As someone who’s played Gladiator Beasts for a long time, the new support is very good and allows the deck to function without the battle phase, going first you can build a board of negates through spamming Tamer Editor/comeback/equeste & the link 2 helps give this another layer. Also going 2nd you can just OTK easily now. The deck isn’t going to be Meta but it’s at least a rogue strategy now which is all us Glad fans asked for
I think people misunderstand how modern gladbeast has played for a while, its a going 1st combo deck that just lacked consistency and resiliency options. Magister is a very good Starter/Extender, the field spell is the best fieldspell printed so far and the deck already has some very good archetypal spells that are now searchable. Their extra deck is also fairly strong with cards like test panther and tamer editor letting you swarm the board and domitianus and heraklinos providing very strong negation.
maaaaaan i wish we could go back to the glad types of gameplay from time to time and don't have to make everything forcefully a go first make more interaction than the opponent can deal with deck. how many yugioh players exist now that don't even know that the battle phaesewas one of the strongest resources you had to progress your gameplay
Gladiator Beasts are just an incredibly bricky combo deck now, they have a monster negate and a spell/trap negate fusion, a monster that brings 1 out for free, and a bunch of ways to summon that monster, but literally none of the main deck guys do anything if you draw them except the new cards, and Test Bear isn't even searchable.
From my play testing, this new support is really powerful and it really bridges the gap between the OG Glads and the Glads that were released in the last wave of support. They still have a strong identity with tagging in and out of the deck and contact fusing, although the identity of doing it during the battle phase is lessened. I think it's worth giving a try when it comes out in MD. It will certainly be more fun and interesting than what GB looks like now in the format.
The issue: gladbeasts wants a battlephase, and wants you to live through that battlephase Gladbeast fix: some (probably spell) card: "You can activate this card only during your mainphase 1; Your opponent can special summon of monsters from their deck/extra deck, ignoring their summoning conditions. It becomes the battlephase of your next turn. During the battlephase; (Quick effect) Banish this card from your graveyard and double your opponents lp: negate the effects of all monsters which aren't gladiator beasts currently on the battlefield. Neither player can respond to this effect." ("battlephase of your next turn" so you can use it turn 1; and you are allowing your opponent some special summons, as we don't want a ftk. then i added the second effect to prevent the opponent from just summoning some broken boss monsters. Probably would still need some adjustments, but maybe that would help)
From what I saw and tested a little bit. You ho 1st get a few negates up including setting the counter trap at end phase and then survive 1 turn, then you do whatever and get the lvl 12 out before doing 2 BP and killing the opponent
@@zenbozic6184 personally im sick of having to go second with tri-brigades just to have a decent combo so hopefully the deck has some good going first plays now, cause currently its just worse tenpai.
Glads can now set up some crazy shit going first, which it sort of could do before, but now the deck is more resilient to hand traps, and can also play into boards better if need be
We finally making it out of Edison format with this support Most of the GB cards are not hard once per turn you can abuse the life out of these card the link 2 dareios plays a great role in that also you can slap two Claudius on the summon 2 Domitianus or Gyzarus also the most cracked trap in GB is Gladiator Beast Charge if the field had said you can set a trap that mentions GB set “ defensive tactic” you basically can’t lose
Crazy how Josh is looking at this support lacking the knowledge of like 13 years of support so has no idea how the deck has evolved past 2010-2011. Honestly this support helps fix the problem the deck was having when it came to losing its identity as now its consistent enough going first and can finally attempt to go second again. No hate by this by the way, this isn't the deck that anyone needed to see evolve but knowing how it has this support is very nice, not sure if it could be tiered but it probably rogue playable
Just wanna let everyone know the way you can tell a card effect is a quick effect is if the card effect says (quick effect). If it doesn't have this, it's either old or not a quick effect. I know it's really tricky to understand but I hope this helps!
For example the orginal print of abc buster dragon says "once per turn, during either players turn, you can discard 1 card, then target 1 card on the field, banish it" Wich is now just "Once per turn (Quick effect): You can discard 1 card, then target 1 card on the field; banish it. " I thinks its pretty easy to understand if its a quick effect normally they will use just more words to show how it functions. God I love the introduction of those buswords I think you could even shorten once per turn to OPT and things like that
i think you could make them viable without making them lose their identities by giving them very powerful board breaking effects and potentially reducing battle damage for the turn or smth kinda like dark ruler
Yes I would think its cool they now have more tools going first but the next step is to solidify going second and shuting down the opponent to be able to take their boards appart. An searchable drnm for glad beast would be amazing or a searchable inarchetype red reboot maybe a nice easy super poly target or a contact fusion that can use opponennts monsters like cyber dragon has. Maybe something like 1 glad beast plus one monster your opponent controls. Glad beast should be super powerful going second. Maybe even extender that can be used to their full potential if your opponent has cards on the field. So much you could do to make glad beast a amazing deck going second
People saying "holy shit battle phase 2" have never read An Unfortunate Report. There's a reason why so many cards mention multiple battle phases in one turn even if theyusually can't. Thanks random dogshit cards for making us prepared!
Great any deck nowadays gets 2 field spells and a lot of negates but my beloved Kashtira does not have 1 good negate (not gonna count Overlap it's trash) 😭
it's actually quite good design to solve one of the biggest problems with the deck. Glads aren't good still but imagine summoning that Fusion in locals and perform BP twice. It's nice.
Tenpai existing unfortunately makes this support pointless. It’s basically more work still in the end compared to Tenpai. 5 Glad beast monsters is way too huge of a cost for the fusion when you see crap like Phantom in the game lol.
Its really not that big of a cost if you see what this deck goes through to build its going 1st board. Though they really shouldve given them another good maindeck glad name that isnt super dead on its own.
I suppose you brought Tenpai as a comparison, because both act at battle phase, but that was before the support. GB has first turn now (unlike before) it doesnt need battle phase to build field, and differently to Tenpai, it can counter floodgates that prevents battle phase, which become... "popular" amoung ice barrier players. If you see replays of cringy quit-rage because of lacking measures against one rouge deck, its fatal to lack experience while just going with "meta of moment". You know how many ways GB send materials to GY, right? 5 materials is easy to archieve at first turn, with right cards, depends on what you are archieving. OH, also GB Editor saves GY materials if you dont know how to manage this archtype. Anyway, you can bring 2 lv 12 boss at once, bringing 2 monsters, but what's the benefit of briging 2 lv 12 bosses that SS from extradeck during oponent's phase, i wonder?