Instructions for Playing Kashtira Tearlaments Ishizu

Instructions for Playing Kashtira Tearlaments Ishizu

It's nice to see a deck that's only limited to 1 and hasn't been banned yet (or in the future :) ) anyway, since it's a deck that's all number 1, you know how OP it is. If you have a few empty slots, add a handtrap and staple and you're done, yes. And among them was the guy Kashtira and this deck was born


Kashtira: is a tough deck that is a strong mercenary (Pankratops but better), has the ability to jump, search, big body,... in general, they are very strong.
Ishizu : throw cards into the grave go brrrrrrrrrr, recover the row go brrrrrrrrr

TEARlaments: throw the card to the grave, then pick it up again to fusion, then throw and repeat when opp surr, then stop

It's simple, you just need to know the basics like that, later I will make an article explaining each guy clearly :3

Sections covered in this guide:




CORE

 

Terraforming and Instant Fusion (x1)
Limited to 1 copy
Terraforming
Limited to 1 copy
Terraforming
Limited to 1 copy
Instant Fusion
Limited to 1 copy
Instant Fusion

Terraforming: yes, having this card automatically knows that this deck has a strong field and wants to pick it up as soon as possible


Having said that, the search field of this deck is banned =))

Instant Fusion: Actually, in the past, this card was used to jump into the search field but now it's been banned so if you like it, bring it or not (Mudragon is also fat :3)

Primeval Planet Perlereino (x3)
Primeval Planet Perlereino
Primeval Planet Perlereino

searcher

The field should be searchable
Increase ATK to make it easier to punch negates or opp bosses
Able to shoot cards
The name is Tearlaments so it should be searched by another leaf

What can I say, field adds my resources, subtracts opp resources and even if spring is thrown into my mouth, I only have it on the field, this card still slowly consumes opp resources.

Tearlaments Scheiren (as much as possible (I say this because if I get banned later, this song can't be wrong :) ))
Limited to 1 copy
Tearlaments Scheiren
Limited to 1 copy
Tearlaments Scheiren

Self jump to level 4 (yeah it's number 41 reference), has trash throwing effect in hand (nice in that it throws monsters, not necessarily tear monsters so can throw x2s from other engines or unused handtraps) 3-card mill (That's right Peter, it's a disguised 4-card mill),


If this monster is sent to the Graveyard by an effect, fuse the monster using monsters in the GYM, field and/or hand by placing materials at the bottom of the deck.

=> So we will have: 1 person suddenly jumped into the field from the sky, threw a pile of cards in front of opp's helplessness, the cards went to the grave with chain links everywhere, making opp bitter and didn't know whether to throw the handtrap or not and then pick it up. Back in the row to fuse to create the boss and then have a row to throw again later. If the card is at the bottom of the deck, search for 1 card and the deck will shuffle again :3

Tearlaments Havnis (max if you can :))
Limited to 1 copy
Tearlaments Havnis
Limited to 1 copy
Tearlaments Havnis

Jumps automatically when opp activates a monster's effect (disguised handtrap), then throws 3 cards from the deck to the grave (yes, if you throw well, it will kill the sion) and if the effect is thrown to the grave, it will fuse like the one above.


Well, what's so hot about this one to get banned? It simply jumps 1 negate or 1 disrupt turn opp, turns into our turn and throws a bunch of remaining handtraps in your hand to trigger opp :3

Tearlaments Merrli (max if u can)
Limited to 1 copy
Tearlaments Merrli
Limited to 1 copy
Tearlaments Merrli

have fusion effects like the others, if you land on the field then mill 3 top decks, if good then one card combo, if unlucky then have goods to play later, in general the effect is short and strong like "draw 2 cards" for example

Tearlaments Reinoheart (x1-3)
Tearlaments Reinoheart
Tearlaments Reinoheart

Oh shit, level 4 guys jump on their own



when landing: throw the card you like to the grave (as long as it's a Tear monster and minus this card) and if this card is sent to the grave by a card effect, instead of fusion it jumps itself and throws another 1 Another Tear card from your hand, in general, you only play this card a little, but x3 mill 1 shot 2 to 3 copies of this card without any fusion pieces is a bit boring.

Tearlaments Scream (x0-1)
Tearlaments Scream Tearlaments Scream

This card is called scream because on the field opp will have convulsions, heart attacks and extreme panic :)


Unlike the field, its name is Tearlaments so you can search and forget about the banned search

If you have Tear or Visas Starbuck and a monster touches the field, mill 3 free cards from the deck, reduce ATK opp (well, it's easier to kill the boss and negate) and more importantly, if this card is sent to the grave by a card effect, then search 1 Trap Tearlaments, which searches, sends monsters, negates opp monsters and is an eternal trap :)

Tearlaments Sulliek (x1)
Tearlaments Sulliek
Tearlaments Sulliek

Eternal trap, searchable, negate monster, send card to grave to trigger effect, searchable Tear monster


10/10

Kelbek the Ancient Vanguard (max if u can)
Forbidden
Kelbek the Ancient Vanguard
Forbidden
Kelbek the Ancient Vanguard

Oh shit, level 4 guys jump on their own


As long as opp has a card sent to the grave from his hand or deck (which happens easily, for example Phantom Knights, some mercenary engines accidentally throw cards, blah blah,...), then you choose a specially summoned monster. opp's special, jump this one onto the field and push it back to your hand

So when this card is sent to the grave from the hand and deck, send 5 cards from the top deck of both players (well, sometimes I just squeeze it myself, so don't worry, I got 5 free mills that are so delicious :3)

Keldo the Sacred Protector (max if u can)
Limited to 1 copy
Keldo the Sacred Protector
Limited to 1 copy
Keldo the Sacred Protector

level 4 destroys other monsters to jump


This one has a dirty quick effect of "picking up" 3 cards from opp's or friend's grave, which means that grave collectors like Tom Knights, Rokket 1 hour,... will have some cards shuffled like torn scale, some unused PK cards. banish to activate the effect, pick up the link to borreload the savage dragon without link monsters to equip,...

Mudora the Sword Oracle (max if u can)
Limited to 1 copy
Mudora the Sword Oracle
Limited to 1 copy
Mudora the Sword Oracle

level 4 jumps by disabling another guy


effect picks up dirty household like the guy above

Agido the Ancient Sentinel (x2-3)
Forbidden
Agido the Ancient Sentinel
Forbidden
Agido the Ancient Sentinel

Well, the effect is a bit 3-point compared to the other 3 guys, so sometimes they get played x2. Instead of jumping to take Xyz's body or doing other perverse or difficult things for opp, this guy jumps an EARTH Fairy from the grave, that's right. You can Xyz and all kinds of things, but in reality, the other two guys banish from the other guy's grave, they send it from their hand or deck to the grave, not the field to activate the effect and there aren't always those in the grave, so it still gets stuck from time to time. Take x1 to give the slot to another card

Kashtira Fenrir (x3 (if you get hit, try to bring as much as you can because it's so OP))
Kashtira Fenrir
Kashtira Fenrir

ONE CARD COMBO


Suddenly, in the sky, some guy jumps onto the field, the searcher puts a one card combo, baits your handtrap, then he punches your negate then banishes your card. If you block them all, then Xyz will bombard you or cause difficulty. for you

No wonder why the OCG side is limited to 1

Kashtira Unicorn (x3 (if you get hit, try to bring as much as you can because it's so OP))
Kashtira Unicorn
Kashtira Unicorn

Same as the garbage man above but search spell



Same here as OP vl


yep, it's also limited on one side of the OCG because it's so strong

Kashtira Birth (x1)
Kashtira Birth
Kashtira Birth

search, banish opp's grave, make Kashtira trash cancer bastards normally not donate (if not qualified to jump on their own), jump back on Kashtira's group to banish opp's goods



Extra Deck

 

Tearlaments Kitkallos (x69)
Forbidden
Tearlaments Kitkallos
Forbidden
Tearlaments Kitkallos

too strong and got banned :)


This monster can jump by fusion or INSTANT FUSION, search or throw (monster/spell/trap) Tearlaments to the grave to trigger a bunch of effects, the effect jumps monsters onto the field from the grave or hand to send a card opp (-1 enemy +1 copy). body, yes very balanced), and has mill top 5 deck, yes welcome to prison


picked up by the fusion material, named Kitkallos (this detail is important)

Tearlaments Rulkallos (x1)
Tearlaments Rulkallos Tearlaments Rulkallos

The ingredients needed are Kitkallos above :)


protects other Aqua monsters from being punched to death, has the ability to negate and destroy when the effect is related to a special summon of monsters (High Caesar, is that you?), has the effect of sending own Tear monsters to trigger effects or send Go to the grave to fuse, and if this player's child was summoned to fuse before and is sent to the grave by an effect, jump up.

Yes, punching is difficult because ATK 3000, DEF 2500 (dodging Lightning storm) and being sent even jumps, but everyone thinks the second time it sends it it won't jump, so it picks this one up to the Extra Deck to fuse and then releases this one again. In general, she's hot and has a great body. She has a Negate and a bodyguard

Tearlaments Kaleido-Heart (x1-3)
Tearlaments Kaleido-Heart Tearlaments Kaleido-Heart

Well, I'm probably the only one who plays this one x3, anyway, the summoning conditions for this one are very good, 1 Heart and 2 Aqua so you can pick up some mini bosses for the Extra Deck, otherwise it cannot be used as a fusion material, meaning is that it cannot be picked up during fusion


When this monster is special summoned or an Aqua monster is sent to the grave by an effect, 1 of opp's monsters will be shuffled straight to the deck :) and if this monster is sent to the grave by a card effect, then jump back to this monster, yep this text is better than text of the other kid, after jumping, send a Tear card from the deck to the grave to trigger the effect

but the weakness is that its fusion material requires at least 3 of them including 1 Heart, yes, I'm talking about DD Crow or Bitchytial, even though the Heart is WATER but most of them are DARK, well you want one Heart going to the grave is a bit stressful because there's a lot of Aqua and Heart is usually played with 2 copies



Staple

 

Handtrap
Twin Twisters Twin Twisters
Forbidden Droplet Forbidden Droplet
Zombie World Zombie World
Limited to 1 copy
Called by the Grave
Limited to 1 copy
Called by the Grave
Infinite Impermanence Infinite Impermanence
Ghost Belle & Haunted Mansion Ghost Belle & Haunted Mansion
Triple Tactics Talent Triple Tactics Talent
Dark Ruler No More Dark Ruler No More
Limited to 2 copies
Lightning Storm
Limited to 2 copies
Lightning Storm
Nibiru, the Primal Being Nibiru, the Primal Being
Ash Blossom & Joyous Spring Ash Blossom & Joyous Spring
Necroworld Banshee Necroworld Banshee

Well, being thrown into the grave will brick you because the grave is full of things unrelated to fusion materials, but you can still bring it as usual.


Imperm can be brought because Imperm is currently quite good when not being called by the grave, meeting pure negate monsters like pure Phantom Knights (endboard apollousa + F0 + Fog Blade) is like a king wearing a dragon robe :)

Just kidding, play whatever you like

Zombie World + Banshee: makes opp bitter even though their grave has a ton of resources

I hope no one notices that I write a lot of text to meet the quota

Bitchytial
Wollow, Founder of the Drudge Dragons Wollow, Founder of the Drudge Dragons
Bystial Druiswurm
Bystial Druiswurm
Bystial Saronir
Bystial Saronir
Limited to 1 copy
Bystial Magnamhut
Limited to 1 copy
Bystial Magnamhut

This group banishes opp's monster like a handtrap and jumps onto the field. The good thing is that it has a trigger effect when sent to the grave, so it's good to play with them. In this group, there's a guy who gets sent that doesn't activate the effect, but another guy who gets sent jumps it. and it jumps to click the search card effect so bring it too :3


If you haven't banned opp's card yet, xyz 2 Bitchy tials on WOOOOO SEEGS to play with opp's grave

Predaplant Dragostapelia (x1)
Predaplant Dragostapelia Predaplant Dragostapelia

Look at its fusion materials, Peter, it picked up a Fusion monster



Besides, there is negate

10/10

Chou Yuugo Go Brrrrr
Starving Venom Fusion Dragon Starving Venom Fusion Dragon
Garura, Wings of Resonant Life Garura, Wings of Resonant Life
Mudragon of the Swamp Mudragon of the Swamp
Super Polymerization
Super Polymerization

 

Divine Arsenal AA-ZEUS - Sky Thunder (x1)
Divine Arsenal AA-ZEUS - Sky Thunder
Divine Arsenal AA-ZEUS - Sky Thunder

everywhere i see xyz, i see his face

Mecha Phantom Beast Dracossack (x0-1)
Mecha Phantom Beast Dracossack Mecha Phantom Beast Dracossack

It's easy to go up because there are Kashtira, protect yourself, shoot cards well, tokens can be used as ingredients for combos (I don't know what combos).


Rated 9/11 points

Number 41: Bagooska the Terribly Tired Tapir, Abyss Dweller and Time Thief Redoer (Hey guys, the deck has Level 4 monsters that jump on their own)
Number 41: Bagooska the Terribly Tired Tapir Number 41: Bagooska the Terribly Tired Tapir
Abyss Dweller Abyss Dweller
Time Thief Redoer Time Thief Redoer

Redoer : NTR top deck opp, avoid target, put card on top deck to turn later opp draws again in desperation, draw 1 card

Abyss Dweller : nice graveyard
Number 41: Chad, make opp lower his head and negate the activation effect (opp if you play a deck full of link monsters, you should reincarnate into a new game, especially those with strong OTK ability thanks to Accesscode Talker)

Dharc the Dark Charmer Gloomy (x0-1)
Dharc the Dark Charmer, Gloomy Dharc the Dark Charmer, Gloomy

NTR to climb links or fusion, Xyz,...


So happy that this child's search effect has finally been used

Spright Sprind and Spright Elf (Spright Mercenary)
Spright Sprind Spright Sprind
Forbidden
Spright Elf
Forbidden
Spright Elf

Sprind : *Merrli is thrown into the grave for the 177013th time*

Elf: protects the target *Merrli is jumped onto the field for the 177013th time*




tcg
470
5




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