Tearlaments

Master V from on January 31st, 2025
cp-ur 960 + cp-sr 570
60 cards

Notes & Combos

Grinded from D3 to M5 with this version. Adding the lab package raelly made the deck much more powerful when getting lucky going first. With that said it still loses to the same things my old paleo tear deck lost to, handtraps when getting a good combo hand and board breakers when getting trap hands. It's also much weaker now when it comes to stalled games since i removed battle traps and morganite but the massive improvements still makes this worth using imo.

Improvements/Changes: On paper, talents, thrust, and monster gate should be decent answers when getting handtrapped. Idk if I just have the worst luck in the world but the situations where they would be useful just does not come up. I don't get handtrapped when drawing talents or thrust and I never draw any monster when getting monster gate. Due to this, if you'd like to change things in the deck thse cards are probably the first thing I'll take out.

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