Notes & Combos
Tear Madolche meta is here, and it is stronger than ever. With the addition of the Verb engine, the consistency of the deck has gone through the roof. It also helps that the majority of the ladder is just Tear, and Madolche has a rather favorable matchup against them thanks to Glass and the ease of dumping shufflers.
This deck is very similar to the one I used for the Attribute-4 event, and I had a very quick climb with it to D1.
Some thoughts:
- Verns: Everyone runs 3 Seedlings, so I won't talk about that. I run 2 Hills because I'm too cheap to craft the third. 1 Forest because he doesn't help search for a starter and is just a target for Hills once you have combo already to dump Ishizus.
- Dweller: I try to make Dweller first using Verns/Ishizus before getting Peting-locked. The only exception is if I have Ash and Peting in hand and can feel a Maxx C coming. Just remember that you can't activate Dweller the same turn you activate Verns.
- Cerberus: My favorite ED monster going second. A lot of people just end on Bagooska if their combo gets stopped, and Cerberus is a readily available way to pop Bagooska.
- Duster: I put it in as the out to trap decks and stun after seeing them more than I expected, but I never drew into it when I needed it.
- Handtraps: Ratio is a little weird because handtraps are awkward for Madolche, and they're still awkward with Verns but in a different way. They're good for stopping your opponent going second, but Verns lock you out from non-Earth effects. Since Tear can play on our turn, a lot of handtraps end up dead, so I max out on the ones that can be played under Vern-lock (Maxx C and Imperm). I played Crow for a while, and every time I had it, it was a brick. I would also put Ash to 1 just for Crossout target, but Maxx C exists.































