can detach any number of materials from this card, then target that many monsters your opponent controls; shuffle them into the Deck.
Extellarknight Constellar Ptolemy Ω7 exemplifies the potential of becoming a ‘towers’ boss monster; it’s relatively easy to summon, it can generate a huge body, and it can shrug off the opponent’s activated card effects. The only hurdle actually facing the controlling player is just getting the 7+ differently named Tellarknight monsters into rotation.
The Tellarknight archetype already excels in bringing out bodies from out of the deck and onto the field; they just suffer from rather fragile chokepoints that can easily be abused. A skilled player will definitely be able to use this card as a potential OTK (One Turn Kill) tool. Mileage may vary depending on luck and match-ups, but that’s the nature of Yu-Gi-Oh! in general.