Cubic Tearlaments Fiendsmith 60 cards gameplay guide

Cubic Tearlaments Fiendsmith 60 cards gameplay guide

meme deck, simply throw a bunch of cards into the grave and fuse in the grave, Fiendsmith can fuse into Cubic boss

Sections covered in this guide:




Cubic

 

Vijam the Cubic Seed (x1-3)
R rarity
Vijam the Cubic Seed
R rarity
Vijam the Cubic Seed

quite fun, not destroyed by combat, after punching the enemy monster, attach yourself to the spell & trap zone and place a Cubic Counter on the enemy monster, any monster with counter cannot be punched or use effects



Also has the ability to automatically jump from spell & trap zone to monster zone, after jumping Cubic Counter still remains so enemy monsters are still banned from attacking and effects

Duza the Meteor Cubic Vessel (x3)
SR rarity
Duza the Meteor Cubic Vessel
SR rarity
Duza the Meteor Cubic Vessel

has the effect of milling 1 Cubic monster/spell/trap from the deck to the grave



This card also has a pretty big ATK increasing effect, 200 ATK for each monster with a different name in the grave, because this is a deck that throws a lot of cards, the attack will be very high.

Crimson Nova the Dark Cubic Lord (x3)
UR rarity
Crimson Nova the Dark Cubic Lord
UR rarity
Crimson Nova the Dark Cubic Lord

Must be special summoned by showing your opponent 3 Cubic monsters/spells/traps of different names in hand


This is a very powerful boss, the ability to unaffect the activation effect of a monster with an original ATK of 3000 or lower is too powerful, especially when 3000 ATK is where some powerful bosses like Baronne or under ATK 3000 have mercenary cards like Fiendsmith's Desirae

If this card punches an opponent's monster and destroys it, it can punch it again and at the end of the turn it will deal 3000 damage to both players. Extremely powerful finishing effect

Indiora Doom Volt the Cubic Emperor and Buster Gundil the Cubic Behemoth (x0-1)
R rarity
Indiora Doom Volt the Cubic Emperor
R rarity
Indiora Doom Volt the Cubic Emperor
R rarity
Buster Gundil the Cubic Behemoth
R rarity
Buster Gundil the Cubic Behemoth

inDIOra : burn 800, 2400 ATK, draw 3 monsters and search 1 monster/spell/trap from deck or graveyard if sent to graveyard by opponent's card


Buster Gundil : 3000 ATK, hits 3 times, also draws 3 monsters and searches 1 monster/spell/trap from deck or graveyard if sent to graveyard by opponent's card

Cubic Karma (x3)
SR rarity
Cubic Karma
SR rarity
Cubic Karma

You can banish this card from the grave and search any Cubic monster from your deck.


This card will buff the ATK of Cubic monsters (except Vijam the Cubic Seed ), buffing equally with the number of Vijam the Cubic Seed monsters you send when activating this card from your hand and/or deck to the grave x800

There is also an effect that splits enemy LP in half when Vijam the Cubic Seed is summoned by a Cubic monster (usually when sent to the grave by an enemy it will be pulled up).

Cubic Dharma (x1-3)
SR rarity
Cubic Dharma
SR rarity
Cubic Dharma

Protect Cubic monsters from taking combat damage when punching each other. Combined with Vijam the Cubic Seed, they are quite annoying.



If this card is in the grave, it can be banished and 1 Cubic monster from the grave can be picked up into the hand.

when on the field will send 1 Cubic monster/spell/trap from hand to grave and draw 1, quite good in case you have thrown away all the cards you don't need at this time and draw the card you need (or handtrap & staple because the deck has been almost milled)

Unification of the Cubic Lords (x1-3)
R rarity
Unification of the Cubic Lords
R rarity
Unification of the Cubic Lords

If a Cubic monster is destroyed by battle and leaves the field, you can banish it from the graveyard and jump 1 Level 4 or lower Cubic monster from your hand or deck to the field, ignoring summoning conditions, that monster cannot be destroyed by battle or effects, you can jump Duza and Duza mills 1 Cubic card to extend the combo if you want


Has the effect of fusing Cubic monsters from the Extra Deck by using cards in hand or field, can pull out the boss and end the match, but also requires very good hand, can use Sequence for ease

Crimson Nova Trinity the Dark Cubic Lord (x1-2 ?)
UR rarity
Crimson Nova Trinity the Dark Cubic Lord
UR rarity
Crimson Nova Trinity the Dark Cubic Lord

ommm x1 is fine, if you like to play 2 copies is also fine



by fusing exactly 3 monsters named Crimson Nova the Dark Cubic Lord and cannot be special summoned by other means


Not targeted or destroyed by opponent's card effects!

Each punch will split the enemy's LP in half. After punching and destroying the enemy monster, punch again.

if you take LP damage, opp will also take damage equal to the amount of LP you take!


generally super gigachad, until met Mirrorjade banish no target anyway



Fiendsmith

 

Fiendsmith's Sequence (x1)
Card rarity
Fiendsmith's Sequence
Card rarity
Fiendsmith's Sequence

easy to level up, need 2 monsters including 1 LIGHT Fiend


You can fuse any Fiend monster, including Cubic bosses, by using materials from the grave to the deck (this deck plays like a grave mill so this is possible)

Equip yourself from the field or grave to a Light Fiend monster (not a Link monster) to protect yourself from enemy targets. This is a very good protection effect, and is most effective when used on a Fiendsmith.

Fiendsmith Engraver (x2 (due to semi-limit))
Card rarity
Fiendsmith Engraver
Card rarity
Fiendsmith Engraver

searcher, jumps from grave by returning to the queue, one card combo from Fiendsmith, has board breaking effect or baits enemy effects, is a necessary material for Desirae

Lacrima the Crimson Tears (x1)
Card rarity
Lacrima the Crimson Tears
Card rarity
Lacrima the Crimson Tears

Although normal summons can also combo, they are not the deck's main normal summons.


Can be summoned to the field by another card.

When summoned, sends 1 Fiendsmith monster/spell/trap from the deck to the grave, can full combo or extend combo as you want

Has an effect when in the grave, can shuffle itself from the grave to the deck and jump 1 Link Fiendsmith monster from the grave to the field, can be combined with Requiem to play on the opponent's turn

Fabled Lurrie and Fiendsmith's Tract (x1-3)
N rarity
Fabled Lurrie
N rarity
Fabled Lurrie
Card rarity
Fiendsmith's Tract
Card rarity
Fiendsmith's Tract

Search for a LIGHT Fiend monster then send 1 card from hand to graveyard, synergizes well with "Fiendsmith" monster Lurrie


Can banish from the grave and fuse Fiendsmith monsters from the Extra Deck by using monsters from the hand or field, can be used after being handtrapped in Requiem

Fiendsmith Lurrie : sent from hand to grave will jump onto the field (not once per turn, anyway)

Fiendsmith's Requiem (x1)
Card rarity
Fiendsmith's Requiem
Card rarity
Fiendsmith's Requiem

This card can only be special summoned once per turn.


super easy to level up, 1 LIGHT Fiend monster, any monster including Lurrie

Has a quick effect of sacrificing to jump a Fiendsmith monster from hand or deck, sounds harmless but this is a very good synergy effect with Fiendsmith monsters, to add resources to the negate or disrupt combo

Can equip itself from the field or grave to a LIGHT Fiend monster (not Link) you control and increase ATK by 600

Fiendsmith in Paradise (x0-1)
Card rarity
Fiendsmith in Paradise
Card rarity
Fiendsmith in Paradise

Combine with Lacrima (or accidentally get milled to the grave) to disrupt when sending Desirae to the grave

Fiendsmith's Lacrima (x1)
Card rarity
Fiendsmith's Lacrima
Card rarity
Fiendsmith's Lacrima

easy to level up, only need 2 LIGHT Fiend monsters, has the ability to pick up 1 Light Fiend monster from the grave or banish or special summon that monster (very important effect because pulling 1 more body = full combo fiendsmith)


If sent to the graveyard, you can return 1 LIGHT Fiend monster from the graveyard to your deck or extra deck and deal 1200 damage to your opponent.

Reduces ATK of all enemy monsters by 600

Fiendsmith's Desirae (x1)
Card rarity
Fiendsmith's Desirae
Card rarity
Fiendsmith's Desirae

Can negate multiple cards at once by targeting and negating, the number of times negated is equal to the Link Rating of the monster equipped to this card


If sent to the grave, it will restore the goods and send 1 card on the field to the grave, good combination with Paradise

Fiendsmith's Rextremende and Fiendsmith's Agnumday (x0-1)
Card rarity
Fiendsmith's Rextremende
Card rarity
Fiendsmith's Rextremende
Card rarity
Fiendsmith's Agnumday
Card rarity
Fiendsmith's Agnumday

OTK, support to end the match, however Cubic carried very well in this aspect

Moon of the Closed Heaven (x1)
UR rarity
Moon of the Closed Heaven
UR rarity
Moon of the Closed Heaven

2 effect monsters can link to this card.


This card can link into Fiendsmith's link 1 and rotate Fiendsmith's full combo



Tears

 

Tearlaments Reinoheart (x3)
UR rarity
Tearlaments Reinoheart
UR rarity
Tearlaments Reinoheart

Send a Tearlament monster from the deck to the grave, which makes these Tearlaments extremely fierce, and even fiercer with luck



If sent to the grave by an effect, jump from the grave and send 1 Tearlaments monster/spell/trap from your hand to the grave.


Level 4, Xyz all are ok, if you're lazy then Number 41 and go to sleep

Tearlaments Havnis (x1 (due to limit))
N rarity
Limited to 1 copy
Tearlaments Havnis
N rarity
Limited to 1 copy
Tearlaments Havnis

which turn? whose?


When the enemy uses a monster effect on the field, this monster can jump onto the field as a quick effect and mill 3 cards from the deck to the graveyard, at its peak, this was also known as Havnis Jumpscare

If this card is sent to the Graveyard by an effect, fuse any fusion monster from the Extra Deck by returning the fusion material from the hand, field, or Graveyard (THIS CARD MUST BE USED) to the bottom of the deck.

Because of the forced use, it can be interrupted not only by negate, but also by banish, shuffle,...

Tearlaments Scheiren (x2 (due to semi-limit))
UR rarity
Limited to 2 copies
Tearlaments Scheiren
UR rarity
Limited to 2 copies
Tearlaments Scheiren

level 4, very good for Xyz


jump from hand to deck and send 1 monster from hand to deck then mill 3 from deck to grave

If this card is sent to the Graveyard by an effect, fuse any fusion monster from the Extra Deck by returning the fusion material from the hand, field, or Graveyard (THIS CARD MUST BE USED) to the bottom of the deck.

Because of the forced use, it can be interrupted not only by negate, but also by banish, shuffle,...

Tearlaments Grief (x3)
R rarity
Tearlaments Grief
R rarity
Tearlaments Grief

Jump 1 Tearlaments or Visas StarBUCK monster from the deck or graveyard to the field, then send 1 monster you control to the graveyard, with the same Type or Attribute as the special summoned monster (yep, this is sent by effect so it will trigger the Tearlaments' effect)


sent to the grave by the effect will pick up 1 banished Trap Tearlaments into hand, sounds a bit silly but you can combine with Fairy Tail - Snow to banish the trap then use this card to pick it up again

Tearlaments Scream (x3)
UR rarity
Tearlaments Scream
UR rarity
Tearlaments Scream

When a friendly or enemy monster is summoned and you control a Tearlaments or Visas StarBUCK monster, mill 3 top decks, then reduce all enemy monsters' ATK by 500



If sent to the grave by an effect, you can add 1 Trap Tearlament from your deck to your hand (These Traps can both disrupt and be played during your opponent's turn).

Tearlaments Sulliek (x1)
R rarity
Limited to 1 copy
Tearlaments Sulliek
R rarity
Limited to 1 copy
Tearlaments Sulliek

permanently negate monsters on the enemy field, and then send 1 monster you control to the graveyard (this is sent by effect) while you control a Tearlaments or Visas StarBUCK monster


If sent to the graveyard by a card effect, you can search a Tearlaments monster from your deck to your hand, either normal summon it like Reinoheart , jump it yourself like Scheiren , or "handtrap" it during the opp turn like Havnis.

Tearlaments Metanoise (x1)
N rarity
Tearlaments Metanoise
N rarity
Tearlaments Metanoise

book of moon and send 1 Tearlaments monster from deck to grave (this is sent by effect) if you are controlling Tearlaments monster or Visas StarBUCK, this disrupt and fusion helps you play very well in the opponent's turn, or put Winda :)

If this card is sent to the graveyard by a card effect, you can pick up 1 Tearlaments monster from the graveyard and put it back into your hand, as a backup in case a Tearlaments monster is sent to the graveyard by an effect (usually from a milled deck) but does not meet the conditions to activate the effect.

Tearlaments Cryme (x1)
N rarity
Tearlaments Cryme
N rarity
Tearlaments Cryme

counter trap, omni-negate, negate then shuffle the card straight to the deck and send 1 monster from hand to graveyard (when you have Tearlaments or Visas StarBUCK monster)


sent to the graveyard by an effect will pick up 1 Tearlaments monster, in case it is banished by an enemy card

Trivikarma (x1)
UR rarity
Trivikarma
UR rarity
Trivikarma

This card has nothing to do with Tearlaments, it only has to do with Visas StarBUCK, and the Tearlaments' cards say Visas StarBUCK so it can still be used.



remove field effects

You can banish this card from the grave, add 1 Spell/Trap related to Visas StarBUCK from the deck to your hand, when the Tearlaments field was not banned, this was no different from a Tearlament combo card, now search for less powerful cards but still play well

I usually use search counter trap or book of moon of deck (because that card sends Tearlaments monster from deck to grave for fusion, convenient to lock Winda )

Tearlaments Kitkallos (wife)
SR rarity
Limited to 1 copy
Tearlaments Kitkallos
SR rarity
Limited to 1 copy
Tearlaments Kitkallos

easy to level up, just need 1 Tearlaments monster + 1 Aqua monster, because of this you can mix in other Aqua mercenary cards


When Special Summoned, take 1 Tearlaments monster/spell/trap and add it to your hand or send it to the graveyard (this is sent by effect).

has the effect of selecting 1 monster on your side of the field, then summoning 1 Tearlaments monster from your hand or graveyard to the field to continue the combo, or milling additional resources to the graveyard, and sending the selected monster on the field to the graveyard (this is sent by the effect)

if this card is sent to the grave by the effect you will mill 5 top deck, a very large number for a grave mill deck, especially the card in this playstyle mixes a lot of cards with grave effects as well as thins the deck to mill important cards to the grave

Tearlaments Rulkallos (x1)
UR rarity
Tearlaments Rulkallos
UR rarity
Tearlaments Rulkallos

need Kitkallos above and 1 Tearlaments monster (if Kitkallos is banned you can bring in King of the Swamp :))


has a very powerful effect: your Aqua monsters (except this card) cannot be destroyed by battle, imagine the enemy's cards are all negated, the enemy wants to punch but can't do anything, or you have an Aqua monster with a weak negate/disrupt body, the enemy can normally summon but can't be punched to death because this card protects them

When the enemy activates a card or special summon effect ( Nibiru and billions of others), you can negate the activation and destroy it, then you can send 1 Tearlaments monster from your hand or face-up on the field to the graveyard (this is sent by effect).

If this monster is FUSION SUMMONED and sent to the graveyard by an effect, it can special summon itself (this will be considered a special summon, meaning it will not jump up again if sent to the graveyard)

Tearlaments Kaleido-Heart (x1)
UR rarity
Tearlaments Kaleido-Heart
UR rarity
Tearlaments Kaleido-Heart

please don't NTR me


Upgrade with Reinoheart + 2 Aqua monsters, because it upgrades with 3 monsters, the ability to restore goods when fused with this card is very good.


However, this card cannot be used as a fusion material => cannot be restored by fusion.


If this card is Special Summoned (super monster) or an Aqua monster is sent to the Graveyard by this card's effect while on the field, you can select 1 card your opponent controls and shuffle it into your deck.

If this card is sent to the graveyard by a card effect, you can special summon this card from the graveyard (unlike Rulkallos, this effect jumps continuously throughout the game comfortably, because it does not require a previous fusion summon and of course only once per turn), after jumping, you can send 1 monster/spell/trap Tearlaments from the deck to the graveyard, this is extremely powerful because it helps you play in the opponent's turn or backup the next turn



Staple

 

Shaddoll
R rarity
Helshaddoll Hollow
R rarity
Helshaddoll Hollow
N rarity
Shaddoll Squamata
N rarity
Shaddoll Squamata
UR rarity
El Shaddoll Winda
UR rarity
El Shaddoll Winda
N rarity
Shaddoll Beast
N rarity
Shaddoll Beast

Winda has 2 extremely powerful mercenary effects


Lock both players, only special summon once per turn. It sounds like it will squeeze both players but in fact only the enemy is affected. On your turn, you will ban the combo and then go up to Winda , or go up during the enemy's turn. If you already have Winda on the field and you want to continue the combo, just throw it to the grave or shuffle it back to the deck, combo it and then go up to Winda and lock it again.

The effect of not being destroyed by enemy card effects is also very powerful, ATK is up to 2200 but the enemy only special summons once, not counting when the enemy summons or activates effects and is negated by you.


Beast : draw card go brrrrrr
Squamata : Throw 1 Shaddoll monster/spell/trap from the deck to the graveyard if thrown to the graveyard by a card effect
Hollow : send cards from deck to graveyard, equal to the number of monsters on the field with different original attributes, allowing you to throw more cards from deck to graveyard

That Grass Looks Greener (x1 (because of limit))
UR rarity
Limited to 1 copy
That Grass Looks Greener
UR rarity
Limited to 1 copy
That Grass Looks Greener

If your deck has more cards than your opponent's, send your top deck to the grave, so that both decks are equal, you have 60 cards, your opponent has 40 cards, so if you draw this card in your hand, you will send 20 cards to the grave, which is very effective in baiting Ash Blossom.

Card Destruction (x1 (because of limit))
UR rarity
Limited to 1 copy
Card Destruction
UR rarity
Limited to 1 copy
Card Destruction

Maxx "C" destroyer, both players throw all their cards to the grave and draw cards equal to the number thrown, and this deck uses the grave so even if the enemy also benefits, then forget it, you won, so what's there to be afraid of (unless opp draws 5 handtrap or floodgay banish card)

and Foolish Burial Goods and Foolish Burial (x1 (due to limit))
SR rarity
Limited to 1 copy
Foolish Burial Goods
SR rarity
Limited to 1 copy
Foolish Burial Goods
UR rarity
Limited to 1 copy
Foolish Burial
UR rarity
Limited to 1 copy
Foolish Burial

Spell/trap or monster touching the grave, tear in particular and cubic can all be cooked

Reinforcement of the Army (x1 (due to limit))
UR rarity
Limited to 1 copy
Reinforcement of the Army
UR rarity
Limited to 1 copy
Reinforcement of the Army

Search for a tearlaments combo card ( Tearlaments Reinoheart ) and when tearlament combo will mill a bunch of top deck to grave, help have more resources for combo

Fairy Tail - Snow (x1)
UR rarity
Limited to 1 copy
Fairy Tail - Snow
UR rarity
Limited to 1 copy
Fairy Tail - Snow

book of moon, auto jump and no once per turn effect, level 4 xyz, all types of links are accepted

Keldo the Sacred Protector and Mudora the Sword Oracle (EARTH Fairy)
UR rarity
Limited to 1 copy
Keldo the Sacred Protector
UR rarity
Limited to 1 copy
Keldo the Sacred Protector
SR rarity
Limited to 1 copy
Mudora the Sword Oracle
SR rarity
Limited to 1 copy
Mudora the Sword Oracle

These guys before cooking helped tear mill a bunch of cards as well as control and recover resources from both players' graves very well.


Now only these 2 are limited to 1, if you like then play both or 1, if not then don't

Number 60: Dugares the Timeless and Number 41: Bagooska the Terribly Tired Tapir (Xyz Rank 4)
SR rarity
Number 60: Dugares the Timeless
SR rarity
Number 60: Dugares the Timeless
SR rarity
Number 41: Bagooska the Terribly Tired Tapir
SR rarity
Number 41: Bagooska the Terribly Tired Tapir

Play whatever you like, I recommend:


Number 60 : draw 2 discard 1, helps mill more resources to the grave and prevent bricking, as well as has the effect of pulling more body from the grave to the combo, punching effect is up to you, because Cubic can carry the OTK ability, even without Cubic, Tearlaments can still carry well

Number 41 : go to sleep, all beings are equal

Pilgrim Reaper (x0-1)
R rarity
Pilgrim Reaper
R rarity
Pilgrim Reaper

Fiendsmith can be a good deck builder, not only for fusion but also for Xyz, you can build this card, mill 5 cards and you add resources to the combo

Underworld Goddess of the Closed World, S:P Little Knight, Apollousa and Bow of the Goddess (Link)
UR rarity
Underworld Goddess of the Closed World
UR rarity
Underworld Goddess of the Closed World
UR rarity
S:P Little Knight
UR rarity
S:P Little Knight
UR rarity
Apollousa, Bow of the Goddess
UR rarity
Apollousa, Bow of the Goddess

S:P Little Knight : banish card, very good when both players are weak


Apollousa : negates monsters once per turn, easy to level with Fiendsmith and Tearlaments

Underworld Goddess : very good at dealing with unaffected enemies

Maxx "C", Artifact Lancea and Mulcharmy Fuwalos (handtrap & staple)
UR rarity
Limited to 2 copies
Maxx "C"
UR rarity
Limited to 2 copies
Maxx "C"
SR rarity
Artifact Lancea
SR rarity
Artifact Lancea
UR rarity
Mulcharmy Fuwalos
UR rarity
Mulcharmy Fuwalos

The deck wants to mill a lot of cards and 60 cards makes it easy to brick if you hold too many hadntraps and can't combo if you mill all handtraps to the grave, so you should play less handtraps.




master-duel
1136
5




https://ygovietnam.com/
Toparrow_upward