● Resolving 1 Glad Beast resolves them all.
●Lots of traps and quick-plays enables safety for normally unsafe lines
●No Andal means less bricking.
Pros
Cons
●You're playing an archetype of garnets.
● Extra Deck is not always prioritized, so your answers are usually from your hand/field.
●Ash Blossom ruins your experience on a metaphysical level.
Points
Points: 3
● Gladiator Proving Ground: Extra Copy
● The Iris Swordsoul: 1/2 Point
● Amazement Administrator Arlekino: 1/2 Point
● Evilswarm Exciton Knight: 1/2 Point
● SPYRAL Resort: 1/2 Point
General Strategy: This list particularly favors going first in most cases and if you can, I would usually recommend it, especially after siding. It's perfectly fine to go second; however, just make sure to play a bit slower then with your Glad Beasts and they'll be glad to survive against particularly potent backrow. Line up your defenses with backrow and combat tricks before taking on any monster in battle, or just find ways to go face and crack the opponent's board wide open. This deck has a great grind and a pretty rewarding ceiling; however, unlike some similar strategies like Trickstar or SYPRAL cores, this strategy unfortunately is FULL of garnets that become better when working together.
Opening Plays: You don't particularly require gas or multiple searches unlike most other strategies; however, keeping your options up and being able to protect your monsters. Just having access to 1 Glad Beast is enough to cycle your entire engine for an eternity and the second you start the tags, it's hard to stop them. If you happen to have the Swordsoul engine (for Synchros and pressure), Arlekino, or Noxious on-hand, you should almost always go for plays to bait your opponent into forcing them out so you can snowball early on. In this deck specifically, since you play so many tricks, it's pretty rewarding to be greedy with Comica as well, so feel free to set Horror House and equip it to her until you need to Book their monster. There's a lot of variance here so the best thing to do is plan ahead and prepare contingencies.
Combos: There's not too many that are super streamlined but some optimal setups are:
• Noxious into Darius (which gives you two monsters for free)
• Using Samnite to grab War Chariot then expending Chariot to tag into Equeste and continually reset it
• Secutor into Laquari or Vespasius to setup Domitianus or Heraklinos for suffocating pressure and closing And while this isn't a combo perse, it's worth mentioning that the SPYRAL engine should be used here to keep up pressure, generate bodies, and constantly loop the Glad Beasts that have fallen without the need to burn necessary tag outs. The less work required to win, the better.
Possible Modifications: Since the archetype is pretty self-contained in all honesty, anything that isn't reliant on other strategies to function can work wonders here; however, some pretty ideal inclusions that you could try are things like Trickstar (namely Light Stage to enable generous Battle Phases for your Glad Beasts), Melffy & Andal (to enbale more combo-driven lines that make use of the non-Fusion Extra Deck), and destruction synergistic cards like Loop of Destruction and Ancient Warriors Cao De to name a few (because of Murmillo and Bestiari on top of all of the backrow). It goes without saying that any and all of the relevant S/Ts in the format should be played when necessary as well, especially those in particular that can clear monsters, change their battle positions, or reduce their attack power.