Tearlaments Deck #757228 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Tearlaments Havnis x3, Tearlaments Reinoheart x3, Ash Blossom & Joyous Spring x3. Created Sep 28, 2026 by YGO Mod.

Deck Tearlaments Master Duel

Created by: YGO Mod (20517634)

Created On: 09/28/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Medium
60± 6/ 100
Power Score
Structural 66
Reliability 60
Going First 64
Going Second 68

Deck — Deck Power Evaluation

Final Contextual Deck Power: 60/100 (±6 · Confidence: Medium)

Overall score Value
Structural Deck Power 66
Going First 64
Going Second 68
Meta Power provisional
Tournament Reliability 60
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Stun
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Mill-fuelled Tearlaments Extra Deck pressure: Rulkallos, Kaleido-Heart, Kitkallos and Undying Legion close after the Tearlaments loop rebuilds the board from the GY; Fiendsmith Link and Fusion pressure (Lacrima, Requiem, Agnumday) and Pilgrim Reaper / Exciton Knight as disruptive or board-clearing finishers
  • Turn 1 (going first): Open a Tearlaments starter (Scheiren, Reinoheart, Havnis, Scream) with Brilliant Fusion or Gem-Knight Nepyrim support, mill to trigger GY effects, then Special Summon a Tearlaments boss and protect it with Ash Blossom, Impermanence or Sulliek
  • Turn 2 (going second): Hold Ash Blossom, Droll & Lock Bird, Maxx C and Havnis to answer the opponent's first Main Phase, then recover a Tearlaments monster from the GY and rebuild a boss
  • Recovery: Reinoheart and Scream recur from the GY, Fiendsmith's Tract and Engraver refill the hand, and Heartbeat and Cryme recover Tearlaments Traps
  • After siding: No side deck is registered in this export, so no post-side plan can be assessed

Why it scores here

The deck reliably opens its Tearlaments engine: the 20 archetype-core copies give about 98% odds of at least one in a 5-card opening hand, and the 13 searcher-text cards give about 88% (Inferred, hypergeometric). Interaction is the deck's strongest system, with 9 hand-trap-tagged cards and 8 negation-text cards (Ash Blossom, Infinite Impermanence, Droll and Lock Bird, Maxx C, Havnis, Cryme, Sulliek) that keep the engine alive through common disruption. Conversion is credible on paper because the Extra Deck holds several 2400 to 3000 ATK bosses (Rulkallos, Kaleido-Heart, Kitkallos, Undying Legion, Fenrir), but no recorded boards exist, so ceiling and median are text-based and not measured. Popularity was not credited: the archetype is a real, accessible list, but only 25.5 percent of the Main Deck is exact-name Tearlaments, with 41 off-archetype copies from Fiendsmith, Gem-Knight, Kashtira and Exchange of the Spirit, which costs consistency and the engine coherence score. The score was built from the system's consistency, interaction density and closing power and was not an average of card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 P(at least one of 20 core copies in a 5-card opening hand) ≈ 0.98, searcher-text group ≈ 0.88; off-archetype splash dilutes the starter hit rate (Inferred)
D2 Opening-Hand Quality & Brick Management 62 Copy histogram is 15 singles plus 10 two-copy and 15 three-copy cards; 41 off-archetype copies create conflicting or dead draws, but no full-brick rate is computed (Inferred)
D3 Combo Conversion & Ceiling 66 No parseable boards, so the ceiling is a text read of Rulkallos, Kaleido-Heart, Kitkallos and Fiendsmith Lacrima Fusion and Link routes (Inferred)
D4 Combo Floor & Median Output 58 No recorded combos, so the median is unmeasured; starter diversity from multiple engines is a mild positive (Inferred)
D5 Interruption Resilience & Route Redundancy 74 Seven hand-trap or negation cards plus GY recursion (Reinoheart, Scream, Lacrima) give independent continuation lines after disruption (Inferred)
D6 Resource Economy, Recovery & Grind 70 Mill and GY-recursion text (Reinoheart, Scream, Pilgrim Reaper, Fiendsmith Engraver) regenerates resources; no ResourceScore data (Inferred)
D7 End-Board & Interaction Quality 76 Interaction density is high: Ash Blossom, Impermanence, Droll, Maxx C, Cryme, Sulliek, Rulkallos negation and Kashtira removal text (Verified card text, Inferred quality)
D8 Going-Second & Board-Breaking Power 70 Going-second hand-trap probability ≈ 0.81 across 9 hand-trap cards; Havnis and Droll give board-breaking-adjacent disruption (Inferred)
D9 Offensive Pressure & Closing Power 74 Boss ATK: Rulkallos 3000, Kaleido-Heart 3000, Undying Legion 2700, Fenrir 2400, Lacrima 2400; closing text is strong (Verified stat, Inferred closing)
D10 Main Deck Efficiency & Flexibility 58 40-card Main Deck within the 40-60 range; 25 distinct cards with 15 singles, but splash slots dilute compactness (Verified composition, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 60 Extra Deck of 6 Link, 5 Fusion and 4 Xyz covers many routes but mixes Fiend, Aqua and LIGHT requirements (Verified composition, Inferred coverage)
D12 Side Deck Adaptability 40 No side deck is registered in this export (Master Duel side optional), so no adaptability can be credited (Provisional)
D13 Matchup Coverage & Format Fit 50 No tournament link or dated meta sample; archetype share unavailable, so neutral value is used (Provisional)
D14 Pilotability & Error Tolerance 52 Multi-step Fusion, Link and Xyz routes with several decision points and hand-trap timing are demanding to pilot (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 66, Going First ≈ 64, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 60. Modifiers: Off-archetype splash burden (-3); Engine conflicts (-3); Dependence on Limited Extra Deck cards (-1); Core archetype access (2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional): 0.80*66 + 0.20*60 = 64.8, then modifiers -5 = 59.8, rounded to 60

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.98 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Core archetype access is near-certain in the opening hand
  • Nine hand-trap cards with negation text protect the engine against common interaction
  • Extra Deck contains several high-ATK bosses (3000 ATK Rulkallos and Kaleido-Heart)
  • GY recursion (Reinoheart, Scream, Lacrima) regenerates resources after disruption

Weaknesses

  • Only 25.5 percent of the Main Deck is exact-name Tearlaments, so engine coherence is diluted
  • Three archetype-adjacent engines compete for the same slots
  • No recorded boards, so combo floor and median are unmeasured
  • No side deck is registered, so post-side adaptability cannot be credited

Critical choke points

  • Single-copy Limited bosses (Kitkallos, Rulkallos, Kashtira) are required for the top line
  • A single hand trap blocked or used early can leave a boss unprotected
  • Fiend and LIGHT material requirements for the Fiendsmith Link and Fusion routes
Priority Remove Add Reason
1 One Fiendsmith splash piece (Fiendsmith's Tract or Fabled Lurrie) A second Tearlaments searcher or Tearlaments Trap Raises exact-name purity and starter consistency without changing the hand-trap core
2 Lacrima the Crimson Tears A Tearlaments-named monster from the Deck Reduces off-archetype dead draws and feeds the Tearlaments GY loop
3 None Establish a 15-card side deck with a matchup-specific hand trap package Side adaptability is currently unscored; a side plan would raise D12 once the format allows it

Evidence & confidence

  • Verified: Legal in Master Duel: 40 Main, 15 Extra, 0 Side within 40-60 / 0-15 / 0-15 size rules; Limited cards run at legal copy counts (1 each); Semi-Limited Droll and Scheiren at 2 each; Archetype-core group of 20 copies, searcher-text group of 13 and hand-trap group of 9 in the evidence; Card text and stats for all 40 Main and 15 Extra cards, including boss ATK values
  • Observed: Usage statistics show the core Tearlaments cards at 100 percent inclusion in the archetype sample
  • Inferred: Opening-hand starter access of about 0.98 and searcher access of about 0.88 from hypergeometric estimates; Midrange primary strategy, with Combo and Stun as secondaries, from hand-trap density and boss ATK; Brick-risk and resilience reads from card text and off-archetype count; Closing power from boss ATK and GY recursion text
  • Provisional: Meta Power is null: no dated metagame sample is supplied; Matchup and format fit (D13) is neutral because there is no tournament link
  • Data gaps: no combos supplied: combo floor, median and ceiling are text-only inference no tournament link: archetype meta-share and per-pilot match record absent no win-rate telemetry exists in YGOVN: going-first, going-second, matchup and brick rates are Inferred or Unknown no side deck registered: post-side plan cannot be evaluated Meta Power is Provisional unless a dated metagame sample is supplied

More Master Duel Info

Tearlaments

Tearlaments Breakdown

 
 

 

 

 

 

 

 
 

 

 
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