Notes & Combos
This deck focuses more on horus monsters than classic tear horus builds, and the gameplan is centered around them. I want to see access to sarc as often as possible, so i max out on field spell and play bridge. I considered playing 2 or even 3 bridge, but never got around to doing that and it seemed excessive. To fit all the horus guys i had to cut other tear garnets, like snow, destrudo, hat tricker and shaddolls. I do consider this at least as good as playing those cards, since milling a horus name is a +1 body that contributes to your game plan, like all mentioned other tear cards. (assuming you have sarc, which most games you do) General gameplan is to play with tear engine first to bait out interruptions and use horus as extentions/otk Going first you play this mosrly like normal tear horus, but with two more horus bodies. You can either use them for link/rank 8, or sometimes leaving 1 or 2 horus monsters for their on field effects. Dua draw allows insane follow up, and hapi add maxx C ash that you milled is just disgusting. Going secong the main gameplan is to otk with horus, either with draglubion or the bois themselves. You start with tear cards to soften up boards, and use horus to either clear the board in bp or otk. If you fail to otk it's usually still fine, horus allows for good grindgame assuming sarc survives. I found talents to be really good, im playing it over handtraps. It helps going 1st into handtraps, but shines going second, strengthening this deck's already insane boardbreaking capabilities. As of now this is my favourite version of tear, it sets up strong boards going 1st and can play and even kill through a fair amount of boards. It's very good into SE/SEFK boards that lack negates, since their crazy follow up doesn't matter if you kill them, which 17k atk Numeron dragon is very capable of, as long as there's a link monster on their board. Although playing through board + 2-4 hts can be very rough and i did lose games to that. The biggest weakness of this deck is heavy combo/FTK decks, since defeating those with engine is near impossible, and the only actual handtrap you play is ash. Also decks like kash and stun fall into this category, since going second into macro-like effects that you couldn't prevent is rough. I went 25-10 this WCQ with this deck, which i consider to be a very good result










































