ARCHETYPES AND DECKBUILDING
Forming the core of this strategy, the Tearlament portion of this deck consists of 20 cards. 3 Perlereino and 1 Terraforming allow you to search for the 9 maindeck Tearlament monsters, Scheiren, Havnis, Merrli, 3 Reinoheart and 3 Tearlaments Kashtira. 3 Scream, 2 Sulliek, 1 Heartbeat and 1 Grief search/recur for additional cards when milled.
A Synchron package is used, composed of 2 Revolution Synchrons and 3 Tuning so enable the summon of Visas Amritra and mill some cards.
A mini Kashtira package of 1 Wraithsoth (often the search target for AFD) and 3 Kashtira Tearlaments.
1 of each Ishizu fairy are used since they are mill enablers and GY shufflers. They are all perfect discards/fusion material. Kelbek also functions as a decent handtrap.
3 King of the Swamp and 1 Polymerization as a search target is included, since they function as specific names when used for fusion material in the GY when fusing with Tearlaments. This gives you access to strong fusion monsters like Rulkallos and Grapha. Polymerization is also deceptively strong because nobody really negates it, and since it presents 1 pop, 2 draw with a 3300/3300 untargetable body with Guardian Chimera.
6 boardbreakers are present in the form of Gameciel (an aqua type, which is useful fusion material for Kaleido-Heart) and Super Polymerization.
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.
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
Tearlaments' gameplan is to mill as much as possible to trigger Tearlament effects. Tearlament monsters are ideal to mill as much as possible to turbo out powerful fusion monsters like Grapha and Rulkallos to protect your combo lines. 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. 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 regarded 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 maindeck.
First, you do as much milling as possible to get searches triggered and your GY set-up. Your boards vary, but generally have a mix of Rulkallo's summon negate, Grapha's omni-negate, Kaleido-Heart's shuffle, Sulliek's negate, Perlereino's pop and Ishizu card's graveyard shuffling.
Going second, this deck's gas ploughs through interruption and negates (especially if you chainblocked to guarantee effects to go through). Boards are also cracked open with Super Polymerization, Gameciel, and Guardian Chimera.
Here is the deck's new fancy combo featuring Ancient Fairy Dragon, Revolution Synchron and Visas Amritara:
Level 4 monster + Revolution Synchron = Field spell search, +1000 LP gain, Tearlament spell/trap search.
- Do your opening plays to search and mill to set up your GY.
- Normal summon your level 4 monster. If it has an effect, activate the effect.
- Synchro summon Ancient Fairy Dragon (AFD) using a Level 4 monster + Revolution Synchron.
- If there is a field spell on the board, activate AFD's effect to gain 1000 LP and search a fieldspell from deck.
- Special summon Revolution Synchron from the GY with it' effect and mill 1 card.
- Synchro summon Visas Amritara using AFD + Revolution Synchron (now a level 1).
- Activate Visas Amritara's on-summon effect to search for a needed Tearlaments Spell/Trap.
- Keep milling and fusing in the GY until you resolved all effects and your field is full of fusion monsters!
CONCLUDING REMARKS
When Visas Amritara was released, I thought the card was the coolest design ever. The guy's big buster blade reminds me of Cloud from Final Fantasy 7 or Guts from Berserk! Revolution Synchron's design charmed me as well - he is a cute lil' chibi grasshopper looking mfer based on Powertool Dragon. Imagine my delight when I discovered they can work together in a favourite deck of mine! Using a level 4 to synchro summon, field spell searching, destroying your own monsters on field to trigger effects - the synergy of Revolution Synchron, Visas Amritara and AFD is incredible! It's like Konami purposely released all of them at the same time so we can use it like this!
Tearlaments is the posterchild of archetypes "suffering from success" as they've had all their good cards and starters banned (RIP Chaos Ruler) or limited to 1 (Rest in PISS Ishizu cards). COPIUM, dedication and creativity are the only things keeping Tearlaments players alive in this day and age - and now that is demonstrated with the new support post-DUNE! Perhaps now Tearlaments can start topping again with this excellent support.