the rescue-ace package looks interesting. I`m not a big fan of bricks, that`s why I never played mali in tear. But the package also gives you the option to play el shaddoll grysta - I`m not saying grysta is good, but it is an option.
I would still play Fenrir, it's a bannable card and great going 1st or 2nd. I'd also side the Rescue Ace package as you're just asking to brick vs any deck that doesn't play a rota e.g Labyrinth, Striker, the mirror.
Nice Tear deck, I do enjoy people keeping up and experimenting with them. One engine I been playing a lot and enjoying is 1 granguinol 1 muddy mudragon with 3 blazing cartesia. If you can find room for the package I do recommend it, I been liking it a lot so far you can also play apkalone which syphons your shaddoll engine easier as well.
Yeah, I tried it before, but I wasn't quite liking how iffy cartesia in high copies feels going second. You also don't have that many darks to make cartesia good. I hope it's working well for you though !
@@solemnyugioh that's understandable for sure. So far its been ok for me, worst case scenario drawing/milling multiple copies doesnt feel as redundant cuz you can make guinoil with her + kots or 2 copies of herself which isnt the worst thing in the world. Keep up the content!
Okay, here me out: If you mill malicious, and eventually one of your tear gals, you fuse into D. Hero Dangerous. Dangerous discards a card to send a D. Hero from deck to grave, sending Malicious. Banish Malicious to summon Mali 2 and then use Dangerous and Mali to go into Beatrice (both are level 6). Thoughts?
some comments on the deckbuilding here: 1 - unlike most decks, you have to optimize milling probabilities, which means that burial goods is actually overall not stellar. that combined with the fact that the going second aspect of the deck is entirely based on your starting hand having a high probability of milling into a rukallos or winda suggests that fenrir is better than burial goods. it adds tear kash and is good on the dice roll plus isnt worse to mill than burial goods (better, since you can banish it off tear kash) 2 - this build (and all builds) is heavily reliant on milling kots. it is so crucial for the deck to function that imo it is worth playing 2 diviner to dump kelbek/agido. the correct number is 2 diviner since you play 3 reino 1 merli and that places you just past the magical number 5 of normals in a deck. additionally, jet synchron is worth consideration because while it does not proc tear effects, it allows you to make dragite with tear kash, which is otherwise useless as a material; the deck's only other negate is grapha, which is contingent on milling the highly valuable kots resource. 3 - keldo/mudora are actually not as good as they used to be and do not facilitate the engine. in tear format pre ishizu hit, keldo was often a starter cuz youd draw it in combination with other ishizus relatively frequently. now, they do not mill (which the deck lives or dies by) and their shuffle utility is limited to triggering kaleido on command (not as easy as it sounds due to less tear names) or specific matchups. 4 - rescue ace package imo is solid in the side because it functions as a pseudo engine for playing out of turn, so you dont have to rely on drawing tear kash and potentially going minus without hitting. playing cards that are bad to mill is extremely dangerous in this deck, since you are deckbuilding not just for your opening hand. seems good in side. 5 - malicious vs shaddolls. fitting both packages into the deck is sub par because they are all bad draws - they are engine requirements. mali allows you to make destiny hero dangerous for beatrice access (the best card in tearlaments arguably) while placing a dark fusion in grave for making dragostapelia later. it also gives your kots poly search another ed option: DPE. 6 - dangers: nessie and mothman specifically are excellent additions because nessie is both an aqua for kaleido and a dark for garura (dont need bystials for garura). mothman is a level 4, which means rank 4 and/or zeus access is actually realistic. the difference between the dangers and the rescue ace packages are that the dangers give up turn 0 plays for being far, far better draws as well as moderately useful mills. conclusions: fenrir is too good not to play given its generic utility and searching tear kash - esp in the context of not knowing the g1 dice roll outcome. shufflers are side cards. rescue engine seems decent but debatable whether it should be main or side. swapping out dangers for rescue when going 2nd might be a compromise.
Do you think you should play HERO package main or save it for going first? I am already running the shaddolls main but I was wondering if you thought it was worth it.
@@Starri519 i think there was a problem replying to you earlier so trying again: the hero package can be either double mali in md + dangerous in ed, or also DPE in ed (make dangerous with tear name + mali > dangerous dump mali > mali special mali > poly into DPE. note this means you are not making beatrice, so it is situational and you do not have to play DPE, but you must play beatrice.) my suggestion to you is DO NOT main heroes with shaddolls if you are also maining rescue ace. that is putting 8/9 terrible draws into your deck if you win dice roll. imo rescue ace package is a side deck option for when you lose dice roll and know youre going second. the problem with using shaddolls going first is that if you dont play beatrice you cant choose when to fuse into winda and you dont want to end your own turn early if your only winda opportunity is early into your turn. however, beatrice access actually solves this issue because as long as you have a doll in grave you can just beatrice a name to make winda on their turn. so in terms of gameplay i would say combining heroes with shaddolls is actually solid. it does increase your number of poor draws, which is why you shouold not main rescue ace if you are playing mali x2 and beast x2 (or 2 squam 1 beast or whatever other combination). remember that if you can make beatrice and you do not mill a doll you can dump beast on your turn for a draw and a tear name in your opponent's turn for the winda. check thundertheory's youtube channel for the danger package version of this deck which i think has a better build for when you dont know if youre winning dice roll. if you go with his version, i suggest replacing superpoly with 3 fenrir in the main since it is a quasi breaker and also tear engine.
@MightyTreeFrog def not main rescue-ace, i was thinking about dangers in the main at 3 nessie 2 mothman do you think I could cut one of each for 2 mali?
Someone likes thundertheory :^) 1) This deck already has plenty of broken mills. There are simply limits to how many good mills exist while all tear and ishizu cards are at 1. This deck already runs more good mills than almost every other tear build out there. Fenrir being a good mill is a reach. Goods is super necessary because without access to Scheiren, the deck doesn't consistently play through hand traps. 2) This build is not heavily reliant on milling kots. That's the point of the shaddolls. By running 3 shaddoll names, you now have 6 good fusion targets (Mali is also a solid mill, but it's one of the worst draws imaginable). Diviner is not good. I've ran it many times throughout the past months and it's simply too many normal summons (3 reino and 1 merrli is enough.. yes, normalling merrli sucks, but sometimes it's all you can do). Diviner as a play starter also loses to every single played hand trap AND is awful going second. Jet synchron has the same issue as Trivikarma and Malicious, where it's a good mill that's a god awful draw. I do not wish to play even more of those. The payoff is sexy, but the added brick is not worth it. (The only argument for the card is that if you like wasting an extra deck slot on an almiraj, it can now remove another god awful draw like mali from your hand... but that's a reach) 3) Keldo and Mudora are amazing, even more-so now than before. They are indeed no longer starters, but they are some of the most disruptive cards in the game still, especially when so many people are playing decks that no longer need to respect their existence (runick, lab, rikka, branded, dragons). When you say "specific matchups", I feel you're really ignoring how many matchups get completely blown out by them. 4) Rescue Ace package isn't worth the side slots. If you're only gonna get to use them once every 9 matches (1 in 3 games x 30% chance to draw them), you might as well not play them at all. Again; this deck already runs the highest count of "cards that are good to mill" out of most tear builds out there. Do I want more? Sure. If Konami un-hits some of the tear/ishizu cards, I definitely will. Don't forget that these rescue cards are currently taking up people's typical fenrir/diviner/danger slots, which are all close-to-pointless mills as well. 5) I'm well aware of the mali package. I coped on it for a while, but it's not worth the bricks to me. The tear end-board without beatrice is strong enough already. Also poly into dpe is much weaker than poly into chimera generally and also doesn't come up often enough to justify the extra deck slot. Our extra deck is very tight already. 6) I've played with dangers before. Without curious, they are dead bodies on the field, getting in the way. The typing is cute but not good enough to justify. I'm aware it makes easy garura, but without bystials, you are not reliably making beatrice with garura anyway. The D-hero package by itself already makes beatrice reliably enough that you don't need to waste even more extra deck space. The dangers are only better draws half your games and in those games where they are "better" draws, you're still relying on luck for them to do anything. Don't get me wrong, I understand the changes you're posing here, but it's not like I haven't played with the cookie cutter lists all-over youtube before. I have coped on this deck far more than most and concluded this build (or one like it) is just better. The only real argument for cutting rescue for fenrir (imo) is to improve your kash matchup, but as explained in the video, I feel it's better to just give that one up.
@@solemnyugioh thanks for the detailed response - appreciated 1 - i didnt say fenrir was a good mill, i said it could be banished off tear kash as an edge case, which makes it a better mill than burial goods (since i was suggesting replacing burial goods with fenrir). The issue with the mill ratios is that unlike deck building for drawing 5, both the rescue ace engine, havenis, and tear kash only give max 3 mills (rescue ace your choice of discard). that means that the mill ratios are arguably more important than the draw ratios because they have to be more consistent. so i agree fenrir isnt a good mill, but burial goods is a horrible mill. 2 - 3 shaddolls are 3 more horrible draws; im not sure what the comparison was you were making between mali and shaddolls as draws? perhaps that you can normal squamata as a 4 to make an xyz in niche cases? regarding diviner: i disagree here because it is now the best starter in the entire deck on turn one if it resolves. the issue of it being hit with a hand trap is the same problem reino faces, and reino is extremely important as a summon given the current list. shaylen is the only name protected from those hand traps because it activates and resolves before being on the field. keep in mind that diviner stays level 2 if it is negated, making it realistically the only way this deck can actually run sprind, which has always been an excellent extender. i agree with you on jet, trivi, mali being awful draws. mali and jet however offer utility the deck doesnt otherwise have in dragite (relevant) or beatrice (best card in tear). i also agree with you that adding mroe bad draws skews your draw ratios too much, but it is worth mentioning that beatrice guarantees winda access on your opponent's turn, even if you have to use both materials for it. 3 - the problem with keldo/mudora no longer being starters is that they are actually not good draws or mills in terms of engine. of course the grave eff is good against some decks, but in terms of your own deck's playability, it does not help the engine at all (since you should never assume you will draw keldo/mudora AND agido/kelbek). personally i prefer to side them for the matchups where they are useful. 4 - i am not on board with this build being the highest ratio of good mills since burial goods and rescue engine alone are all mill bricks, but i agree your gameplay with rescue + dolls is solid. however, i disagree that siding rescue ace pkg is bad. in fact, id argue that the biggest issue this deck has is siding because the side patterns are NOT good at all. it is exceptionally difficult to maintain draw/mill ratios after siding and it is not easy to retain engine doing so. i think its so hard to properly side with this deck that rescue ace is 100% worth it as the side for when you know youre going second (and you know it will be procced). obvs drawing the driver turns off the engine and drawing the lv 3 going first hurts your ability to play through disruption, forcing you to hit a mill after you pass turn. 5 - i agree poly into dpe is a hard sell and that ed is tight. i dont think its obvious that dolls are better than mali, aside from the fact that beast gives you a draw, which is good. imo beatrice is too good not to play, but maybe you are right that it isnt the only correct way to trigger tear names. 6 - garura and diviner make beatrice (or with mali), so bystials are not needed. in my testing, nessie as a mat for kaleido comes up quite often either because it is the last mat available or because you must leave kots in grave to bring ruk/grapha later. regarding dangers being useless on field: fenrir/tear kash/nessie are all 7s and can make big eye/dark armed (in my version with dolls i only play one winda, so i have one more slot). i think youre right about mali being enough to make beatrice, but the point of the danger engine imo has nothing to do with the above; the point is that you have additional interactions in hand that dont require a normal summon but bait responses. a resolved diviner + mothman is baronne, moth is rank 4 access, extra danger bodies are underworld goddess access (and this deck doesnt beat towers otherwise). even just the fact that you can proc a sulliek/scream in hand makes it useful. essentially you have more possible card activations per turn with dangers so i think you can play through a little more. overall i would not call ThunderTheory (or builds like it) cookie cutter. in fact, most builds on youtube refuse to part ways with things like burial goods, despite it being a horrible mill. i would not suggest fenrir for making the kash matchup better as i agree on that, i just think it is a better generic card when you dont know who will win the dice roll, while also still being engine (tear kash access). aside from that, if you have any thoughts on siding patterns, id be happy to hear them as i have not figured that out myself. i was considering taking dangers out in siding for the rescue ace package.
Combo with grief+ tear kash in hand: Grief ss Reino Send the ss Reino to gy from grief Cl1 Reino in gy eff Cl2 tear kash in hand banish grief from gy Mill 3 and send 1 with 2 bodies on field to combo xoxo
I love when TCG / OCG have side deck. I wish next update implemented double deck going 1st and going 2nd deck avialable not just only for duel trial event only which is fantastic for BO1 format but it just copium. If konami, allow this double deck concept in MD if go 1st and go 2nd, side deck is not need anymore in MD as this more then enough then side deck. Konami please introduce double deck going 1st and 2nd please like your did in duel trial event and make as new MD revision format. Allow this in rank and in MD World championships tournement.
No Kaleido-Heart? I mean, Kaleido-Heart with Sulliek is a negate, a bounce and a fusion, potentially getting you to your Winda. Edit: Never mind, I'm just blind af
I just picked up Tearlaments at NAWCQ from a buddy of mine and ive been trying to find the right ratio of shaddoll monsters in the main. I played the same package shun played before his list was released and i get the same feeling about hollow as you do solemn. Do you prefer the rescue ace package or just hand traps?
@@solemnyugioh do you have discord by chance? I would like to talk to another tear player and theorize about ratios, possible hand traps, etc.. And would there be anything you would change? Add or take out?
Am I the only one bewildered about the contradiction between YGO players being hyped to play their deck and everyone and their mother designing their deck soely around making sure their opponent doesn't get to play, preferably even on turn 0. Is this a YGO thing or are other card games just as toxic down to their core?
You do have to plan with a bit of a budget here. The field spell is still sitting at 25 bucks per copy. With the rest of the deck, you'll be at about 120 bucks, I guess