Cubic Tearlaments Fiendsmith 60 cards gameplay guide

Cubic Tearlaments Fiendsmith 60 cards gameplay guide

meme deck, simply throw a bunch of cards into the grave and fuse in the grave, Fiendsmith can fuse into Cubic boss

Sections covered in this guide:




Cubic

 

Vijam the Cubic Seed (x1-3)

R Rarity
Vijam the Cubic Seed
R Rarity
Vijam the Cubic Seed
Vijam the Cubic Seed
DARK 1
Vijam the Cubic Seed
  • ATK:

  • 0

  • DEF:

  • 0


Cannot be destroyed by battle. At the end of the Damage Step, if this card battled an opponent's monster: You can place this card face-up in your Spell & Trap Zone as a Continuous Spell Card, and if you do, place 1 Cubic Counter on that opponent's monster. (Monsters with a Cubic Counter cannot attack, also negate their effects.) If this card is treated as a Continuous Spell Card by this effect, during your Main Phase: You can Special Summon this card from your Spell & Trap Zone.


quite fun, not destroyed by combat, after punching the enemy monster, attach yourself to the spell & trap zone and place a Cubic Counter on the enemy monster, any monster with counter cannot be punched or use effects



Also has the ability to automatically jump from spell & trap zone to monster zone, after jumping Cubic Counter still remains so enemy monsters are still banned from attacking and effects

Duza the Meteor Cubic Vessel (x3)

SR Rarity
Duza the Meteor Cubic Vessel
SR Rarity
Duza the Meteor Cubic Vessel
Duza the Meteor Cubic Vessel
LIGHT 4
Duza the Meteor Cubic Vessel
  • ATK:

  • 1600

  • DEF:

  • 1600


If this card is Normal or Special Summoned: You can send 1 "Cubic" card from your Deck to the Graveyard. Once per turn, during either player's turn, if a monster was sent to your Graveyard this turn while this card was face-up on the field: You can make this card gain 200 ATK for each monster with a different name in your Graveyard, until the end of this turn.


has the effect of milling 1 Cubic monster/spell/trap from the deck to the grave



This card also has a pretty big ATK increasing effect, 200 ATK for each monster with a different name in the grave, because this is a deck that throws a lot of cards, the attack will be very high.

Crimson Nova the Dark Cubic Lord (x3)

UR Rarity
Crimson Nova the Dark Cubic Lord
UR Rarity
Crimson Nova the Dark Cubic Lord
Crimson Nova the Dark Cubic Lord
DARK 10
Crimson Nova the Dark Cubic Lord
  • ATK:

  • 3000

  • DEF:

  • 0


Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by revealing 3 other "Cubic" cards in your hand with different names, and cannot be Special Summoned by other ways. Unaffected by other monsters' activated effects, whose original ATK is 3000 or less. When this attacking card destroys a monster by battle: You can activate this effect; this card can make a second attack during this Battle Phase. During your End Phase: Each player takes 3000 damage. You can only use this effect of "Crimson Nova the Dark Cubic Lord" once per turn.


Must be special summoned by showing your opponent 3 Cubic monsters/spells/traps of different names in hand


This is a very powerful boss, the ability to unaffect the activation effect of a monster with an original ATK of 3000 or lower is too powerful, especially when 3000 ATK is where some powerful bosses like Baronne or under ATK 3000 have mercenary cards like Fiendsmith's Desirae

If this card punches an opponent's monster and destroys it, it can punch it again and at the end of the turn it will deal 3000 damage to both players. Extremely powerful finishing effect

Indiora Doom Volt the Cubic Emperor and Buster Gundil the Cubic Behemoth (x0-1)

R Rarity
Indiora Doom Volt the Cubic Emperor
R Rarity
Indiora Doom Volt the Cubic Emperor
Indiora Doom Volt the Cubic Emperor
LIGHT 4
Indiora Doom Volt the Cubic Emperor
  • ATK:

  • 0

  • DEF:

  • 0


Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by sending 3 "Cubic" monsters you control to the Graveyard, and cannot be Special Summoned by other ways. If Summoned this way, this card gains 2400 ATK. If this card is Special Summoned from the hand: Inflict 800 damage to your opponent. If this card in your possession is sent to your Graveyard by your opponent's card (by battle or card effect): You can target up to 3 "Cubic" monsters in your Graveyard; Special Summon them, then you can add 1 "Cubic" card from your Deck or Graveyard to your hand.


R Rarity
Buster Gundil the Cubic Behemoth
R Rarity
Buster Gundil the Cubic Behemoth
Buster Gundil the Cubic Behemoth
LIGHT 4
Buster Gundil the Cubic Behemoth
  • ATK:

  • 0

  • DEF:

  • 0


Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by sending 3 "Cubic" monsters you control to the Graveyard, and cannot be Special Summoned by other ways. If Summoned this way, this card gains 3000 ATK. This card can make a second and third attack during each Battle Phase. If this card in your possession is sent to your Graveyard by your opponent's card (by battle or card effect): You can target up to 3 "Cubic" monsters in your Graveyard; Special Summon them, then you can add 1 "Cubic" card from your Deck or Graveyard to your hand.


inDIOra : burn 800, 2400 ATK, draw 3 monsters and search 1 monster/spell/trap from deck or graveyard if sent to graveyard by opponent's card


Buster Gundil : 3000 ATK, hits 3 times, also draws 3 monsters and searches 1 monster/spell/trap from deck or graveyard if sent to graveyard by opponent's card

Cubic Karma (x3)

SR Rarity
Cubic Karma
SR Rarity
Cubic Karma
Cubic Karma
Spell Continuous
Cubic Karma

    When this card is activated: You can target 1 "Cubic" monster you control, except "Vijam the Cubic Seed"; send any number of "Vijam the Cubic Seed" from your hand and/or Deck to the Graveyard, then that monster gains 800 ATK for each (even if this card leaves the field). During your opponent's turn, if "Vijam the Cubic Seed" is Special Summoned by the effect of a "Cubic" monster: Send this card to the Graveyard, and if you do, halve your opponent's LP. You can banish this card from your Graveyard; add 1 "Cubic" monster from your Deck to your hand.


    You can banish this card from the grave and search any Cubic monster from your deck.


    This card will buff the ATK of Cubic monsters (except Vijam the Cubic Seed ), buffing equally with the number of Vijam the Cubic Seed monsters you send when activating this card from your hand and/or deck to the grave x800

    There is also an effect that splits enemy LP in half when Vijam the Cubic Seed is summoned by a Cubic monster (usually when sent to the grave by an enemy it will be pulled up).

    Cubic Dharma (x1-3)

    SR Rarity
    Cubic Dharma
    SR Rarity
    Cubic Dharma
    Cubic Dharma
    Spell Continuous
    Cubic Dharma

      You take no battle damage from attacks involving your "Cubic" monsters. You can only use each of the following effects of "Cubic Dharma" once per turn, during your Main Phase: ● You can send 1 "Cubic" card from your hand to the GY, and if you do, draw 1 card. ● You can banish this card from your GY, then target 1 "Cubic" monster in your GY; add it to your hand.


      Protect Cubic monsters from taking combat damage when punching each other. Combined with Vijam the Cubic Seed, they are quite annoying.



      If this card is in the grave, it can be banished and 1 Cubic monster from the grave can be picked up into the hand.

      when on the field will send 1 Cubic monster/spell/trap from hand to grave and draw 1, quite good in case you have thrown away all the cards you don't need at this time and draw the card you need (or handtrap & staple because the deck has been almost milled)

      Unification of the Cubic Lords (x1-3)

      R Rarity
      Unification of the Cubic Lords
      R Rarity
      Unification of the Cubic Lords
      Unification of the Cubic Lords
      Trap Normal
      Unification of the Cubic Lords

        Fusion Summon 1 "Cubic" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials. If a face-up "Cubic" monster is destroyed by battle or leaves the field: You can banish this card from your Graveyard; Special Summon 1 Level 4 or lower "Cubic" monster from your hand or Deck, ignoring its Summoning conditions, and if you do, it cannot be destroyed by battle or card effects this turn.


        If a Cubic monster is destroyed by battle and leaves the field, you can banish it from the graveyard and jump 1 Level 4 or lower Cubic monster from your hand or deck to the field, ignoring summoning conditions, that monster cannot be destroyed by battle or effects, you can jump Duza and Duza mills 1 Cubic card to extend the combo if you want


        Has the effect of fusing Cubic monsters from the Extra Deck by using cards in hand or field, can pull out the boss and end the match, but also requires very good hand, can use Sequence for ease

        Crimson Nova Trinity the Dark Cubic Lord (x1-2 ?)

        UR Rarity
        Crimson Nova Trinity the Dark Cubic Lord
        UR Rarity
        Crimson Nova Trinity the Dark Cubic Lord
        Crimson Nova Trinity the Dark Cubic Lord
        DARK 10
        Crimson Nova Trinity the Dark Cubic Lord
        • ATK:

        • 4500

        • DEF:

        • 3000


        3 x "Crimson Nova the Dark Cubic Lord" Must be Fusion Summoned with the above Fusion Materials and cannot be Special Summoned by other ways. Cannot be targeted, or destroyed by, your opponent's card effects. When this card declares an attack: Halve your opponent's LP. When this card destroys a monster by battle: You can activate this effect; this card can make a second attack during this Battle Phase. If you take effect damage: Inflict damage to your opponent equal to the damage you took.


        ommm x1 is fine, if you like to play 2 copies is also fine



        by fusing exactly 3 monsters named Crimson Nova the Dark Cubic Lord and cannot be special summoned by other means


        Not targeted or destroyed by opponent's card effects!

        Each punch will split the enemy's LP in half. After punching and destroying the enemy monster, punch again.

        if you take LP damage, opp will also take damage equal to the amount of LP you take!


        generally super gigachad, until met Mirrorjade banish no target anyway



        Fiendsmith

         

        Fiendsmith's Sequence (x1)

         Rarity
        Fiendsmith's Sequence
         Rarity
        Fiendsmith's Sequence
        Fiendsmith's Sequence
        LIGHT
        Fiendsmith's Sequence
        • ATK:

        • 1200

        • LINK-2

        Link Arrow:

        Bottom-Left

        Bottom-Right


        2 monsters, including a LIGHT Fiend monster During your Main Phase: You can Fusion Summon 1 Fiend Fusion Monster from your Extra Deck, by shuffling its materials from your GY into the Deck. You can target 1 LIGHT non-Link Fiend monster you control; equip this card from your field or GY to that monster you control as an Equip Spell with the following effect. ● Your opponent cannot target the equipped monster with card effects. You can only use each effect of "Fiendsmith's Sequence" once per turn.


        easy to level up, need 2 monsters including 1 LIGHT Fiend


        You can fuse any Fiend monster, including Cubic bosses, by using materials from the grave to the deck (this deck plays like a grave mill so this is possible)

        Equip yourself from the field or grave to a Light Fiend monster (not a Link monster) to protect yourself from enemy targets. This is a very good protection effect, and is most effective when used on a Fiendsmith.

        Fiendsmith Engraver (x2 (due to semi-limit))

         Rarity
        Fiendsmith Engraver
         Rarity
        Fiendsmith Engraver
        Fiendsmith Engraver
        LIGHT 6
        Fiendsmith Engraver
        • ATK:

        • 1800

        • DEF:

        • 2400


        You can discard this card; add 1 "Fiendsmith" Spell/Trap from your Deck to your hand. You can target 1 "Fiendsmith" Equip Card you control and 1 monster on the field; send them to the GY. If this card is in your GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck; Special Summon this card. You can only use each effect of "Fiendsmith Engraver" once per turn.


        searcher, jumps from grave by returning to the queue, one card combo from Fiendsmith, has board breaking effect or baits enemy effects, is a necessary material for Desirae

        Lacrima the Crimson Tears (x1)

         Rarity
        Lacrima the Crimson Tears
         Rarity
        Lacrima the Crimson Tears
        Lacrima the Crimson Tears
        LIGHT 4
        Lacrima the Crimson Tears
        • ATK:

        • 1200

        • DEF:

        • 1200


        (This card is always treated as a "Fiendsmith" card.) If this card is Normal or Special Summoned: You can send 1 "Fiendsmith" card from your Deck to the GY, except "Lacrima the Crimson Tears". During your opponent's turn, if this card is in your GY (Quick Effect): You can target 1 "Fiendsmith" Link Monster in your GY; shuffle this card into the Deck, and if you do, Special Summon that monster. You can only use each effect of "Lacrima the Crimson Tears" once per turn.


        Although normal summons can also combo, they are not the deck's main normal summons.


        Can be summoned to the field by another card.

        When summoned, sends 1 Fiendsmith monster/spell/trap from the deck to the grave, can full combo or extend combo as you want

        Has an effect when in the grave, can shuffle itself from the grave to the deck and jump 1 Link Fiendsmith monster from the grave to the field, can be combined with Requiem to play on the opponent's turn

        Fabled Lurrie and Fiendsmith's Tract (x1-3)

        N Rarity
        Fabled Lurrie
        N Rarity
        Fabled Lurrie
        Fabled Lurrie
        LIGHT 1
        Fabled Lurrie
        • ATK:

        • 200

        • DEF:

        • 400


        When this card is discarded to the Graveyard, Special Summon it.


         Rarity
        Fiendsmith's Tract
         Rarity
        Fiendsmith's Tract
        Fiendsmith's Tract
        Spell Normal
        Fiendsmith's Tract

          Add 1 LIGHT Fiend monster from your Deck to your hand, then discard 1 card. You can banish this card from your GY; Fusion Summon 1 "Fiendsmith" Fusion Monster from your Extra Deck, using monsters from your hand or field. You can only use each effect of "Fiendsmith's Tract" once per turn.


          Search for a LIGHT Fiend monster then send 1 card from hand to graveyard, synergizes well with "Fiendsmith" monster Lurrie


          Can banish from the grave and fuse Fiendsmith monsters from the Extra Deck by using monsters from the hand or field, can be used after being handtrapped in Requiem

          Fiendsmith Lurrie : sent from hand to grave will jump onto the field (not once per turn, anyway)

          Fiendsmith's Requiem (x1)

           Rarity
          Fiendsmith's Requiem
           Rarity
          Fiendsmith's Requiem
          Fiendsmith's Requiem
          LIGHT
          Fiendsmith's Requiem
          • ATK:

          • 600

          • LINK-1

          Link Arrow:

          Bottom


          1 LIGHT Fiend monster You can only Special Summon "Fiendsmith's Requiem(s)" once per turn. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Fiendsmith" monster from your hand or Deck. You can target 1 LIGHT non-Link Fiend monster you control; equip this card from your field or GY to that monster you control as an Equip Spell that gives it 600 ATK. You can only use this effect of "Fiendsmith's Requiem" once per turn.


          This card can only be special summoned once per turn.


          super easy to level up, 1 LIGHT Fiend monster, any monster including Lurrie

          Has a quick effect of sacrificing to jump a Fiendsmith monster from hand or deck, sounds harmless but this is a very good synergy effect with Fiendsmith monsters, to add resources to the negate or disrupt combo

          Can equip itself from the field or grave to a LIGHT Fiend monster (not Link) you control and increase ATK by 600

          Fiendsmith in Paradise (x0-1)

           Rarity
          Fiendsmith in Paradise
           Rarity
          Fiendsmith in Paradise
          Fiendsmith in Paradise
          Trap Normal
          Fiendsmith in Paradise

            Target 1 Level 7 or higher LIGHT Fiend monster you control; send all cards on the field to the GY that are not that monster. If your opponent Special Summons a monster(s), while this card is in your GY: You can banish this card; send 1 "Fiendsmith" monster from your Deck or Extra Deck to the GY. You can only use each effect of "Fiendsmith in Paradise" once per turn.


            Combine with Lacrima (or accidentally get milled to the grave) to disrupt when sending Desirae to the grave

            Fiendsmith's Lacrima (x1)

             Rarity
            Fiendsmith's Lacrima
             Rarity
            Fiendsmith's Lacrima
            Fiendsmith's Lacrima
            LIGHT 6
            Fiendsmith's Lacrima
            • ATK:

            • 2400

            • DEF:

            • 2400


            2 LIGHT Fiend monsters Monsters your opponent controls lose 600 ATK. You can only use each of the following effects of "Fiendsmith's Lacrima" once per turn. If this card is Fusion Summoned: You can target 1 of your LIGHT Fiend monsters that is banished or in your GY; add it to your hand or Special Summon it. If this card is sent to the GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck; inflict 1200 damage to your opponent.


            easy to level up, only need 2 LIGHT Fiend monsters, has the ability to pick up 1 Light Fiend monster from the grave or banish or special summon that monster (very important effect because pulling 1 more body = full combo fiendsmith)


            If sent to the graveyard, you can return 1 LIGHT Fiend monster from the graveyard to your deck or extra deck and deal 1200 damage to your opponent.

            Reduces ATK of all enemy monsters by 600

            Fiendsmith's Desirae (x1)

             Rarity
            Fiendsmith's Desirae
             Rarity
            Fiendsmith's Desirae
            Fiendsmith's Desirae
            LIGHT 9
            Fiendsmith's Desirae
            • ATK:

            • 2800

            • DEF:

            • 2400


            "Fiendsmith Engraver" + 2 LIGHT Fiend monsters (Quick Effect): You can negate the effects of a number of face-up cards on the field, up to the total Link Rating of Link Monsters equipped to this card, until the end of this turn. If this card is sent to the GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck, then target 1 card on the field; send it to the GY. You can only use each effect of "Fiendsmith's Desirae" once per turn.


            Can negate multiple cards at once by targeting and negating, the number of times negated is equal to the Link Rating of the monster equipped to this card


            If sent to the grave, it will restore the goods and send 1 card on the field to the grave, good combination with Paradise

            Fiendsmith's Rextremende and Fiendsmith's Agnumday (x0-1)

             Rarity
            Fiendsmith's Rextremende
             Rarity
            Fiendsmith's Rextremende
            Fiendsmith's Rextremende
            LIGHT 9
            Fiendsmith's Rextremende
            • ATK:

            • 3000

            • DEF:

            • 3600


            1 "Fiendsmith" Fusion Monster + 1 Fusion or Link Monster Unaffected by card effects, except "Fiendsmith" cards, while equipped with a "Fiendsmith" Equip Spell. You can only use each of the following effects of "Fiendsmith's Rextremende" once per turn. If this card is Fusion Summoned: You can discard 1 card; send 1 LIGHT Fiend monster from your Deck or Extra Deck to the GY. If this card is sent to the GY: You can target 1 other "Fiendsmith" card in your GY or banishment; add it to your hand.


             Rarity
            Fiendsmith's Agnumday
             Rarity
            Fiendsmith's Agnumday
            Fiendsmith's Agnumday
            LIGHT
            Fiendsmith's Agnumday
            • ATK:

            • 1800

            • LINK-3

            Link Arrow:

            Top

            Bottom-Left

            Bottom-Right


            2+ monsters, including a LIGHT Fiend monster Once per turn (Quick Effect): You can target 1 LIGHT non-Link Fiend monster in your GY; Special Summon it, and if you do, equip this card you control to that monster as an Equip Spell with the following effects. ● The equipped monster gains ATK equal to the total Link Rating of Link Monsters equipped to it x 600. ● If the equipped monster attacks a Defense Position monster, inflict piercing battle damage to your opponent.


            OTK, support to end the match, however Cubic carried very well in this aspect

            Moon of the Closed Heaven (x1)

            UR Rarity
            Moon of the Closed Heaven
            UR Rarity
            Moon of the Closed Heaven
            Moon of the Closed Heaven
            LIGHT
            Moon of the Closed Heaven
            • ATK:

            • 1200

            • LINK-2

            Link Arrow:

            Top

            Top-Right


            2 Effect Monsters You can target 1 face-up monster your opponent controls this card points to; this turn, if you Link Summon a Link-5 monster using this card you control, you can also use that monster your opponent controls as material. You can only use this effect of "Moon of the Closed Heaven" once per turn.


            2 effect monsters can link to this card.


            This card can link into Fiendsmith's link 1 and rotate Fiendsmith's full combo



            Tears

             

            Tearlaments Reinoheart (x3)

            UR Rarity
            Tearlaments Reinoheart
            UR Rarity
            Tearlaments Reinoheart
            Tearlaments Reinoheart
            WATER 4
            Tearlaments Reinoheart
            • ATK:

            • 1500

            • DEF:

            • 2100


            If this card is Normal or Special Summoned: You can send 1 "Tearlaments" monster from your Deck to the GY, except "Tearlaments Reinoheart". If this card is sent to the GY by card effect: You can Special Summon this card (but banish it when it leaves the field), and if you do, send 1 "Tearlaments" card from your hand to the GY. You can only use each effect of "Tearlaments Reinoheart" once per turn.


            Send a Tearlament monster from the deck to the grave, which makes these Tearlaments extremely fierce, and even fiercer with luck



            If sent to the grave by an effect, jump from the grave and send 1 Tearlaments monster/spell/trap from your hand to the grave.


            Level 4, Xyz all are ok, if you're lazy then Number 41 and go to sleep

            Tearlaments Havnis (x1 (due to limit))

            N Rarity
            Tearlaments Havnis
            N Rarity
            Tearlaments Havnis
            Tearlaments Havnis
            DARK 3
            Tearlaments Havnis
            • ATK:

            • 1600

            • DEF:

            • 1000


            When your opponent activates a monster effect on the field (Quick Effect): You can Special Summon this card from your hand, and if you do, send the top 3 cards of your Deck to the GY. If this card is sent to the GY by card effect (except during the Damage Step): You can Fusion Summon 1 Fusion Monster from your Extra Deck, by placing Fusion Materials mentioned on it from your hand, field, and/or GY, including this card from your GY, on the bottom of the Deck in any order. You can only use each effect of "Tearlaments Havnis" once per turn.


            which turn? whose?


            When the enemy uses a monster effect on the field, this monster can jump onto the field as a quick effect and mill 3 cards from the deck to the graveyard, at its peak, this was also known as Havnis Jumpscare

            If this card is sent to the Graveyard by an effect, fuse any fusion monster from the Extra Deck by returning the fusion material from the hand, field, or Graveyard (THIS CARD MUST BE USED) to the bottom of the deck.

            Because of the forced use, it can be interrupted not only by negate, but also by banish, shuffle,...

            Tearlaments Scheiren (x2 (due to semi-limit))

            UR Rarity
            Tearlaments Scheiren
            UR Rarity
            Tearlaments Scheiren
            Tearlaments Scheiren
            DARK 4
            Tearlaments Scheiren
            • ATK:

            • 1800

            • DEF:

            • 1300


            During your Main Phase: You can Special Summon this card from your hand, and if you do, send 1 monster from your hand to the GY, then, send the top 3 cards of your Deck to the GY. If this card is sent to the GY by card effect (except during the Damage Step): You can Fusion Summon 1 Fusion Monster from your Extra Deck, by placing Fusion Materials mentioned on it from your hand, field, and/or GY, including this card from your GY, on the bottom of the Deck in any order. You can only use each effect of "Tearlaments Scheiren" once per turn.


            level 4, very good for Xyz


            jump from hand to deck and send 1 monster from hand to deck then mill 3 from deck to grave

            If this card is sent to the Graveyard by an effect, fuse any fusion monster from the Extra Deck by returning the fusion material from the hand, field, or Graveyard (THIS CARD MUST BE USED) to the bottom of the deck.

            Because of the forced use, it can be interrupted not only by negate, but also by banish, shuffle,...

            Tearlaments Grief (x3)

            R Rarity
            Tearlaments Grief
            R Rarity
            Tearlaments Grief
            Tearlaments Grief
            Spell Normal
            Tearlaments Grief

              Special Summon 1 "Tearlaments" monster or "Visas Starfrost" from your Deck or GY, then send 1 monster you control to the GY, with the same Type or Attribute as that Special Summoned monster. If this card is sent to the GY by card effect: You can target 1 of your banished "Tearlaments" Traps; add it to your hand. You can only use 1 "Tearlaments Grief" effect per turn, and only once that turn.


              Jump 1 Tearlaments or Visas StarBUCK monster from the deck or graveyard to the field, then send 1 monster you control to the graveyard, with the same Type or Attribute as the special summoned monster (yep, this is sent by effect so it will trigger the Tearlaments' effect)


              sent to the grave by the effect will pick up 1 banished Trap Tearlaments into hand, sounds a bit silly but you can combine with Fairy Tail - Snow to banish the trap then use this card to pick it up again

              Tearlaments Scream (x3)

              UR Rarity
              Tearlaments Scream
              UR Rarity
              Tearlaments Scream
              Tearlaments Scream
              Spell Continuous
              Tearlaments Scream

                If a monster(s) is Normal or Special Summoned, and you control a "Tearlaments" monster or "Visas Starfrost" (except during the Damage Step): You can send the top 3 cards of your Deck to the GY, also, for the rest of this turn, all monsters your opponent controls lose 500 ATK. If this card is sent to the GY by card effect: You can add 1 "Tearlaments" Trap from your Deck to your hand. You can only use each effect of "Tearlaments Scream" once per turn.


                When a friendly or enemy monster is summoned and you control a Tearlaments or Visas StarBUCK monster, mill 3 top decks, then reduce all enemy monsters' ATK by 500



                If sent to the grave by an effect, you can add 1 Trap Tearlament from your deck to your hand (These Traps can both disrupt and be played during your opponent's turn).

                Tearlaments Sulliek (x1)

                R Rarity
                Tearlaments Sulliek
                R Rarity
                Tearlaments Sulliek
                Tearlaments Sulliek
                Trap Continuous
                Tearlaments Sulliek

                  If you control a "Tearlaments" monster or "Visas Starfrost": You can target 1 Effect Monster your opponent controls; negate its effects, then send 1 monster you control to the GY. If this card is sent to the GY by card effect: You can add 1 "Tearlaments" monster from your Deck to your hand. You can only use each effect of "Tearlaments Sulliek" once per turn.


                  permanently negate monsters on the enemy field, and then send 1 monster you control to the graveyard (this is sent by effect) while you control a Tearlaments or Visas StarBUCK monster


                  If sent to the graveyard by a card effect, you can search a Tearlaments monster from your deck to your hand, either normal summon it like Reinoheart , jump it yourself like Scheiren , or "handtrap" it during the opp turn like Havnis.

                  Tearlaments Metanoise (x1)

                  N Rarity
                  Tearlaments Metanoise
                  N Rarity
                  Tearlaments Metanoise
                  Tearlaments Metanoise
                  Trap Normal
                  Tearlaments Metanoise

                    If you control a "Tearlaments" monster or "Visas Starfrost": Target 1 face-up monster your opponent controls; change it to face-down Defense Position, then send 1 "Tearlaments" monster from your Deck to the GY. If this card is sent to the GY by card effect: You can target 1 "Tearlaments" monster in your GY; add it to your hand. You can only use 1 "Tearlaments Metanoise" effect per turn, and only once that turn.


                    book of moon and send 1 Tearlaments monster from deck to grave (this is sent by effect) if you are controlling Tearlaments monster or Visas StarBUCK, this disrupt and fusion helps you play very well in the opponent's turn, or put Winda :)

                    If this card is sent to the graveyard by a card effect, you can pick up 1 Tearlaments monster from the graveyard and put it back into your hand, as a backup in case a Tearlaments monster is sent to the graveyard by an effect (usually from a milled deck) but does not meet the conditions to activate the effect.

                    Tearlaments Cryme (x1)

                    N Rarity
                    Tearlaments Cryme
                    N Rarity
                    Tearlaments Cryme
                    Tearlaments Cryme
                    Trap Counter
                    Tearlaments Cryme

                      When a Spell/Trap Card, or monster effect, is activated, while you control a "Tearlaments" monster or "Visas Starfrost": Negate the activation, and if you do, shuffle that card into the Deck, then send 1 monster from your hand to the GY. If this card is sent to the GY by card effect: You can target 1 of your banished "Tearlaments" monsters; add it to your hand. You can only use 1 "Tearlaments Cryme" effect per turn, and only once that turn.


                      counter trap, omni-negate, negate then shuffle the card straight to the deck and send 1 monster from hand to graveyard (when you have Tearlaments or Visas StarBUCK monster)


                      sent to the graveyard by an effect will pick up 1 Tearlaments monster, in case it is banished by an enemy card

                      Trivikarma (x1)

                      UR Rarity
                      Trivikarma
                      UR Rarity
                      Trivikarma
                      Trivikarma
                      Trap Normal
                      Trivikarma

                        Target 1 "Visas Starfrost" in your Monster Zone and 1 Effect Monster your opponent controls; negate that opponent's monster's effects, and if you do, your targeted monster gains ATK equal to half the original ATK or DEF of that monster (whichever is higher). You can banish this card from your GY; add 1 Spell/Trap that mentions "Visas Starfrost" from your Deck to your hand, except "Trivikarma". You can only use 1 "Trivikarma" effect per turn, and only once that turn.


                        This card has nothing to do with Tearlaments, it only has to do with Visas StarBUCK, and the Tearlaments' cards say Visas StarBUCK so it can still be used.



                        remove field effects

                        You can banish this card from the grave, add 1 Spell/Trap related to Visas StarBUCK from the deck to your hand, when the Tearlaments field was not banned, this was no different from a Tearlament combo card, now search for less powerful cards but still play well

                        I usually use search counter trap or book of moon of deck (because that card sends Tearlaments monster from deck to grave for fusion, convenient to lock Winda )

                        Tearlaments Kitkallos (wife)

                        SR Rarity
                        Tearlaments Kitkallos
                        SR Rarity
                        Tearlaments Kitkallos
                        Tearlaments Kitkallos
                        DARK 5
                        Tearlaments Kitkallos
                        • ATK:

                        • 2300

                        • DEF:

                        • 1200


                        1 "Tearlaments" monster + 1 Aqua monster If this card is Special Summoned: You can take 1 "Tearlaments" card from your Deck, and either add it to your hand or send it to the GY. You can target 1 monster you control; Special Summon 1 "Tearlaments" monster from your hand or GY, and if you do, send the targeted monster to the GY. If this card is sent to the GY by card effect: You can send the top 5 cards of your Deck to the GY. You can only use each effect of "Tearlaments Kitkallos" once per turn.


                        easy to level up, just need 1 Tearlaments monster + 1 Aqua monster, because of this you can mix in other Aqua mercenary cards


                        When Special Summoned, take 1 Tearlaments monster/spell/trap and add it to your hand or send it to the graveyard (this is sent by effect).

                        has the effect of selecting 1 monster on your side of the field, then summoning 1 Tearlaments monster from your hand or graveyard to the field to continue the combo, or milling additional resources to the graveyard, and sending the selected monster on the field to the graveyard (this is sent by the effect)

                        if this card is sent to the grave by the effect you will mill 5 top deck, a very large number for a grave mill deck, especially the card in this playstyle mixes a lot of cards with grave effects as well as thins the deck to mill important cards to the grave

                        Tearlaments Rulkallos (x1)

                        UR Rarity
                        Tearlaments Rulkallos
                        UR Rarity
                        Tearlaments Rulkallos
                        Tearlaments Rulkallos
                        WATER 8
                        Tearlaments Rulkallos
                        • ATK:

                        • 3000

                        • DEF:

                        • 2500


                        "Tearlaments Kitkallos" + 1 "Tearlaments" monster Other Aqua monsters you control cannot be destroyed by battle. You can only use each of the following effects of "Tearlaments Rulkallos" once per turn. When your opponent activates a card or effect that includes an effect that Special Summons a monster(s) (Quick Effect): You can negate the activation, and if you do, destroy it, then, send 1 "Tearlaments" card from your hand or face-up field to the GY. If this Fusion Summoned card is sent to the GY by a card effect: You can Special Summon this card.


                        need Kitkallos above and 1 Tearlaments monster (if Kitkallos is banned you can bring in King of the Swamp :))


                        has a very powerful effect: your Aqua monsters (except this card) cannot be destroyed by battle, imagine the enemy's cards are all negated, the enemy wants to punch but can't do anything, or you have an Aqua monster with a weak negate/disrupt body, the enemy can normally summon but can't be punched to death because this card protects them

                        When the enemy activates a card or special summon effect ( Nibiru and billions of others), you can negate the activation and destroy it, then you can send 1 Tearlaments monster from your hand or face-up on the field to the graveyard (this is sent by effect).

                        If this monster is FUSION SUMMONED and sent to the graveyard by an effect, it can special summon itself (this will be considered a special summon, meaning it will not jump up again if sent to the graveyard)

                        Tearlaments Kaleido-Heart (x1)

                        UR Rarity
                        Tearlaments Kaleido-Heart
                        UR Rarity
                        Tearlaments Kaleido-Heart
                        Tearlaments Kaleido-Heart
                        DARK 9
                        Tearlaments Kaleido-Heart
                        • ATK:

                        • 3000

                        • DEF:

                        • 3000


                        "Tearlaments Reinoheart" + 2 Aqua monsters Cannot be used as Fusion Material. If this card is Special Summoned, or if an Aqua monster is sent to your GY by card effect while this card is on the field: You can target 1 card your opponent controls; shuffle it into the Deck. If this card is sent to the GY by card effect: You can Special Summon this card, and if you do, send 1 "Tearlaments" card from your Deck to the GY. You can only use each effect of "Tearlaments Kaleido-Heart" once per turn.


                        please don't NTR me


                        Upgrade with Reinoheart + 2 Aqua monsters, because it upgrades with 3 monsters, the ability to restore goods when fused with this card is very good.


                        However, this card cannot be used as a fusion material => cannot be restored by fusion.


                        If this card is Special Summoned (super monster) or an Aqua monster is sent to the Graveyard by this card's effect while on the field, you can select 1 card your opponent controls and shuffle it into your deck.

                        If this card is sent to the graveyard by a card effect, you can special summon this card from the graveyard (unlike Rulkallos, this effect jumps continuously throughout the game comfortably, because it does not require a previous fusion summon and of course only once per turn), after jumping, you can send 1 monster/spell/trap Tearlaments from the deck to the graveyard, this is extremely powerful because it helps you play in the opponent's turn or backup the next turn



                        Staple

                         

                        Shaddoll

                        R Rarity
                        Helshaddoll Hollow
                        R Rarity
                        Helshaddoll Hollow
                        Helshaddoll Hollow
                        FIRE 9
                        Helshaddoll Hollow
                        • ATK:

                        • 2900

                        • DEF:

                        • 2900


                        FLIP: You can target 1 face-up monster your opponent controls; send 1 "Shaddoll" monster with its same Attribute from your Extra Deck to the GY, and if you do, banish that monster. If this card is sent to the GY by card effect: You can send cards from the top of your Deck to the GY, equal to the number of different original Attributes among the monsters on the field. You can only use 1 "Helshaddoll Hollow" effect per turn, and only once that turn.


                        N Rarity
                        Shaddoll Squamata
                        N Rarity
                        Shaddoll Squamata
                        Shaddoll Squamata
                        DARK 4
                        Shaddoll Squamata
                        • ATK:

                        • 1800

                        • DEF:

                        • 1000


                        FLIP: You can target 1 monster on the field; destroy it. If this card is sent to the GY by a card effect: You can send 1 "Shaddoll" card from your Deck to the GY, except "Shaddoll Squamata". You can only use 1 "Shaddoll Squamata" effect per turn, and only once that turn.


                        UR Rarity
                        El Shaddoll Winda
                        UR Rarity
                        El Shaddoll Winda
                        El Shaddoll Winda
                        DARK 5
                        El Shaddoll Winda
                        • ATK:

                        • 2200

                        • DEF:

                        • 800


                        1 "Shaddoll" monster + 1 DARK monster Must first be Fusion Summoned. Cannot be destroyed by an opponent's card effects. Each player can only Special Summon monster(s) once per turn while this card is face-up on the field. If this card is sent to the GY: You can target 1 "Shaddoll" Spell/Trap in your GY; add it to your hand.




                        Tag(s):

                        N Rarity
                        Shaddoll Beast
                        N Rarity
                        Shaddoll Beast
                        Shaddoll Beast
                        DARK 5
                        Shaddoll Beast
                        • ATK:

                        • 2200

                        • DEF:

                        • 1700


                        FLIP: You can draw 2 cards, then discard 1 card. If this card is sent to the GY by a card effect: You can draw 1 card. You can only use 1 "Shaddoll Beast" effect per turn, and only once that turn.


                        Winda has 2 extremely powerful mercenary effects


                        Lock both players, only special summon once per turn. It sounds like it will squeeze both players but in fact only the enemy is affected. On your turn, you will ban the combo and then go up to Winda , or go up during the enemy's turn. If you already have Winda on the field and you want to continue the combo, just throw it to the grave or shuffle it back to the deck, combo it and then go up to Winda and lock it again.

                        The effect of not being destroyed by enemy card effects is also very powerful, ATK is up to 2200 but the enemy only special summons once, not counting when the enemy summons or activates effects and is negated by you.


                        Beast : draw card go brrrrrr
                        Squamata : Throw 1 Shaddoll monster/spell/trap from the deck to the graveyard if thrown to the graveyard by a card effect
                        Hollow : send cards from deck to graveyard, equal to the number of monsters on the field with different original attributes, allowing you to throw more cards from deck to graveyard

                        That Grass Looks Greener (x1 (because of limit))

                        UR Rarity
                        That Grass Looks Greener
                        UR Rarity
                        That Grass Looks Greener
                        That Grass Looks Greener
                        Spell Normal
                        That Grass Looks Greener

                          If you have more cards in your Deck than your opponent does: Send cards from the top of your Deck to the Graveyard so you have the same number of cards in the Deck as your opponent.


                          If your deck has more cards than your opponent's, send your top deck to the grave, so that both decks are equal, you have 60 cards, your opponent has 40 cards, so if you draw this card in your hand, you will send 20 cards to the grave, which is very effective in baiting Ash Blossom.

                          Card Destruction (x1 (because of limit))

                          UR Rarity
                          Card Destruction
                          UR Rarity
                          Card Destruction
                          Card Destruction
                          Spell Normal
                          Card Destruction

                            Both players discard as many cards as possible from their hands, then each player draws the same number of cards they discarded.


                            Maxx "C" destroyer, both players throw all their cards to the grave and draw cards equal to the number thrown, and this deck uses the grave so even if the enemy also benefits, then forget it, you won, so what's there to be afraid of (unless opp draws 5 handtrap or floodgay banish card)

                            and Foolish Burial Goods and Foolish Burial (x1 (due to limit))

                            SR Rarity
                            Foolish Burial Goods
                            SR Rarity
                            Foolish Burial Goods
                            Foolish Burial Goods
                            Spell Normal
                            Foolish Burial Goods

                              Send 1 Spell/Trap from your Deck to the GY. You can only activate 1 "Foolish Burial Goods" per turn.


                              UR Rarity
                              Foolish Burial
                              UR Rarity
                              Foolish Burial
                              Foolish Burial
                              Spell Normal
                              Foolish Burial

                                Send 1 monster from your Deck to the GY.




                                Tag(s):

                                Spell/trap or monster touching the grave, tear in particular and cubic can all be cooked

                                Reinforcement of the Army (x1 (due to limit))

                                UR Rarity
                                Reinforcement of the Army
                                UR Rarity
                                Reinforcement of the Army
                                Reinforcement of the Army
                                Spell Normal
                                Reinforcement of the Army

                                  Add 1 Level 4 or lower Warrior monster from your Deck to your hand.


                                  Search for a tearlaments combo card ( Tearlaments Reinoheart ) and when tearlament combo will mill a bunch of top deck to grave, help have more resources for combo

                                  Fairy Tail - Snow (x1)

                                  UR Rarity
                                  Fairy Tail - Snow
                                  UR Rarity
                                  Fairy Tail - Snow
                                  Fairy Tail - Snow
                                  LIGHT 4
                                  Fairy Tail - Snow
                                  • ATK:

                                  • 1850

                                  • DEF:

                                  • 1000


                                  If this card is Normal or Special Summoned: You can target 1 face-up monster your opponent controls; change it to face-down Defense Position. If this card is in your GY (Quick Effect): You can banish 7 other cards from your hand, field, and/or GY; Special Summon this card.


                                  book of moon, auto jump and no once per turn effect, level 4 xyz, all types of links are accepted

                                  Keldo the Sacred Protector and Mudora the Sword Oracle (EARTH Fairy)

                                  UR Rarity
                                  Keldo the Sacred Protector
                                  UR Rarity
                                  Keldo the Sacred Protector
                                  Keldo the Sacred Protector
                                  EARTH 4
                                  Keldo the Sacred Protector
                                  • ATK:

                                  • 1200

                                  • DEF:

                                  • 1600


                                  You can discard 1 other EARTH Fairy monster; Special Summon this card from your hand, then add 1 "Exchange of the Spirit" or 1 card that mentions it from your Deck to your hand. (Quick Effect): You can banish this card from your field or GY, then target up to 3 cards in any GY(s), or up to 5 if "Exchange of the Spirit" is on your field or in your GY; shuffle them into the Deck. You can only use each effect of "Keldo the Sacred Protector" once per turn.


                                  SR Rarity
                                  Mudora the Sword Oracle
                                  SR Rarity
                                  Mudora the Sword Oracle
                                  Mudora the Sword Oracle
                                  EARTH 4
                                  Mudora the Sword Oracle
                                  • ATK:

                                  • 1500

                                  • DEF:

                                  • 1800


                                  You can discard 1 other EARTH Fairy monster; Special Summon this card from your hand, then you can place 1 "Gravekeeper's Trap" from your Deck face-up in your Spell & Trap Zone. (Quick Effect): You can banish this card from your field or GY, then target up to 3 cards in any GY(s), or up to 5 if "Exchange of the Spirit" is on your field or in your GY; shuffle them into the Deck. You can only use each effect of "Mudora the Sword Oracle" once per turn.


                                  These guys before cooking helped tear mill a bunch of cards as well as control and recover resources from both players' graves very well.


                                  Now only these 2 are limited to 1, if you like then play both or 1, if not then don't

                                  Number 60: Dugares the Timeless and Number 41: Bagooska the Terribly Tired Tapir (Xyz Rank 4)

                                  SR Rarity
                                  Number 60: Dugares the Timeless
                                  SR Rarity
                                  Number 60: Dugares the Timeless
                                  Number 60: Dugares the Timeless
                                  FIRE
                                  Number 60: Dugares the Timeless
                                  • ATK:

                                  • 1200

                                  • DEF:

                                  • 1200


                                  2 Level 4 monsters You can detach 2 materials from this card, then activate 1 of the following effects; ● Skip your next Draw Phase, also draw 2 cards, then discard 1 card. ● Skip your next Main Phase 1, also Special Summon 1 monster from your GY in Defense Position. ● Skip the Battle Phase of your next turn, also double the ATK of 1 monster you control until the end of this turn. You can only use this effect of "Number 60: Dugares the Timeless" once per turn.


                                  SR Rarity
                                  Number 41: Bagooska the Terribly Tired Tapir
                                  SR Rarity
                                  Number 41: Bagooska the Terribly Tired Tapir
                                  Number 41: Bagooska the Terribly Tired Tapir
                                  EARTH
                                  Number 41: Bagooska the Terribly Tired Tapir
                                  • ATK:

                                  • 2100

                                  • DEF:

                                  • 2000


                                  2 Level 4 monsters Once per turn, during your Standby Phase, detach 1 material from this card. If you cannot, destroy it. This Attack Position card cannot be destroyed by your opponent's card effects. Your opponent cannot target this Attack Position card with card effects. While this card is in face-up Defense Position, change all face-up monsters on the field to Defense Position, also negate the activated effects of monsters that were in Defense Position when that effect was activated.


                                  Play whatever you like, I recommend:


                                  Number 60 : draw 2 discard 1, helps mill more resources to the grave and prevent bricking, as well as has the effect of pulling more body from the grave to the combo, punching effect is up to you, because Cubic can carry the OTK ability, even without Cubic, Tearlaments can still carry well

                                  Number 41 : go to sleep, all beings are equal

                                  Pilgrim Reaper (x0-1)

                                  R Rarity
                                  Pilgrim Reaper
                                  R Rarity
                                  Pilgrim Reaper
                                  Pilgrim Reaper
                                  DARK
                                  Pilgrim Reaper
                                  • ATK:

                                  • -1

                                  • DEF:

                                  • -1


                                  2 Level 6 monsters This card gains 200 ATK and DEF for every DARK monster in either player's Graveyard. You can detach 1 Xyz Material from this card; each player sends the top 5 cards from their Deck to the Graveyard (or their entire Deck, if less than 5). You can only use this effect of "Pilgrim Reaper" once per turn.


                                  Fiendsmith can be a good deck builder, not only for fusion but also for Xyz, you can build this card, mill 5 cards and you add resources to the combo

                                  Underworld Goddess of the Closed World, S:P Little Knight, Apollousa and Bow of the Goddess (Link)

                                  UR Rarity
                                  Underworld Goddess of the Closed World
                                  UR Rarity
                                  Underworld Goddess of the Closed World
                                  Underworld Goddess of the Closed World
                                  LIGHT
                                  Underworld Goddess of the Closed World
                                  • ATK:

                                  • 3000

                                  • LINK-5

                                  Link Arrow:

                                  Top

                                  Top-Right

                                  Right

                                  Bottom

                                  Bottom-Right


                                  4+ Effect Monsters You can also use 1 monster your opponent controls as material to Link Summon this card. If this card is Link Summoned: You can negate the effects of all face-up monsters your opponent currently controls. This Link Summoned card is unaffected by your opponent's activated effects, unless they target this card. Once per turn, when your opponent activates a card or effect that Special Summons a monster(s) from the GY (Quick Effect): You can negate the activation.


                                  UR Rarity
                                  S:P Little Knight
                                  UR Rarity
                                  S:P Little Knight
                                  S:P Little Knight
                                  DARK
                                  S:P Little Knight
                                  • ATK:

                                  • 1600

                                  • LINK-2

                                  Link Arrow:

                                  Left

                                  Right


                                  2 Effect Monsters If this card is Link Summoned using a Fusion, Synchro, Xyz, or Link Monster as material: You can target 1 card on the field or in either GY; banish it, also your monsters cannot attack directly this turn. When your opponent activates a card or effect (Quick Effect): You can target 2 face-up monsters on the field, including a monster you control; banish both until the End Phase. You can only use each effect of "S:P Little Knight" once per turn.


                                  UR Rarity
                                  Apollousa, Bow of the Goddess
                                  UR Rarity
                                  Apollousa, Bow of the Goddess
                                  Apollousa, Bow of the Goddess
                                  WIND
                                  Apollousa, Bow of the Goddess
                                  • ATK:

                                  • -1

                                  • LINK-4

                                  Link Arrow:

                                  Top

                                  Bottom-Left

                                  Bottom

                                  Bottom-Right


                                  2+ monsters with different names, except Tokens You can only control 1 "Apollousa, Bow of the Goddess". The original ATK of this card becomes 800 x the number of Link Materials used for its Link Summon. Once per Chain, when your opponent activates a monster effect (Quick Effect): You can make this card lose exactly 800 ATK, and if you do, negate the activation.


                                  S:P Little Knight : banish card, very good when both players are weak


                                  Apollousa : negates monsters once per turn, easy to level with Fiendsmith and Tearlaments

                                  Underworld Goddess : very good at dealing with unaffected enemies

                                  Maxx "C", Artifact Lancea and Mulcharmy Fuwalos (handtrap & staple)

                                  UR Rarity
                                  Maxx "C"
                                  UR Rarity
                                  Maxx "C"
                                  Maxx "C"
                                  EARTH 2
                                  Maxx "C"
                                  • ATK:

                                  • 500

                                  • DEF:

                                  • 200


                                  During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.


                                  SR Rarity
                                  Artifact Lancea
                                  SR Rarity
                                  Artifact Lancea
                                  Artifact Lancea
                                  LIGHT 5
                                  Artifact Lancea
                                  • ATK:

                                  • 1700

                                  • DEF:

                                  • 2300


                                  You can Set this card from your hand to your Spell & Trap Zone as a Spell. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your GY: Special Summon it. During your opponent's turn (Quick Effect): You can Tribute this card from your hand or face-up field; neither player can banish cards for the rest of this turn.


                                  UR Rarity
                                  Mulcharmy Fuwalos
                                  UR Rarity
                                  Mulcharmy Fuwalos
                                  Mulcharmy Fuwalos
                                  WIND 4
                                  Mulcharmy Fuwalos
                                  • ATK:

                                  • 100

                                  • DEF:

                                  • 600


                                  If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Special Summons a monster(s) from the Deck and/or Extra Deck, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.


                                  The deck wants to mill a lot of cards and 60 cards makes it easy to brick if you hold too many hadntraps and can't combo if you mill all handtraps to the grave, so you should play less handtraps.




                                  Companion unit:

                                  - Yu-Gi-Oh! Guidance Vietnam





                                  https://ygovietnam.com/
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