
For anyone confused why I'm not running Revolt even I'm running Bearbrumm;
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My goal of running Bearbrumm is to use her 1st effect to extend my combo. (It might seem ridiculous going neg 2, but if you think carefully, you lose no card advantage if you revive a Tri-Brigade monster and use its effect afterward. It's like 2 random cards in your hand for 2 bodies, 1 Tri and 1 Link monster.)
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It conflicts with the Simorgh engine (If you pull out Revolt, you can't SS Avain or Barrier.)
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I don't run Rugal to pitch Bearbrumm to GY for the easy search (like I said, this deck is not designed to be mid-range, it's a combo full-board-of-negates deck.)
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If I use my an anti-handtrap card(s) in my turn, I usually have no reserve card left to swap for revolt.
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Even I open revolt first turn, I gain nothing from it due to the nature of my list. (Seriously it's a dead card in my hand)
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To use Revolt properly, the deck should run 2 Shuraigs, but unfortunately, my EX deck is already jam-packed.
P.S. This list is also designed to go first, so you won't see any removal cards (Droplets, Lightning Storm etc.) in the deck.

Curious to why not put a a MV Thunderbird and a Union Carrier since you are running a MV Apex Avian and a Simorgh.

TLDR; Consistency vs Power/Ceiling
Long version; I've run that package for a very long period of time (throughout the last season, I guess?) and it worked wonders, but it also came with a consistency problem. It's not I don't like the combo but hear me out;
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The small bird is not a Winged Beast. It's a Thunder monster. So it bricks really hard compared to Wind Statue (which is in the same slot in the deck.) Sometimes I really need a monster for Kerass to pitch to set up the MORE powerful board, but instead, the lil birb just sitting there in my hand, cannot extend anything further.
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Running both Avian and Barrier gives me the leisure to pitch ONE of them for whatever effect cost I gonna use without the worries that I might shut down my own Simorgh due to not having any good target left to Special Summon. I might also added that running Avian+Lil birb + Statue is NOT recommended, because it just creates more bricks ( You can imagine drawing DPE fusion material in your first hand, it's kinda the same thing.)
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DDL is a better link 2 generally than Union Carrier ( They are in the same slot in my case.) It's a cheap link 2 that carries one of the best forms of removal. Whether it is offensive or defensive (ESPECIALLY OFFENSE,) your opponent must use some resource to deal with him instantly, making him a very good decoy for Dragases, our win-con, to hits the field and attacks successfully (provided we go second or we are in the grind game.)
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Lastly, the infinite negate board might seem to be very OP, but it is also very susceptible to many forms of basic removal (Kaiju, super poly, any 2 chain plays to shut it down -- even twin twister will get the job done.) And you most likely cannot recover your resource from being outed.
To sum up it comes down to preference. In the high ladder, the consistency is king, and the amount of power/ceiling I traded the lil birb and the Carrier out for Wind Statue and DDL is quite negligible. I'm still testing this combination thou, I may change back to the Union combo, but in the meantime, this combination seems really fine to me right now.

Diamond 1 reached by using this same list. Prove: https://www.masterduelmeta.com/top-decks/diamond-i/may-2022/gladiator-beast-tri-brigade/sniperready/cSWkM