Tearlaments Deck #770381 — Yu-Gi-Oh! Master Duel

40 Main, 15 Extra, incl. Gem-Knight Nepyrim x3, Kashtira Fenrir x3, Mulcharmy Fuwalos x3. Created Oct 21, 2026 by YGO Mod.

Deck Tearlaments Master Duel

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
ComboConfidence: MediumEvaluated Oct 21, 2026
57± 8/ 100
Power Score
Structural 63
Reliability 58
Going First 66
Going Second 58

Deck — Deck Power Evaluation

Final Contextual Deck Power: 57/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 63
Going First 66
Going Second 58
Meta Power provisional
Tournament Reliability 58
  • Primary strategy: Combo
  • Secondary strategies: Midrange, Toolbox
  • Format: master-duel

Legality

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

Identity & game plan

  • Win condition: Tearlaments Rulkallos and Tearlaments Kaleido-Heart (3000 ATK Fusions) built from Reinoheart, Havnis, Scheiren, Kitkallos and Kashtira Fenrir; Kashtira Fenrir 2400 ATK and Undying Legion 2700 ATK Xyz pressure once Fusion bosses are gone
  • Turn 1 (going first): Opening Scream, Havnis, Reinoheart or Scheiren to mill the top 3 cards and recur Tearlaments monsters, then Fusion Summon a Tearlaments boss through Super Polymerization or Instant Fusion
  • Turn 2 (going second): Maxx C or Forbidden Droplet to answer the first summon or board, then rebuild the Tearlaments mill engine from the Graveyard and Fusion through the opponent's board
  • Recovery: Graveyard-triggered revival of Reinoheart and Scheiren from the GY, plus Tearlaments Sulliek and Cryme to negate and reset, keeps the mill loop going after one interruption
  • After siding: Not evaluable: the list runs 0 side cards, so there is no recorded post-side plan

Why it scores here

The deck reliably opens a Tearlaments starter: the hypergeometric estimate puts at least one searcher-text card in a 5-card opening hand at about 0.94, and the 17 core-archetype copies give about 0.95 (Inferred). Its ceiling comes from a mill-and-recur loop that feeds Rulkallos and Kaleido-Heart at 3000 ATK, and the Graveyard recursion gives it real resilience after one disruption. Interaction is layered across Cryme, Sulliek, Droplet, Keldo and Maxx C, but only one hand trap is present, so going second is weaker. No combo boards were recorded, so the floor and median are text-based and not measured, and no tournament or win-rate data supports a meta read. The score comes from consistency, recursion and interaction on the system, not from Tearlaments being a popular archetype and not from averaging the card scores.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 P(at least 1 searcher-text card in 5) ≈ 0.94; 17 core-archetype copies give ≈ 0.95 open (Inferred)
D2 Opening-Hand Quality & Brick Management 60 21 distinct main cards with 8 three-copy slots; Mulcharmy, Black Goat Laughs and Droplet can be dead in hand (Inferred)
D3 Combo Conversion & Ceiling 66 Text-only read: Rulkallos and Kaleido-Heart ceiling from Reinoheart and Havnis recursion; no recorded boards (Inferred)
D4 Combo Floor & Median Output 55 No parseable boards, so floor and median are not measured; estimate from starter redundancy only (Provisional)
D5 Interruption Resilience & Route Redundancy 70 Multiple GY-recursion starters (Reinoheart, Scheiren, Havnis) plus Cryme and Sulliek negation provide route redundancy (Inferred)
D6 Resource Economy, Recovery & Grind 68 Mill engine feeds the Graveyard for recursion; search text is dense (16 searcher-text copies) (Inferred)
D7 End-Board & Interaction Quality 66 Sulliek, Cryme, Droplet, Keldo, Mudora and Maxx C provide layered negation and removal text (Inferred)
D8 Going-Second & Board-Breaking Power 52 Only one hand trap (Maxx C) for going second; going-second hand-trap probability 0.15 (Inferred)
D9 Offensive Pressure & Closing Power 68 Rulkallos 3000, Kaleido-Heart 3000, Undying Legion 2700 and Kashtira Fenrir 2400 give strong closing boards (Verified stat)
D10 Main Deck Efficiency & Flexibility 62 40 main with 8 three-copy and 3 two-copy slots; off-archetype splash across Gem-Knight, Fiendsmith and Mulcharmy (Inferred)
D11 Extra Deck Efficiency & Coverage 58 All 15 Extra slots used across 11 distinct Fusion, Xyz and Link threats; breadth is high and mandatory picks are unclear (Inferred)
D12 Side Deck Adaptability 20 Zero side cards; no post-side plan can be scored (Provisional)
D13 Matchup Coverage & Format Fit 50 No tournament link; archetype meta-share and match record are absent (Provisional)
D14 Pilotability & Error Tolerance 40 Many decision points between Fusion targets, Extra picks and GY triggers; text-only, unplayed (Inferred)

How the score was computed

Strategy profile: Combo. Structural ≈ 63, Going First ≈ 66, Going Second ≈ 58, Meta = provisional, Tournament Reliability ≈ 58. Modifiers: banlist exposure (-2); engine conflicts (-3). Final formula: 0.80*Structural + 0.20*TournamentReliability (Meta provisional) + ContextModifiers = 0.80*63 + 0.20*58 - 5 ≈ 57

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.94 · 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

  • Redundant Tearlaments starters (Reinoheart, Havnis, Scream, Scheiren) give about 0.94 opening access (Inferred)
  • Graveyard recursion sustains the engine after a single interruption
  • Fusion bosses at 3000 ATK close the game quickly once live

Weaknesses

  • Only one hand trap, so going second has limited answers
  • Heavy off-archetype splash dilutes the mill engine
  • Many Limited cards are single points of failure
  • No side deck, so there is no post-side adaptation

Critical choke points

  • The Limited Kashtira and Kitkallos cards are needed for the Fusion route
  • Going second without Maxx C or Droplet has no clean answer to an opening board
Priority Remove Add Reason
1 one Gem-Knight or Fiendsmith splash slot a second Tearlaments engine card or a hand trap Reduces engine conflict and adds going-second interaction (Inferred)
2 one Mulcharmy Fuwalos a side-deck-compatible hand trap Mulcharmy is a dead card in some hands; a hand trap improves going-second play (Inferred)

Evidence & confidence

  • Verified: Legal: 40 main, 15 extra, 0 side; all Limited and Semi-Limited copy counts are within legal limits (Verified); Core usage stats show Tearlaments archetype inclusion at 100% (Verified)
  • Inferred: Opening-hand starter access ≈ 0.94 (hypergeometric, Inferred); Interaction density from card text (Inferred)
  • Provisional: Meta power and matchup fit: no dated metagame sample (Provisional); Post-side plan: 0 side cards (Provisional)
  • 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 are absent No win-rate telemetry exists in YGOVN; going-first, going-second and matchup signals are Inferred or Unknown Meta Power is Provisional unless a dated metagame sample is supplied Evidence inconsistency: usage_statistics marks Tearlaments Kaleido-Heart, Tearlaments Rulkallos and Tearlaments Kitkallos as not in this deck, yet the card list shows each at 1 copy in the Extra Deck; core_present_pct (44) is therefore understated and was not used Deck title is null; the deck was identified by archetype only

More Master Duel Info

Tearlaments

Tearlaments Breakdown

 
 

 

 

 

 

 

 
 

 

 
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