Tearlaments

Diamond I from on May 30th, 2023
cp-ur 900 + cp-sr 480
40 cards

Notes & Combos

Let me preface this with the fact that I just started playing Yugioh earlier this month, after grinding a bit of gems in solo, I put them on tearlaments and have been playing them exclusively since; luckily they were a meta archetype.

I made it to d5 after 7 days and was burned out. I returned for WCS event and got 63%wr over 270 wcs games farming most of the wins in mirrors with this version(stage 1+2; 25k pt.), I quite enjoyed the event so after it ended, I finished the grind from d5 to d1 in ~40 duels.

I've sort-of grasped the game mechanics and other meta decks + learned their choke points. This version is one of the iteration of tears I ended the most comfortable with after enough trial and error.

Techs in my package:

  • Gravity controller -> a handy link 1 to out ip:avramax
  • Water charmer -> an extra tool for a drawn-out mirror
  • Gravekeeper's & Exchange of the spirit -> this adds 1.5 bricks to the opening hand but the value it brings makes it worth, while the GY lock will rarely come online it's an additional wincon & pressure in the mirror.(also I won mirror to D1 by activating bricked exchange on the field and denying my opp. 2 fusions lol)
  • Stein & Exterio -> more of a staple than a tech at this point, took me a few loses to not be stuck in the mindset that he has to pull only exterio, also lost many times to the health cost while I would otherwise be comfortable playing the grind game. Takes some responsibility but worth running
  • Imperial iron wall -> this is an acquired taste, nothing like giving floo/exo some of their own medicine. It let's me play into dimensional cringer on the next turn if I have havnis. Basically protection for the decks ultimate weakness that also prevents a lot of commonly played cards from being activable(evenly matched, CBTg, crow, ruinic, removals etc.), detrimentally, it blocks shufflers, fairytail and redoer which can be taken advantage of in the mirror.

My take on the generic techs missing here:

  • CBTg, Ash & thereby Crossout -> I don't own the copies and I wouldn't play call. Ash is likely the optimal move over chadwall.
  • Bridge package -> 2 bricks for a field spell, hard not worth
  • Winda package -> 1 brick for little payoff on mill; winda herself is great
  • Diviner & Baronne -> competing with stein who is much better in a bricked hand scenario
  • TTT -> very good but no space(the wall stays)

Closing thoughts,

insane ride learning this deck & game.

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