Tearlaments

Master I from on September 24th, 2024
cp-ur 1230 + cp-sr 630
60 cards

Notes & Combos

No handtraps or boardbreakers(exept heavy storm). All gas no breaks. I feel like the naturia version of tear piles is under apreciated. Tried the snake-eyes version and it just didnt hit the same for me. Despite all the 1 card combos it ironicly seemed to lose to a single imperm more often than naturia especialy if they imperm/veiler curoius. And I found going second into full combo SEFK/yubel boards to be much easier with naturia since mole into camelia and sunflower stops most boards from doing much if you can get it to resolve. Deck has plenty of gas for deckouts if under maxx c and some hands are so good you can play through 3-4 handtraps and still full combo. I tried the version that runs lv 12 synchros but found that the best lines didnt include them 90% of the time so I opted to swap them out for more extra deck space. End board usually looks somthing like 4 mat Apo, Rulkallos, sp, barone if you mill destrudo and beast/barkion depending on what deck your up against. Plus shufflers, snow and mole in GY. Try to keep one camelia in deck so when you summon mole on your opponents turn it can summon camelia to revive sunflower when they summon. All in all full combo is 10+ disruptions not including the lock on spell/traps with beast/barkion

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Replays

ID for replays :055-305-930 Most of them are deckouts tho so not a good way to learn the usual combos