Round 1c, Match 9: G Golem vs. B.E.S. vs. Excutie!
G Golem Invalid Dolmen // Boss Rush // Excutie Emergency
Choose one!
G Golem
B.E.S.
Excutie

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Round 1c, Match 9: G Golem vs. B.E.S. vs. Excutie!
G Golem Invalid Dolmen // Boss Rush // Excutie Emergency
Choose one!
G Golem
B.E.S.
Excutie
B.E.S. Blaster Cannon Core
B.E.S. Big Core MK-3 ———————————————— If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand) in Defense Position. If this card is Normal or Special Summoned: Place 3 counters on it. Cannot be destroyed by battle. At the end of the Damage Step, if this card battled: Remove 1 counter from this card, but if you cannot, destroy it. You can banish this card from your Graveyard; shuffle all "B.E.S." monsters and "Big Core" from your Graveyard into the Deck. ———————————————— Can Be Found In: Maximum Crisis (MACR-JP032)
The main flaw some Decks can't work smoothly is due lack of speed. With many popular Decks capable of pulling their best performance right from the first turns, slow strategies will be defeated with ease without any chance of achieve some of their goals. This is reason why old themes and archetypes periodically gets new support to work with, allowing them to catch up with new mechanics and confront the opponent under the same pacing.
"B.E.S. Big Core MK-3" is one of the lattest additions to the archetype based arround the bosses of the Gradius series. "MK-3" is able to Special Summon itself in Defense Position if the opponent controls any monsters while we don't, and although might place it in a vulnerable spot we don't have to worry thanks to the main mechanic of the B.E.S. monsters. No matter how "MK-3" is brought to the field it will gain three counters, and while carrying them will be vulnerable against any battles. However for each battle it will lose one counter, and once runs out of them will automatically destroyed once enters another battle. But the job of "MK-3" won't be over upon defeat, as is able to banish itself from the Graveyard to shuffle all B.E.S. members as well "Big Core" from the Graveyard back to our Deck. This last effect might seem odd for some players, but is actually an important tool to work arround some of the strategies the archetype is well known for.
Compared to many other B.E.S. "MK-3" is the only member assuring the obtention of all three counters no matter how is brought to the field. Obviously will be the best way to start a Duel with if the opponent gets the first turn, Special Summon it from our hand right away. If this B.E.S. arrives late to our hand and we already have other monsters out we don't have much to worry, as thanks to the Field Spell "B.E.F. Zelos" not only we will summon it from our hand but also obtain a fourth counter as a result. But if "MK-3" if far from being in our hand there's nothing to worry, as thanks to "Boss Rush" we can constantly replace defeated B.E.S. members with this one resting inside our Deck. And while many revival effects are available to bring back "MK-3" in late game, don't forget that its own copies can be banished to retrieve back to our Deck along the rest of B.E.S. members.
"MK-3" will become the sturdiest B.E.S. to confront against as will always obtain three counters no matter how is summoned. While the other B.E.S. as well "Big Core" will arrive frail when not meeting their counters' conditions, "MK-3" assures its ability to resist up to three battles against stronger enemies. Not only that but with the assistance of "B.E.F. Zelos" will obtain a stat boost, protection against some effects, and an extra counter to turn even more resistant against all kinds of threats. As "MK-3" confronts other monsters it will keep losing counters to the point it will self-destruct or simply be taken down by opponent actions, but we don't have to worry as an active "Boss Rush" will replace it with a new B.E.S. including copies of itself or others with assured counters when summoned such as "B.E.S. Big Core MK-2". Remember that "Boss Rush" forbids any Normal Summons or Sets while active, so try to keep a "MK-3" on our hand in case the opponent manages to disrupt its consecutive summons and we can immediately recover. The entire archetype involves "Boss Rush" constantly summoning B.E.S. monsters from our Deck and after a while we will run out of members to summon, so will be the perfect time to use "MK-3" Graveyard effect and retrieve all our monsters to keep "Boss Rush" from summoning them against all sorts of destructive sources.
"B.E.S. Big Core MK-3" covers all sorts of aspects the archetype really needed to take care about. With the majority of B.E.S.only obtaining counters when Normal Summoned they will rarely stay more than a turn when working along "Boss Rush", but with "MK-3" obtaining all its counters no matter how is brought out it will stay for several turns against all kinds of menaces. And even after its role on the field is done it will still have an important purpose in late game, as will recover all our B.E.S. back to keep "Boss Rush" active. Besides the self-destruction when is out of counters the true problem arround "MK-3" is its own Special Summon, as unless is used as material immediately is forced to defend against the opponent even if we have a great opportunity to attack. But overall, by just granting its three counters no matter if is summoned by its own ability or by "Boss Rush" and other effects, "MK-3" is a highly resistant creature with all sorts of outcomes to work arround and against.
Personal Rating: A
+ Special Summons itself if the opponent controls a monster and we don't + Gains three counters to protect itself from battles no matter how is summoned + Banishes itself from the Graveyard to recycle all B.E.S. and "Big Core" back to our Deck
- Destroys itself during a battle once runs out of counters - Special Summons itself in Defense Position
B.E.S. Big Core MK-3
B.E.F. Zelos
B.E.F. Zelos ———————————————— When this card is activated: You can add 1 "Boss Rush" from your Deck to your hand. All "B.E.S." monsters and "Big Core" you control gain 500 ATK and DEF, your opponent cannot target them with card effects, also those cards cannot be destroyed by your opponent's card effects. Once per turn: You can Special Summon 1 "B.E.S." monster or "Big Core" from your hand. If a "B.E.S." monster(s) or "Big Core" is Normal or Special Summoned to your field: Place 1 counter on that monster(s) that can be used for its own effect. ———————————————— Can Be Found In: Maximum Crisis (MACR-JP062)
The B.E.S. (Along "Big Core") is a group of alien spaceships based in the main vilains of the Gradius series. Replicating the gameplay of taking them out by destroying their core, B.E.S. creatures arrive with a series of counters which protects them of most destructive sources. Once they run out of counters they are automatically destroyed, but until then they can become a strong defense as annoys opponents with their sturdy survival mechanics. Together with their respective effects and some useful to shortcut their heavy summons, B.E.S. might not be the strongest build but can prepare a field advantage very hard to take down.
"B.E.F. Zelos" is one of the main headquarters B.E.S. monsters belong to in the videogame franchise, and obviously provides all sorts of benefits to the archetype with its pressence. Just for being acitvated we can search for the Spell "Boss Rush" from our Deck, a card which limits our summoning options yet allow us to replace B.E.S. monsters with others when are destroyed. While active, B.E.S. monsters gain a solid 500 ATK and DEF boost as well protection against targetting and destructive effects, making them even tougher to take down when including their counter mechanics. During each turn "Zelos" will allow us to Special Summon a B.E.S. from our hand, very helpful as the majority of B.E.S. monsters are high Level. Last but more importantly, each time we summon a B.E.S. it will gain a counter for their personal uses, which solves the main issue where most of these monsters only gaining counters when summoned in a specific way. Overall, like many Field Spells, "B.E.F. Zelos" considerably improves and solves many problems the archetype has upon arrival, becoming a highly important card to keep a powerful board with hard to take down B.E.S. under many aspects.
With usual searching options such as "Terraforming" and "Planet Pathfinder" ready to obtain "Zelos" as fast as possible, all that will be left is to gain its benefits as soon is activated. First of all is the obtention of the Spell "Boss Rush", which although forbids Normal Summons and Sets will constantly replace defeated B.E.S. with others from our Deck. Although most B.E.S. will arrive without counters this way or by the Special Summon effect of "Zelos" itself, an assured counter will be granted to them so they can survive for a few turns on the least. But with a single counter won't make them more fragile, as together with the stat boost and protection against many card effects many B.E.S. will be severely difficult to defeat. Otherwise we can use the counter to use the effects from the B.E.S. themselves, like "B.E.S. Crytal Core" rearranging battle positions of "B.E.S. Tetran" destroying a Spell or Trap. Both "Zelos" and "Boss Rush" will quickly empty our Deck of B.E.S. to summon against the many threats the opponent will use against us, so don't forget to use "B.E.S. Big Core MK-3" Graveyard effect to recycle all B.E.S. and "Big Core" back to our Deck to keep the cycle.
"B.E.F. Zelos" turns a well known archetype into a very terrifying position to face against. B.E.S. counter mechanics already allowed them to take against stronger enemies and survive, but with "Zelos" pressence as well gaining "Boss Rush" and a free summon each turn will quickly prepare a highly resistant board against all kinds of threats. Nearly any effects won't work against our B.E.S. monsters and "Big Core", a counter is assured regardless how are brought to the field, and with the usual stat boost from many Field Spells creates a powerful combination where the archetype is extremely difficult to have their field cleared out. However, while B.E.S. monsters will become quite annoying to defeat with their benefits along "Boss Rush", "Zelos" itself is clearly their main weakness of this entire setup and will become the main target of most removal effects to immediately disrupt our entire strategy. In resume, with a big arsenal of positive effects going from searching "Boss Rush" to making our B.E.S. stronger under several departments, "B.E.F. Zelos" is a must have to work along this Gradius archetype.
Personal Rating: A+
+ Searches "Boss Rush" when activated + B.E.S. monsters and "Big Core" gain a stat boost and protection against many effects + Allow us to Special Summon a B.E.S. or "Big Core" from our hand each turn + B.E.S. monsters and "Big Core" will gain a counter when Normal or Special Summoned
- Due its several benefits will become the main target of most removal effects
B.E.S. Covered Core
B.E.S. Tetran