Tearlaments Deck #771484 — Yu-Gi-Oh! OCG

50 Main, 15 Extra, incl. Kashtira Fenrir x3, Kashtira Riseheart x3, Kashtira Unicorn x3. Created Oct 21, 2026 by YGO Mod.

Deck Tearlaments OCG

Created by: YGO Mod (20517634)

Created On: 10/21/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: Low
20± 10/ 100
Power Score
Structural 51
Reliability 40
Going First 45
Going Second 60

Deck — Deck Power Evaluation

Final Contextual Deck Power: 20/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 51
Going First 45
Going Second 60
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Control
  • Format: ocg

Legality

Main 50 / Extra 15 / Side 0 — status under the rules at evaluation time: Illegal. 4 violation(s).

Identity & game plan

  • Win condition: Kashtira Shangri-Ira and the Extra Deck Xyz/Link finishers (Red-Eyes Flare Metal Dragon, Number 11: Big Eye, Blaze, Dark Armed) closing through a board the Kashtira Level 7 monsters build; Kashtira Ogre / Kashtira Fenrir / Kashtira Unicorn beatdown on an empty board, supported by Number 11: Big Eye control steal
  • Turn 1 (going first): Open a Kashtira starter or Level 7 searcher (Kashtira Ogre, Unicorn, Fenrir are the searchers), go to Special Summon from hand, then Xyz into Shangri-Ira; a going-first hand has weak hand-trap coverage because hand traps need to be held, not played
  • Turn 2 (going second): Hold Ash Blossom, Ghost Ogre & Snow Rabbit, Ghost Belle, Droll & Lock Bird and Infinite Impermanence to disrupt the opponent's first engine play, then use Kashtira Birth/Preparations recursion to rebuild from the banish/GY
  • Recovery: Recover through the Kashtira Birth / Kashtira Preparations and the banished-Kashtira Special Summon effects, plus searcher text on Pressured Planet Wraitsoth (Broken World)
  • After siding: No Side Deck is registered, so there is no post-side plan; any change requires a list edit before it can be scored

Why it scores here

This list is Illegal in the OCG format: Tearlaments Kashtira, Ash Blossom and Kashtira Unicorn are over their copy limits, and Kashtira Fenrir is Forbidden, so the score is a theoretical structural read capped at 20 and not a normal Final Contextual score. The structural read (about 51) comes from the system: the searchers (12 cards with a 76% chance of at least one in a 5-card opening hand) give the Kashtira engine reasonable access, and the 16 hand traps plus removal text give strong going-second interaction. The deck's main weakness is that it is Kashtira-led, not Tearlaments-led: exact-name archetype purity is 0%, and only 2 of 25 usage-core cards are present, so the Tearlaments name does not earn engine points. Archetype popularity and the one guide mention were not credited, and no card scores were averaged; the 12-point banlist modifier (Forbidden Fenrir, Limited Unicorn and Tearlaments Kashtira) is what pulls the theoretical read down.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 55 P(at least one of 12 searchers in a 5-card opening hand) ≈ 0.76; the core engine's copies are over-limited or Forbidden, so the legal version is weaker (Inferred)
D2 Opening-Hand Quality & Brick Management 45 Hand traps and searchers compete for the same hand slots, and the archetype-core full-brick proxy is ≈ 0.51 in a 5-card hand (Inferred)
D3 Combo Conversion & Ceiling 45 No parseable boards exist, so the ceiling is a text-only read of Shangri-Ira and the Level 7 recursion lines (Inferred)
D4 Combo Floor & Median Output 40 No recorded boards; median output is unknown and is estimated from starter diversity and the Kashtira-led core (Inferred)
D5 Interruption Resilience & Route Redundancy 60 Ash, Ghost Ogre, Ghost Belle, Droll and Impermanence give multi-route disruption, and Birth/Preparations give recursion (Inferred)
D6 Resource Economy, Recovery & Grind 50 Recovery is through banish/GY-based Special Summons and Kashtira Birth; no resource signature data exists (Inferred)
D7 End-Board & Interaction Quality 65 Sixteen hand traps and 29 removal-text cards give layered interaction, and face-up removal is limited by the Forbidden/over-limit cards (Inferred)
D8 Going-Second & Board-Breaking Power 68 Hand traps have a 0.92 chance of at least one in a 6-card going-second hand, which gives strong disruption of an established board (Inferred)
D9 Offensive Pressure & Closing Power 60 Level 7 Extra Deck finishers (Shangri-Ira, Big Eye, Blaze, Dark Armed) are real closing tools, but the 3-copy searcher lines are illegal (Inferred)
D10 Main Deck Efficiency & Flexibility 45 Fifty main-deck cards over 21 distinct names, with 14 triple-copy slots and 6 off-archetype or over-limit slots, lower compactness (Verified / Inferred)
D11 Extra Deck Efficiency & Coverage 60 Fifteen Extra Deck cards cover Xyz, Link and Level 7 routes with 11 distinct names, a flexible and well-used Extra slot count (Verified)
D12 Side Deck Adaptability 5 No Side Deck is registered (sideMax 15, side count 0), so there is no post-side adaptability (Verified)
D13 Matchup Coverage & Format Fit 40 No tournament link or dated metagame sample is supplied; archetype meta-share is absent (Provisional)
D14 Pilotability & Error Tolerance 45 The deck needs repeated hand-trap timing decisions plus several once-per-turn Kashtira triggers, which is high complexity but manageable (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 51, Going First ≈ 45, Going Second ≈ 60, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist exposure (-12). Final formula: Illegal deck: theoretical structural-only cap. Uncapped 0.80*51 + 0.20*40 - 12 (banlist exposure) = 36.8; capped to 20 because the list is Illegal.


More OCG Info

Tearlaments

Tearlaments Breakdown

 
 

 

 

 

 

 

 
 

 

 
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