Tearlaments Scream
Tearlaments Scream

Tearlaments Scream – #DABL-EN058

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.

Date Reviewed:  February 7th, 2023

Rating: 3.58

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:

KoL's Avatar
King of

Hello Pojo Fans,

Tearlaments Scream is another way for Tearlaments to mill.

Scream is a Continuous Spell, that will mill the top three cards from your Deck to the grave when a monster is Normal or Special Summoned. Any monster, any side of the field gets the player a mill of three if they control a Tearlaments monster. For any player using Tearlaments with this card this is just another way to mill and set up your Fusion plays, in addition to gaining advantage off the mill when milling other stuff like the Ishizu monsters. You’ll likely always have a Tearlaments monster in some form and because it triggers off your opponent’s summons as well you will be able to do double the milling if Scream can survive the turn. The ATK drop of 500ATK for each monster your opponent controls isn’t bad as it will help bring bigger monsters within range of your Kitkallos and Main Deck Tearlament monsters, however it isn’t game-breaking.

Milling this card or having it hit the grave from the field makes it a free Tearlament Trap search from the Deck. Each Tearlament Trap will net you something off being sent to the grave in some fashion like Scream does, so even if you are searching it to merely send it to the grave you will be getting a Tearlament monster or card added to your hand in some form from somewhere depending on which you choose. If you are using Scream’s search for defense, Cryme is your Counter Trap to negate anything, while Sulliek is a monster negation and sending a monster from your field to the grave in one (to activate your Tearlament monster effect(s)).

Tearlaments Scream is some added mill power and search ability for an archetype that mills like Lightsworn but try to be more focused than Lightsworn in their mill. If you happen to activate it, great, if you don’t, the results are equally good, so there’s no loss in milling the only copy you play.

Advanced-3.5/5     Art-3.5/5

Until Next Time

Crunch$G Avatar

We shift from Scareclaw to Tearlaments to see they actually get Tearlaments Spells in this set, so today we’ll look at one: Tearlaments Scream.

Scream is a Continuous Spell with a first effect that triggers when a monster(s) is Normal or Special Summoned and you control a Tearlaments monster or Visas Starfrost, letting you send the top 3 cards of your Deck to the graveyard. It doesn’t seem like much, but it’s another way for Tearlaments to get some mills going to trigger all the graveyard effects the archetype has. It’s easy to meet the requirement since summons happen often, especially in Tearlaments, so you should have no issue triggering this yourself. It should also be mentioned after the mill that all your opponent’s monsters lose 500 ATK for the turn, which is probably the least relevant part, but a nice debuff to have forced on the opponent. The second effect triggers when this is sent to the graveyard by a card effect, letting you add any Tearlaments Trap from Deck to hand, which is pretty good since all the Tearlaments Traps can be pretty disruptive on the opponent while also helping trigger more Tearlament effects. Hard once per turn on each effect of Scream, cause otherwise it’d be easy to mill your Deck and search for all your Traps. Scream is a solid card for Tearlaments, as it’s a reliable way to get to your Traps without relying on Kitkallos to search them, which I imagine will be extremely relevant at some point. Scream doesn’t do a lot, but it offers good enough qualities for Tearlaments to be worth playing.

Advanced Rating: 3.5/5

Art: 4.5/5 Tearlaments are having a Kashtira problem as well, and here Unicorn looks more like a Unicorn since it’s easier to see the horn.

Mighty Vee

(Side note: Tearlaments players are probably screaming after the recent banlist…)

Tearlaments Scream joins the Tearlaments backrow lineup, being a Continuous Spell with two hard once per turn effects. Scream’s first effect allows you to mill the top three cards of your deck if a monster is Normal or Special Summoned and you control a Tearlaments monster or Visas Starfrost, dropping the attack of all of your opponent’s monsters in the process. Naturally, the first effect is very handy for extending your Tearlaments combos, and being able to trigger Tearlaments effects on your opponent’s turn is also incredible, as you can easily go into Tearlaments Kaleido-Heart or Predaplant Dragostapelia. The attack drop, while not the most useful, can come into play when dealing with towers and towers-lite monsters like Red-Eyes Dark Dragoon, as Tearlaments struggle to out untargetable monsters. Scream’s other effect triggers if it’s sent to the Graveyard by a card effect (that is, milled in some fashion), searching any Tearlaments Trap. This effect is especially useful to grab other Traps, since many builds play both Tearlaments Cryme and Sulliek (Sulliek preferred). With the ban of Tearlaments Kitkallos, I can see Scream seeing even more play to grab your Traps; most people ran 2, but I think running 3 is a good idea going forward into the new format.

Advanced: 3.75/5

Art: 3.5/5 Chronologically, this was our first view of Kashtiras; I thought they would be Tearlaments cards given how much Unicorn looks like some lobster thing.

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