Fraz Posted December 26, 2009 Report Share Posted December 26, 2009 181 Laquiri1 Murmillo1 Hoplomous1 Darius1 Bestiari1 Cat1 Gale1 Sangan2 Samnite2 Equeste2 Retiari2 Airbellum2 Test Tiger 121 Smashing Ground1 MST1 Storm1 Brain1 Mind2 Shrink2 Book of Moon3 Proving Ground 101 Solemn Judgment1 Torrent1 Dustshoot1 Spiritual Water Art2 Bottomless2 Icarus Attack2 Chariot If you've been watching the tournament scene you should see glads aren't doing so well. This is partly because the better players have abandoned them for lightsworn, blackwing and zombies. However, there's still loads of competent glad players out there and they're not topping either... this shows we need to redo how the glad deck is built. This is attempt number one. Tech discussion: Icarus Attacks: Some people have been telling me not to play this cause there's only like 4 maindecked winged beasts... I disagree. Because of how glad beasts work, you can consider every single one of your glad beast monsters to be any type or attribute so powerful tech cards that work only on a few of my monsters in fact work with every one of my glads. Spiritual Water Art: Nobody can deny that looking at your opponent's hand and killing strategy is a good thing. Decking both this and dustshoot is clearly a good thing if a deck can support it. Darius and (more importantly) Equeste help support the card even more. I imagine removing an opponent's mezuki or their 4th lightsworn with retiari then ripping a card from their hand would be a fairly crippling move. 3 Proving Ground: I've seen people playing 1 or occasionally 2 proving ground but hardly ever 3. I really don't get any logic for not using 3. Every deck plays dustshoot so it helps play around that, I've seen people scoop when their opponent topdecks it and it's like playing 4 copies of bestiari. The fact you can set bestiari then fuse with it and another glad almost is enough reason to be playing 3 imo. 2 Shrink: Common misconception with shrink is that it does what's written on the card. What is written on it is not what it does. It resets the total attack as half the original attack. So say opponent has a sirocco, bora and gale on the field and then uses sirocco's effect to boost bora and you shrink when it attacks, it's total attack is now 850. So it lets my glad win the battle then tag out for more advantage. It also helps get around bottomless trap hole which is important because EVERY DECK PLAYS 2. More versatile than my body as a shield while still doing what I think is the most important aspect of my body is the reason why it's played over it. 2 Test Tiger: I don't think it's very good at 3. More often than not it's a dead draw at 3 in kitty glads. Prisma Glads should def be playing it at 3 though obv. 2 Retiari: For ages now we've been playing this at 1 or 0. We're now in a Zombie, Lightsworn and Vayu format so 2 seems very good. Playing 2 of a card that you'd rather not draw is going to increase your chances of drawing it, but it also means that when you draw it you're more likely to have one still in your deck which is another reason why I think this should be played in 2. 2 Also gives me more access to spiritual water art targets. 1 Gale: Why not? I have the mind control to support it and making guys small so I can attack over them with my glads is def a plus. 1 Laq: I guess this is just to fit my playstyle more. On it's own it's really not all that great. It's just used for an occasional Herk summon but I find it's just as effective with Laq at 1 than at 2 or 3. I think that's all the explanation of differences between this and how they've been played for a while now. Tell me if I've missed any. Link to comment Share on other sites More sharing options...
.:pyramid:. Posted December 26, 2009 Report Share Posted December 26, 2009 monk, trunade and, cold wave?? dont know what to take out for it. Also i would tech 1 oppression for when you have herk/brio on the field. Personally I perfer future visions + glads, as its very search-able. Link to comment Share on other sites More sharing options...
Fraz Posted December 26, 2009 Author Report Share Posted December 26, 2009 Cold wave really doesn't cut it anymore with everyone playing waboku n roar maindecked, and trunade really just isn't that good in glads. Link to comment Share on other sites More sharing options...
.Leo Posted December 26, 2009 Report Share Posted December 26, 2009 I run a Gladiator Beast Deck. It just doesn't seem to be able to finish out the complete duel. They need to be re-built. Link to comment Share on other sites More sharing options...
Fraz Posted December 27, 2009 Author Report Share Posted December 27, 2009 Updated tech list a bit. Link to comment Share on other sites More sharing options...
arkel Posted December 27, 2009 Report Share Posted December 27, 2009 2 Shrink: Common misconception with shrink is that it does what's written on the card. What is written on it is not what it does. It resets the total attack as half the original attack. So say opponent has a sirocco' date=' bora and gale on the field and then uses sirocco's effect to boost bora and you shrink when it attacks, it's total attack is now 850. [/quote'] If a monster's ATK is modified by a Field or Equip Spell Card' date=' or a Continous Effect of a monster or Trap Card, etc.,and it is targeted by "Shrink", first calculate half of its original ATK, then add the appropriate modifiers from the Equip Spell, etc.[/quote'] Link to comment Share on other sites More sharing options...
Fraz Posted December 27, 2009 Author Report Share Posted December 27, 2009 And somehow sirocco's effect is continuous? Link to comment Share on other sites More sharing options...
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