|Card Trader Expense|
- Strong defense against pressure from attacks
- Consistent against beatdown based decks
- Less reliant on protecting backrow
- Strong matchup against common meta decks such as Red-Eyes or Toons who mill themselves
- Jowls + GHQ designed to counter strong beater decks such as Red-Eyes
- Decklist can be modified to counter specific matchups
- Slow set up
- No pressure to your opponent's field presence or Life Points
- No protection against non-attacking field clearing
- Often gives your opponent free draws
- Can be difficult to pilot at times
Tea Mill depletes the cards in your opponent's deck by forcing them to mill and draw, causing a Deck Out Victory. The three primary engines for this are Hiro's Shadow Scout, Warm Worm, and Assault on GHQ, with two additional methods of forcing draws in Duel, standby! and Cup of Ace. The rest of the deck is filled with defensive cards to stall through the early game to the point where you can force an "OTK" by depleting the rest of their deck in one turn.
Most high tier decks tend to run only 20 cards, meaning the milling or forcing a draw of 2-3 cards can be significant. In lower tiers, many decks will run more than 20 cards, even up to 30, meaning that this deck can usually only be run starting low/mid Gold and higher.
Since most of the stall cards are for negating attacks, it fairs well against beatdown decks such as Red-Eyes or Naturia, but poorly against other forms of monster removal such as Relinquished and Soul Exchange. Slow set up and lack of pressure means means that Tea Burn gets a free win, and slow decks are able to set up for free. Despite this, the deck can still perform well enough to reach KoG with a skilled pilot.
Your main goal is to reach the point where you can activate enough cards to bring the remaining number of cards in your opponent's deck to 0 during your turn, so that they are forced to deck out at the start of their next turn. As a rule of thumb, make sure not to activate Cup of Ace or Hiro's Shadow's Scout until you have to to avoid giving your opponent extra tools to work with.