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Either that or actually use the gravekeeper's trap to enable quick effects on the Ishizu cards. Trap gives quick effect to the Ishizu cards, opponent destroys trap then there is no quick effect on the Ishizu cards anymore meaning you cannot activate on your opponent's turn since the trap is removed from the field.
Problem solved you can play to your heart's content again. Just prepare some backrow removal destroy one card and the graveyard is yours again. Simple and easy to understand. This would make life a little bit simpler. If only it was this easy. These are just some things that I think could maybe work potentially if they did some changes about the cards.
if they were 1 for 1 like a DD Crow from grave or something they'd be fine, but being able to snipe 3 potential problem cards for 1 is crazy
There's a good reason why they got mangled in both the TCG and OCG F/L lists to different degrees, because they're absolutely insane and turned Tears from just being overstuffed with effects to 16 chain nightmares.
Thank you Macro Cosmos.
I've been waiting for thread like this, as this is very objective considering how tear is top tier to the point many deck adding banishing elements just to counter this thing. Not the usual "I hate combo deck, I hate deck that summon X times, etc" without even mention of what really OP in the ladder.
also Kashtira's main gameplan is to build macro cosmos on legs, I can't imagine even full power tear playing too well into that most of the time
I really do think it's more the Ishizus that are the issue, as they've been exploited to terrifying degrees in other decks too - think Adams, think the Runick Ishizu build that was running around before Tear dropped, think the 60 card Necroface pile that could theoretically banish your whole deck turn 1... all of which are enabled or significantly improved by the Ishizus alone.
It's also the reason why the tear mirror in MD is so luck-based. They decided to give us "full" power tearlaments with consistency hits, so whoever gets access to their 1-of field spell and their 5 copies of shufflers first is very likely to win unless the opponent can get some lucky mills to catch up since we only have 6 total copies of fusion names to mill
I know that, but that is kinda the point, Ishizu then is not the main problem (even though still is a big problem) since Tears will just be combined with something, then the better thing to kill tear is just to kill them directly.
if people want to stop seeing Tears + something decks at least in the future.
Both is good.
So yeah lets just try axing Ishizu cards completely I think that + the limits already in place might make tear managable and if they really are not still then they get axed.