Tearlaments

Diamond I from on April 16th, 2023
cp-ur 1020 + cp-sr 390
41 cards

Notes & Combos

My take on tear, most of it is standard but here's the reason for some of the different choices:

Performage stuff: Trick clown is fantastic, it helps you make abyss dweller and the effect triggers off of discards, as well as when detached from XYZ monsters. Also helps get value off of mills.

Tackle Crusader: Really clutch in some situations, can save you from floodgates or problem monsters, interupt opponent's plays, etc. Also triggers when detached from XYZ monsters so you can treat it like a quick effect.

Magistus / Selene / Avramax: This is a nice combo with Trick clown. Trick clown can link into magistus and then resummon, can link off again into whatever link 2 you want to use. Also you can make selene with dharc + a monster, then revive trick clown, link trick into magistus and then make Avramax. Avramax is really good into the tear matchup since they don't have a lot of easy answers to it.

Ghost Belle: Stops DD Crow, stops the ishizu shufflers, stops called by the grave. All around way more useful than crow in testing IMO.

Mask Change 2: Use this to summon Dark Law and trigger sent to grave effects from on field. You can also use Masked Hero Acid if you need back row removal on your water monsters. Very very very clutch in the mirror. Also dark law is a 1 sided floodgate so you can safely mill with ishizu stuff after you've summoned it, it's easier to make than abyss dweller IMO.

Changes you can make: Add in the predaplant fusion, take out the avramax combo stuff and put in mud dragon, knightmare phoenix, etc. The extra deck is pretty flexible. I used knightmare phoenix for a lot of my climb, it helps with the floodgate matchups, but took it out towards the end to try the other combos. All have their strong points IMO.

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