Notes & Combos
BEATRICE DODGED THE LIST, TIARAMENTS STRONGEST
Tear has been falling off the ranks of consistency and Fiendsmith changes alot! The ceiling of Tearlaments has been raised significantly along with its ability to run handtraps and win going second. No lacrima/necroquip hurts a lot, i had to throw in redoer over the necroquip slot because moon isn't a 1 card combo. This build is pretty much your ideal Fiendsmith Tear build with a couple changes that could be made:
-Ghost Belle (2x-3x copies): Since bystials are going to become extra popular, this can be used to protect your combos and as a handtrap (against things like Engraver, Lurrie, Big Welcome, Zombie Vampire, Superfactorial, etc.) This is one of your best options.
-Bystials: I don't think this would be ideal for Tear to run because there are better handtraps and these don't really help your deck. I would just run the Magnamunt and Druis if you do chose to run them but be mindful that they also block Kashtira Fenrir.
-The 2nd Called by: With Maxx "c" at 2 and 3x droll in the deck I don't have room and don't see too much of a point in running it.
Triple Tactics Talent: It's a nice 1 of to run but you need to open handtraps and this card always takes up the slot of what could have been 1.
-Fuwalos (2x-3x): Never hurts to throw this in if you keep going second or end up on a rank down game...
Cards that could be in the extra deck:
Chaos angel: Once we get Lacrima, between Schiren/Snow/Lacrima+Engraver/Necroquip/Lacrima's there are several ways to access it. Chaos Angel can serve as a good card 2nd and a Tower if you know you're playing against Tenpai (or any go 2nd deck).
Dweller: Banned in the OCG because of its easy access through Ryzeal, Dweller can be a broken part of The Fiendsmith Tearlament ebdboard if you choose to play it. Many decks already auto-lost to it pre-Fiendsmith but now it's like a guaranteed win on resolution.