Tearlaments

Master I from on December 10th, 2024
cp-ur 1380 + cp-sr 630
60 cards

Notes & Combos

Decided to play another season since my deck is so fun to sequence for max value.

This version should be an upgrade from last month as I crafted Original and it beats an extra handtrap through the SE cards.

I cut tearlament winmore/brick cards like Cryme(Konoha village takes care of meta board breakers since they are mostly spells) having to sequence to keep a discard was also annoying and Heartbeat was used to pull Cryme or setup Sulliedo.

I added shufflers back when I was speedrunning from master 2 to master 5 with Dragoon package(do not play REF with this), then I ended up keeping them. When I need them the most is when I am 2nd into superfactorio or princess which makes them awkward but they are extremly flexible if I mill them during my own combo and let me consistently enact village.

I expanded the Kash package which I didn't think would be worth the slots but it's 100% worth. Unicorn solo'd so many games, Bacha; Crimson; Kitkallos,.. even just getting handtrapped during t1 combo, he would take out sangenpie 1/2 and next turn 2/2. Lowkey him and Fenrir are better than entire current tearlaments + they jumpscare summon themselves for free. Birth is also insane. Generally I will add Unicorn off Wraitsoth if I have extenders.

The downside to the Kash+ package is that there are now too many good cards that want to make the endboard and I often have to skip cross-sheep line or Horus bodies.

Fairy dragon came up once, I think its effects justify a slot but it's flexible along the cross-sheep.

Since Gamma is now at 1, Thrust only really pops off turn 2 and while it is THE card that can win going second, the winrate going into full boards is very low. Setting a Blackgoat does very little turn 1 so I think those slots would be better spent on 1 maxx c for crossout and Zephyros as he has an extra synergy with Poplar, either a free summon or an Ash blossom to hand.

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