Tuesday, September 24, 2013

Deck Profile: Super Nova, The Archangels meet Judgment.

Well I promised a deck profile of my current deck and here it is. Not everyone will be interested in this, but any Lightsworn players will find this interesting. So this is a specific variant of the Lightsworn deck, the Sephylon version. I will discuss the monsters, their effects, their strengths and weaknesses, how many you can or should play and why, and good combos with other cards in the deck. Also at the bottom I will discuss the 2 new Lightsworn monsters that are coming to the OCG soon, and for those of you who don't know Lightsworn is also getting a new synchro, but we have no confirmed effects for it yet. If people like this I will finish the profile with spells, traps, extra deck, and side deck. If not I'll leave this as is for now.

The Monsters:

The Boss Monsters

We are going to start with the boss monsters of the deck.
Sephylon, The Ultimate Timelord

Light, Fairy/Effect, Level 10
Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by having 10 or more monsters in your Graveyard, and cannot be Special Summoned by other ways. Once per turn: You can Special Summon 1 Level 8 or higher Fairy-Type monster from your hand or Graveyard, but its effects are negated and its ATK becomes 4000.

ATK: 4000/DEF: 4000

The Timelord cards are based on the Archangels. Sephylon though, is based upon the old man image of God, you can see this in his chest plate. So now onto why he is in here. Sephylon needs 10 monsters in the grave to Special Summon(SS) himself. When he does he is a 4000 Atk beatstick, on the bare minimum. A beatstick is a monster with a large ATK that is not doing anything else then just beating your opponent down. So when his effect goes off, SSing a level 8 or higher fairy he creates more beatsticks. The reason Sephylon does so well in Lightsworn is because of two things; One: Lightsworns mill a lot of cards quickly, and Two: Lightsworn decks are very monster heavy. This leads to the grave getting a lot of monsters very quickly. When Sephylon drops his effect, your opponent is staring down 8000 ATK points coming at them. Sephylon wit his effect makes for easy pushes for game. Here is the combo that the deck should use though, Metaion. Metaion is the next card I will be covering and he is a also a Timelord card. The advantage of using Metaion is that he is level 10, this lead to being able to put 8000 on the board(a term for the field) and then if your OTK is stopped you can overlay into rank 10s like Gustaph Max. The drawback of Sephylon is that you need to have 10 monsters in the graveyard. If you draw him too early he is going to be a dead card(just sitting in hand), but other then that he doesn't have any drawbacks. His effect though does require you to run level 8 of higher fairys to be more then just a beatstick. If you are going to run him you should run at least 2. A lot of players will run 3, but the deck can run easily run 2 and substitute a different boss monster for the third.

Metaion, the Timelord
Fire, Fairy/Effect, Level 10
Cannot be Special Summoned from the Deck. If you control no monsters, you can Normal Summon this card without Tributing. This card cannot be destroyed by battle or by card effects. You take no Battle Damage from battles involving this face-up Attack Position card. At the end of the Battle Phase, if this card attacked or was attacked: Return all other monsters on the field to the hand, and inflict 300 damage to your opponent for each card returned. During your Standby Phase: Shuffle this card into the Deck (even if face-down).

ATK: 0/DEF: 0

As a timelord Metaion is also based on the Archangels. Metaion is based on the Archangel Metatron. Sound a lot like Megatron to me but meh. So Metaion is the Troll King. I'm not kidding. He can be Normal Summoned(NS) with no tributes if you have no monsters. He can't be destroyed, so no Torrential Tributes or Mirror Forces. And when he attacks he bounces the ENTIRE field. Not to mention unless your opponent has a card to banish, bounce, or steal him, you just bought yourself a free turn of no damage from your opponent. So Metaion can clear the field, stall you a turn, and then shuffles into the deck to return another day. If that doesn't make him the King of Trolls, then I am clearly missing some over the top ridiculous card. As I stated in the Sephylon section, Metaion brings the ability to spam rank 10 monsters. Two Sephylons and one Metaion allows you to summon 2 rank 10 monsters. SS both Sephylons, activate one of their effects to grab Metaion, overlay for a rank 10, detach the Metaion and repeat. The drawback to Metaion is that you have to NS him, and you can only NS him without tributes if you have no monsters. He is also a dead card in hand if you have no need for his NS. If you are going to run Metaion in the Sephylon build, which I highly suggest, run 2 of him. While you only need 1 to spam rank 10s, you don't get the full advantage of being able to summon him with only one. With 2 you can and will see them in your hand allowing you to discard them for Lumina's effects of summon them to troll the opponent.
Judgment Dragon
Light, Dragon/Effect. Level 8
Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by having 4 or more "Lightsworn" monsters with different names in your Graveyard, and cannot be Special Summoned by other ways. You can pay 1000 Life Points; destroy all other cards on the field. During each of your End Phases: Send the top 4 cards of your Deck to the Graveyard. You must control this face-up card to activate and to resolve this effect.

ATK: 3000/DEF: 2600

So the Boss monster of the Lightsworn Archetype. I have no idea what inspired any of the Lightsworn cards, but if you know please leave me a comment with the information and a link if possible. So Judgment Dragon(JD) is the game ender. While Sephylon can bring the OTKs with ease, JD can wipe an entire field for a measly 1000 Life points(LP). Once his summoning condition is met he is a constant threat to your opponent. Just the fear of you having him can cause your opponent to play a lot more conservatively. He can completely destroy advantages that your opponent has. The only drawback to JD is needing 4 Lightsworn monsters with different names in the graveyard. This means an early game JD can be dead. However once he is live he has no drawbacks, except for the 1000 LP cost. JD is so powerful that just topdecking him can win you the game. My suggestion is that any Lightsworn focused deck should run 3 of him. He is powerful, he is game changing, and he makes your opponent have to change their plays. He is so powerful he deserves a hit. I love my Lightsworns, but JD is overpowered. He should at the very most be at 2, but more likely he should be limited. He is powerful enough to even justify banning him. So if you aren't running 3.... well.... why not? Its like having walking tank that annihilates entire fields. A final note though, JD can cause you to deck out if you get stalled. His mill 4 effect at the end phase eats through  deck quickly if you have already milled a lot. This is why you should always run at least 1 rank 8. The ability to overlay 2 JDs to avoid decking out is a very good and powerful play.
Black Luster Soldier - Envoy of the Beginning
Light, Warrior/Effect, Level 8
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster from your Graveyard. Once per turn, you can activate 1 of these effects.
● Target 1 monster on the field; banish that target face-up. This card cannot attack the turn you activate this effect.
● During the Damage Step, if this attacking card destroys an opponent's monster by battle: It can make a second attack in a row.

ATK: 3000/DEF: 2500

If you don't know who Black Luster Soldier - Envoy of the Beginning(BLS) is.... well I would love to see the rock you have been living under. This card was once banned for its power. Now we have it back at 1. This card alone can be game ending. He is a chaos monster, meaning his summon condition is to banish a light and dark monster from your graveyard to SS him. He has two powerful effects that allow him to control the game. He can attack twice if he attacks and kills a monster, or he can banish 1 monster on the field. Doesn't even have to be face-up. Know they set ryko? Banish it. Marshmallon? Goodbye! BLS has the ability to change the pace of the game. When he is summoned he can start to destroy your opponent's field. He can quickly gain his owner multiple +1s. The only drawback to BLS is that he needs both light and dark monsters to summon. You would normally only see him in a Twilight build(a light and dark Lightsworn build), but he can be put into any Lightsworn deck that runs at least 3 dark monsters. He is limited so if you choose to run him run 1. The key to remember about those dark counts, you can have Gorz, Tragoedia, and even Necro Gardnas. I will discuss those cards further down below if you don't know what they are. BLS can turn those defensive Necro Gardnas into a huge and lethal offensive force. Don't be afraid to banish one or your only Necro Gardna to summon BLS. The advantages he can gain will almost always make up for the loss of 1 Necro Gardna.

The only other Boss monster is Archlord Kristya.
Archlord Kristya
Light, Fairy/Effect, Level 8
If you have exactly 4 Fairy-Type monsters in your Graveyard, you can Special Summon this card (from your hand). When you do: Target 1 Fairy-Type monster in your Graveyard; add that target to your hand. Neither player can Special Summon monsters. If this face-up card would be sent from the field to the Graveyard, it returns to the top of the Deck, instead.

ATK: 2800/DEF: 2300

Archlord Kristya is one of the most powerful and well known fairy type monster in all of Yu-gi-oh. Kristya is exceptionally powerful in any fairy deck that can run him/her. I personally always thought Kristya was a girl so I'll call it a she for this profile. She can be SSed by having 4 fairy type monsters in the graveyard and then she recycles a fairy type monster to your hand. She also cuts off both players from SSing any monsters. This allows you to mass SS then drop Kristya to stop your opponents ability to SS. However Kristya doesn't fit into the Sephylon version of Lightsworn very well. Even though you have the fairy types, she just adds to the inconsistency. She can be very good in a fairy centered Lightsworn build, like a Celestia, Lightsworn Angel build, but that usually involves running the less powerful Shire, Lightsworn Spirit.

The other potential boss monsters are the Lightray monsters. I will discuss them in their own section towards the bottom.

The OTK stoppers

There are 5 potential "One Turn Kill"(OTK) stopping cards that Lightsworns can run. The reason we run these cards is because the Lightsworn deck has very little backrow to support itself. This means that our deck will sometimes leave itself open to a fast quick kill. So lets get on to the cards to stop those pesky OTKs.
Gorz the Emmissary of Darkness
Dark, Fiend/Effect, Level 7
When you take damage from a card your opponent controls: You can Special Summon this card from your hand. You must control no cards to activate and to resolve this effect. When Special Summoned this way, activate the appropriate effect, based on the type of damage:
● Battle Damage: Special Summon 1 "Emissary of Darkness Token" (Fairy-Type/LIGHT/Level 7/ATK ?/DEF ?). Its ATK and DEF are each equal to the amount of Battle Damage you took.
● Effect Damage: Inflict damage to your opponent equal to the amount of damage you took.

ATK: 2700/DEF: 2500

Gorz the Emmissary of Darkness(Gorz) is a very well known, popular, and powerful OTK stopping card. He can be used to stop potential OTKs, gain advantage, or even gain a foothold back in the game. Gorz is limited because of his power. He can completely change who is in control of the board. He becomes even more powerful when both players are in Topdeck mode(both players have little to no hand/field). The fact that he comes out at 2700 for almost free and brings along a token that can become massive is what makes Gorz so powerful. The reason we run him is that we almost never have backrow. This means we will very often have an open field and the ability to drop Gorz. He also feeds the dark part of the engine if you run any chaos monsters, like BLS. The drawbck to Gorz is if you run Beckoning Light. Beckoning Light is a trap that lets you discard your hand to grab that many light monsters back from the grave. The issue with Beckoning is that if it is set we can't play Gorz, and if we play Beckoning we lose Gorz. So always be wary of what you have and what your opponent is doing. That will help you decide how to use that Gorz and Beckoning. I suggest that every deck, except heavy backrow deck, run Gorz. He is limited but the power he provides is enormous.
 Tragoedia
Dark, Fiend/Effect, Level 10
When you take Battle Damage: You can Special Summon this card from your hand. This card gains 600 ATK and DEF for each card in your hand. Once per turn: You can send 1 monster from your hand to the Graveyard to target 1 face-up monster your opponent controls with the same Level as the sent monster; take control of that target. Once per turn: You can target 1 monster in your Graveyard; this card's Level becomes the same as that target's, until the End Phase.

ATK: 0/DEF: 0

Tragoedia(Trag) is both a powerful OTK stopper, a good synchro material, and an amazing Xyz material. The fact that he can be SSed even when you have backrow allows you to stop OTKs while maintaining cards to help you carve out an advantage. The fact that he can have a low ATK when he is SSed is a small drawback. He can also easily come out at 3000 ATK and DEF and boost himself to 3600 at your draw. Trag is a very good choice in the early game to be SSed. This is because early on, unless you have Lumina plays, Lightsworn decks will have a large hand. This is because they rely a lot upon NS and their own effects. This allows Trag to come out at an early 2400 or 3000, which then gets boosted during your turn. The other powerful aspect of Trag is the ability to steal monsters, and to copy levels. You can steal that pesky Thunder King Rai-oh(TKRO) and overlay him with one of your monsters. Or you can steal that Grapha thats a thorn in your side. His stealing ability is limited by your potential discards, but when the situation is right that effect can be game winning. His last effect is very powerful though. Trag's level can become the level of any monster in your grave. Need a level 4? How about a level 3? 2? 8? Trag cn be anything as long as there is a monster in your grave with that level. This allows for easy access synchro and xyz plays after you have summoned him. So he can stop OTKs the turn around and net you huge advantages. Trag is currently semi-limited, meaning you can run 2. I would suggest at least running 1 Trag. I personally don't have the room, or the need for 2 Trags. Many players though will want to maximize the number of Tragoedia they run. 2 Tragoedia increases the chances of seeing and using him.
Necro Gardna
Dark, Warrior/Effect, Level 3
During your opponent's turn: You can banish this card from your Graveyard; negate the next attack this turn from a monster your opponent controls (this is a Quick Effect).

ATK: 600/DEF: 1300

Necro Gardna has been around for longer then even the Lightsworn cards have been. This card has been used in Lightsworn decks from practically day one. This card is a dark target for chaos engines, like BLS, but more importantly it is an attack stopper. This card can stop one of your monsters from being overrun and it can be used to stop OTKs. One of the good things about Necro Gardna is the ability to remove it from play at any time during your opponents turn. This allows you to avoid those monsters that don't let you activate effects in response to their attack declaration. The downside to this is that if you remove multiple they don't stack. Removing two Necro Gardnas during your opponent's Main Phase 1(MP1) will only stop the first attack. The downside to Necro Gardna is that you don't really want to draw him. He is much better just being milled to use his effect. However if you do draw him he can stop 2 attacks. One for attacking him, the second with his effect. Overall Necro Gardna is a very powerful card. I would suggest running 3 if you have the room. I currently m only running 2, but they are still very powerful. They can negate attacks or be used as chaos food. This makes them both a great defensive and offensive choice.

The Monster Engine:


Now we get into the Lightsworn monster cards. These cards are what allow the entire deck to function as it is supposed to. The milling effects of these cards creates a very fast, but inconsistent deck.
Lyla, Lightsworn Sorceress
Light, Spellcaster/Effect, Level 4
During your Main Phase: You can target 1 Spell/Trap Card your opponent controls; change this card you control from face-up Attack Position to face-up Defense Position, and destroy that target, but this card's battle position cannot be changed until the end of your next turn, except with a card effect. During each of your End Phases: Send the top 3 cards of your Deck to the Graveyard. You must control this face-up card to activate and to resolve this effect.

ATK 1700/:DEF: 200

Lyla, the Lightsworn Sorceress(Lyla for short), is one of the most well known, powerful, and splashed(thrown into many decks) Lightsworn monsters out there. She has a good ATK and a great effect. She can pop one of your opponent's backrow after summoning her. This card can easily bait out some of your opponents options, just because they don't want Lyla to blindly hit one of their power cards in the backrow. The best thing about Lyla for the engine is that at the End Phase(EP) she sends the top 3 cards from your deck to the graveyard(Mill). The reason that is good is because you want to be milling as much as possible with a Lightsworn deck. Several other Lightsworn cards only mill 2 cards at the EP. This makes Lyla a more valuable normal summon, but when you tack on her ability to pop backrow she is an amazing card for the deck. Between Lyla and Ryko most Lightsworn decks don't even main Mystical Space Typhoon(MST). Lylas and Ryko are the backrow destruction that the deck utilizes to make its big plays. Another thing is that changing to defense is not a cost. It is part of the resolution of the effect. So if your Lyla gets veilered it stays in attack position. I always run 3 Lyla unless I absolutely don't have the room, but I would never run less then 2. Lyla is extremely good when played in 3s in a deck. Depending upon your deck's backrow destruction abilities you might be able to get away with just 2 of her.
Ryko, Lightsworn Hunter
Light, Beast/Effect, Level 2
FLIP: You can target 1 card on the field; destroy that target. Send the top 3 cards of your Deck to the Graveyard.

ATK: 200/DEF: 100

Ryko, Lightsworn Hunter(Ryko for short) is probably the most splashed monster in the history of Yu-gi-oh. It hs been splashed in decks from plants, to chaos, to dragons, to anything that can use some mill. The power of Ryko comes from the fact that your opponent has to ply around him. If they can't afford to run into Ryko and lose a card they will be held back from making many plays because they can not afford to take the negitives with running into Ryko. The fact that Ryko's destruction effect is optional means means you can avoid negation cards like Stardust Dragon. The fact that Ryko also mills 3 cards makes him a very valuable Lightsworn monster, but he only mills when he is initially flipped. This limits his ability to just a single shot, but that doesn't make him bad. He furthers the engine with his 3 mills and he forces the opponent to adapt to the situation. Player do not want to be forced to adapt to a situation. This can led to misplays, or even not playing as well as you could. Any time you can force your opponent to change what they are doing is good. This is what makes Ryko so powerful. If you are going to run Ryko, which you should, run at least 2. They can deal with both frontrow and backrow, they mill, and they force your opponent to adapt. Ryko is great when played at 2 or 3. If he is being splashed you should run 3 with a single Charge of the Light Brigade.
Lumina, Lightsworn Summoner
Light, Spellcaster/Effect, Level 3
Once per turn: You can discard 1 card, then target 1 Level 4 or lower "Lightsworn" monster in your Graveyard; Special Summon that target. During each of your End Phases: Send the top 3 cards of your Deck to the Graveyard. You must control this face-up card to activate and to resolve this effect.

ATK: 1000/DEF: 1000

Lumina, Lightsworn Summoner(Lumina for short) is one of the most powerful cards in the entire deck.  Lumina allows us to make a lot of combo, synchro, and xyz plays. Lumina brings a lot of consistency to the deck by allowing us to SS Lightsworns that were milled or killed back to the field. This can allow us to destroy more backrow with Lyla, bounce mounsters with Ehren, or even mill more with Garoth. It also opens us up to a lot of potential Xyz and synchro plays. By SSing another Lumina we can overlay for a rank 3, or by SSing a Lightsworn Tuner we can synchro. Lumina is another Lightsworn that mills 3 cards during the EP. One of the most powerful plays that the Lightsworn deck can do is the Lumina-Garoth, the Lumina-Lumina-Garoth, or even more powerful the Lumina-Lumina-Lumina Garoth. I will go over what makes those plays so powerful in Garoth's review as he is the next card to be reviewed. One of the advantages to Lumina's effect is that you can SS what you discard with her. However you have to have a valid target beforehand. So if you have a Ryko in the grave and a Lyla in hand, you can discard Lyla for the cost, then target Lyla to be SSed. The drawback to Lumina is when someone Veilers or negates her effect after you pay her cost. This is a -1 that Lightworns a;ways have to worry about. When you are trying to use Lumina to grab several Luminas, getting Veilered can set you back enormously. The other drawbck to Lumina is that she only has 1000 ATK. This usually leads to her being over run the following turn. It is even worse when she is negated. You are looking at the potential of a -2 overall. Lumina just recently became unlimited and there is almost no reason you should not run 3 of her. In a Twilight build you can get away with two, but in a pure build you should always run 3.
Garoth, Lightsworn Warrior
Light, Warrior/Effect, Level 4
Each time a card(s) is sent from your Deck to the Graveyard by the effect of a "Lightsworn" monster you control, except "Garoth, Lightsworn Warrior": Send the top 2 cards of your Deck to the Graveyard, then draw 1 card for each "Lightsworn" monster sent to the Graveyard by this effect.

ATK: 1850/DEF: 1300

Garoth, Lightsworn Warrior(Garoth for short) is a very powerful card and its power is often overlooked. Most players suggest running one. I'm going to completely disagree with that.One was fine with just 2 Luminas. Now that we have Lumina at 3 you should run 2 Garoths. Garoths is completely worthless on its own. Its the equivalent of an 1850 ATK normal monster without another Lightsworn, but that isn't where its power lies. Its power lies currently in the Lumina combo plays. Soon it will be even more powerful and required to run two to combo with Raiden. I'll discuss Raiden all the way at the end. When you play Garoth you want your other Lightsworns to start milling. This triggers his effect. He mills every time a Lightsworn mills and he has the potential to give you draws. The power of Garoth comes mainly in the Lumina-Garoth plays. The first play is to NS Lumina, discard either Garoth or another card, and then SS Garoth from the grave. This requires you to have a Garoth in either your grave or your hand which is why you want two Garoths. The Lumina-Garoth play allows to mill 3 from Lumina, then you mill 2 from Garoth. If you mill asny Lightsworn monsters with Garoth you get to draw for each one. Every draw from Garoth is a free +1. He becomes even more powerful with more Lightsworn. In the Lumina-Lumina-Garoth play Garoth mills four cards. He mills after each Lumina. This makes him mill more then any other current Lightsworn monster in the game, with the potential of up to a free +4. The triple Lumina Garoth play results in a total mill of 15 cards with a potential +6. that means you can clear 15-21 cards from your deck in a single turn. If JD and sephylon aren't live after that, well then damn you got some serious luck deficiencies. I would suggest running 2 Garoths just to enable the Lumina Garoth plays. You can just run one though. A lot of players prefer one, however two Garoths lead to more consitant Lumina-Garoth plays which leads to faster mills and draws. When Raiden comes out 2 Garoth will be a staple for Lightsworn. This is because Raiden is a Lightsworn that can mill 2 during the MP1, then mills 2 at the EP. Raiden plus Garoth is an 8 mill from 2 cards with a potential +4.
Jain, Lightsworn Paladin
Light, Warrior/Effect, Level 4
If this card attacks an opponent's monster, it gains 300 ATK during the Damage Step only. During each of your End Phases: Send the top 2 cards of your Deck to the Graveyard. You must control this face-up card to activate and to resolve this effect.

ATK: 1800/ DEF:1200

Jain, Lightsworn Paladin(Jain for short) is our go to for running things over. He goes up to 2100 when attacking allowing us to run over almost any other level 4 or lower monster in the game. He even allows us to run over some Xyzs. Jain only mills 2 which makes him less useful for the engins, but he makes up for it in being able to tackle threats. Not much to really say about Jain. I would suggest running 1. You can run 2, but any more then that just becomes too much. Jain at 1 is a good card for the deck and he becomes another name for summoning JD.
Ehren, Lightsworn Monk
Light, Warrior/Effect, Level 4
Before damage calculation, if this card attacks a Defense Position monster: Shuffle that monster into the Deck. During each of your End Phases: Send the top 3 cards of your Deck to the Graveyard. You must control this face-up card to activate and to resolve this effect.

ATK: 1600/DEF: 1000

Ehren, Lightsworn Monk(Ehren for short) is a very versatile and powerful Lightsworn. She doesn't bring any ignition effects to the party but when she hits a defense position monster your opponent will cringe. Her ability to bounce any defense position monster she hits to the deck is an extremely powerful +1. It can make sure that your opponent doesn't see that card anytime soon. On top of the ultimate stall killing abilty she mills 3 every EP. This makes her really good for building the momentum of the engine. While Ehren is good she isn't good enough to warrant more then 1 spot in the main deck. JD can kill stall cards almost as easily as Ehren can. This leaves her being more of a means to an end. She provides the another name for JD and a monster count for Sephylon.
Wulf, Lightsworn Beast
Light, Beast-Warrior/Effect, Level 4
Cannot be Normal Summoned or Set. When this card is sent from your Deck to the Graveyard: Special Summon it.

ATK: 2100/DEF: 300

Wulf, Lightsworn Beast(Wulf for short) is a very powerful card but has a single major drawback. He is a level 4 2100 ATK beatstick. He SSs himself whenever he is milled from the deck to the graveyard. The disadvantage of Wulf is when you draw him. Wuld is the ultimate dead card in the deck. If you draw him the only thing you can do with him is to discard him. However despite this huge drawback a free 2100 Beatstick at the EP, or MP with either card trooper or Raiden, can open up a lot of plays and potential Xyz and synchro possibilities. I would suggest playing 1-2 Wulf. I personally prefer 1 Wulf, but when the new Lightsworn monsters come out I will be upping him to 2. You can run 3 of him but he starts to become very dead at that point.

The other Lightworns:
There are a few other Lightsworn monsters that I won't do a full posts on. I will give their name with links and you can look at them and consider them for yourself.
Celestia, Lightsworn Angel
Shire, Lightsworn Spirit
Aurkus, Lightsworn Druid
Gragonith, Lightsworn Dragon
Jenis, Lightsworn Mender
Rinyan, Lightsworn Rogue

The support:

Honest
Light, Fairy/Effect, Level 4
During your Main Phase: You can return this card from the field to the hand. During either player's Damage Step, when a LIGHT monster you control battles: You can send this card from your hand to the Graveyard; that monster gains ATK equal to the ATK of the opponent's monster it is battling, until the End Phase.

ATK: 1100/DEF: 1900

Honest is probably the most well known and most feared Fairy in all of Yu-gi-oh. The power of Honest is that it allows you to turn any light monster in the game into a battle winner. It can be used offensively to over run a big monster, or it can even be used defensively to have your opponent lose their monster and become delayed by the high ATK of your monster. Ithas a lot of synergy with BLS, empowering OTKS, and can keep weaker Lightsworns like Lumina around to swarm another day. Honest is so powerful that he is limited, and he definitely deserves that limit. Every Lightsworn deck should run 1 Honest. There isn't an excuse not to. It is so powerful that even one is game changing.
Effect Veiler
Light, Spellcaster/Tuner, Level 1
During your opponent's Main Phase: You can send this card from your hand to the Graveyard to target 1 face-up Effect monster your opponent controls; negate that target's effects until the End Phase.

ATK: 0/DEF: 0

Effect Veiler(Veiler for short) is a staple in a lot of decks. The fact that it is a light monster and can be recycled en mass with Beckoning Light makes it a great card for the deck. Veiler allows us to negate our opponents monster effects while gaining a monster count for potential Sephylon plays. Veiler is a great card for all decks and should be mained at 2 if not 3.


The last mention goes to the Lightray monsters. I personally am not a big fan of the Lightray monsters in Lightsworn builds. This is because we already have a lot of powerful boss monsters to choose from. However here is a link if you would like to consider them for your deck: Lightray

The new Lightsworn:

Theses two cards are going to be releasing in the OCG soon. The first, Raiden, will add a lot of power to the pure build, the second, Minerva, can add some additional consistency with her effects.
Raiden, Lightsworn Assailant
Light, Warrior/Tune, Level 4
During your Main Phase: You can send the top 2 cards of your Deck to the Graveyard, and if you do, if there is a "Lightsworn" monster among those cards, this card gains 200 ATK until your opponent's End Phase. You can only use this effect of "Raiden, Lightsworn Assailant" once per turn. During each of your End Phases: Send the top 2 cards of your Deck to the Graveyard. You must control this face-up card to activate and to resolve this effect.

So by his effect Raiden will bring a lot of new power to the Lightsworn archetype. The ability to have a Lightsworn monster replace Card Trooper along with still milling ta the end phase makes this card Garoth's Coup De Grace. Tack on the ability of getting an attack boost and voila! You have an amazing addition to the Lightsworn's bag of tricks.
Minerva, Lightsworn Maiden
Light, Spellcaster/Tuner, Level 3
When this card is Normal Summoned: Add 1 LIGHT Dragon-Type monster from your Deck to your hand whose Level is less than or equal to the number of "Lightsworn" monsters with different names in your Graveyard. When this card is sent from your hand or Deck to the Graveyard: Send the top card of your Deck to the Graveyard. During each of your End Phases: Send the top 2 cards of your Deck to the Graveyard. You must control this face-up card to activate and to resolve this effect.

ATK: 800/DEF: 200

The fact that Minerva only counts the different names is what makes this cards summon effect very underwhelming. its hard to get 8+ different names in the graveyard quickly or efficiently. The one advantage Minerva has is that whenever it hits the grave from the hand or deck it mills an extra card. This means your Lumina discards mill 1 and your Solar Recharges mill 3. This gives her a decent playability at 1. The fact that she also mills 2 at the EP is nice but she is too weak for that to be much of an option.

Well thanks for reading or glancing over this monster post. I did this for two reasons. One to get the practice in, and two, because I wanted to show that I know what I am talking about. No point in reading a blog on Yu-gi-oh if it is full of bad logic and not up to date.Well I'll be posting up a comprehensive overview of +1s, 1-for-1s, and -1s in Yu-gi-oh and on their effect on the game tomorrow.

-Kurotaro

2 comments:

  1. I really enjoyed this as a fan of lightsworns and your deck keep em coming bro :D

    ReplyDelete