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9/21/04- Warrior - BlackBirdZX
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Deck Type Analysis: Warrior
 
Okay, this is my first deck article in my life. I'll give it a shot with a popular deck type that I am familiar with. The Warrior deck is all about rushing monsters. If you don't kill them fast in the early game then you will likely lose.
 
There are some traits a warrior deck that you should keep in mind.
-Monster Rush: your hand size will be small as your monsters should be on the field.
-Weenies: Mostly level 3-4 monsters to insure summoning.
-Pumping: Warriors have effects boosts others effectiveness/power.
    
The main things that should be seen in EVERY Warrior deck are: Calling Reinforcements, Command Knight, and Troop Commander.
 
Calling Reinforcements will allow you the edge over other decks as it gives the ability to search, something other decks lost due to the banning of Critter and Black Forest Witch. Command Knight will slap on an extra 400 ATK to all of your warriors, and with the amount of monsters you have, the damage will simply stack up. Troop Commander will get your army larger as it can special summon any LV4 or under monster when its summoned.
 
It does seem pretty cool to summon many monsters per turn, right? Yes it does...however, this will constantly keep your hand size low and cause you to lose if you are hit with mass removal. The warriors must stand together in order to survive. As the saying goes "United we stand, divided we fall." That is why you MUST kill your opponent fast to win with a Warrior deck. If they divide your weenies, they will be conquered.
The key is to make an opening for your soldiers to march in and destroy the enemy. You must also make that opening quickly before it becomes too difficult to budge. Warrior decks lose effectiveness in the later game as the cards they have are meant to be used. If you see more than one stalling card in a Warrior deck, then something is wrong...your here to attack the enemy, not wait until he builds up his army of monsters bigger than your own.
 
There is also the 3-star warrior rush that involves using Level B Restriction Map or Gravity Bind in order to lock strong monsters down, and rush with small warriors that deal plenty of damage such as Suprising Matasa.
 
Cards to consider:
-Calling Reinforcements
-Troop Commander
-Command Knight
-Android - Psycho Shocker (The army made a machine to detect the enemy's
landmines and disarm them...)
-Warrior's Return
-Blade Knight
-Another Dimension Female Warrior
-Suprising Matasa
-Mystic Swordsman LV2
-Ninja Master Sasuke
-Fusion Sword - Murasame
(Any type of M/T removal)
 
Some may ask, why no General Freed in the considerations list? Doesn't an army need a general to lead? Well...there are a few things that make it not worthwhile to use. It is a 5 star monster require sacrifice. With stats at 2300/1700, it is barely okay as a 1-sac monster. Its effect is not very useful...Of course you can get a LV 4 or under Warrior from your deck each turn, but keep in mind that you are GIVING up your draw for the turn. You will usually have monsters to rush with in your hand with a warrior deck anyway. So wouldn't it be better to get that Tempest or those Hurricanes in your deck so you can actually attack? As for its magic negation effect, this general doesn't know how to protect his soldiers...only himself, how selfish... XD
 
Remember, you must clear the way, then send in your army quickly to get the job done. If the enemy builds enough resources, you will be overwhelmed.
Meh...what a horrible article, I hope this helps those who seek to build this well-known, but often misbuild deck type.
 
 
-BlackBirdZX