Tearlaments

Duel Triangle DARK & WATER / LIGHT & EARTH / FIRE & WIND from on April 24th, 2025
cp-ur 900 + cp-sr 360
41 cards

Notes & Combos

I played this like a midrange deck. Handtraps weren't to completely stop my opponents, just to make some boards more manageable because Tear was pretty good at breaking boards. My endboards also relied on the traps for intruptions. If I milled really well, then Rage or Winda usually burried my opponents.

I tried to maximize on starters, extenders, and handtraps. You essentially have 8 1-card starters (Fusion Deployment is suboptimal, but at least something) and 5 extenders (Foolishes + Grief). This maximizes the times I can play.

Some considerations:

  1. Only Beast/Shyama as monsters to mill because I didn't like the synchro options for Destrudo and I thought the level 4 extanders like Serpent and Zepharos didn't do enough.
  2. Shyama into Rage was nuts. I also liked popping Kaleido-Heart (He's a Fiend!) or Tear spells/Traps for their floating effect. It also does wonders against True Light.
  3. Backrow was everywhere, so I added heavy/duster.
  4. Azalea was really good to get through backrow, but doesn't lock you from attacking directly like S:P. OR can be used with S:P to really break apart boards.
  5. Only ED monster I didn't use was reaper, linking the materials were always better.
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