Tearlaments

Master I from on November 28th, 2024
cp-ur 1230 + cp-sr 630
60 cards

Notes & Combos

I finally got enough UR to start experimenting with grass piles in my last ygo session, with the top meta deck going 2nd on cointoss win, I thought full cooking would be a free 60%+ wr so let's play some yugioh.. turns out that their deck is actually a handtrap turbo splashed with tenpai bad dragons where each singular card starts a 30k+ dmg unaffected combo.

All the other meta decks run a heavy handtrap packages so I cut shufflers and tried to get enough gas in opening hand to either play through 3 negates or at least prevent maxx c from resolving and erect some interaction. Since it's unlikely to setup enough negates for every single board breaker, I joined the dark side on put on a leaf head protector with Gymsety/Snow as my hokage, it's very effective into tenpai.

Horus engine is weak into this many handtraps and I cannot even S:P protect Zombie vampire due to its hidden text. Anyway, with the ban to Perlerino tear lost a large amount of grind game potential so those bulging, recursive men are needed. If I mix some into endboard, they require my opponent to think before interacting, which often translates into a free win.

I think interaction focused tear is just bad rn, every other going 1st deck either outgrinds or has more consistency/extensions and while I can win going 2nd by resolving grass, the game doesn't provide enough time for me to both break a board + pilot tear in the following turns if I cannot lethal right away.

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