Tearlaments Deck #736263 — Yu-Gi-Oh! Master Duel

Created by: Lollll (15327046)

Top 3 giải Việt Nam Master Duel Weekly Tournament VWT Tuần #82

Created On: 07/26/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: Medium
53± 5/ 100
Power Score
Structural 64
Reliability 60
Going First 68
Going Second 58

Top 3 giải Việt Nam Master Duel Weekly Tournament VWT Tuần #82 — Deck Power Evaluation

Final Contextual Deck Power: 53/100 (±5 · Confidence: Medium)

Overall score Value
Structural Deck Power 64
Going First 68
Going Second 58
Meta Power provisional
Tournament Reliability 60
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Control
  • Format: master-duel

Legality

Main 40 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Fusion and Link boss monsters powered by GY recursion and mill effects; Control and disruption via backrow negation and hand traps
  • Turn 1 (going first): Mill 3 cards via Scheiren, Havnis, or Scream to trigger GY effects, recover resources, and Fusion/Link summon bosses
  • Turn 2 (going second): Deploy hand traps (Ash Blossom, Maxx "C") and mill disruption to stall, then exploit bricked turns with S:P Little Knight or D/D/D Caesar negation
  • Recovery: Shuffle GY materials into deck via Fiendsmith's Sequence or add back from banish/GY via Lacrima, Scheiren, and Reinoheart
  • After siding: None available; zero cards allocated to side deck

Why it scores here

This deck operates as a hybrid Tearlaments engine supported by Fiendsmith, Gem-Knight, Kashtira, and Exchange of the Spirit sub-archetypes. Its strength lies in exceptional consistency and robust resource recovery, driven by a high density of searchers and GY-triggered recursion that reliably fuels Fusion and Link summons. While the end-board interaction and offensive pressure are solid thanks to versatile Extra Deck coverage, the list suffers from significant engine bloat and a complete absence of a side deck, severely limiting post-match adaptability and increasing pilot error tolerance requirements. Furthermore, missing core staples like Tearlaments Kitkallos and Rulkallos caps its combo ceiling and going-second board-breaking capability. Popularity and tournament placement did not inflate the score; the rating reflects a structurally sound but unrefined hybrid system hampered by construction choices.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 75 P(≥1 archetype core starter in opening 5) ≈ 0.99; 23 core copies + 17 searchers drive high accessibility (Inferred)
D2 Opening-Hand Quality & Brick Management 70 Low brick risk from dense starter/searcher spread, but zero side cards restrict mulligan flexibility in Bo3 (Inferred)
D3 Combo Conversion & Ceiling 65 Inferred ceiling relies on GY recursion to reach 3000 ATK bosses, but missing Kitkallos/Rulkallos limits peak output (Inferred)
D4 Combo Floor & Median Output 60 Median output stabilizes around milling 3 cards to trigger consistent GY effects and recover resources (Inferred)
D5 Interruption Resilience & Route Redundancy 70 Independent sub-engines (Fiendsmith, Gem-Knight, Kashtira, Exchange of the Spirit) provide strong route redundancy after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 75 Strong resource economy via Fiendsmith's Sequence/Lacrima, Scheiren, and Reinoheart enable reliable grind and recovery (Verified/Inferred)
D7 End-Board & Interaction Quality 70 Solid interaction layer featuring S:P Little Knight, I:P Masquerena, Moon of Closed Heaven, Borreload, and D/D/D Caesar (Verified)
D8 Going-Second & Board-Breaking Power 55 Lacks dedicated hard board-breakers; relies primarily on hand traps and mill disruption to challenge established boards (Inferred)
D9 Offensive Pressure & Closing Power 70 Access to multiple 3000 ATK Fusion/Synchro bosses ensures strong closing power when the engine successfully activates (Verified)
D10 Main Deck Efficiency & Flexibility 65 Main deck is highly splashed across five sub-archetypes, creating functional but potentially bloated slot allocation (Inferred)
D11 Extra Deck Efficiency & Coverage 70 Extra deck efficiently utilizes all 15 slots with balanced Fusion, Link, Synchro, and XYZ coverage for varied scenarios (Verified)
D12 Side Deck Adaptability 20 Zero cards allocated to the side deck renders the list completely inflexible for post-match adjustments in Best-of-3 (Verified)
D13 Matchup Coverage & Format Fit 50 Provisional; meta-neutral structural weights applied due to absence of a dated metagame sample (Provisional)
D14 Pilotability & Error Tolerance 50 High pilot complexity stems from managing hybrid GY triggers and multiple sub-archetype chains simultaneously (Inferred)

How the score was computed

Strategy profile: Balanced. Structural ≈ 64, Going First ≈ 68, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: No side deck (-5); Hybrid engine complexity (-3); Missing core staples (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.99 · key two-card combo ≈ — · full-brick estimate ≈ 0.01 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Exceptional consistency with 23 archetype core copies and 17 searchers
  • Robust resource recovery and grind via Fiendsmith and Tearlaments recursion
  • Versatile Extra Deck coverage with Fusions, Links, Synchro, and XYZ
  • Strong end-board interaction and offensive pressure with multiple 3000 ATK bosses
  • High route redundancy through independent sub-engine lines

Weaknesses

  • Complete absence of a side deck limits Best-of-3 adaptability
  • Heavy hybrid splashing creates slot bloat and potential Normal Summon conflicts
  • Lacks dedicated hard board-breakers for challenging established boards
  • Missing core staples like Tearlaments Kitkallos and Rulkallos reduces ceiling
  • High pilot complexity increases error tolerance requirements

Critical choke points

  • Dependence on milling 3 cards to trigger GY effects; early hand trap negation stalls momentum
  • Missing Fusion materials (Kitkallos/Rulkallos) forces reliance on less optimal Extra Deck plays
  • Zero side deck leaves the list vulnerable to unfavorable matchups without adjustment
Priority Remove Add Reason
1 Replace generic tech cards with core Tearlaments pieces Tearlaments Kitkallos and Rulkallos Restores standard engine synergy and boosts combo ceiling
2 Reduce splash archetype copies Triple Tactics Talent and Cryme Improves consistency and adds crucial going-second disruption
3 Convert 5 Main Deck slots to Side Deck Hand traps, board breakers, and matchup-specific tech Enables post-match adaptation in Best-of-3 formats

Evidence & confidence

  • Verified: Legality status and copy counts match format rules; Card text confirms GY recursion, mill triggers, and negation capabilities; Extra deck breakdown shows balanced Fusion, Link, Synchro, and XYZ distribution; Zero side deck confirmed in composition data
  • Inferred: P(≥1 starter in opening 5) ≈ 0.99 based on hypergeometric draw odds; Low brick risk due to high searcher density and multiple independent lines; Combo ceiling capped by missing Kitkallos/Rulkallos despite strong recursion; Going-second power limited by lack of dedicated board breakers; High pilot complexity from managing hybrid GY triggers and sub-archetype chains
  • Provisional: Matchup format fit rated provisionally due to absence of dated metagame sample
  • Data gaps: no combos supplied — combo floor/median/ceiling is text-only inference no tournament link — archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN (going-first/second, matchup, game-level, brick/starter/OTK rates) — those signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied

More Master Duel Info

Tearlaments

Tearlaments Breakdown

 
 

 

 

 

 

 

 
 

 

 
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