The Constellar archetype (known as "Sacred" (セイクリッド Seikuriddo) in the OCG) is a group of all LIGHT-Attribute monsters that first appeared in the duel terminal and gained additional support from Lord of the Tachyon Galaxy in the form of Sombre and Omega. An interesting thing to note about Constellars is their ability to make anywhere from Rank 3 to 6 monsters with relative ease. Another note to be made about them is that all of the non-Xyz monsters has a symbol from the astrological Zodiac somewhere in their respective backgrounds which represents which constellation they are from.
As each non-Xyz monster's art contains an symbol from the Zodiac constellations, their names are based off of certain star(s) found inside their constellations; an exception to this is Constellar Sombre who is named after the Sombrero Galaxy and not an actual constellation. Sombre's art displays all of the other Symbols instead.
With the spread of the "lswarm" virus throughout the entire Duel Terminal world causing the near destruction of the world itself, the few who remain are left to pray to the legend of the "Messiahs" as passed down by the elders of each tribe. Could these Constellars be the sacred knights of the stars or be just self proclaimed wannabes.
As the battle neared completion, the Constellars and the remaining tribes were still outnumbered by the lswarm army, who had by this point revived the lost three dragons of the Ice Barrier. In an attempt to even the odds, the brave Gem-Knights fused together in order to form the Master Knight, Gem-Knight Master Diamond while the Constellars joined forces to become the being known as Constellar Ptolemy M7. The battle continued and, as a result of the chaos, Sophia, the Goddess of Rebirth and creator of the Duel Terminal World was awoken. Neither side is a match for Sophia as her awesome might manages to not only break apart the Gem-Knights fusion but also the combined beings of the mighty Ptolemy M7! In an attempt to stall for time Gem-Knight Lazuli and Constellar Virgo fuse together to create the Gem-Knight Seraphinite. Unfortunately as the two were so different the fusion slowly broke apart; however, at the end of their fusion Lazuli had obtained a portion of the Constellar power.
When all hope seemed lost, Lazuli stepped forward and, using her newfound power, was able to transform, yet again, into a new being, this time known as Constellar Sombre. With the help the newly born Evilswarm Kerykeion the two were able to join forces and defeat the goddess Sophia and bring piece to the Duel Terminal World.
When this card is Normal Summoned: You can Special Summon 1 Level 3 "Constellar" monster from your hand.
If the level 3s had a decent Rank 3 this guy could see more play; alas, their only Rank 3 is pretty lack-luster and if you had to go for a Rank 3 Zenmains is always the better play. Run 0.
When this card is Normal Summoned: You can Special Summon 1 Level 4 "Constellar" monster from your hand.
Where have we seen this guy before? He's exactly like Aldebaran except he summons Level 4 guys from your hand. Run 2-3 depending on your build and deck space.
When this card is Normal Summoned: You can Special Summon 1 "Constellar" monster from your hand in face-up Defense Position.
Remember how Constellars have a wide range of Xyz plays? They even have monsters to make them up, too! However, this isn't one of those guys. Maybe if you could normal summon him without tributes or something. Run 0.
When this card is Normal or Special Summoned: You can target 1 "Constellar" monster in your Graveyard; add that target to your hand.
Well, Konami sure knows how to piss Constellar players off. If this guy wasn't level 6 he'd actually be pretty cool seeing as his effect goes off whenever he's normal or special summoned. Unfortunately the only way to special summon the higher level guys outside of generic card effects is by using the effects of the normal summoned guys (with one exception)...which require tributes. Run 0.
Cannot be used as a Synchro Material Monster. Up to twice per turn: You can target 1 "Constellar" monster on the field to activate 1 of these effects;
● Increase its Level by 1.
● Reduce its Level by 1.
Annnnnd here is the MVP of the deck. What's that? Sheratan survived a turn but the only thing you have in your hand is a Kaus? Not a problem. Somehow managed to normal summon a level 5/6 guy last turn but don't have another guy with matching rank to overlay with? Kaus says sup. Kaus is the reason that this deck is able to pump out Rank 3 - 6 monsters. He can modify any Constellar's level, twice a turn, and can even use it on himself! To make things even better, he's a beast warrior, but I'll go more into that later on. So yeah, he's pretty cool and stuff. Run 3.
During your Main Phase, you can Normal Summon 1 "Constellar" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
A level three that allows you an additional normal summon this turn? Okay, not bad (not all to good either, but hey). If you have a Sheratan in hand you can summon this guy, summon Sheratan, get a search, and then go into Zenmains. Personally I don't like this guy (which is a shame because he looks amazing) but it's up to you. Run 0-2 based off of preference.
During the turn this card was Normal Summoned, you can Normal Summon 1 "Constellar" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
Another Leonis, but this time level 4. You guys might notice that his effect is kind of similar to Evilswarm Castor, and you'd be right. This guy plus any other Constellar monster is a first turn Xyz. Combine him with Kaus and you've got yourself an instant Rank 4 or 5, assuming they don't have anything to negate effects (for Kaus of course. Negative Pollux's effect does the same thing as doing so to Evilswarm Castor, a big nothing).
(Trivia: Pollux and Castor are brothers)
You can Tribute this card; Special Summon 1 "Constellar" monster from your hand or Graveyard in face-up Defense Position, except "Constellar Rasalhague".
Remember that one exception I mentioned above with Constellar Antares? This is it. It's a pretty neat tech choice if you were to ask me, but a little to cute for my taste given most situations you'll find yourself in. I wouldn't recommend running anymore than 1, if any. Run 0-1.
(Trivia: Rasalhague ends up becoming Evilswarm Kerykeion)
When this card is Normal Summoned: You can add 1 "Constellar" monster from your Deck to your hand.
It's our own Stratos...kinda...except it's a little weaker, not a warrior, one level lower, AND he doesn't get his effect off whenever he's special summoned or flipped summoned. However, it is a light monster so it is usable with Honest. Personally I think this is better than draw support like Upstart Goblin, Pot of Duality, etc. because it later becomes fuel for Sombre, something the former two don't. Run 1-3 based off of preference.
If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand). Once per turn: You can target 1 "Constellar" monster you control or in your Graveyard; this card's Level becomes the current Level of that monster. This card cannot be used as an Xyz Material, except for the Xyz Summon of a "Constellar" monster.
At first glance you might be fooled like I was and think that this guy is worth playing, but on a second (or possibly third) look over you'll realize that he cannot be used as an Xyz Material for anything outside of the Constellar archetype and suddenly his ability to change levels doesn't seem all so great. In a pure build where you play the Rank 3 guy you could make him work I'm sure; however, for a more competitive build I'd strongly recommend avoiding this guy. Run 0-2 based off preference.
You can only use each effect of "Constellar Sombre" once per turn. While this card is in the Graveyard, if it was sent there this turn, you can Normal Summon 1 "Constellar" monster for 1 less Tribute.
You can banish 1 "Constellar" monster from your Graveyard, then target 1 "Constellar" monster in your Graveyard; add that target to your hand, also, this card gains the following effect.
● This turn: You can activate this effect; Normal Summon 1 "Constellar" monster.
Hello Sombrero, aka the Constellar equivalent of Evilswarm Kerykeion. Seeing as you need more than one monster on the field to preform an Xyz summon, Sombre helps get a second monster out on your field for late game turn-arounds. Unfortunately her attack stat is pretty low, so she won't be doing much other than Xyz summoning. Run 3.
(Trivia: Constellar Sombre is actually Gem-Knight Lazuli after her long transformation is completed)
When this card is Normal Summoned: You can Special Summon 1 Level 5 "Constellar" monster from your hand in face-up Defense Position.
A special summoner for level 5 monsters? If only you could normal summon them easier. Sombre doesn't count. Run 0.
When this card is Normal or Special Summoned: You can add 1 "Constellar" monster from your Deck to your hand.
Another Stratos? This time one who can add off of being Special Summoned? Hnnnng, why are you level 5? Why, why, why? It's like Konami actually learned something but then you look around at everything else and realize they haven't actually. He gets points for his name, though. Run 0.
2 Level 4 LIGHT monsters
Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; all "Constellar" monsters you currently control are unaffected by Spell/Trap effects this turn.
Ahh, glorious spell and trap immunity. Nothing makes your opponent angrier than having an answer to their Mirror Force, BTH, D Prison, or some other removal card that is as easy to get out as this guy. Run 1-2 based off preference.
2 Level 5 LIGHT monsters
Once per turn, during either player's turn: You can detach 1 Xyz Material from this card to target 1 card on the field; return that target to the hand.
Aaaand hello walking Compulsory Evacuation Device that can return spells/traps in addition to monsters. This guy is hands down your boss monster, no questions asked. Getting this guy out first turn is the Constellar Equivalent of Evilswarm first turn Ophion. Run 2-3 based off of preference.
2 Level 4 "Constellar" monsters
Once per turn, during the Damage Step of either player's turn, when a "Constellar" monster you control is attacking or being attacked: You can detach 1 Xyz Material from this card; that monster gains 1000 ATK, until the End Phase.
It's like a walking attack booster, usable to easily get any constellar monster over whatever wall/beat stick your opponent has on the field, bar Obelisk. It's pretty nifty to have, but falls a tad short to Omega in my opinion. Run 1-2 based off preference.
Constellar Ptolemy M7
2 Level 6 monsters
You can also Xyz Summon this card by using a "Constellar" Xyz Monster you control as the Xyz Material, other than "Constellar Ptolemy M7". (Xyz Materials attached to that monster also become Xyz Materials on this card.) If you do, its effect cannot be activated this turn. Once per turn: You can detach 1 Xyz Material from this card to target 1 monster on the field or in either player's Graveyard; return that target to the hand.
The last line of defense, as I call it. Constellar's trump card is a machine-dragon with a whopping 2700 attack points and the ability to return any monster on the field OR graveyard to the owners hand. But that's not all; M7 also has a unique ability to be Xyz summoned using any constellar Xyz monster as a material, turning the Xyz monster (and any remaining Xyz Materials on it) into fuel for it's own effect! The downside is you can't use his effect the turn you Xyz summon him this way, but if he sticks around long enough he can quickly become a pain in your opponents side. Run the 1 -2 off preference.
Unlike some archetypes, Constellars have both Spell and trap support. While they both might seem lacking at first some might end up being usable depending on your local meta.
Once per turn, when a "Constellar" Xyz Monster(s) is Special Summoned to your side of the field (except during the Damage Step): You can draw 1 card.
Constellars have their own draw support card, shame it can only be triggered once per turn. The upsides of this are that if you special summon an Xyz monster by methods other than Xyz summoning (CoTH, Xyz Reborn, etc.) you still get to draw, so long as you haven't already. It's fun to mess around at 1 or 2. Run 0-2 based off preference (and meta).
Constellar Star Cradle
Target 2 "Constellar" monsters in your Graveyard; add those targets to your hand. You cannot conduct your Battle Phase the turn you activate this card.
Two free monsters? Sign me up. Well...maybe. Depending on the game state this can either be really helpful, or just delay the inevitable because it causes you to slow down a turn. It does usually always guarantee another Xyz summon, though. It's not as good as powerful spells like Monster Reborn or Soul Charge but it can help out just the same. Run 0-2 based off preference (and meta).
The single trap of the Constellar archetype might seem a little lacking at first...that's because it really is.
Now that we've taken a look at the Constellar cards we can take other cards that can be useful to help up the deck's consistency.
Once per turn, when this card inflicts battle damage to your opponent: You can Set 1 "Fire Formation" Spell Card directly from your Deck. Once per turn: You can send 1 face-up "Fire Formation" Spell/Trap Card you control to the Graveyard to target 1 monster on the field; destroy that target.
If you haven't already noticed, let me point out to you that Constellar Kaus is a Beast-Warrior. This means we can search him with the Fire Formation - Tenki card. What else can we search out with Tenki? Brotherhood of the Fire Fist - Bear, that's what. And what can search out Tenki? Why Brotherhood of the Fire Fist - Bear, that's who! If played correctly your opponent could very easily think they're playing up against Fire Fist for the first few turns of the duel. He's also great late game because of his monster popping ability. Run 0-2 based off preference and the amount of Fire Formations you run.
Brotherhood of the Fire Fist - Gorilla
Once per turn, when this card destroys an opponent's monster by battle and sends it to the Graveyard: You can Set 1 "Fire Formation" Spell Card directly from your Deck. Once per turn: You can send 1 face-up "Fire Formation" Spell/Trap Card you control to the Graveyard to target 1 Spell/Trap Card on the field; destroy that target.
Another Tenki target should you need it that also serves as backrow removal. Run 0-1 based off preference and the amount of Fire Formations and Bears you run (If you run less than 3 Fire Formations: don't play).
Brotherhood of the Fire Fist - Tiger King
2 Level 4 Beast-Warrior-Type monsters
When this card is Xyz Summoned: You can Set 1 "Fire Formation" Spell/Trap Card directly from your Deck. Once per turn: You can detach 1 Xyz Material from this card; negate the effects of all face-up Effect Monster currently on the field, except Beast-Warrior-Type, until the end of your opponent's turn. When this card is sent from the field to the Graveyard: You can send 3 face-up "Fire Formation" Spell/Trap Cards you control to the Graveyard; Special Summon 2 Level 4 or lower Beast-Warrior-Type monsters with the same ATK from your Deck, in face-up Defense Position.
Seeing as you're already going to be playing 3 Kaus (if you're not you shouldn't be playing the deck) if you opt to play a Bear or two than this guy is always a possible consideration. His ability to negate effects of all monsters on the field that aren't beast-warrior is pretty useful to deal with problem cards like Trag, High Priestess, Big Eye, etc. Run 0-1 based off preference (and the amount of beast-warriors you play in your deck)
During your Main Phase: You can return this card from the field to its owner's hand. During either player's Damage Step, when a face-up LIGHT monster you control battles: You can send this card from your hand to the Graveyard; that monster gains ATK equal to the ATK of the opponent's monster it is battling, until the End Phase.
I think everyone knows what honest does and I feel I shouldn't have to explain it. Run 1.
2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card; apply this effect, depending on this card's battle position.
● Attack Position: If this card attacks an opponent's monster this turn, it gains 1000 ATK and the opponent's monster loses 500 ATK, during the Damage Step only.
● Defense Position: Inflict 800 damage to your opponent.
Gagaga Cowboy serves a similar purpose like Number 61 does, in that it deals burn damage. However, unlike Volcasaurus, cowboy doesn't blow up a monster to deal damage. Ideally Cowboy is only brought out when your opponent is in the danger zone ( >= 800 Life) as it will grant you the game. However, it can also be used to keep your opponent's life in check, either by putting them on a clock (if they're >= 1600 life) or simply putting them under 2000 to prevent them from being able to play warning. Run 1-2 based off of preference.
Number 61: Volcasaurus
2 Level 5 monsters
Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up monster your opponent controls; destroy that opponent's monster, and if you do, inflict damage to your opponent equal to the destroyed monster's original ATK. This card cannot attack your opponent directly during the turn you activate this effect.
That burn damage. It's pretty nice and it deals with stronger monsters that you can't necessarily beat with brute force at the moment; can also win games. Run 0-1 based off preference.
Number 80: Rhapsody in Berserk
2 Level 4 monsters
You can target 1 face-up Xyz Monster you control; equip this monster you control to that target. It gains 1200 ATK. You can detach 1 Xyz Material from this card, then target 1 card in your opponent's Graveyard; banish that target. You can use this effect of "Number 80: Rhapsody in Berserk" up to twice per turn.
At first glance, Rhapsody might seem a little lack luster, but his ability to banish two cards from the opponent's grave makes it a great choice in any format where players rely heavily on their graveyard. Plus, his ability to boost another monster you control by 1200 makes it easier for big monsters to get over bigger monsters. Run 0-1 based off of preference (and meta).
Number 85: Crazy Box
2 Level 4 monsters
This card cannot attack. Once per turn: You can detach 1 Xyz Material from this card; roll a six-sided die and apply the result.
1: Halve your Life Points. 2: Draw 1 card.
3: Your opponent discards 1 card.
4: Negate the effects of 1 face-up card on the field, until the end of this turn.
5: Destroy 1 card on the field. 6: Destroy this card.
With the rise of popularity of cards like Skill Drain, sometimes you might not be able to get a big monster out on the field. Crazy box, while might seeming to be lack-luster at first, is a 3000 beat stick under Skill drain that you can make even if Kaus can't use his effect. It's also a Dark Target for Erad if you still opt to play that. Run 0-1 based off preference (and meta).
Number 101: Silent Honor ARK
2 Level 4 monsters
You can detach 2 Xyz Materials from this card, then target 1 Special Summoned monster your opponent controls in face-up Attack Position; attach it to this card as a face-up Xyz Material. You can only use this effect of "Number 101: Silent Honor ARK" once per turn. If this face-up card would be destroyed, you can detach 1 Xyz Material from this card instead.
It's sort of like a big eye, but that level four decks can play, and has protection from destruction effects. Makes quick work of Exciton Knights or other annoying monsters that were special summoned that were left in attack mode. With Sombre, is relatively easy to make this guy from a single card to help steal the game. Run 1-2 based off of preference.
Number 103: Ragnazero
2 Level 4 monsters
Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up Attack Position monster your opponent controls, whose current ATK is different from its original ATK; destroy it, and if you do, draw 1 card.
Like Number 80, 103 might seem situational at first, but in a format where monsters often have attack that is different from their original attack, this can not only deal with them, but also net you a free card for doing so. Knowing when to go into it can be tricky, but getting it off is normally always rewarding, especially since it can be used during either player's turn. Run 0-1 based off of preference (and meta).
2 Level 4 LIGHT monsters
Once per turn: You can detach 2 Xyz Materials from this card to target 1 face-up monster your opponent controls; its ATK becomes 0, and if it does, its effects are negated. When this card you control is destroyed by your opponent's card (either by battle or by card effect) and sent to your Graveyard: Draw 1 card.
Another way to deal with pesky monsters that have effects and also offers a replacement card whenever he leaves the field. He's pretty nifty and seeing as majority of your deck is light monsters I strongly recommend playing at least 1 plus it looks really cool and stuff. Run 1-2 based off preference.
Thunder King Rai-Oh
Neither player can add cards from their Deck to their hand except by drawing them. During either player's turn, when your opponent would Special Summon a monster: You can send this face-up card to the Graveyard; negate the Special Summon, and if you do, destroy it.
Good ol' Thunder King. He's a light sooo you can play him and he still fits in a little (as an honest target). He also helps you deal with any deck that searches cards frequently. Run 0-1 based off preference (and meta).
Tiras, Keeper of Genesis
2 Level 5 monsters
This card's effects can only be applied/resolved while it has Xyz Material. This card cannot be destroyed by card effects. At the end of the Battle Phase, if this card attacked or was attacked: Target 1 card your opponent controls; destroy that target. During each of your End Phases: Detach 1 Xyz Material from this card.
What do Constellars do, guys? Make 3-6 Ranks. This guy is a pretty useful solution if you know they have something face-down and a multiple cards you need to take care of at the same time. That's not even taking into consideration that 2600 attack is pretty nice. Run 0-1 based off preference.
During your Main Phase, you can Normal Summon 1 Beast-Warrior-Type monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) All Beast-Warrior-Type monsters you control gain 100 ATK.
It's another target for Bear/Gorilla and in a pinch can let you use two Kaus to go into Pleiades in your first turn. Run 0-1 based off preference.
Fire Formation - Gyokkou
Activate this card by targeting 1 Set Spell/Trap Card your opponent controls. Your opponent cannot activate the targeted card in response to this card's activation. While this card is face-up on the field, that Set card cannot be activated. All Beast-Warrior-Type monsters you control gain 100 ATK.
Great for whenever your opponent goes first and has a lone backrow or has a backrow they've been sitting on for a while. In a backrow heavy format this card can be even better than an MST at times. And, as if that wasn't enough, it becomes fuel for a Fire Fist monster's effect whenever you're done with it. Run 0-1 based off preference (and the number of Fire Fist you play).
Reinforcement of the Army
Add 1 Level 4 or lower Warrior-Type monster from your Deck to your hand.
Heeeello free Pollux to my hand. Run 1.
Target 1 face-up monster on the field; until the End Phase, it loses 800 ATK, but is unaffected by the effects of other Spell/Trap Cards.
Useful for protecting your summons when your opponent goes first, lance is pretty much always a must in this deck in any format that plays monster removal or stuff that tries to stop summons. Run 0-3 based off preference (and meta).
Activate by selecting 1 face-up Attack Position monster. That monster cannot be targeted or destroyed by your opponent's card effects, or be destroyed by battle. It cannot attack your opponent directly. When this card is removed from the field, destroy that monster. When that monster is removed from the field, destroy this card.
Yet another card that sticks around until destroyed. However, whenever this one leaves the field it destroys the monster it was equipped to. Pleiades: "Hey, that's a nice Black Luster soldier - Envoy of the Beginning you've got there. It would be a shame if something...happened to it." Run 0-3 based off preference (and meta).
Disclaimer: As Side Decks change depending on location, the Meta, and budget, this section will be generic cards that don't hurt Constellars at all, or as much as other decks.
Any monster sent to the Graveyard is banished instead.
For decks that rely on the graveyard more than you do, Dimensional Fissure allows you to slow down or even completely stop their plays. It also allows you protection against hand traps such as Effect Veiler for whenever you go to make Pleiades plays with Kaus, though you lose the ability to play your Honest and any hand traps you may play as well.
All "Gravekeeper's" monsters gain 500 ATK and DEF. Cards in either player's Graveyard cannot be banished. Negate any card effect that would move a card in the Graveyard, other than itself, to a different place.
What's this doing in a deck that isn't Gravekeeper's you may ask? Well, Bujin's can't really remove from play if the graveyard is forbidden to be touched. They also can't add back their beast-warriors or Crane with the sword while this is face up on the field. Though this prevents you from being able to use Sombre's and M7's effect, as well as Star Cradle if you play it, you still have access to your hand traps and can play more than just one of it, unlike Dimensional Fissure. I played around with it in an attempt to prove my friend wrong about how good it is, but it's actually a solid choice if you don't mind not being able to Sombre.
All monsters on the field and in every Graveyard become Zombie-Type monsters. Neither player can Tribute Summon monsters, except Zombie-Type monsters.
Sometimes having your type changed can be a great advantage, but it can also be a huge disadvantage for some decks like Bujins, Fire Fist, and Spellbooks, to name a few. While they're still able to make plays, remove stuff from the grave, and banish things, these decks lose certain advantages they'd otherwise have for being their printed type. Also, just for the record, I don't hate Bujin's, I love them.
When this card resolves: You can Special Summon 1 "Helios - The Primordial Sun" from your hand or Deck. While this card is face-up on the field, any card sent to the Graveyard is banished instead.
It's basically the same thing as Dimensional Fissure, but also nabs XYZ materials as well. I don't feel like I need to explain further.
Each player can only control 1 Attribute of monster. Send all other face-up monsters they control to the Graveyard.
Seeing as all of your main deck is light, bar 1, possibly 2, cards, you can easily side this in against any deck that plays multiple attributes, slowing them down while still making your own plays.
A big thank you to everyone who has helped out in some way shape or form. Currently this list is going to be pretty small but it'll be updated as needed.
Tysugan -- My brother who got me hooked on this deck in the first place.
canasian -- For early deck building suggestions whenever I first posted my decklist.
My Girlfriend -- For proof reading all of the changes, even though she has next to no knowledge of the game.