Tearlaments P.U.N.K deck built around having most of the insane P.U.N.K. plays, a few ways to Sycthe lock, and a bunch of hand traps. The goal is to make Chaos Ruler really good.
So, for P.U.N,K, cards I'm running a pretty dense engine. 3 Ze Amin with 3 Teleport, 2 Deer Note, and one each of Foxy Tune and Ogre Dance. I think having the third Ze Amin makes the card a lot less bricky on the whole, and 2 Deer Note opens up double rank 8 plays that I wanted the deck to include.
For Tear cards I'm on 4 of the Field Spell, and 3 of each of them except for Reinoheart, + 1 Sulliek. Reinoheart is competing with Ze Amin as a Normal Summon, and it isn't always that great to send, plus we have a bunch of searchers, so I think 2 Reino is perfect. Notably you also can't pick it up with Chaos Ruler.
After that we're on a lot of hand traps. 3 Gamma with a Driver works wonders with E-Tele. We have Lamda in the mix as well, making this interruption much better. It also protects E-Tele from Ash and the like. It is also good for being a target for Spright Elf, this will turn on Barrone plays, or even Barrone looping Scythe. 1 Ghost Ogre to make E-Tele slightly better. 3 D.D. Crow, run because it is quite good right now in the meta and because you can pick it up with Chaos Ruler. 2 Effect Veiler, I wish there was room for 3 but Scythe is too good not to main. The 1 Scythe isn't really a hand trap, but it is good to search and to mill and helps shut people's turns off. And 3 Cosmic Cyclone - I'm not out to lose to mine, and the card has numerous technical applications in generic matchups that make it the most splashable MST available, even in a world with Harpie's Feather Duster.
The Extra Deck is very tight, lots of competition for each slot. I'm not sure this is actually the best layout, but it fits all of the most important cards, and has 2 of the real core cards, Chaos Ruler and Kitkalos.
Side deck is going first cards and going second cards, pretty basic, not much to see here.