Tellarknights have a good turn 1 but cannot play through disruption going 2nd. This will help going 2nd with batlymus to play through common cards but can still lose to backrow removal.
Look for wonder xyz for this deck as batalymus' second effect is harder to proc in this format.
Actually unless you decide not to run their quick play spell they can actually play through disruption and their effects goes on regardless of whether they leave the field much like magnets
The good turn 1 is summoning a Satellarknight and having ready either their Quick-Play or Counter Trap to survive till next turn. Not that difficult to pull off. I can think of many other decks with a worse first turn.