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Against proper tanky players (with a full armour item at the least) then yes you'll go cleaver second and instead get duskblade third.
Lissandra and Urgot probably stand out as the biggest 2 problems.
Lissandra forces Jayce to buy magic resistance and maybe a QSS whilst also going aftershock to become really hard to kill. In lane she's ranged as well so isn't as susceptible to poke like other matchups.
Urgot just has so much presence in lane and can have both TP and Ignite (thanks to spellbook) making it very difficult to shut him down and all in him.
When it got reworked initally it was much better because
The matchups section has all the specific best starting options, but DBlade is good into everyone but isn't often the best into anyone.
I'd rate him a 8/10 if 1/10 is sona, 5/10 is Lucian, 10/10 is Azir.
However I do buy it in games where I'm the only teams waveclear AND im against a tank top. (So I'm vs a Maokai and my team has a fizz mid, ADC Draven and jungle rek'sai for example) so I'm our teams poke and wave clear, then the mana is needed to perm spam Q E.
Tear costs 750g, which is more than 2 kills. If you get Tear you're either putting yourself 2 kills behind your opponent, or putting 2 kills worth of gold into no combat stats. I would much rather get 20 AD from 2 Long swords. Jayce gets a lot of damage from Bonus AD. To be exact he gets 380% Bonus AD scaling. 408% if you do a Q E combo. This also doesn't count if you land multiple auto attacks with your W (As it lowers your AA damage but landing 2 or more autos during the charge is a lot more damage)
2 Longswords gives Jayce 20 AD for Auto attacks and a spicy total of 76 Extra damage across all abilities in both ranged/hammer form. 82 if you land a Q E combo.
The amount of extra damage 2 longswords gives is so much more valuable than a Tear on Jayce. Plus this doesn't take into consideration more than 1 spell cast. Of course, if you have Tear you can get a lot more spells out than having 2 long swords, but with cooldown and teleport you're more likely to 100-0 someone with spells after auto attacking them down than you are to spam spells then all in when they're low from them.
Also, it's horribly cost inefficent when you first buy it. It's like 60% the value of your gold with 0 stacks. It only becomes cost effective at 480 bonus mana so it's basically useless until you nearly finish the item fully.
Once you do though, it gives Jayce a massive DPS boost that also grants him 50-70 AD based on Jayce's level. However a lot of games are won by 20-25 minute mark and that's about the time you'll finish your Muramana. So you'll have maybe 5mins to play with it's increased damage.
TLDR: 2 longswords > tear in lane. Cost efficiency is really important and manamune is not. It's not awful, but it's a lot better to learn tearless Jayce as it gives him a load more damage in the early/mid game.