Guide to Tearlaments Lightsworn (Post-LEDE)
Deck Primer
ARCHETYPES AND DECKBUILDING
Forming the core of this strategy, the TEARLAMENT portion of this deck consists of 18 cards. 3 Perlereino allow you to search for the 9 maindeck Tearlament monsters: Scheiren, Havnis, Merrli, 3 Reinoheart and 3 Tearlaments Kashtira. 2 Scream, and 2 Sulliek. 1 Cryme is included in the Side Deck to side in when you can choose to go 1st.
LIGHTSWORN forms a sizeable portion of this deck, allowing for more mills, bodies and GY interaction. it is composed of __ cards.
A HORUS package is used mainly for turboing out Zombie Vampire for mills and is composed of 6 cards - 3 Imsety, 1 Hapi, and 2 King's Sarcophagus.
A KASHTIRA package of 2 Fenrir and 3 Kashtira Tearlaments are used. Fenrir is simultaneously a combo piece (since it searches for Tear Kash) and a boardbreaker, but only two are used in this deck, since they don't really do anything when milled.
You may have noticed that there are hardly any handtraps or generic staples in this deck. The theory behind this build of Tearlaments is that it has so much gas that it can play through all of your opponent's interruptions just fine, as long as your graveyard is accessible and you aren't floodgated to death (most relevant floodgates are at 1 or banned anyways).
40 cards are used to ensure this strategy is as consistent and compact as possible. In addition to bricking less, the mills will have much better results than bigger Tearlaments variants because of the deck's compact size.
COMBOS AND GAMEPLAN
As usual, Tearlaments' gameplan is to mill as much as possible to trigger graveyard effects. Like every Tearlaments strategy, this deck aims to mill as much as possible and gain beneficial effects from those mills. The reliance on mills makes this strategy unpredictable and luck dependant, meaning that there are hardly any straightforward combos.
There are no straightforward "combos" for Tearlament Lightsworn due to the random nature of the deck. Combos are hand/mill dependent - leaving the rest of the game up to the duelists individual skill, decision making and mental fortitude (that's the Tearlaments is considered as a difficult to pilot deck). Tearlaments are also infamous for requiring a great deal of skill, since the pilot has to be aware of the various interactions they have in the GY and the amount of cards left in their main deck.
What differentiates this version of Tearlaments from the others are the Lightsworn cards. Lightsworn allows for more mills, extension, bodies on board, negates, interruption, etc. In short, Lightsworn makes Tearlaments vastly more powerful and consistent than ever before! Try to resolve both of the Synchro Minerva's effects, since her targeted "foolish burials" + mill for 4 adds a lot of momentum and resources to this milling strategy.
Generally, endboards consist of any combination of 2-4 negate Apollousa, S:P Little Knight, Lightsworn monster (typically Minerva) + Lightsworn Aegis, Grapha, Rulkallos, Scream and Sulliek. Depending on your mills (which are often very good thanks to new Lightsworn cards), you can get about 2-10+ interruptions/negates!
GENERAL TIPS
- Horus cards are incredible at cracking established boards and can out powerful boss monsters that have negates/interruption. After clearing your opponent's board, XYZ summon Zombie Vampire with Imsety and Hapi and get milling!
- Zombie Vampire not accessible due to no access to the Horus engine? Worry not! Synchro Minerva is a level 8 and Punishment Dragon is a level 8 which you can use to make Zombie Vampire!
- Thanks to the accessibility of Synchros with this deck, you can trigger both of Cross-Sheep's ATK increase and summon from the GY when you have a fusion + synchro underneath it's arrows! Be sure to leave the middle MMZ and side MMZs clear for Cross-Sheep's arrows.
- You can also synchro summon Visas Amritara to search ANY Tearlament spell/trap, thanks to the Lightsworn cards. All Lightsworns are light monsters and you have plenty of tuners, so summoning this main character is a breeze, adding extra consistency in this deck.
- Any Tearlaments strategy is infamous for requiring a great deal of skill to pilot, since the duelists is required to know all the various interactions that goes on in the GY, and to remember how many cards are left in their deck - the while considering how the opponent will react to the plays. This deck is not easy, so practice makes perfect with Tearlaments.Want to see the deck in action? Scroll to the very bottom for the Youtube video!
CONCLUDING REMARKS
GLHF Duelists!
YouTube Video
Other Decks on ygoprodeck.com
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