B.E.S... B.E.S.... B.E.S...

Instructions on how to play BES
Sections covered in this guide:
Introducing Archetype

Let's start with a bit of history. The first BES card wasn't actually a BES card at all; it was simply called BIG CORE , released back in 2004, obviously based on a boss monster that frequently appeared in the Gradius series, which Konami also produces (more on this later).
Next up were a few more BES cards, culminating in the BOSS RUSH Eternal Spell card, designed to create a super cool field-swarming effect, but in reality, nobody bothered playing it because the first line of text literally says: "The player controlling this card cannot Normal Summon or Set monsters."
In 2006, this archetype appeared in a GX anime episode, played by an Italian character who so clearly demonstrated the perennial problem of BOSS RUSH that he even tried to destroy it himself with his own MYSTICAL SPACE TYPHOON . As a side note, this is how I first learned about the Gradius series, because at the beginning of the episode, he was playing a game that looked like Gradius, and I looked at the BES cards and thought, "Wow, that looks cool." And I started playing Gradius.
Of course, this isn't the first or last card referencing the Gradius series. You know what else from that series? 🗿 The MOAI INTERCEPTOR CANNONS, the Easter Island statue . That's a real enemy you have to face in the game. And before you say, "Oh my god, Moai statues are real," well, I'd rather not see a damn statue shooting lasers in real life, Baka ><!!
It's a bit odd that this archetype is called "Gradius" (in the OCG, it's called Gradius's Option/Gradius series cards), because Gradius is the name of the game and the planet where everything takes place. It's not the name of the spaceship; the spaceship is called VIC VIPER . To put it simply, it's like Konami owning the rights to the Metroid game and deciding to create a card called "Metroid."
Fast forward to 2009, and we get the first major BIG CORE upgrade, BES BIG CORE MK-2 , and then nothing until 2017. Where, in the same card packs we get MASTER PEACE, THE TRUE DRACOSLAYING KING , and ASH BLOSSOM & JOYOUS SPRING , we get support for BES for some reason. BEF ZELOS , which at the time was considered one of the best Field Spell cards of all time, and BES BIG CORE MK-3 .
A few years later, "New BES" support emerged strongly, followed by another lull of several years until a series of BES support releases were announced, to be simultaneously launched in both the OCG and Duel Links.
"Oh, but Professor, Professor, surely after 20 years of existence, this archetype must have some really good support cards and some great playstyle-building cards, extension cards, and combo pieces, right? Surely Konami hasn't ruined this very basic, very primitive archetype for 20 whole years, have they? Well..."
Monsters in the main deck
B.E.S. Big Core (x0)
B.E.S. Crystal Core (x0-1)




WATER
5B.E.S. Crystal Core
ATK:
2100
DEF:
1000
When this card is Normal Summoned, put 3 counters on it. This card cannot be destroyed by battle. If this card attacks or is attacked, remove 1 counter from this card at the end of the Damage Step. If you cannot, destroy it. Once per turn, during your Main Phase, you can change 1 face-up Attack Position monster your opponent controls to face-up Defense Position.
B.E.S. Tetran (x1)




WIND
6B.E.S. Tetran
ATK:
1800
DEF:
2300
When this card is Normal Summoned, put 3 counters on it. This card cannot be destroyed by battle. If this card attacks or is attacked, remove 1 counter from this card at the end of the Damage Step. If you cannot, destroy it. Once per turn, you can remove 1 counter on this card to destroy 1 Spell or Trap Card on the field.
B.E.S. Covered Core (x0)




EARTH
7B.E.S. Covered Core
ATK:
2500
DEF:
800
When this card is Normal Summoned, put 2 counters on it. This card cannot be destroyed by battle. If this card attacks or is attacked, at the end of the Damage Step toss a coin and call it. If you call it wrong, remove 1 counter. If this card battles without a counter, destroy it at the end of the Damage Step.
B.E.S. Big Core MK-2 (x0-1)




FIRE
6B.E.S. Big Core MK-2
ATK:
2400
DEF:
1100
If you control no monsters, you can Normal Summon this card without Tributing. When this card is Special Summoned, place 3 counters on it. This card cannot be destroyed by battle. If this card attacks or is attacked, remove 1 counter from this card at the end of the Damage Step. If you cannot, destroy it.
B.E.S. Big Core MK-3 (x1)




LIGHT
8B.E.S. Big Core MK-3
ATK:
2700
DEF:
1900
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 this card. Cannot be destroyed by battle. At the end of the Damage Step, if this card battled: Remove 1 counter from this card. If you cannot, destroy it. You can banish this card from your Graveyard; shuffle all "B.E.S." monsters from your Graveyard into the Deck.
B.E.S. Blaster Cannon Core (x1)




EARTH
9B.E.S. Blaster Cannon Core
ATK:
2500
DEF:
3000
If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). You can only Special Summon "B.E.S. Blaster Cannon Core" once per turn this way. If this card is Normal or Special Summoned: Place 3 counters on this card. Cannot be destroyed by battle. At the end of the Damage Step, if this card battled: Remove 1 counter from this card. If you cannot, destroy it.
I guess it does a better job of defense than any card before it, but seriously, could we... could we have some other kind of effect, please Konami??
B.E.S. Derringer Core (x3)




LIGHT
10B.E.S. Derringer Core
ATK:
1900
DEF:
3000
You can reveal 1 other "B.E.S." monster in your hand; Special Summon this card from your hand, then place 3 counters on this card. During the Main Phase (Quick Effect): You can remove 1 counter from this card and activate 1 of these effects; ● Add 1 "Boss Rush" or 1 Spell/Trap that mentions it, from your Deck to your hand. ● Special Summon 1 Level 9 or lower "B.E.S." monster from your GY. You can only use each effect of "B.E.S. Derringer Core" once per turn.
Super B.E.S. Metal Slave (x3)




DARK
11Super B.E.S. Metal Slave
ATK:
3100
DEF:
3100
You can send up to 5 Level 10 or lower "B.E.S." monsters with different names from your hand and/or Deck to the GY; Special Summon this card from your hand, then place counters on this card equal to the number sent to the GY to activate this effect. You can only use this effect of "Super B.E.S. Metal Slave" once per turn. Once per Chain (Quick Effect): You can remove 1 counter from this card, then target 2 face-up cards on the field, including 1 "B.E.S." monster you control; destroy them.
Spell/Trap
Boss Rush (x1)
B.E.F. Zelos (x3)




Spell
FieldB.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 you control gain 500 ATK and DEF, your opponent cannot target them with card effects, and they cannot be destroyed by your opponent's card effects. Once per turn: You can Special Summon 1 "B.E.S." monster from your hand. If a "B.E.S." monster(s) is Normal or Special Summoned to your field: Place 1 counter on it.
The far less terrifying card is the Field Spell BEF ZELOS . This card has a lot more text on it than a 2017 printed card, so hold on tight. When activated, you get to search for a BOSS RUSH , which is what you need to survive for your archetype to work. On top of that, BEF ZELOS increases your entire archetype by 500 Attack and Defense, and protects against targeting and destruction effects from opponents, which is really good. Like, standard 2017 Field Spell buffs were pretty high, but ZELOS is truly amazing.
But that's not all. On top of that, you Special Summon a BES monster from your hand once per turn. And when you Special Summon a BES monster, you put a Counter on it so it always has a Counter no matter what you do. Needless to say, this is probably the best card in the deck. So you'll want to play 3 copies of it.
Boss on Parade (x3)




Spell
ContinuousBoss on Parade
When this card is activated: Add 1 "B.E.S." monster from your Deck to your hand. Once per turn, during your Main Phase: You can destroy 1 monster in your hand or field, and if you do, Special Summon 1 LIGHT Machine monster with 1200 ATK and 1000 or less DEF from your Deck to either field. You can banish this card from your GY; place 1 "Boss Rush" from your Deck or GY, face-up on your field. You can only activate 1 "Boss on Parade" per turn.
Now for the new support: BOSS ON PARADE . It's kind of like BEF ZELOS when you squint. When activated, you get to search for a BEF monster, kind of like how ZELOS searches for BOSS RUSH when you think about it. There's a second effect, but it's related to the Light spaceship archetype, which isn't actually an archetype; it's more like a series of loosely linked cards with shared stats, so... let's just ignore that for the purposes of this video.
But there's one final effect that lets you banish this card from the Graveyard to place a BOSS RUSH from your deck or Graveyard face up on your field. This card is okay. It's not amazing, it's...it's okay. Um, I think you should also play 3 copies, since it can find DELLINGEROUS CORE , it can also help you get ZELOS super easy.
Believe it or not, that's it. That's the entire 20-year BES archetype and a ton of cards to show off, 3 of which are actually "decent". Thinking of Trap cards? Thinking of Extra Deck monsters? Forget it. Just having the cards is good enough.
Skill
B.E.S. Rush (Skill Card) (100%)




B.E.S. Rush (Skill Card)
ATK:
0
DEF:
0
You can only use this Skill's second and third effects once per Duel. 1: During your turn, you cannot Special Summon any monsters, except "B.E.S." monsters (excluding Special Summons from the Extra Deck). 2: Send "Boss Rush" or 1 Spell/Trap Card that mentions it from your hand or face-up field to the Graveyard, and then add 1 "B.E.S." monster from your Deck to your hand. 3: Can be activated from turn 2 onward. If you control no cards in your Field Zone, Set 1 "B.E.F. Zelos" card from your Deck, otherwise draw 1 card or add 1 "Super B.E.S. Metal Slave" card from your Deck to your hand.
Besides the Structure Deck, BES also has new Skills.
You can only use the second and third effects of this skill once per duel. Really? Is it supposed to be "once per duel"? Wouldn't it be too powerful if it wasn't once per duel, Konami? What are you guys thinking?
During your turn, you cannot Special Summon any monsters except BES monsters, including those summoned from the Extra Deck. The good news is: you can play NIBIRU, THE PRIMAL BEING . You are allowed to play at least one good card from this deck.
Sending BOSS RUSH , Spell/Trap mentions it from hand or field face down to Graveyard to add a BES monster from Deck or Graveyard to hand, this is a decent search. Best scenario: send BOSS ON PARADE after activating it to search for a DELLINGEROUS CORE , then search for SUPER BES METAL SLAVE to Special Summon both, set up ZELOS and potentially access 2 BOSS RUSH . I wish it worked the reverse way too. Like, I wish you could just... just search for Environment cards. Oh, beggars shouldn't ask, I guess ( BOSS ON PARADE ).
This can be activated from turn 2 onwards. If you don't control any cards in the Environment area, Set a BEF ZELOS card from your deck. Otherwise, draw a card or add a SUPER BES METAL SLAVE from your deck to your hand. This allows you to draw a card if you already have the most important card in your deck, and lets you start the play with the protection provided by ZELOS . Pretty good, right?
So I know you might look at BES RUSH and think, "That looks like a really decent Skill," looks like a really promising Skill for a young archetype. The problem is, this Skill has to compete with a ton of bullshit from decks that are much better than it. And there's no real competition here.
Strengths/Weaknesses & How to Build
STRENGTHS
The Power of SUPER BES METAL SLAVE: This is an extremely high-quality disruption monster. Its ability to pop up to 4 face-up cards per turn (by exploding its own BES monster) puts immense pressure on your opponent. Furthermore, you can recover lost resources thanks to BOSS RUSH .
The "Team-Carrying" Environment Card (BEF ZELOS): It must be said that BEF ZELOS is one of the greatest Field Spells ever created. It does so much: increases stats, protects against targeting and destruction, and allows for a free Special Summon.
High Stability & Easy to Play: The BES RUSH skill helps you consistently find the crucial pieces. The deck's gameplay is a simple, straightforward beatdown (overwhelming attack) that doesn't require complex combos, making it suitable for beginners.
WEAKNESSES
Backrow Reliance: This deck will "lose" immediately upon losing access to the back row. BEF ZELOS carries too much responsibility, so losing it is disastrous. Especially in the current meta, COSMIC CYCLONE is everywhere (due to Blue-Eyes), making BES extremely vulnerable.
Destruction Only Mechanism: The deck's main strength is "Destruction," but destruction alone isn't enough in the modern meta. The deck is almost helpless against monsters with protection or immunity to destruction, such as BLUE-EYES CHAOS DRAGON , DINGIRSU , or PROXY DRAGON . The fact that METAL SLAVE must target is also a major drawback.
Extra Deck Difficult to Utilize: BES monsters have very inconsistent levels (Level 9, 10, 11...), making Xyz Summons extremely difficult unless you draw multiple copies of the same monster. Link Summon is an option but consumes valuable resources.
Paywall: Konami requires players to spend real money (buy Structure Deck EX) to play this deck optimally (requires 3 copies of SUPER BES METAL SLAVE ). You cannot grind entirely for the strongest deck.
DECK BUILDING
What does a BES deck look like? I don't know, but I'll provide a basic core as a foundation for building a deck:
3 Super Best Metal Saves
3 Best Dellingerous Core
4 other BES names (to put your METAL SLAVE in the field with 5 Counter).
3 BEF ZELOS
3 Bosses on Parade
Two Boss Rushes are more than enough.
And then you can put whatever you want in. Some cards I recommend:
Hand Traps : Because they don't take up valuable space on your field.
COSMIC CYCLONE : I think it's almost mandatory in this format.
KITERIOD : Also a cool card, especially considering your field might be completely empty after you've finished exploding with METAL SLAVE .
Regarding the Extra Deck, I guess you can occasionally pull off a Rank 10 play with SUPER DREADNOUGHT RAIL CANNON JUGGERNAUT LIEBE . Link monsters also exist, but they're not really mandatory for your game plan or anything. This is more like Plan C. Plan B is just playing this deck until your opponent falls asleep or something.
Conclude
Oh my god, this is... this is a tough one. It's not that this archetype is unsalvageable, but it'll need another round of support just to reach a decent competitive level, which is possible. I mean, there are still many more BIG CORE cards to adapt that we haven't seen yet. Maybe one that's immune to destruction effects so it combos great with METAL SLAVE . That would be awesome.
I'd also like a retrain of BOSS RUSH that works the way FUSIONITUDE does POLYMERIZATION . A better BOSS RUSH that still does the same thing BOSS RUSH does but doesn't cripple you as much as this deck. And maybe a few more side effects to compensate for the fact that you have to play BES.
And while we're at it, please inject that (copium) directly into my vein, because let's be honest. This will never, ever happen. It took Konami 20 years to print two good BES monsters. It'll probably take another 50 years until we have a fully playable archetype. And who knows if we'll even be alive to enjoy it by then.
Thank you for reading this guide. I really hope you enjoyed it.
My advice: Don't buy this Structure Deck . It's absolutely not worth it. It's not the first bad Structure Deck out there, certainly better than POKER KNIGHTS or RELINQUISHED , but come on Konami.








