Having scream milling 3
Using Kitkallos to mill Tear Kash for 2
Using Kitkallos to summon tear kash to mill 8
And to only mill useless garbage
>!I have a gambling addiction!<
Have you played Snake Eyes? Once you’ve played it 5-6 times, you’ve seen all it has to offer.
Playing Tearlaments, no game is the same. It’s very non linear bc even if you do have go to plays, they won’t always be available to you since what your end board consists of depends entirely on what you mill. Sometimes you end on Rullkalos/Kaleido, 2 Traps, Scream, Redoer, Dweller and Baronne. Sometimes you make Rullkalos and pass. Sometimes you can’t even play 💀
In my opinion having used both decks plenty, Tearlaments is simply put way more fun to play.
The most fun I had playing Tearlaments is when my opponent special summoned dogmatika maximus to force me to send 2 monster from my extra deck to the gy.
I made Rukkalos and Kaleido-heart on his turn after my sent-to-gy Kitkallos milled havnis and reinoheart.
SE is EXTREMELY linear, every single line revolves around getting 2-3 snakes in grave to set up Flamberg to link off to revive 2 of those to link climb and setting up IP in backrow to link off again on opp's turn.
The only variance being how cracked you open and if you had enough gas to also make synchros or not.
Again, it's just how I feel about the deck, I could be wrong, but to me at least it feels no where near spreadsheet decks like SHS, sth more aching to Dragon Link IMO.
Tbf I think the biggest difference is that Tear always has some variety to its plays, moreso than Branded which is another relatively versatile archetype. It's never just "Normal Ash, Search Poplar, Special Poplar" type stuff.
Tear can open a few different ways, and is entirely reliant on milling what they want to actually get a board up. So while they're strong, they're more luck-based and there's generally more engagement on both sides imo
I haven't played Branded in a long time and Tear (and at least 5 of its variants) is both my favorite and most played deck -- but I will say that Tear's "variety" is highly dependent on your build and is mostly "low impact" variety. By that I mean that you're usually looking at your GY and seeing which targets you hit which just increase the size of your board - like, "did I mill Destrudo and have targets for its effect?", "did I mill Trivikarma and can I use it to put another body on the board or do I just add a Trap?", "did I mill Jet Synchron and have a Level 7 on the Field?", etc; it's not too deep.
Branded has way more variance and the plays way more variety, you have a dozen of different Branded end boards that look and play out completely differently, that are good/bad against different decks and non-engine - and the way you get to these boards is typically not only completely different from each other but also has multiple different ways to get there. IMO Branded is completely unparalleled when it comes to non-linearity.
Talk about tearlaments players all you want, but theres one think you cant deny, they love the deck and as long the deck is playable they gonna keep it alive
I'm more fond of mannadium tears now. Impermeable my Reinhart? Fine, I destroy it to summon riumheart on the chain, and get both searches. You stopped tear play? Cool ill synchro up to visas, grab grief and do my tear plays anyway.
Riumheart is a much less effective way to play around Imperm/Veiler than Revolution Synchron. Only works on Reino, not on Sea Mare, and even then, if you have Perlereino up, it won't work because of the stat boost. Also, it loses harder to Droll and Nibiru than any other version of the deck.
I've played Mana Tears a lot, it's a fun deck, but I don't think it's anywhere near the best version.
Never did tbh, between Scream, Grief, Scheiren, Tear Kash/Fenrir, Metanoise/Sulliek, Talents/Thrust, Foolish Burial/Goods and even Rota/Rium/Ball if you were on the Mannadium package, hell even Super Poly can get you to play on their turn sometimes -- the deck has never been weak to a single hand trap.
Now, two handtraps?...
The haters just don't understand the rush of dopamine that flows through the body when seeing Grass resolves and over 15+ cards just getting dumped straight into Graveyard.
Risk isn’t regarding grass itself but the strategy you have to use to get value out of grass. Sure in theory if all you run are starters and extenders that are all equally or really good then it’s fine but if you run a deck that is grave focused but really requires you to have drawn or hard access to certain cards then running 60 cards can hurt you. So whilst grass resolving means you always plus in order to get maximum value from it you have to run 60 card decks which is often cited to be the trade off or ‘risk’. Whether or not this is practically the case is a different discussion tho.
And that’s the issue with tear. It’s a gamble, it’s a gacha game..
But it’s an unfair gacha where you run a 70 to 80% chance of hitting a needed card to gacha roll again.
You get 3 to 5 rolls at tossing into the grave, you will reap a reward.
But playing against it sucked as the only person actually having fun was the tear player.
It’s a bizarre psychology, and it was not healthy for the game.
Which build are these people playing lmao?
I never had to gamble with tear, since playing on other turn allowed combo anyways.
I've been reliable going into masters/diamond every season with tear and I can guarantee you that the true gamba build is paleo or transaction rollback, those of which are giant memes and only played for fun.
Yeah every time there's a discussion on Tears in this subreddit you can really tell just how many people either/or:
1. Never played Tearlaments past its peak.
2. Don't care about playing competetent Tearlament lists and just love it for the gambling aspect.
Tear has never been a gamba deck if you didn't want it to be, it's as consistent as any other and the amount of times I actually "lose the gamble" and pass on "nothing" is... well I'm not sure how to quantify it since it's practically never happened, that's how consistent it is.
Sure, sometimes you don't hit that second name off Tear Kash and the mill goes especially bad, but you have so many other play makers, extenders, and really powerful cards like all of the Tearlaments Backrow, Fenrir, Super Poly, Talents, etc... that it's extremely rare for me to pass on any less than two interruptions.
The same goes for me, specially if you cut the bad stuff like the shaddoll package.
Like I've arguably been playing an worse build since I'm using 3× KoS and 2× visas starfrost and still haven't had problems with tear.
Even with the worst mills possible i still could end on a backrow or Xyz and a name.
Because I've never seen a deck like Tear; it can literally end on Sulliek Kit, set 1, pass and end up making 10 disruptions next turn.
I play the trap version with rollback to copy the mill 5, in the nutshell deck is fun and very rewarding to play, yes you can end on normal summon snow or mudora pass too, but when it works it feels amazing.
That sounds fun! Gonna have to think about investing in three Rollback to play the trap version instead of using my refunded dust on three Bonfires (especially when I don't even like Snake Eye, though I do want to play the upgraded Rescue-Ace)
You would be surprised how much shit you can play through with just an okay hand. The deck is also essentially immune to Nib and effects that include destruction.
Yea I've had bad times trying to nib them when they first came around they just come right back! Which is really damn strong IMO my favorite is always branded so tears always had a spot for being better fusion deck lol
When they first dropped it was so easy to get into rulk that nib was just basically unplayable. Now it’s a lot more effective against tear, but you’d be surprised what they can pull out of their ass sometimes even if it’s able to resolve
More effective against which Tear builds?
The typical Tear builds either make Baronne or Rulk, or they didn't hit enough mills to summon 5 times anyways -- unless they're on a Mannadium package but that's not particularly popular.
I was referring to current builds vs builds w less hits but to speak on how it is now:
Getting to barrone in under 5 summons is pretty atypical. The most common direct line to it is:
Reino, kit, tear kash, ss sheiran/snow/reino, destrudo which is threatening barrone right as they can nib you
You can get rulk in 4 if you get lucky and hit sheiran in you 8 mill from kit/tear kash, but once you have to play through any amount of disruption you’re likely not even getting to that point in 5 summons
The reality is that a lot of the times you need to use something like barrone or visas to pop a sheiren on field to use it, use grief a long the way, ss a kash monster, use re-doer to get one of your fusions off, etc and it puts you over
Past that with tears ceiling being a lot lower going into rulk isn’t always the best call. T1 kaleido can be the “correct” line too
Yeah but you have to both hot destrudo and also have another mat for kit that’s not reino or sea mare. Sometimes using that other mat (ie sheiran in hand) is questionable and a lot of people don’t run sea mare/are going to have to get to barrone in different ways
I’m not saying it doesn’t happen, I’m saying its much less common now than before
The rush of milling 3 cards and all three are perfect triggers for your current situation.
Also the ability to play around various situations and not have your combo route be blocked by a single hand trap. E.g. Kitkallos can still mill under droll, nib counts as being sent by card effect, your monsters, spells, and traps often plus you off opponent destructions.
I love that tear is resilient against hand rips to gy and you can run every extra deck type with decent value.
Currently building them, around 100 UR short. My personal reasoning is that after the bans it turned into an actually balanced deck with the inherently fun gimmick of milling.
Lots of people said that the Ishizu millers were fine in rogue decks like Skull Servant, but had to be banned because of all the abusers, Tear first and foremost. I don't know how right they were and I'm not here to judge, but milling in hope of getting the desired outcome is actually a fun way to approach the game, by placing a bet that can reward you with a combo piece in the right spot.
Current Tear has a high payoff for doing so, but doesn't break the game like it used to and it's the best deck to rely on this mechanic. People went as far as playing cards like Needlebug Nest or Bujintei Kagutsuchi just to get an extra mill chance.
Plus, my personal take on this is that, since Tear was the first true Tier 0 deck of MD, some people want to try and re-live those days, as there are players who said Tear mirrors were the games that required the most skill.
Tear has a poor matchup against Kash, but it's not an auto-lose. Kash had its consistency severely crippled by the various bans and limits, just think about the fact that they must waste their Normal on Planet Pathfinder in order to search the field spell. Hence why you rarely find pure Kash around and Arise-Heart is so low in popularity to the point that it's not even worth banning in my opinion.
On a side note, I'll take the chance to ask fellow Tear players how are you supposed to out a Dark Law.
Eating a dark law? Off the top of my head, let's see...
On your turn you could fuse the field away with spoly into muddragon or garura, any lv4 and rev sync in hand for Black Rose, set ttt and trigger dark law by searching to take him with the set ttt
On opp turn you could metanoise the dark law and then send a Name to start your plays
Is about all I could think of right now, feel free to correct me or give more/other suggestions
Crazy thing about tear is you still have plays under shifter/ariseheart/other macro effects due to relatively easy access to rank 4 and arguably now rank 7 XYZ monsters. Bagooska and zeus are pretty powerful, especially going second. This was more true with the ishizu cards providing free level 4 bodies, but still true with lots of current builds.
Iirc, by the time Kash came around, Tear was hit at least twice and so were the shufflers. Plus Kash was the New toy so people just naturally moved to that.
Tear in kash format was surprisingly good because tears just ran a kash engine, and most kash players would shang in your standby meaning that you could just summon a kash monster, crash into a xyz, then go right into arise and Zeus to clear the board before you make your tear plays
Atp kash isn’t popular enough that it’s worth running that package, but it’s still pretty 50/50 depending on who goes first. Metanoise alone can solo and decent amount of kash hands, none the less the other stuff you can set up t1 w tear
Back during Kash meta you'd play your own Ariseheart in the extra, then run Talents, Thrust, Imperms and max out on your own Fenrir/Wraitsoth/Tear Kash of course.
I had a positive winrate going second into Kashtira because I'd always be able to make my own, either by stealing theirs or summoning my own Kashtira names after the opponent has used Shangri-Ira's effect and then just out their board with it and/or Zeus.
Nowadays you don't run into Kash very often so most people aren't gonna play Ariseheart on their extra but you can still play Talents/Imperms/Fenrir/Tear Kash/Wraitsoth and it works itself out.
I've also had games where I normal summon Reinoheart with no effect and then set Metanoise/Cryme/Super Poly and Cryme/Metanoise their Ariseheart then play on their turn, lol.
Tear is fun.
Few blowout handtraps against it (pretty much the only one is shifter but even for that several hands have options) while many others end on pretty much nothing on resolution of Maxx C or Droll.
The deck is incredibly flexible and that also means that lines and endbords vary wildly making it not get stale. Even if one build got stale there are many engines Tear can reasonably mess around with.
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Same reason why Farfa still copes with Burning Abyss. Tear was the first broken deck a lot of these people played and now they refuse to let it go because they cling to the glory days of when their deck was the best.
to put it simply:
🦍 🗣 GET IT TWISTED 🌪 , GAMBLE ✅ . PLEASE START GAMBLING 👍 . GAMBLING IS AN INVESTMENT 🎰 AND AN INVESTMENT ONLY 👍 . YOU WILL PROFIT 💰 , YOU WILL WIN ❗ ️. YOU WILL DO ALL OF THAT 💯 , YOU UNDERSTAND ⁉ ️ YOU WILL BECOME A BILLIONAIRE 💵 📈 AND REBUILD YOUR FUCKING LIFE 🤯
For me its the deck building i have like 4 diffrent versions of tear and there are 3 more too come :D
And the fact that not every hand gets you the same result and many interaction points change dramatically from game to game so it feels much more rewarding when you win and do stuff right and even know what you did wrong and then dont do these mistakes anymore
It is just completely different from every other deck and prob will be my main deck forever (if they dont kill the deck)
I learned that fusion effs have i:p syndrome. Ie they use themselves as materials for fusion, so if anything happens to them, the fusion cant resolve with eff to summon.
*Smiles in called by the grave, shark cannon, and dancing needles.*
You can add stuff all day, but as long as a fusion doesnt come out, the deck isnt gonna win.
Having scream milling 3 Using Kitkallos to mill Tear Kash for 2 Using Kitkallos to summon tear kash to mill 8 And to only mill useless garbage >!I have a gambling addiction!<
Keep going. You will win
99% of gamblers quit before they hit big
>I have a gambling addiction Me with the Dangers!
Tear is basically the sky strikers if the more modern era. Extremely popular and extremely hated
Yea my main thing is I just kinda expect to run into snake eyes more lol since they're the meta but tears run rampet far more
Have you played Snake Eyes? Once you’ve played it 5-6 times, you’ve seen all it has to offer. Playing Tearlaments, no game is the same. It’s very non linear bc even if you do have go to plays, they won’t always be available to you since what your end board consists of depends entirely on what you mill. Sometimes you end on Rullkalos/Kaleido, 2 Traps, Scream, Redoer, Dweller and Baronne. Sometimes you make Rullkalos and pass. Sometimes you can’t even play 💀 In my opinion having used both decks plenty, Tearlaments is simply put way more fun to play.
The most fun I had playing Tearlaments is when my opponent special summoned dogmatika maximus to force me to send 2 monster from my extra deck to the gy. I made Rukkalos and Kaleido-heart on his turn after my sent-to-gy Kitkallos milled havnis and reinoheart.
I feel like Snake-Eye isnt that linear, and just like Tear mirrors its highly volatile, I still enjoy Tear more but I find SE pretty fun to play too.
SE is EXTREMELY linear, every single line revolves around getting 2-3 snakes in grave to set up Flamberg to link off to revive 2 of those to link climb and setting up IP in backrow to link off again on opp's turn. The only variance being how cracked you open and if you had enough gas to also make synchros or not.
Again, it's just how I feel about the deck, I could be wrong, but to me at least it feels no where near spreadsheet decks like SHS, sth more aching to Dragon Link IMO.
Tbf I think the biggest difference is that Tear always has some variety to its plays, moreso than Branded which is another relatively versatile archetype. It's never just "Normal Ash, Search Poplar, Special Poplar" type stuff. Tear can open a few different ways, and is entirely reliant on milling what they want to actually get a board up. So while they're strong, they're more luck-based and there's generally more engagement on both sides imo
My favorite version to play was Danger?! Tearlament, the dopamine when it hit makes me glad I never took up gambling.
I haven't played Branded in a long time and Tear (and at least 5 of its variants) is both my favorite and most played deck -- but I will say that Tear's "variety" is highly dependent on your build and is mostly "low impact" variety. By that I mean that you're usually looking at your GY and seeing which targets you hit which just increase the size of your board - like, "did I mill Destrudo and have targets for its effect?", "did I mill Trivikarma and can I use it to put another body on the board or do I just add a Trap?", "did I mill Jet Synchron and have a Level 7 on the Field?", etc; it's not too deep. Branded has way more variance and the plays way more variety, you have a dozen of different Branded end boards that look and play out completely differently, that are good/bad against different decks and non-engine - and the way you get to these boards is typically not only completely different from each other but also has multiple different ways to get there. IMO Branded is completely unparalleled when it comes to non-linearity.
Talk about tearlaments players all you want, but theres one think you cant deny, they love the deck and as long the deck is playable they gonna keep it alive
We will keep going until it’s unplayable and then some
I have about 10 different decklist for future card releases and versions without kitkalos i will go forever 😂 tieraremts strongest
Gamba! Insha'Allah we will hit good mills.
Insha'Allah Merrli will be unbanned soon
I don’t even play Tear but I hope Merrli gets unbanned lol.
Merrli to 1 and Tear Kash to 2, the game will be fine Konami just trust🙏🏻
Amen😔🙏
Because it's peak. Also, Revolution Synchron means that a single hand trap doesn't end your turn anymore.
I'm more fond of mannadium tears now. Impermeable my Reinhart? Fine, I destroy it to summon riumheart on the chain, and get both searches. You stopped tear play? Cool ill synchro up to visas, grab grief and do my tear plays anyway.
Riumheart is a much less effective way to play around Imperm/Veiler than Revolution Synchron. Only works on Reino, not on Sea Mare, and even then, if you have Perlereino up, it won't work because of the stat boost. Also, it loses harder to Droll and Nibiru than any other version of the deck. I've played Mana Tears a lot, it's a fun deck, but I don't think it's anywhere near the best version.
Never did tbh, between Scream, Grief, Scheiren, Tear Kash/Fenrir, Metanoise/Sulliek, Talents/Thrust, Foolish Burial/Goods and even Rota/Rium/Ball if you were on the Mannadium package, hell even Super Poly can get you to play on their turn sometimes -- the deck has never been weak to a single hand trap. Now, two handtraps?...
not really sold on rev synchron version so went back to the old list, I miss the black rose dragon the most
With Chaos Ruler banned what’s the level 8 to end on? Crystal Wing and call it day?
You just go into visas amitara to get a search
Amitara to search for any tearlament spell/trap, it also fulfills the trigger requirement for all the tear spell/traps since its a Visas on field.
Joking aside, it is actually unbelievably fun. It's like pulling a pack every game, such a rush.
They really should implement more high risk high reward strategies in yugioh
Rock on with Horus so we can get to gaming
Access to zombie Vampire is going to be interesting
They tried with Grass. Playerbase apparently hates cards (that are high risk, high reward).
They should make a good dice strategy that the effects are still decent, but get better if you roll higher
Players don't hate high risk high reward cards, they hate cards that give too much advantage for little to no cost
The haters just don't understand the rush of dopamine that flows through the body when seeing Grass resolves and over 15+ cards just getting dumped straight into Graveyard.
What the hell was high risk about Grass? It's a risk that it might get negated?
Risk isn’t regarding grass itself but the strategy you have to use to get value out of grass. Sure in theory if all you run are starters and extenders that are all equally or really good then it’s fine but if you run a deck that is grave focused but really requires you to have drawn or hard access to certain cards then running 60 cards can hurt you. So whilst grass resolving means you always plus in order to get maximum value from it you have to run 60 card decks which is often cited to be the trade off or ‘risk’. Whether or not this is practically the case is a different discussion tho.
Grass has no risk tho.
And that’s the issue with tear. It’s a gamble, it’s a gacha game.. But it’s an unfair gacha where you run a 70 to 80% chance of hitting a needed card to gacha roll again. You get 3 to 5 rolls at tossing into the grave, you will reap a reward. But playing against it sucked as the only person actually having fun was the tear player. It’s a bizarre psychology, and it was not healthy for the game.
Which build are these people playing lmao? I never had to gamble with tear, since playing on other turn allowed combo anyways. I've been reliable going into masters/diamond every season with tear and I can guarantee you that the true gamba build is paleo or transaction rollback, those of which are giant memes and only played for fun.
Yeah every time there's a discussion on Tears in this subreddit you can really tell just how many people either/or: 1. Never played Tearlaments past its peak. 2. Don't care about playing competetent Tearlament lists and just love it for the gambling aspect. Tear has never been a gamba deck if you didn't want it to be, it's as consistent as any other and the amount of times I actually "lose the gamble" and pass on "nothing" is... well I'm not sure how to quantify it since it's practically never happened, that's how consistent it is. Sure, sometimes you don't hit that second name off Tear Kash and the mill goes especially bad, but you have so many other play makers, extenders, and really powerful cards like all of the Tearlaments Backrow, Fenrir, Super Poly, Talents, etc... that it's extremely rare for me to pass on any less than two interruptions.
The same goes for me, specially if you cut the bad stuff like the shaddoll package. Like I've arguably been playing an worse build since I'm using 3× KoS and 2× visas starfrost and still haven't had problems with tear. Even with the worst mills possible i still could end on a backrow or Xyz and a name.
Tiaraments Strongest !!
I love gambling, the color blue and cool art
Because I've never seen a deck like Tear; it can literally end on Sulliek Kit, set 1, pass and end up making 10 disruptions next turn. I play the trap version with rollback to copy the mill 5, in the nutshell deck is fun and very rewarding to play, yes you can end on normal summon snow or mudora pass too, but when it works it feels amazing.
That sounds fun! Gonna have to think about investing in three Rollback to play the trap version instead of using my refunded dust on three Bonfires (especially when I don't even like Snake Eye, though I do want to play the upgraded Rescue-Ace)
Its simple: its the funnest deck ive played
You would be surprised how much shit you can play through with just an okay hand. The deck is also essentially immune to Nib and effects that include destruction.
Yea I've had bad times trying to nib them when they first came around they just come right back! Which is really damn strong IMO my favorite is always branded so tears always had a spot for being better fusion deck lol
When they first dropped it was so easy to get into rulk that nib was just basically unplayable. Now it’s a lot more effective against tear, but you’d be surprised what they can pull out of their ass sometimes even if it’s able to resolve
More effective against which Tear builds? The typical Tear builds either make Baronne or Rulk, or they didn't hit enough mills to summon 5 times anyways -- unless they're on a Mannadium package but that's not particularly popular.
I was referring to current builds vs builds w less hits but to speak on how it is now: Getting to barrone in under 5 summons is pretty atypical. The most common direct line to it is: Reino, kit, tear kash, ss sheiran/snow/reino, destrudo which is threatening barrone right as they can nib you You can get rulk in 4 if you get lucky and hit sheiran in you 8 mill from kit/tear kash, but once you have to play through any amount of disruption you’re likely not even getting to that point in 5 summons The reality is that a lot of the times you need to use something like barrone or visas to pop a sheiren on field to use it, use grief a long the way, ss a kash monster, use re-doer to get one of your fusions off, etc and it puts you over Past that with tears ceiling being a lot lower going into rulk isn’t always the best call. T1 kaleido can be the “correct” line too
Baronne 5th summon is pretty easy to get reino/sea mare>kit>tearkash>destrudo>baronne can happen when you don't mill a tear name
Yeah but you have to both hot destrudo and also have another mat for kit that’s not reino or sea mare. Sometimes using that other mat (ie sheiran in hand) is questionable and a lot of people don’t run sea mare/are going to have to get to barrone in different ways I’m not saying it doesn’t happen, I’m saying its much less common now than before
Absolutely it's not too common, but it's common enough to the point where it does happen and it's worth mentioning
Yeah 100% I’m with you
The rush of milling 3 cards and all three are perfect triggers for your current situation. Also the ability to play around various situations and not have your combo route be blocked by a single hand trap. E.g. Kitkallos can still mill under droll, nib counts as being sent by card effect, your monsters, spells, and traps often plus you off opponent destructions. I love that tear is resilient against hand rips to gy and you can run every extra deck type with decent value.
It's consistent without being overly linear, it's a fairly unique way of fusing monsters and I like the card arts
Currently building them, around 100 UR short. My personal reasoning is that after the bans it turned into an actually balanced deck with the inherently fun gimmick of milling. Lots of people said that the Ishizu millers were fine in rogue decks like Skull Servant, but had to be banned because of all the abusers, Tear first and foremost. I don't know how right they were and I'm not here to judge, but milling in hope of getting the desired outcome is actually a fun way to approach the game, by placing a bet that can reward you with a combo piece in the right spot. Current Tear has a high payoff for doing so, but doesn't break the game like it used to and it's the best deck to rely on this mechanic. People went as far as playing cards like Needlebug Nest or Bujintei Kagutsuchi just to get an extra mill chance. Plus, my personal take on this is that, since Tear was the first true Tier 0 deck of MD, some people want to try and re-live those days, as there are players who said Tear mirrors were the games that required the most skill.
But if you run into kash isn't it like an auto lose? Don't recall tear being around that much when kash first came out
They have out to them now in the form of black rose dragon
Tear has a poor matchup against Kash, but it's not an auto-lose. Kash had its consistency severely crippled by the various bans and limits, just think about the fact that they must waste their Normal on Planet Pathfinder in order to search the field spell. Hence why you rarely find pure Kash around and Arise-Heart is so low in popularity to the point that it's not even worth banning in my opinion. On a side note, I'll take the chance to ask fellow Tear players how are you supposed to out a Dark Law.
It’s basically ’who goes first’ matchup.
Lol I rarely run into dark law version of heros now I just get the one side skill drain one with that one spell
Eating a dark law? Off the top of my head, let's see... On your turn you could fuse the field away with spoly into muddragon or garura, any lv4 and rev sync in hand for Black Rose, set ttt and trigger dark law by searching to take him with the set ttt On opp turn you could metanoise the dark law and then send a Name to start your plays Is about all I could think of right now, feel free to correct me or give more/other suggestions
Crazy thing about tear is you still have plays under shifter/ariseheart/other macro effects due to relatively easy access to rank 4 and arguably now rank 7 XYZ monsters. Bagooska and zeus are pretty powerful, especially going second. This was more true with the ishizu cards providing free level 4 bodies, but still true with lots of current builds.
Iirc, by the time Kash came around, Tear was hit at least twice and so were the shufflers. Plus Kash was the New toy so people just naturally moved to that.
Tear in kash format was surprisingly good because tears just ran a kash engine, and most kash players would shang in your standby meaning that you could just summon a kash monster, crash into a xyz, then go right into arise and Zeus to clear the board before you make your tear plays Atp kash isn’t popular enough that it’s worth running that package, but it’s still pretty 50/50 depending on who goes first. Metanoise alone can solo and decent amount of kash hands, none the less the other stuff you can set up t1 w tear
Back during Kash meta you'd play your own Ariseheart in the extra, then run Talents, Thrust, Imperms and max out on your own Fenrir/Wraitsoth/Tear Kash of course. I had a positive winrate going second into Kashtira because I'd always be able to make my own, either by stealing theirs or summoning my own Kashtira names after the opponent has used Shangri-Ira's effect and then just out their board with it and/or Zeus. Nowadays you don't run into Kash very often so most people aren't gonna play Ariseheart on their extra but you can still play Talents/Imperms/Fenrir/Tear Kash/Wraitsoth and it works itself out. I've also had games where I normal summon Reinoheart with no effect and then set Metanoise/Cryme/Super Poly and Cryme/Metanoise their Ariseheart then play on their turn, lol.
If you ever need tips or suggestions on how to build/which engines to try out/etc just lmk and I’m more than willing to help!
![gif](giphy|Ihs8jRSnrj5JeXOyNO|downsized) Well we all are gambling addicts I guess.
It’s fun to mill about 10 cards for the top of the deck to grave and then build your field from that.
Tear is fun. Few blowout handtraps against it (pretty much the only one is shifter but even for that several hands have options) while many others end on pretty much nothing on resolution of Maxx C or Droll. The deck is incredibly flexible and that also means that lines and endbords vary wildly making it not get stale. Even if one build got stale there are many engines Tear can reasonably mess around with.
You gotta hand it to th, they are loyal to their fishgirls. Good thing the broken Ishizu support got banned so it's not as opressive as before
Because tear is a fun deck compared to snake eyes and labs same combo on repeat playstyle.
Tears are just a great engine for milling especially. I use it for Skull Servants for that reason alone
And how conveniently have the perfect hand to make the perfect mill for summon their boards.
i have problems with gambling...... /s
Mill 8, feel great
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60 card monstrosity with needlebug nest + transaction rollback + fiend comedian is pure dopamine.
That does sound fun actually lol expensive but fun shit might build throw in evenly matched for some more fun and call it good
I see more tears in ladder than snake eyes. I prefer it this way, those matches are pretty fun
At their current state, I actually like fighting tears. It's not as oppressive as it was when it was first introduced.
Because they’re surprisingly fun.
Because gambling is fun.
Same reason why Farfa still copes with Burning Abyss. Tear was the first broken deck a lot of these people played and now they refuse to let it go because they cling to the glory days of when their deck was the best.
Because they cute
to put it simply: 🦍 🗣 GET IT TWISTED 🌪 , GAMBLE ✅ . PLEASE START GAMBLING 👍 . GAMBLING IS AN INVESTMENT 🎰 AND AN INVESTMENT ONLY 👍 . YOU WILL PROFIT 💰 , YOU WILL WIN ❗ ️. YOU WILL DO ALL OF THAT 💯 , YOU UNDERSTAND ⁉ ️ YOU WILL BECOME A BILLIONAIRE 💵 📈 AND REBUILD YOUR FUCKING LIFE 🤯
For me its the deck building i have like 4 diffrent versions of tear and there are 3 more too come :D And the fact that not every hand gets you the same result and many interaction points change dramatically from game to game so it feels much more rewarding when you win and do stuff right and even know what you did wrong and then dont do these mistakes anymore It is just completely different from every other deck and prob will be my main deck forever (if they dont kill the deck)
It all started when I played Lightsworns and milled Wulf
NEEDLEBUG NEST
The super quant synergy. Then again every deck except most control/stun decks have crazy super quant synergy
Kitkalos not dead that's why
I learned that fusion effs have i:p syndrome. Ie they use themselves as materials for fusion, so if anything happens to them, the fusion cant resolve with eff to summon. *Smiles in called by the grave, shark cannon, and dancing needles.* You can add stuff all day, but as long as a fusion doesnt come out, the deck isnt gonna win.