Warriors: Can you
take the pressure?
11.03.04
Hey everyone, I’m DeathJester I’m back again to
talk about the deck archetype I personally use
to compete. The Warrior deck has always been a
deck archetype that has had a variety of cards
to support it. From Reinforcement of the Army,
The Warrior Returning Alive, and Fusion Sword
Murasame Blade; the Warrior archetype was never
far behind the popular Chaos/Control variants
that dominated the Traditional format. Mass
removal was always the silver bullet that dealt
the winning blow to the Warrior player.
However, now that we have entered a new age in
the Yugioh! Trading Card Game, Warriors are now
much deadlier and heavily played. The Advanced
format now offers the Warrior archetype a new
opportunity to dominate the tournament scene.
Mass monster and mass S/T removal are nearly
non-existent and that signifies a much more
monster dominated environment in the Yugioh!
Trading Card Game.
Strengths of the Warrior Archetype
Warriors have unrelenting speed and field
dominance. The deck can switch gears constantly,
assuming an offensive or defensive stance at any
given moment. Marauding Captain’s effect, for
example, can be used as a swarming weapon or
provide monsters to chump block to stall until
you draw a much better card that would aid your
situation.
Warriors are the epitome of speed, field
dominance, and versatility. They gain speed with
Reinforcement of the Army, and versatility with
what I call: Spell-Based Monster Search. I’ve
found that this form of monster search is not
only unique to Warriors, but the fastest and
safest form of monster search in the format. In
addition to their searching capabilities,
Warriors boast a vast array of effect monsters
designed to suit nearly any situation. Also, do
not forget that Warriors have graveyard
retrieval to keep up the hand advantage with The
Warrior Returning Alive. The Warrior deck brings
out so many threats at once; this quality if
difficult to handle for those who play
conservatively and prefer to conserve their
resources to launch a counter attack.
Weaknesses of the Warrior Archetype
Given the fact that the Warrior deck is quick
offensively and defensively, the Warrior deck
still harbors the same inherent weaknesses from
the Traditional format. Hand management is
extremely tedious to monitor when playing the
Warrior deck. The Warrior deck’s innate speed
and versatility lead to the fast consumption of
the initial hand. A well built Warrior deck will
have a new threat to approach the opponent with
turn after turn. This quality combined with
Marauding Captain’s effect can lead to the hand
size being at one to zero cards on turn 3 or 4.
I also cannot exclude the fact that Warriors are
still vulnerable to what’s left of mass monster
removal. Tribe-Infecting Virus, Torrential
Tribute, and Armed Dragon LV7 all pose serious
threats to the frequently monster clogged
Warrior field.
My Warrior Deck List
With all of these concepts in mind, I present to
you the Warrior deck that I have built to combat
the current metagame.
Aggro Warrior Control
Deck Count: 40 cards
Monsters: 17
1x Black Luster Soldier – Envoy of the Beginning
3x Night Assailant
2x D.D. Warrior Lady
2x Blade Knight
1x Don Zaloog
1x Airknight Parshath
1x Mobius the Frost Monarch
1x Tribe-Infecting Virus
1x Marauding Captain
1x Breaker the Magical Warrior
1x Morphing Jar
1x Exiled Force
1x Injection Fairy Lily
Spells: 15
2x Reinforcement of the Army
1x Mystical Space Typhoon
1x Mirage of Nightmare
1x Heavy Storm
1x Confiscation
1x Scapegoat
1x Snatch Steal
1x Swords of Revealing Light
1x Change of Heart
1x Painful Choice
1x Nobleman of Crossout
1x Premature Burial
1x Pot of Greed
1x The Forceful Sentry
Traps: 8
2x Raigeki Break
2x Sakuretsu Armor
1x Call of the Haunted
1x Ring of Destruction
1x Torrential Tribute
1x Solemn Judgment
Card Selection
Monsters
To combat the weak hand management of the
Warrior archetype I’ve decided to use Night
Assailants combined with Mirage of Nightmare and
Raigeki Break to keep the hand advantage
consistent. Night Assailant provides amazing
hand management and is a great first turn play
as monster removal. It virtually makes Raigeki
Break, Tribe, and Mirage have no cost.
Airknight Parshath is in the deck for obvious
reasons. He is a form of draw power and is
pretty game-breaking when protected properly.
Morphing Jar is the trump card of the deck since
it allows the deck to explode with blazing speed
and hand advantage. A turn 2 Morphing Jar can
easily lead to Painful Choice, Black Luster
Soldier, Marauding Captain, Blade Knight, and an
MST allowing me to either attack for the game
(if my opponent has a face up monster) or a
direct attack for 6200. Morphing unlocks a
myriad of opportunities for this deck to be very
aggressive or defensive by ruining the
opponent’s hand.
Injection Fairy Lily is probably the best
offensive monster in the game. It synergizes
very well with Marauding Captain when attacking
the opponent directly. Mobius the Frost Monarch
is more powerful than Jinzo in many more ways,
in my opinion. Being able to destroy two spells
or traps on the field and being a 2400 ATK
beater is game-breaking. His effect being
optional is also a major plus over its cousin
Zaborg the Thunder Monarch.
Spells
Scapegoat provides a more than adequate defense
for this deck when recovering from any kind of
removal. Swords of Revealing Light is a great
addition that combats the entire metagame by
itself. It flips face-down monsters face-up to
activate any nasty flip effects, like Fiber Jar
and Cyber Jar, on my Main Phase rather than
running into them in battle.
Mirage of Nightmare is the most efficient way to
keep up the hand advantage versus your opponent
as it supplies cards and a psychological effect
on the opponent. Any opponent, no matter how
skilled, is easily perturbed by the opponent
having 4 cards in the hand constantly, not
knowing when an MST or Raigeki Break will
appear.
The two Reinforcement of the Army are staples in
any Warrior deck and offer flexibility and speed
allowing me to search for any level 4 or lower
Warrior. The Forceful Sentry and Confiscation
are obvious choices for the Control aspect of
this deck. Having the ‘heads up’ on your
opponent’s plans is essential to the success of
every player in this game of imperfect
information. I mention the term imperfect
information because the players in this game
don’t know what is coming 90% of the time.
Face-down cards and hands being kept a secret do
not allow us the make the right moves. The two
pre-negators let any player know what is going
on and what will happen in the future.
Traps
Raigeki Break is extremely useful by being able
to destroy any card on the field. It also serves
as a minor replacement for MST. Sakuretsu Armor
is the next best attack negating effect compared
to the now-banned Mirror Force. It provides
field advantage and protects my Life Points in
the process. This card makes Waboku obsolete,
since Waboku provides no field advantage and
delays the inevitable. There are much better
cards out there to use, since chainability is no
where near as essential as monster removal in
the Advanced format. Solemn Judgment is a
player’s answer to anything but attacks. It
really shines in the late-game but is also
useful during the beginning of the game to keep
up the advantage against my opponent.
Closing Thoughts
My Warrior deck in pretty unique in itself and
shows you, the reader, that there are many
directions the Warrior archetype can take when
building a deck. You can choose to be
aggressive, defensive, or both. I hope that the
readers of this article realize that the Warrior
archetype is a force to be reckoned with and may
rival the popularity Chaos/Control had in the
Traditional format. Beware as Warriors are now
very heavily played and boast many qualities
that will allow them to easily dominate the
tournament scene. As always, remember to play
hard, stay focused on the game, and most
importantly have fun.
Any comments,
suggestions, or just want to say hi? Email me at
deathjester86@yahoo.com