Subject: Words for Warriors-anime85 First, let me say if you ever draw a bad hand then your deck still needs to be improved. It's that simple. Drawing 1 bad hand proves that your deck isn't properly balanced. It has nothing to do with luck or even your opponents continuous chants to curse every card you draw. Drawing a good hand every time isn't impossible, it just takes an understanding and manipulation of the mechanics of your deck and, as always, a few good friends that will let you play them until you have tweaked your deck to near perfection (or until either one of you has passed out from exaustion). Second, I'm going to discuss warrior decks and my thoughts about how I think one should be run. First off, if you want to build a successful warrior deck, Freed is not recommended. In my opinion, he's way to slow. If your against a good opponent Freed will be dead within 1 to 3 turns. You also have to trib. 1 for him to come into play, which isn't really a bad thing. It's just that most warrior decks focus on powerfull 4 star creatures killing your opponent with massive damage quickly and not sacraficing them for some creature that is only there as a bench buddy doing nothing but getting more creatures in your hand which warrior decks do really good with without Freeds ability. In fact, I recommend thatcreature lvl. 5 or higher should be put in a warrior deck. Next, running a warrior deck doesn't mean you have to chunk nothing but warrior's in it. Sure, a good bit of your creatures should be warriors, but some creatures compliment warrior decks more than most warriors do(and I'm not just talking about spellcaster).Next, there are only 3 staple creatures in a warrior deck: Marauding Captain, Hayabusa Knight, and Exiled Force. I can't stress enough the importance of these 3. Exiled Force is great. Its your main creature defense due to it's easiness of getting out of your deck and graveyard. I usually run cards like Mon. Reborn, Warrior Returning Alive, Premature Burial and cards of the like to keep putting him on the field. Also, I've found that using him and Last Will together are highly recommended. Marauding Captain. This guy is what makes warrior decks great. Not only can you drop another ANY lvl.4 or lower monster from your hand(which makes putting in non-warrior creatures more acceptable in your deck) but his no attack other warriors ability can be very deadly especially if comboing with another Marauding Captain or maybe( Im not sure about this one) Ring of Magnetism. Hayabusa is a must for obvious reasons. A warrior with the ability to attack twice in the same combat. Enough said. Warrior decks should not run too many equip magic pump-up cards. Whats the use of a hand full of equips when you have no monster to play? I only run 3 Axes of Despair and a United We Stand in my deck which seems to be plenty but not too much. Warrior Decks should also run lots of magic cards. Traps are just too slow when running a deck that relies on speed. Im not saying you should run only magics, just that a good chunk of cards in your deck should be magics. How can you expect to win turn one or two when you keep having to set traps and wait until your opponents turn to activate them? This also makes a Jinzo lover a smaller threat. Flip effect creatures should not be put in warrior decks due to,again, the issue with speed. I suggest a maximum of 3 in your deck(Morphing Jar #2, and/or a cyber jar) I guess I'm done for now. I hope I don't offend anyone with this. (aol IM:anime852001 email:anime852001@yahoo.com)