Mannadium Tearlaments (with guide)
Deck Primer
Two Visas archetypes in one deck? That's probably something you've seen before, and this is no exception. However, this is my own unique Mannadium Tearlaments decklist (with a Little bit of Scareclaw) - I made this with no guides or help from anyone.
Have you ever wanted to Synchro Summon - WITHOUT needing a non-tuner? No? Well, too bad, because that's a thing now.
KEY CARD GUIDE INCOMING - THIS ONE'S THE BIGGEST YET - TAKE COVER
==The Mannadium Engine==
Mannadium Riumheart
The 'searcher' for Mannadium - adds any Mannadium card from your deck to your hand except another copy of itself. Great starter, and can even help your Reinoheart dodge an Imperm here or there by destroying it. By destroying one of the level 2 Mannadium monsters you can get it and another copy of that monster (but you will most likely have to normal summon the level 2 in order to do this)
Mannadium Fearless, Mannadium Meek, and Mannadium Torrid
All of these share the same summoning condition - you need either Visas Starfrost or a monster with exactly 1500 ATK and 2100 DEF - all of the Visas counterparts have these stats at base. If these are destroyed by battle or card effect you get to sue the following effects depending on what was destroyed:
- Fearless: Summon another copy of Fearless from your deck and during the Battle Phase of that turn all Synchro Monsters you control gain 500 ATK
- Meek: Summon another copy of Meek from your deck and you can increase its level by 2 for more Synchro plays (you can choose not to do this)
- Torrid: Summon ANY Mannadium Tuner from your deck - including itself.
Take note of the fact that Fearless and Meek are NOT once per turn - make sure to abuse this. Torrid IS hard once per turn - so you can only use it once per turn - not once per turn per copy.
Mannadium Abscission
Destroys a monster you control to add the Mannadium Field Spell from your deck to your hand - but if you already control the field spell, you can add ANY Mannadium Spell/Trap instead (excpet another copy of Abscission). You can also use it to Special Summon Visas Starfrost or one of his counterparts (1500 ATK and 2100 DEF exactly) from your hand - useful if you've used up your Normal Summon.
Mannadium Imaginings
The draw 2 for the deck - you reveal a Mannadium monster or Visas Starfrost in your hand - draw 2, then place 1 card from your hand on the bottom of the deck (it does not have to be the revealed card). This card can help you access the Tearlaments side of the deck if you haven't already got one of the monsters or the Field Spell - or it can help you get more important engine pieces for both Mannadium and Tearlaments. You can also banish it from your GY to treat Visas or any of his counterparts that you control at a Tuner until the end of the turn (I'll get to why this is important in the extra deck section)
Peaceful Planet Calarium
Adds a Mannadium monster OR Visas Starfrost from your deck to your hand - all the Visas Field Spells can add Visas or a monster of their archetype. You can also use it to bring a Tuner back when one is destroyed by battle or card effect - it doesn't have to be from the GY - you can summon it from being banished. This is very helpful in chain-blocking (but this effect can be vulnerable to Ghost Ogre and Ghost Belle - keep that in mind). This also gives a 100 ATK boost for all LIGHT monster you controlfor each Tuner you control and in your GY - this can mess up some of your combos, so be careful.
==The Tearlaments Engine==
Tearlaments Reinoheart
Sends any Tearlaments monster from your deck to the GY on summon - this is a very important effect in the Tearlaments engine, as it allows you to use the Tearlaments monsters effects in the GY to Fusion summon when they are sent by card effects. If you have Riumheart in hand as well, you can dodge an Imperm by using Riumheart to destroy Reino - Imperm's target - so the Imperm will do nothing and you'll still get your Mill effect. Being able to bring itself back from the GY when its sent there is also a really nice way to continue your combos or start one - you just have to send a Tearlaments card from your hand to the GY if you do.
Tearlaments Schieren, Havnis, and Merrli
mmm Schieren's Thighs are --
Oh, sorry, I was just admiring Schiren's beautiful thighs, don't mind me.
Anyways, back on topic - Schieren, Havnis, and Merrli all have the same effect to Fusion Summon when they are sent to to the GY by a card effect - placing materials from your hand, field, or GY (including themselves) on the bottom of the deck.
They also have unique effects:
- Schieren: You can Special Summon her from your hand then send a moster from your hand to the GY, then send the top 3 cards of your deck to the GY - ALL of this is an effect - so sending from hand will activate Tearlaments effects, as will sending the top 3 cards of your deck to the GY.
- Havnis: Lets you Special Summon her from your hand when your opponent activates a monster effect on the field - this is a WHEN effect, not an IF, so keep that in mind - then you send the top 3 cards of your deck to the GY (again, sending via effect, not cost)
- Merrli: Lets you send the top 3 cards of your deck to the GY if she's Normal or Special Summoned. That's literally it - other than the GY effect.
Tearlaments Kashtira
Last resort - send this with Reino if there's nothing you can fusion summon with only two materials (e.g you have Reino on field and ONE Tearlaments monster in your hand). You cannot use this to Fusion Summon Tearlaments Kaleido-Heart, as it is not an Aqua monster - it's a Psychic. You can use this with King of the Swamp though, to Summon Rulkallos. Also, you can Special SUmmon her from your hand by banishing a Kashtira or Tearlaments card from your hand or GY. On summon, she can send the top 3 cards of EITHER player's deck to the GY - a very versatile effect. If she's sent to the GY, you can send the top 2 cards of your deck to the GY (sends via effect not cost)
Tearlaments Grief
Only here so you are able to get Visas or any Tearlaments monster on the field - only to immediately send it to the GY - this triggers Tearlaments effects. Not a very good starter, but it can help in some situations. You can also use the effect to add one of your banished Tearlaments traps to your hand if it's sent to the GY by a card effect - a trap you may have banished with Tearlaments Kashtira.
Tearlaments Scream
Merrli, but as a Continuous Spell and without the GY effect to Fusion Summon. If a monster is summoned - even by your opponent - and you control a Tearlaments monster or Visas, you can send the top 3 cards of your deck to the GY. All your opponent's monsters losong 500 ATK for the turn is a really helpful bonus too. If this card is sent to the Gy by a card effect, it allows you to add any Tearlaments Trap from your deck to your hand.
Primeval Planet Perlerino
The Field Spell for Tearlaments. When it's activated you can add any Tearlaments monster or Visas from your deck to your hand. Also boosts all your Tearlament monsters and Fusion monsters by 500 ATK. The effect to target a card on the field and destroy it is very helpful and easy to activate - you can activate it if you shuffle a Tearlaments monster into your Deck or Extra Deck from your field or GY - this will likely be done though the GY effects to Fusion Summon. The ATK boost effect can also mess up some of your Mannadium combos, so be aware of that.
Tearlaments Sulliek
A perma-negate for monsters. It targets as cost, then you negate the effects of that monster and then send any monster you control to the GY as an effect. Very helpful for stopping your opponent's plays, but its GY effect is just as good - it adds any Tearlaments monster from your deck to your hand if it's sent there by a card effect - something which will happen almost all the time.
Tearlaments Metanoise
Book of Moon, but Tearlaments style - if you control a Tearlaments monster or Visas, you can target a face-up monster your opponent controls and flip it to facedown defense - then you send a Tearlaments monster from your Deck to the GY. Also, when it is sent to the GY a card effect, Metanoise lets you add any Tearlaments monster in your GY to your hand.
==The Scareclaw Engine== (It's very small)
Scareclaw Reichheart
The Visas counterpart for Scareclaw - on Normal or Special Summon it lets you add a Scareclaw Spell/Trap from your deck to your hand - and if there are 3 or more monsters in defense position on the field - you can draw 1 card too. This is used for adding Scareclaw Arrival and nothing else - as that's the only target for this effect.
Scareclaw Arrival
Monster Reborn - but for Scareclaw or Visas - it lets you Special Summon any Scareclaw monster or Visas from your GY in defense position. This also gives your Scareclaw Link monsters some protection - if one or more would be destroyed by battle or card effect you can banish it from your GY instead.
Primitve Planet Reichphobia
The Field Spell for Scareclaw. It lets you add any Scareclaw monster or Visas froim your deck to your hand. This also lets you target and destroy 1 card your opponent controls - if there are 3 or more defense position monsters on the field. Nice. You will most likely be adding this card off of Scareclaw Light-Heart's effect.
==Staples and Important Cards==
Staples
Foolish Burial
For sending your Tearlaments monsters from your Deck to the GY by a card effect - it can also give you a target in your GY (Visas) for Scareclaw Arrival.
Terraforming
For adding any of the three Field Spells from your Deck to your hand. Very important card in the deck, but also a staple.
Important Cards
Visas Starfrost
This card is crucial in the Mannadium combo, as it allows you to destroy your Mannadiums to Summon itself and use the destroyed Mannadium monster's effect. This card also destroys for EFFECT, not cost, so it can even let you use your Tearlaments GY effects. Also used in Synchro Summoning the Manndium monsters and Visas Amritara - you don't need a non-tuner for these.
King of the Swamp
For adding Polymerization from your deck to your hand, and can be used as a substitute for Tearlaments Kitkallos - in order to Fusion Summon Tearlaments Rulkallos (I just want Kitkallos back, why must you do this to me Konami?)
Polymerization
Primarily used here to Fusion Summon Guardian Chimera to get its Summon effect, but you can use it to Fusion Summon any of the other Tearlaments Fusions too. It does send to the GY by effect, so it triggers the Tearlaments GY effects as well.
==The Extra Deck==
Mannadium Prime-Heart
The Big Boss monster of Mannadium - it's a thick beatstick (heh, that's what she said) that can attack multiple times each in each Battle Phase - up to the number of Tuners used for its Summon. A key thing to note here is that the materials list 1 or more Tuners (1+ Tuners) and 1 Light monster. Where's the non-tuner, you ask? You don't even need one! You can Synchro Summon this with or without a non-tuner - you'll just lose an extra attack. Being unable to be targeted by your opponent's card effects is nice, and this effect is applied when you Synchro Summon it using a Mannadium Tuner as material - which you will be doing 99.99% of the time. On top of all the other effects, it it leave the field by an opponent's card, was Synchro Summoned, and was face-up, it lets you get Visas or one of his counterparts back from being banished or in your GY - Special Summoning it.
Visas Amritara
Another Synchro monster that doesn't need a non-tuner monster - this is crazy. On its Synchro Summon, it lets you add ANY Spell/Trap that lists Visas Starfrost in its text from your deck to your hand - even the Field Spells. This card is absolutely incredible, made even better by the ability to destroy a monster you control (without targeting) - and then for the rest of the turn, all Synchro monsters you control gain 800 ATK. This effect can trigger the Mannadium monster's effects.
Tearlaments Kaleido-Heart
One of the two boss monsters of Tearlaments. It required Reinoheart and two Aqua monters to Fusion Summon, and you can't use it as Fusion Material (not very important, but it can stop your combos sometimes, if you don't have enough resources). On its Special Summon or if an Aqua monster is sent to your Gy by a card effect, you can target any card on the field and shuffle it into the deck - this can be used alongside Perlerino's effect to remove TWO cards from the field. Better yet, if it's sent to the GY by a card effect, you can Special Summon it then send ANY Tearlaments card from your deck to the GY (this effect is insanely good, but it is once per turn).
Tearlaments Rulkallos
The other boss monster of Tearlaments. Since Kitkallos was banned, this card has been harder to summon, but you can still Fusion Summon it by using any Tearlaments monster and King of the Swamp as a substitute for Kitkallos. Rulkallo prevents your other Aqua monsters from being destroyed by battle - and has a negate for when your opponent activates a card or effect that includes an effect that Special Summons. You can use it to negate and destroy, and if you do, then you send a Tearlaments card from your hand or face-up field to the GY (including itself) - this is all an effect, so if it is negated you do not send a Tearlaments card. Better yet, if Rulkallos is sent to the GY by a card effect, you can Special Summon her, but you can only use this effect if she was Fusion Summoned (e.g. if you use her effect to negate and send her, then summon her back after she was Fusion Summoned, you will not be able to summon her again if you send her by her own effect - as she was Special Summoned, not Fusion Summoned)
Scareclaw Tri-Heart
Bagooska, but a Link monster - it also doesn't negate the effects of monsters in defense position (it changes all face-up monsters on the field to defense and it's immune to the activated effects on monsters in defense position). You need 3 effect monsters to summon it. The effect to Summon from the GY is not important here, as you don't have any targets in this deck.
Scareclaw Light-Heart
For adding the Scareclaw Field Spell from your deck to your hand - and you can also use it as a material for Tri-Heart or one of the generic Fusions in the deck. Being able to Summon itself from the GY if you control Visas is a really helpful effect too.
Guardian Chimera
In this deck, you can only make this with Polymerization - but it's worth it. When it's Fusion Summoned by a Spell card or effect (e.g. Polymerization), you can destroy cards your opponent controls up to the number of monsters used as material from the field, and draw cards equal the number of materials used from the hand (you need 3 monsters with different names to Fusion Summon this - and you need to use only monsters from your hand or field - with at least 1 from each location. Being unable to be targeted by your opponent's card effects while Polymerization is in your GY is also a nice bonus.
Viscious Astraloud
You summon this card from your Extra Deck by banishing Visas Starfrost and one of his counterparts (1500 ATK and 2100 DEF) from your field or GY. On summon, this can target one other monster on the field to destroy it, then Astraloud gains ATK equal to half of the highest stat of that card (ATK or DEF). Being unable to be destroyed by battle is also a helpful bonus.
Predaplant Dragostapellia
You need a Fusion monster and a Dark monster to Fusion Summon this, but those materials are well worth it. You can place a Predator Counter on a monster your opponent controls as a quick effect. Any monsters with Predator Counters become level 1 if they are level 2 or higher as long as they have the Predator Counter. Even better - this negates the activated effects of your opponent's monsters that have a Predator Counter. This card is crazy good if you want to REALLY fuck with a Spright player.
Baronne De Fleur
Level 10 Synchro that needs generic materials (1 Tuner and 1+ Non-Tuner monsters) and has a negate? Sign me up please! This card is very easy to make in this deck, just make sure you actually have a non-tuner to make it with. Being able to destroy a card on the field on top of having a negate makes this even better - the destroy can trigger your Mannadium monsters and Tearlaments effects. I think you know where this is going.
Scarlight Red Dragon Archfiend
I call this SRDA for short. Generic level 8 Synchro? Yep. Easy to make? Yep. Can destroy monsters with an effect? Yep. Does damage to your opponent? Yep. This thing is insane in this deck - it can destroy your Mannadium Tuners - all at once, and do damage to your opponent in the process. This card can destroy all Special Summoned effect monsters on the field with ATK equal to or less than it. This includes your opponent's monsters and even your Tearlaments monsters (but only if they were Special Summoned - this applies for the Mannadium monsters too).
Adamancipator Risen - Dragite
Another generic level 8 Synchro Monster with a negate for Spells/Traps - ONLY if you have a water monster in your GY, which you will likely have 99.99% of the time. The effect to excavate cards from the top of your deck is useless here as you don't have any Rock monsters in your deck, so you can't return cards your opponent controls to their hand with that.
Stardust Charge Warrior
Generic Level 6 Synchro (1 Tuner + 1 or more Non-Tuner monsters) that draws a card. Pretty self explanatory, but can also be used to Synchro Summon your higher level Synchro monsters (e.g. Baronne)
I'm not going to go over the cards in the side deck - they are also kinda self explanatory, but this guide is already over 3000 words.
If you've made it this far, congrats! This is the end of the guide. I really appreciate you reading this, and it shows that my time, effort, and hard work are being appreciated by others ^_^
There you have it! My own Mannadium Tearlaments deck, that I want to build IRL despite how expensive it is. I hope you enjoyed this guide, and have a splendid rest of your day/night.
If there's any improvements to the the deck or the guide that I can make, please let me know in the comments.
CrankyBoy <3
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