Tearlaments Deck #774658 — Yu-Gi-Oh! TCG

60 Main, 15 Extra, incl. Black Chaos x3, Fiendsmith Engraver x3, Kashtira Fenrir x3. Created Oct 27, 2026 by YGO Mod.

Deck Tearlaments TCG

Created by: YGO Mod (20517634)

Created On: 10/27/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: LowEvaluated Oct 30, 2026
25± 10/ 100
Power Score
Structural 52
Reliability 40
Going First 55
Going Second 45

Deck — Deck Power Evaluation

Final Contextual Deck Power: 25/100 (±10 · Confidence: Low)

Overall score Value
Structural Deck Power 52
Going First 55
Going Second 45
Meta Power provisional
Tournament Reliability 40
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Control
  • Format: tcg

Legality

Main 60 / Extra 15 / Side 0 — status: Illegal. 6 violation(s).

Identity & game plan

  • Win condition: Fusion and Ritual boss monsters (Tearlaments Rulkallos, Tearlaments Kaleido-Heart, Black Luster Soldier, Magician of Dark Chaos - Black Chaos) reached through Tearlaments and Light and Darkness Ritual engine cards; Link and Xyz pressure from Fiendsmith and Lswarm-adjacent Extra Deck cards; Nibiru as a one-card hand-trap-into-boss line
  • Turn 1 (going first): Open a Tearlaments or Kashtira starter, search via Tearlaments Scream / Primeval Planet Perlereino / Fiendsmith Engraver, and fuse or ritual into a boss while holding hand traps for the opponent's first response
  • Turn 2 (going second): Use Ash Blossom, Ghost Ogre & Snow Rabbit, Kuriboh - Multiply! and Tearlaments Havnis / Ash-style hand interaction to answer the opponent's board, then rebuild through Mind Shuffle and Light and Darkness Ritual
  • Recovery: Recur Tearlaments monsters from the GY through Tearlaments Heartbeat, Tearlaments Sulliek and Tearlaments Reinoheart, and re-search Tearlaments monsters with Tearlaments Scream
  • After siding: Not evaluable: the deck has 0 Side Deck cards, so no post-side plan exists in the evidence

Why it scores here

The score is taken from the deck as a system: an archetype core that is almost always present in the opening hand (P≈0.99 for at least one of 37 core copies), a set of hand traps and recursion effects that can answer one interruption, and Extra Deck bosses that close the game. Consistency and brick management are held back by a 60-card main deck that is 84% off-archetype by exact name (only 12 exact-name Tearlaments copies), and by three different sub-archetypes (Tearlaments, Fiendsmith, Light and Darkness Ritual) plus Kashtira that compete for the same starter slots. No recorded boards exist, so the combo ceiling and median are text-only inferences and are kept at a neutral midpoint rather than estimated from the best-line examples. Popularity and archetype usage stats were not used to raise the score, and the card scores were not averaged. The deck is Illegal: six cards exceed their copy limits, including Kashtira Fenrir at 3 copies when it is Forbidden, so the Final Contextual score is capped low and this evaluation is theoretical and structural only.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 65 P(≥1 archetype-core card in opening 5) ≈ 0.99 over 37 copies; per-copy starter P≈0.23 for 3-copy cards (Inferred)
D2 Opening-Hand Quality & Brick Management 45 9 hand traps and 27 searcher-text cards compete for 6-card hands, with 15 singletons and several conflicting Normal Summons (Inferred)
D3 Combo Conversion & Ceiling 40 combos_evidence is empty ('no parseable boards'), so the ceiling is a text-only read of Rulkallos, Kaleido-Heart and Black Chaos routes (Inferred)
D4 Combo Floor & Median Output 40 No recorded boards, so median and power distribution are unknown and held at the midpoint (Inferred)
D5 Interruption Resilience & Route Redundancy 60 Ash Blossom, Ghost Ogre, Kuriboh, Nibiru and Tearlaments Sulliek give several independent answers to a single interruption (Inferred)
D6 Resource Economy, Recovery & Grind 55 Recursion through Tearlaments Heartbeat, Sulliek and Reinoheart and re-search via Tearlaments Scream is present but unmeasured (Inferred)
D7 End-Board & Interaction Quality 60 6 negation-text cards and 25 removal-text cards; hand traps and Mind Shuffle add layering (Inferred semantic read)
D8 Going-Second & Board-Breaking Power 45 Hand-trap group P(≥1 in 6 going second) ≈ 0.64 (Inferred); no board-breaker density or going-second combo data
D9 Offensive Pressure & Closing Power 60 Nibiru, Black Chaos and Black Luster Soldier reach 3000 ATK; closing depends on Extra Deck bosses that are only partly in the main line (Inferred)
D10 Main Deck Efficiency & Flexibility 50 60 main with 31 distinct cards, 16% exact-name archetype purity and three overlimit Forbidden/Limited/Semi-Limited copy blocks (Verified legality, Inferred efficiency)
D11 Extra Deck Efficiency & Coverage 55 8 Fusion, 4 Xyz and 3 Link across 15 Extra slots; multiple engines share the Extra Deck (Verified breakdown, Inferred use)
D12 Side Deck Adaptability 10 No Side Deck (side_count 0); no post-side evidence (Provisional)
D13 Matchup Coverage & Format Fit 35 No dated metagame sample and no tournament link; archetype share unavailable (Provisional)
D14 Pilotability & Error Tolerance 50 Multi-engine sequencing across Fusion, Ritual and Link routes with several decision points per turn (Inferred)

How the score was computed

Strategy profile: Midrange. Structural ≈ 52, Going First ≈ 55, Going Second ≈ 45, Meta = provisional, Tournament Reliability ≈ 40. Modifiers: banlist and copy-limit exposure (-8). Final formula: Structural 52.2 (meta-neutral, renormalized) → 0.80·52.2 + 0.20·40 + modifiers (−8) = 42, then capped at 25 because the deck is Illegal (theoretical/structural only)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.99 · 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

  • Archetype core is almost always reachable in the opening hand (Inferred from the hypergeometric core-group estimate)
  • Layered hand traps and negation text (Ash Blossom, Ghost Ogre, Kuriboh, Nibiru, Tearlaments Sulliek) give several answers to a single interruption
  • Fusion, Ritual and Link Extra Deck options provide multiple boss routes

Weaknesses

  • Illegal list: six cards exceed copy limits, including a Forbidden card
  • Low exact-name purity (16%) across several sub-archetypes that compete for the same starter slots
  • No side deck and no post-side plan
  • No recorded boards, so the combo ceiling and median cannot be verified

Critical choke points

  • Kashtira Fenrir is Forbidden in the TCG and must be removed entirely before this deck can be evaluated normally
  • Starter access depends on 3-copy Limited/Semi-Limited cards that must be cut to legal counts
Priority Remove Add Reason
1 3× Kashtira Fenrir (Forbidden) Non-banned replacement from the same engine or a hand trap Forbidden card; the deck cannot be legally played while it is present
2 2× Tearlaments Kashtira, 2× Fiendsmith Engraver (to reach Limited 1) Legal staples or a Tearlaments/Fiendsmith alternative Limited cards capped at 1 copy
3 1× Ash Blossom & Joyous Spring, 1× Super Polymerization, 1× Primeval Planet Perlereino (to reach Semi-Limited 2) A single-copy backup or a non-limited card Semi-Limited cards capped at 2 copies

Evidence & confidence

  • Verified: Copy-limit violations for six cards (legality block); Banlist status for every restricted card; Main 60 / Extra 15 / Side 0 sizes against tcg size rules; Card text and stats for all listed cards
  • Observed: Usage stats: 19 of 25 core cards present (76% core coverage)
  • Inferred: Archetype core opening-hand reliability ≈ 0.99 (hypergeometric); Brick and redundancy estimates from copy histogram and text roles; Interaction density and recursion value from text roles; Going-second hand-trap probability ≈ 0.64
  • Provisional: Meta Power (no dated metagame sample); Matchup fit (no tournament link); Side Deck adaptability (no Side Deck)
  • Data gaps: No combos supplied: combo floor, median and ceiling are text-only inference No tournament link: archetype meta-share and per-pilot record absent No win-rate telemetry in YGOVN for going-first, going-second or matchup Meta Power is Provisional without a dated metagame sample Deck has no title (title null) Side Deck is empty, so post-side performance cannot be evaluated

More TCG Info

Tearlaments

Tearlaments Breakdown

 
 

 

 

 

 

 

 
 

 

 
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