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Gladiator Beast

● 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: 2
● Gladiator Proving Ground: Two Extra Copies

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: If you're going first, use Gladiator Beast Gistel to set a Gladiator Beast's Charge with two Gladiator Beasts on the field, which will deal with any Monsters the opponent commits. On the next turn, you'll be able to go directly to Battle Phase and try to tag out on the opponent's empty board. You'll also have to option to make a Link-2 play like Test Panther, Gladiator Beast Dareios, or even Gladiator Beast Dragases.

If you're going second, use Gistel in combination with Murmillo or Bestiari to chip away at the opponent's board.



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 Gistel to grab Charge/War Chariot, expending the Trap, then tagging into Equeste and continually resetting it
• Attorix/Noxious into Claudius 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 could 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.

Written By Veiss Althen

Edited By Stephen Harper

Gladiator Beast

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