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Article 4: The Warrior Deck Constructed Today's article is a follow-up to my second; using a specific deckfix, I will illustrate the principles of a well-built warrior deck. This week's submission is Chris Peacock's warrior deck. 43 Cards: Monsters: 19
1x Freed the
Matchless General Spells: 18
1x Graceful
Charity Traps: 6
1x Ring of
Destruction DECK ANALYSIS: This deck runs 43 cards. The Monsters/Magics/Traps ratio is decent at 19/18/6. The deck fix will focus on refining and tweaking the sound foundation Chris has created. Unfortunately, a great number of cards in this deck are unreliable equip spells. Certain, noticeable omissions are also apparent; let's get to the fixing! DECK REMOVALS Monsters: 1. On the Monster Side, we want to slim down to a favorable warrior lineup of 17 monsters. Our first three cuts are the Battle Ox, 3 1700 4 star monsters that became outdated a long time ago. 2. Our second cut will be Sword Hunter, an intriguing 2 tribute monster that fails to hold water. 3. Our third cut will be the three Warrior Dai Grephers; I know they look pretty on the morale boost artwork, but prettiness does not win duels. 4. Finally, we will remove Karate Man. He has no business here. Spells: 1. 18 spell cards is good, but many will have to be pruned, starting with the two A. Forces. A 200 attack bonus does not justify its place in this deck. 2. Our next three cuts are the Axe of Despairs. A deck that relies on too many equip cards is bracing itself for defeat. 3. If Axe of Despair isn't good enough, Lightning Blade certainly does not make the cut. Therefore, all three will be cut. Traps: 1. The traps look fine. The three Waboku will do much to help the Goblin Attack Forces, so they will stay put. DECK ADDITIONS: Monsters: 1. We removed eight monsters. With these slots, we'll seek to add 6 warriors that will help the deck. Up first for inclusion is perhaps the best warrior in the game: D.D Warrior Lady. We will add three. 2. Up second is perhaps the second best warrior in the game: Don Zaloog. We will add two. 3. Next, we need an option that will replenish the hand, and lead to more swarming. Cyber Jar will be added. è Low cost alternatives to D.D Warrior Lady and Don Zaloog are Zombrya the Dark, Gearfried the Iron Knight, and Mataza the Zapper(with equips). FINAL MONSTER COUNT: 17 Spells: 1. Eight spells were also cut. This allows flexibility in allowing for a suitable arrangement. We will start by adding a third Mystical Space Typhoon. It becomes imperative to negate threats before they occur. 2. Next, a Snatch Steal will be added. This card is one of the best spell cards, and certainly belongs in this deck. 3. Next is a Mirage of Nightmare. Warrior decks require hand replenishment; this will do nicely. 4. The Forceful Sentry will be added; it is a low cost card that provides great value, and allows you to remove threats. 5. Nobleman of Crossout will be added. The swarm of powerful warriors will force your opponent to set many monsters; the crossout will take advantage of this. 6. Delinquent Duo is next. Warrior decks must negate threats before they happen; here is the best tool for achieving those ends. 7. Finally, we'll add a Swords of Revealing Light. This will protect the Goblin Attack Forces, and force your opponent to counter it quickly or risk being overrun. FINAL SPELL COUNT: 17. Traps: 1. We will add the most important trap in the game, Imperial Order, immediately. 2. Next will be Mirror Force. FINAL TRAP COUNT: 8 AIMS OF THE REVISED DECK: Opening Game: It's not a good idea to come out of the gate with Marauding Captains. The wiser play is to set D.D Warrior Ladies, Cyber Jar, or play Goblin Attack Force and put your opponent into hiding. Mid Game: It is at this point that the swarming powers will begin to undo your opponent. Monster after monster will pour forth, butchering his/her monsters and reducing lifepoints. A clear field can and will lead to 4000+ damage in one turn. End Game: The end game will function much as the mid game does. Hopefully, the might of your warriors will carry you through. Regardless, this deck will be tough to beat by all but the very best tournament decks. Strengths: Total field control. Massive swarming powers. A solid defense (3x wabokus+swords of revealing light.) Weaknesses: Do not burn your hand out and overextend. Manage your hand carefully, and don't fall prey to yata-locks and massive field wipeout. Make sure that the final marauding captain summons will be your opponent's last! Suggestions for the Sidedeck: Counter Chaos by packing confiscation. Counter control by packing sinister serpent, fiber jar, and morphing jar if you have it. Jinzo and breaker the mag. warrior should be sidedecked as well. Otherwise, side-decking shouldn't be too difficult. FINAL DECK 42 CARDS: Monsters: 17
1x Freed the
Matchless General Spell: 17
1x Graceful
Charity Trap: 8
1x Ring of
Destruction That does it. Thank you for your submission Chris. E-mail me with decks, questions, and feedback at pojojaelove@yahoo.com.
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