Notes & Combos
Oh boy, the meta has gotten a giant power spike thanks to both Azamina and Fiendsmith joining the meta.
This Master V climb was NOT easy. This was partially because I faced a terrible streak of bad luck in both bricking and facing bad matchups consecutively until I made the final deck here.
This even inlcuded running Super Poly for going 2nd. At first, I brushed it off to the side. However, it proved it's worth in a meta where the Azamina Engine can be removed through Super Poly away another Dark or Illusion on the field. Just a great board breaker.
Since the Azamina and Fiendsmith Engines can mask over your real deck strategies, it's tough to know where your hand traps can be applied in the heat of battle.
However, the inverse is also true playing said engines too in your decks. Tearlaments are no exception to this.
On a side note, I like to give a huge shout-out to Droll and Lock Bird for being a soft check to the Mulcharmies and Maxx C this format. I won many games using Droll after they drew and I was able to combo as normal (without adding to hand).
I've never used Nyarla my whole life until I read up about it in deck building and it became clear that it provides good utility for triggering Tear effects (sends for effect) and also going into Fiendsmith if there's a Light Fiend milled at some point.
The Unicorn + Birth Engine is a great engine to help Fiendsmith plays go smoother and punishing hand traps by ripping from the enemy Extra Deck. I've even had games where I won with Unicorn Control with Birth up.
Baronne + Destrudo can arguably be a flex spot, but I've personally gotten great use of Destrudo for getting into the Fiendsmith lines on top of going into Baronne that it's too valuable.
Despite the odds against a very high powered format (and also bad luck), I'm relieved that I made it to Master V!