Notes & Combos
Fine tuned this list quite a bit and very happy with the end product.
You’re gonna queue into Tenpai or Centurion most of the time so those are the two matchups to have in mind for deckbuilding.
Black Goat is one of the best cards against Tenpai. They’re way better than shufflers because you can use them whether you draw them or mill them, whereas shufflers can be really bricky.
Hand traps, something that Tearlament decks currently don’t really run on ladder, are important in this setting for two reasons. Against Tenpai, you want to diversify your interruptions to not get destroyed by board breakers. It’s really hard for them to win if you have interruptions via monsters, set spells/traps, hand traps, and potentially Black Goat in GY on top of that. Against Centurion, hand traps are important because the version of Tear in this event is not strong enough to be able to OTK through a Cosmic Blazar. If you let them get their full set up, it’s very hard to win.
Called By and Designator are also cards that don’t see play in Tear lists on ladder, but they’re important in this setting because with the lack of access to rank 4 plays, you need to resolve your Reinoheart / Sea Mare.
Super Poly is bad against Tenpai because it plays into board breakers but I ran it anyways because it’s too strong against Centurion and Ice Barrier.
I initially tested out Tragedy and Branded in Red but in reality those cards are just cute bricks. Cartesia on the other hand actually has nice synergy with your Tear cards because off one fusion, you get: a body in Granguignol, a draw via Garura, and a trigger of a Tearlament fusion effect.
Also Snow is not worth playing at all because you can’t Xyz it away or link it off, there’s no point in playing it as a one time interruption.