Instructions for Playing Tearlaments

Instructions for Playing Tearlaments

  1. Super summary: the deck consists mainly of DARK Aqua, the main gameplay is to mill cards to the grave, almost all monsters, spells, and traps have the ability to trigger effects when touching the grave.


Strength :
-Our turn
- The deck has the ability to both restore goods to the boss and even restore the boss
- has good grave milling ability
- mix with many decks from Braindead to fluffal
- Create many strong bosses of many different archetypes
- Our turn
- one reinoheart combo card searchable by ROTA
- set chain under grave opp negate without target will be helpless
- Our turn
Weakness :
Afraid of banishes, especially banishes that target monsters that have the effect of picking up goods from the grave to get to the boss




Summary

Summary

Fact Not Remember: this is not Tearlaments, you read the wrong instructions, this is Lightsworn


Fact Riu: The photo above is my wife's photo and has nothing to do with this article

Tears have this line, you always have to bring maximum : "If this card is sent to the GY by card effect (except during the Damage Step): You can Fusion Summon 1 Fusion Monster from your Extra Deck, by placing Fusion Materials mentioned on it from your hand, field, and/or GY, including this card from your GY, on the bottom of the Deck in any order. You can only use each effect of "Tearlaments 69" once per turn."

The above effect is simply explained as follows:
1> If this card is sent to the Graveyard by a card effect (including thrown by opp or you, from the field, hand or anywhere) except during the damage phase, you can Fusion Summon 1 Dung monster In fact, the monster doesn't have to be a tear, which means you can put Winda or whatever. The good thing here is that if it only uses materials from the grave, it will be quite weak, but it uses both hands, field, and grave. always gives prestige, and that must include the one thrown into the grave to activate this effect as material, the material will be placed at the bottom of the deck.
2> I'm too lazy to write 2 lines so I'll stop, what do you guys expect here :3



CORE

CORE

 

Tearlaments Merrli (Spright Merrli (x2))
N rarity
Forbidden
Tearlaments Merrli
N rarity
Forbidden
Tearlaments Merrli

Level 2, in the textbook - something that has the ability to mill 8 cards, has the ability to fuse and mill 3


Textbook combos:
I> Ah, I'm too lazy to write here
II> scroll down to the combo section
III> I am not forced to KPI at all

Tearlaments Kitkallos (x1)
SR rarity
Limited to 1 copy
Tearlaments Kitkallos
SR rarity
Limited to 1 copy
Tearlaments Kitkallos

Banned in both OCG and TCG, the ability to search (+1) is something very strong, not only mill 5 (+5 resources), but also jumping for a Tear monster from the hand or grave and sending monsters to the grave (Send monsters can still trigger effects)



=> So what do we have: search, mill, jump monsters from hand (or restore goods from the grave to the field), send to trigger the effect of yourself or another card (it can send itself), easily raised by Instant Fusion due to Level 5

Tearlaments Reinoheart (x1-3)
UR rarity
Tearlaments Reinoheart
UR rarity
Tearlaments Reinoheart

Luckily this card doesn't have a fusion effect so it's not chained. I play this card x3 because it's a one card combo.


has the ability to send 1 Tearlaments monster from the deck to the grave, in fact this is a disguised poly when the monster it throws often uses it and the thrown monster has a fusion effect for fusion, plus being sent to the grave by the effect will automatically Jump and throw (send) 1 Tear monster/spell/trap card from hand to grave to trigger effect

=> you don't have poly, this one throws poly down from the deck
=> you have poly in your hand but no way to send it, let me throw this one
=> Level 4 (Number 41 go brrrrrrr)

Tearlaments Scheiren (x2)
UR rarity
Limited to 2 copies
Tearlaments Scheiren
UR rarity
Limited to 2 copies
Tearlaments Scheiren

Level 4 automatically jumps and sends monsters from your hand to the grave, yep whatever, sending Ishizu down will mill like hacking, then you mill 3 cards, if you throw an Ishizu card then mill 5, total 8. Yes. fusion effect


Specifically in the combo section

Tearlaments Havnis (x2)
N rarity
Limited to 1 copy
Tearlaments Havnis
N rarity
Limited to 1 copy
Tearlaments Havnis

our turn


There is fusion, but most importantly, when opp breathes (actually when opp activates monster effects on the field), this one will jump and... mill 3? yeh, mill hit ishizu then... then fusion out winda... generally our turn

Primeval Planet Perlereino (x1)
UR rarity
Limited to 1 copy
Primeval Planet Perlereino
UR rarity
Limited to 1 copy
Primeval Planet Perlereino

one card combo


The field should be searchable by cards like Terraforming, this field can search for Tear or Starfrost monsters (but no one ever searches for starfrost), the field gives your monsters what they need.
*500 ATK: easy to OTK and kill negate opps, even bosses
*If the Tear monster you control or in the grave flies to the deck or extra deck (usually as a material for fusion), select and shoot 1 card on the field (can shoot spell/trap and monster or at least the bait is negated)

=> 1 searchable field, search for the card you need, help your monsters become stronger to clear the field or clear opp's winning match, have the ability to shoot cards to bait negate or spell/trap to help your monsters avoid eating opp's cards.



rating 69/10

Tearlaments Rulkallos (x1-2)
UR rarity
Tearlaments Rulkallos
UR rarity
Tearlaments Rulkallos

Its ingredients help you pick up Gigachad Kitkallos (1 bonus point)

Protect all Aqua monsters (except this one) destroyed by battle and when opp activates a card or effect that summons a monster, negate then destroy it and then throw (send) 1 Tear from hand or face up on the field. tomb

But note here that if this child is Fused Summoned and sent to the grave by an effect, he will jump onto the field. Because this jump is not a fusion summon, he will not jump again. The advantage is that there are no lines like Banish leaves the field so if it's still in the grave, you can pick it up and use it again

=> sandbag, protect, negate, send, jump from the grave to make a second sandbag

68/10 but 1 plus point should be 69 points

Tearlaments Kaleido-Heart (x1-2)
UR rarity
Tearlaments Kaleido-Heart
UR rarity
Tearlaments Kaleido-Heart

Super good materials, to build this monster you summon 3 monsters including 1 Reinoheart - the monster has the ability to throw the monsters you just healed into the grave to trigger the effect. However, they often cannot be returned to stock because they cannot be used to make fusion materials (picked up for extra deck).


If this card is Fusion Summoned or an Aqua monster is sent to the grave by an effect when this card is on the field (meaning the opp sending your card to the grave also counts) you return 1 of opp's cards to the deck (yeah, you guys use graves or do it yourself). Jumping from your hand is very sneaky.)

If this card goes to the grave due to a card effect, then this card jumps because unlike Rulakllos, it can always jump (but only once per turn), then you send 1 Tear card from the deck to the grave.

=> There are a lot of ingredients to build this one, but when 3 monsters make a boss, it's very good, there's shooting cards, sending cards down from the deck to trigger effects, jumping from the grave and ATK DEF 3000 so take a defensive stance. Lightning storm without being too careful if the DEF is too low can easily be punched to death

Tearlaments Grief (x0-1)
R rarity
Tearlaments Grief
R rarity
Tearlaments Grief

Jumping and sending monsters is cool, but if you're milled to the grave, picking up a tear trap will be banned. Why is picking up a banned tear trap underrated? Because if you combo things, opp is too sneaky, or if you don't pass the board, you'll often be punched to death the next turn. That's a secondary reason, but the main reason is that tear traps are never banned and can never be picked up :3

Tearlaments Scream (x1-3)
UR rarity
Tearlaments Scream
UR rarity
Tearlaments Scream

mill 3 top deck

Reduces 500 opp ATK so you can punch to death easier (especially bodies with negate)
If this card is sent to the grave, search trap tear (very powerful tear traps will often search negate among trap options).

=> having a very strong hand because of mill deck for combo, send to grave then search negate

10/10

Tearlaments Heartbeat (x0-1)
R rarity
Tearlaments Heartbeat
R rarity
Tearlaments Heartbeat

push spells/traps to deck,... done. If Cosmic Cyclone can be searched, what else can you ask for?


If this card is accidentally thrown into the grave, pick up 1 Trap Tear => pick up Negate again and everything. In general, this card is very strong but I always mill it first so I don't care :/ probably because of cheating

Tearlaments Sulliek (x1-2)
R rarity
Limited to 1 copy
Tearlaments Sulliek
R rarity
Limited to 1 copy
Tearlaments Sulliek

My favorite trap card, searchable, has the ability to negate then send 1 monster you control to the grave (fusion go brrrrrr) so if sent to the grave, search for 1 Tear monster


While searching, negate and send your monsters down to combo.

10/10

Tearlaments Cryme (x0-2)
N rarity
Tearlaments Cryme
N rarity
Tearlaments Cryme

counter trap omni-negate then shoot back to the deck, its OP is to send 1 monster from hand to grave - sending ishizu will mill 5 sweetly, effect if sent will pick up monster Tear gets banned although it's a bit rare but it's a common recovery Prestigious because you can only pick up goods from the grave, yard, and hand from the deck thanks to fusion

Tearlaments Metanoise (x0-1)
N rarity
Tearlaments Metanoise
N rarity
Tearlaments Metanoise

Although setting monsters face down is a bit tricky, sending Tear monsters from strong decks is not controversial, but whether you peel them or have a chance to use them is one thing. When sent to the grave, pick up the Tear monster from the grave into your hand, that's right, it picks up the monster. goods to backup next turn

Tearlaments Kashtira (x0-3)
SR rarity
Limited to 1 copy
Tearlaments Kashtira
SR rarity
Limited to 1 copy
Tearlaments Kashtira

our turn, has the ability to mill cards very well, up to 5 cards, ATK is quite enough to kill negates like Arc Light, but this guy is a Psychic, not Aqua :/



Super Healthy Interaction

Super Healthy Interaction

I'm so stuck on the idea that I drew paint to make a temporary picture like this :3

Agido the Ancient Sentinel and Kelbek the Ancient Vanguard (Mill 5 (Tear's +3 is Mill 8))
SR rarity
Forbidden
Agido the Ancient Sentinel
SR rarity
Forbidden
Agido the Ancient Sentinel
UR rarity
Forbidden
Kelbek the Ancient Vanguard
UR rarity
Forbidden
Kelbek the Ancient Vanguard

Both have mill 5 and mill effects when sent from hand or deck - something Tear can combine very well


Kelbek: has the ability to jump from the hand during turn opp and push special summoned monsters to the hand (UR it is like that)
Agido: also has the ability to jump on your own and then jump an EARTH Fairy Level 4, you can Xyz etc, the jump is super easy, just need opp to miss or you can help - if there is a card from the hand or the deck is sent to the grave opp, this one can jump

Mudora the Sword Oracle and Keldo the Sacred Protector (pick up goods)
SR rarity
Limited to 1 copy
Mudora the Sword Oracle
SR rarity
Limited to 1 copy
Mudora the Sword Oracle
UR rarity
Limited to 1 copy
Keldo the Sacred Protector
UR rarity
Limited to 1 copy
Keldo the Sacred Protector

Both of them have the ability to pick up goods from your grave or you can pick up opp's grave too, did you miss milling Phantom Knight Cloak? Picked up deck :3, you mill a lot of spells/traps Tear ? Picking it up on the deck is also a quick effect, so it can sometimes break the opp or bait negate playstyle


MudaMuda: Discard EARTH Fairy monsters from your hand to jump... all, (discard ishizu and they will still mill 5)
Keldo: discard EARTH Fairy monster from hand to jump... but at least search for 1 card related to Exchange of The Spirit in hand (referring to ishizu's earth fairies)



Staple & Handtrap

Staple & Handtrap

 

Shaddoll And Co
N rarity
Shaddoll Beast
N rarity
Shaddoll Beast
UR rarity
El Shaddoll Winda
UR rarity
El Shaddoll Winda
SR rarity
Shaddoll Schism
SR rarity
Shaddoll Schism
SR rarity
Shaddoll Fusion
SR rarity
Shaddoll Fusion
SR rarity
Reeshaddoll Wendi
SR rarity
Reeshaddoll Wendi
R rarity
Shaddoll Dragon
R rarity
Shaddoll Dragon
R rarity
Resh Shaddoll Incarnation
R rarity
Resh Shaddoll Incarnation
N rarity
Shaddoll Squamata
N rarity
Shaddoll Squamata
UR rarity
El Shaddoll Construct
UR rarity
El Shaddoll Construct
R rarity
Naelshaddoll Ariel
R rarity
Naelshaddoll Ariel
UR rarity
El Shaddoll Apkallone
UR rarity
El Shaddoll Apkallone

* If you guys like to play deep mixes like this, that's ok, but mixing Shaddoll takes up too many Ishizu slots. I only mix Beast and Winda, whether or not it can be plugged in depends on fate, but it's rarely bricked *


Shaddoll's strengths: the most obvious thing is using materials from the deck to fight, although not like Braindead Fusion, they are also very OP when touching the grave, the effect activated when sent to the grave helps play very well with Tear

The target you should pick is Winda - it is a very powerful floodgay, only allowing 2 players to special summon once per turn, ATK 2200 and not being destroyed by card effects is something that is enough to make it difficult. for opp

handtrap & staple
UR rarity
Diviner of the Herald
UR rarity
Diviner of the Herald
UR rarity
Ash Blossom & Joyous Spring
UR rarity
Ash Blossom & Joyous Spring
SR rarity
Eva
SR rarity
Eva
R rarity
Limited to 1 copy
Herald of Orange Light
R rarity
Limited to 1 copy
Herald of Orange Light

Because this deck usually has 40 cards and the mill pays out 8 cards, the chance of throwing the wrong handtrap to the grave is possible. Usually take x3 because it is a very OP handtrap. Eva goes to the grave to search for the herald's lamp.

Instant Fusion (x1)
UR rarity
Forbidden
Instant Fusion
UR rarity
Forbidden
Instant Fusion

one card combo is real


*Refer to the combo section

Starving Venom Fusion Dragon, Super Polymerization and Predaplant Dragostapelia (Super Poly Enjoyer)
SR rarity
Starving Venom Fusion Dragon
SR rarity
Starving Venom Fusion Dragon
UR rarity
Super Polymerization
UR rarity
Super Polymerization
SR rarity
Predaplant Dragostapelia
SR rarity
Predaplant Dragostapelia

Actually, super poly has a very big weakness, that is, if you mill to the grave, you can't use it while this deck mills to pay the deck, super poly will sometimes brick you if you mill 3, you will see super poly and ash reach the grave.

Crystal Beast Tearlaments
N rarity
Crystal Beast Emerald Tortoise
N rarity
Crystal Beast Emerald Tortoise
SR rarity
Limited to 1 copy
Foolish Burial Goods
SR rarity
Limited to 1 copy
Foolish Burial Goods
SR rarity
Rainbow Bridge of Salvation
SR rarity
Rainbow Bridge of Salvation
UR rarity
Limited to 1 copy
Primeval Planet Perlereino
UR rarity
Limited to 1 copy
Primeval Planet Perlereino

yep, the turtle is Aqua, the trap can search any field so you can + great resources when searching Primeval Planet Perlereino, and the search field monster Tear.


Note: because it is "and", you have to search for both monsters and fields. If you bring 3 turtles, it will mill sida brick. If you bring 1 turtle and peel it on your hand or accidentally fall into the grave, the trap leaves will be considered gone so these guys are not very good.

Details in combo

Grapha, Dragon Overlord of Dark World, King of the Swamp and Millennium-Eyes Restrict (ideology)
UR rarity
Grapha, Dragon Overlord of Dark World
UR rarity
Grapha, Dragon Overlord of Dark World
SR rarity
King of the Swamp
SR rarity
King of the Swamp
UR rarity
Millennium-Eyes Restrict
UR rarity
Millennium-Eyes Restrict

Swamp lod: *I often play x3* has the ability to search for pol- oh forget who ever searches for poly, this one has its strongest ability which is to cosplay the name of a monster used as a fusion material clearly stated, for example For example: Blue-Eyes White Dragon, not Cyber ​​Dragon monsters bla bla

Also, this one is Aqua, pick it up from the grave and put it in the deck to fuse

Grapha: big body, plot twist effect of opp (well, it hasn't come out yet, but what if it comes out in a package, who knows :v)

Millenium Eyes: easy to increase, SUCC, negate, increase body

Branded Fusion (brain-dead fusion)
UR rarity
Limited to 1 copy
Branded Fusion
UR rarity
Limited to 1 copy
Branded Fusion

Needless to say, you guys have probably been stuck with SML by now because she hasn't been out of the meta since she first came out, and she can mix with tear.


In general, their main target is to summon Mirrorjade, a monster that banishes do not target, + resources, destroy all opp monsters, body to

Number 41: Bagooska the Terribly Tired Tapir, Time Thief Redoer and Number 60: Dugares the Timeless (Xyz)
SR rarity
Number 41: Bagooska the Terribly Tired Tapir
SR rarity
Number 41: Bagooska the Terribly Tired Tapir
UR rarity
Time Thief Redoer
UR rarity
Time Thief Redoer
SR rarity
Number 60: Dugares the Timeless
SR rarity
Number 60: Dugares the Timeless

mainly Xyz produces rank 4 monsters


Number 41: all things are equal
Number 60: do whatever you like
Redoer: trigger opp + draw handtrap, its detact is an effect not a cost so it can trigger Tear 💀 💀 💀

Divine Arsenal AA-ZEUS - Sky Thunder (Ancient stamping machine)
UR rarity
Limited to 1 copy
Divine Arsenal AA-ZEUS - Sky Thunder
UR rarity
Limited to 1 copy
Divine Arsenal AA-ZEUS - Sky Thunder

Where there is Xyz there is Zeus



easy, big body, send all other cards, "this game has once per turn"

Baronne de Fleur (x0-1)
UR rarity
Baronne de Fleur
UR rarity
Baronne de Fleur

is a super prestigious mercenary card and the earth fairy can absolutely get this card with 6 + 4 (2 + 4 + 4)


First, Diviner (level 2) throws a Level 4 monster to get to level 6. Because it's a Tuner monster, it only needs an earth fairy (always level 4) to jump up and then synchro to be a gentle omni-negate :3

Elder Entity N'tss (x0-1)
UR rarity
Elder Entity N'tss
UR rarity
Elder Entity N'tss

Mainly thrown by cards like Diviner and then shot by opp's cards

Spright Elf (x1)
UR rarity
Spright Elf
UR rarity
Spright Elf

Chad, it's not natural for me to put Merrli at the top in the core . In fact, I know Kitkallos will get banned , when you're stuck with an idea for a vcl combo, someone somewhere will pull Merrli up, mill 3 The card to combo is correct, this is a quick effect so you can pull Merrli and mill in turn opp, as long as you are level 2 you can play this card, that's why she was banned in TCG and OCG, it's super easy to upgrade: ingredients Anything goes, including 1 Level Rank or Link 2

Aussa the Earth Charmer, Immovable, Dharc the Dark Charmer and Gloomy (Charmers)
SR rarity
Aussa the Earth Charmer, Immovable
SR rarity
Aussa the Earth Charmer, Immovable
SR rarity
Dharc the Dark Charmer, Gloomy
SR rarity
Dharc the Dark Charmer, Gloomy

Super mercenary has NTR monsters mixed in with search, link climbing is good or if it's too secretive, you can link to this one to put monsters in the grave.




Or if you play the charmer LIGHT NTR Eldlich, don't play it, Eldlich is very broken now

Reasoning and That Grass Looks Greener (💀💀💀)
SR rarity
Reasoning
SR rarity
Reasoning
UR rarity
Limited to 1 copy
That Grass Looks Greener
UR rarity
Limited to 1 copy
That Grass Looks Greener

Oh no I'm kidding

Masked HERO Dark Law and Mask Change II (Dảk Lmao)
UR rarity
Masked HERO Dark Law
UR rarity
Masked HERO Dark Law
SR rarity
Limited to 2 copies
Mask Change II
SR rarity
Limited to 2 copies
Mask Change II

With many DARK monsters, you can absolutely use Mask Change II to go to Dark Law - banish all cards sent to opp's grave and snatch 1 hand if opp adds a card from the deck to his hand.


Unlike Mask Change, Mask Change II does not require HERO



Trick

Trick

I want to make slime

Tearlaments Reinoheart, Tearlaments Kitkallos and Tearlaments Merrli (Textbook Combo (Mill 8 cards from just 1 card))
UR rarity
Tearlaments Reinoheart
UR rarity
Tearlaments Reinoheart
SR rarity
Limited to 1 copy
Tearlaments Kitkallos
SR rarity
Limited to 1 copy
Tearlaments Kitkallos
N rarity
Forbidden
Tearlaments Merrli
N rarity
Forbidden
Tearlaments Merrli

Only card needed: Reinoheart
I> Normal Reinoheart and throw Merrli to the grave from the deck, Merrli trigger effect, use Merrli and Reinoheart to fuse on Kitkallos
II> Kitkallos searches Merrli, Kitkallos targets itself, jumps Merrli and sends Kitkallos to the grave, Merrli now mills 3, Kitkallos mills 5 :3

Tearlaments Scheiren and Agido the Ancient Sentinel (Mill 8 Again)
UR rarity
Limited to 2 copies
Tearlaments Scheiren
UR rarity
Limited to 2 copies
Tearlaments Scheiren
SR rarity
Forbidden
Agido the Ancient Sentinel
SR rarity
Forbidden
Agido the Ancient Sentinel

Requirements: Scheiren + Agido or Kelbek

I> Scheiren jumps himself, throws Agido or Kelbek and mills 3. Agido or Kelbek mills another 5

By the way, is this considered a combo? Let's just write it at length to get enough KPIs

II> if you send Eva to the grave you can absolutely search negate like Orange Light,..., Cream was thrown then search Cryme, Metanoise, Sulliek

Tearlaments Havnis (Winda + Mirrorjade + Shooting Quasar Dragon + Dragostapelia + Kaleido-Heart turn 0)
N rarity
Limited to 1 copy
Tearlaments Havnis
N rarity
Limited to 1 copy
Tearlaments Havnis

Luckily this combo won't happen in master duel (right)

https://youtu.be/_qMELLfdYBc

Instant Fusion (one card combo)
UR rarity
Forbidden
Instant Fusion
UR rarity
Forbidden
Instant Fusion

Requirements: instant fusion
I> Click Instant Fusion to jump Kitkallos, Kitkallos throws Reino Heart into the grave
II> Kitkallos sends itself to jump Reino Heart, this time mill 5, Reino throws 1 monster with fusion ability when touching the grave
III> Fusion onto Kaleido-Heart

Rainbow Bridge of Salvation (Crystal Beast ?)
SR rarity
Rainbow Bridge of Salvation
SR rarity
Rainbow Bridge of Salvation

Requirements: foolish burial goods in hand, Crystal beast AND field must be in deck (important and this tip is very brick)
I> Use Foolish Burial Goods to throw Rainbow Bridge of Salvation into the grave, RBoS banish search Crystal Beast Emerald Tortoise and PPP field (Tear's)
II> click the Reino-heart search field, Reino-heat throws the fusion item to the grave and fuses it to Kaleido-Heart

Tearlaments Kaleido-Heart, Tearlaments Reinoheart and Time Thief Redoer (Redoer and his gang)
UR rarity
Tearlaments Kaleido-Heart
UR rarity
Tearlaments Kaleido-Heart
UR rarity
Tearlaments Reinoheart
UR rarity
Tearlaments Reinoheart
UR rarity
Time Thief Redoer
UR rarity
Time Thief Redoer

Our turn

Heart (usually jumping from the grave) + 1 Level 4 Xyz monster produces Redoer

Redoer because detact is an effect, so turn opp detact Heart => Heart jumps onto the mill card with fusion effect and *boom* out to any boss you want in turn opp




master-duel
505
5




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