Notes & Combos
Yay I beat Tear 0 :)
Tech option explanation:
Ash Blossom - Mostly for stopping Maxx "C", not good enough vs Tearlaments unless simplified gamestate, and occasionally stopping some Floowandereeze cards.
Maxx "C" - Not an auto-win vs Tear, but at least they slow down so you have a better chance at winning.
Called by the Grave - Anti-handtraps + GY hate in one package, which is valuable in this format.
Infinite Impermanence - Good handtrap for both stopping boards from being made and breaking boards.
Dimension Shifter - Forces you into a less potent board Turn 1, but pretty good at buying you a turn to setup for a lethal push.
Melffy Engine - How to access Herald of the Arc Light, but this alone doesn't win vs Tearlaments. It usually needs Avramax to protect it from getting destroyed by battle and a negate when you need to setup a lethal push.
Triple Tactics Talent - There's very few decks that don't activate monster effects during either player's Main phase. Not the most powerful card, but useful for going 1st and 2nd.
Spright Gamma Burst - Key card to push lethal and occasionally monster removal via battle. Gigantic -> Blue -> Jet -> search and activate this card = Lethal on an empty board.
Where Evenly Matched? This deck wants to go 1st, and I rather play tech cards that are more flexible even at the cost of a little power when playing a going 1st strategy. I admit I got slapped by this card quite a bit, but if they sacrificed a battle phase, they can't run over Herald of the Arc Light.