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Lightsworns and Their Support

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1 Lightsworns and Their Support on Tue Sep 01, 2009 8:53 pm

Supreme_King

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This is my article based on the Lightsworn monsters and their support cards. A deck based around these cards relies pretty much on luck, but a good deck maker can build easily a Lightsworn deck that can defeat almost anything.
The only major flaw this deck has is the possibility of decking out, not to mention cards like "Morphing Jar" and "Card Destruction" are other potential threats. But a well built Lightsworn deck will end the duel before the opponent can even build a proper defense.

Spoiler:
Aurkus, Lightsworn Druid.
ATK 1200/DEF 1800

"Lightsworn" monsters cannot be targeted by effects. During each of your End Phases, send the top 2 cards of your Deck to the Graveyard.

This card has a pretty handy effect and a good defense, making it a long field presence. Actually, if you combine this card with cards like Mist Body, your monsters cannot be affected by most traps. The only thing that can trouble Lightsworns while this card is on the field are non-targeting effects like "Bottomless Trap Hole", "Mirror Force" and even the widely used "Solemn Judgment". But your deck should be already prepared for them with a "Heavy Storm" or "Mystical Space Typhoon" (if your opponent has only one or 2 cards on the field).

Celestia, Lightsworn Angel
ATK 2300/DEF 200

When you Tribute Summon this card by Tributing a "Lightsworn" monster, you can send the top 4 cards of your Deck to the Graveyard to destroy up to 2 cards your opponent controls.

This card has a good effect, not to mention that in a Lightsworn exclusive deck it will trigger every time it's Tribute Summoned.Not to mention that you can decide if you want to mill your deck or not.Remember, the cost is the same, but for milling 4 cards you can destroy either 1 or 2 cards, so if your opponent has only a pesky "Level Limit Area B" standing between you and your opponent's life points, just Tribute Summon Celestia and you have a clear shot.

Ehren, Lightsworn Monk
ATK 1600/DEF 1000

If this card attacks a Defense Position monster, return that monster to its owner's Deck before damage calculation. During each of your End Phases, send the top 3 cards of your Deck to the Graveyard.

Wohoooo! Here's an awesome card effect. If your opponent's Life points are shielded only by a "Millenium Shield"/"Labyrinth Wall" in defence mode, strike them with this card. Not only do you not take any damage, but that moster is returned to the deck. Remember, TO THE DECK, not to the top, not to the bottom. So there's no telling when your opponent will get their hands on them again.

Garoth, Lightsworn Warrior
ATK 1850/DEF 1300

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.

This card speeds up the deck extremely. If you have any Lightsworns out, add Garoth to the mix for draw and milling power. And since the deck is based on Lightsworn monsters, you should draw at least 1 card every time you use his effect.

Gragonith, Lightsworn Dragon
ATK 2000/DEF 1600

This card gains 300 ATK and DEF for each "Lightsworn" monster with a different name in your Graveyard. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. During each of your End Phases, send the top 3 cards of your Deck to the Graveyard.

Piercing damage and inherent ATK raising capabilities. You've got the complete package right here. This card is better Special Summoned. Just keep it in the grave until you have a lot of Lightsworns, then summon a Judgment Dragon, clear the field, and activate "Monster Reborn". Your opponent won't know what hit him.

Jain, Lightsworn Paladin
ATK 1800/DEF 1200

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.

This card doesn't have an effect to speak of, since not many monsters have their ATK in the 1800-2100 zone. At least, not important ones that I can remember. Sure, "Destiny Hero Dasher" can be a pain, but is it worth to sacrifice your own Jain for that? It's your call.

Jenis, Lightsworn Mender
ATK 300/DEF 2100

During the End Phase, if a card(s) was sent from your Deck to the Graveyard by the effect of a "Lightsworn" card this turn, inflict 500 damage to your opponent and gain 500 Life Points.

The only useful thing this card accomplishes in a Lightsworn deck is stall. And in an extremely rare situation will you need such a thing, since this deck relies on speed. And if this card gets milled, a mere 500 life points get inflicted to your opponent and you gain the same amount. But, let's face it, you can inflict much more battle damage whilst being certain you do with this deck rather than waiting for this card. Sure, it can be a blessing while your opponent has 500 or less, but that rarely happens.

Lumina, Lightsworn Summoner
ATK 1000/DEF 1000

Once per turn, you can discard 1 card to Special Summon 1 Level 4 or lower "Lightsworn" monster from your Graveyard. During each of your End Phases, send the top 3 cards of your Deck to the Graveyard.

This card is useful like no other. It's effect is simple. Dump one card to summon a monster, right? Well, not quite simple at all. This card's discarding part is a cost, so you can Special Summon what you discarded. Stuck with a Wulf in your hand? Dump it and Summon it. But it's not only that. You can Special Summon any Level 4 or lower monster in your hand. And unlike most Special Summons, this one can't be negated. Why? Simple. Even though your opponent would remove Lumina from the field, the monster is still Special Summoned. And, unless a monster is Summoned by an inherent effect, the summon cannot be chained to. So bye-bye "Bottomless Trap Hole", "Solemn Judgment" and the list could go on and on.

Lyla, Lightsworn Sorceress
ATK 1700/DEF 200

You can change this card from face-up Attack Position to face-up Defense Position and destroy 1 Spell or Trap Card your opponent controls. If you activate this effect, 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.

A portable "Mystical Space Typhoon"! Just what this Archetype lacked. Switch it to defense to destroy a Spell or Trap. Sure, you can use "Stop Defense" to switch it back to ATK mode, but the effect cannot be re-used until next turn. But usually I don't need its effect.

Ryko, Lightsworn Hunter
ATK 200/DEF 100

FLIP: You can destroy 1 card on the field. Send the top 3 cards of your Deck to the Graveyard.

Ah, the golden words! "DESTROY 1 CARD". Any card. Sure, this effect targets, but, if used properly, you can get rid of a lot of pesky monsters. Not to mention those annoying backrow cards. All in all, this (almost) cost free "Raigeki Break" is like a blessing.

Wulf, Lightsworn Beast
ATK 2100/DEF 300

This card cannot be Normal Summoned or Set. When this card is sent from your Deck to the Graveyard, Special Summon it.

This is the reason behind the Lightsworn effects. Send it to the grave before it reaches your hand and you instantly have it on the field. Not to mention that behind that stiff 2100 ATK right off the bat you have no drawbacks once on the field. But what if it reaches your hand? Oh no, YOU'VE GOT A DEAD DRAW! Joking lol. Just summon Lumina whatever way possible and you've got this guy on the field.

The next card is the only monster support card for the Lightsworns, but it's also one of the main reasons the effects of Lightsworns involve self-milling.

Judgment Dragon
Effect Monster
ATK 3000/DEF 2600
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by having 4 or more "Lightsworn" monsters with different names in your Graveyard. You can pay 1000 Life Points to destroy all other cards on the field. During each of your End Phases, send the top 4 cards of your Deck to the Graveyard.

Oh boy! This one is the big one! A Blue-Eyes that Special Summons itself, has 100 more DEF and more importantly, at the cost of a mere 1000 LP(better than paying 2000 for Demise) the whole field gets nuked. And you get a clear shot at a 3000 points blow to your opponent. And if you happen to have a way to summon at least one monster you get massive damage and most of the time a game.

Next are the Spell Cards that support this Archetype.

Charge of the Light Brigade
Normal Spell

Send the top 3 cards of your Deck to the Graveyard. Add 1 Level 4 or lower "Lightsworn" monster from your Deck to your hand.

A Lightsworn searcher. Just what this deck needed. Not to mention it adds to the milling of the Lightsworn effects.

Solar Recharge
Normal Spell

Discard 1 "Lightsworn" monster. Draw 2 cards, then send the top 2 cards of your Deck to the Graveyard.

Another thing this Archetype lacked. A draw engine. Discard a Lightsworn and then draw 2, and after that discard 2.

Lightsworn Sabre
Equip Spell

Equip only to a "Lightsworn" monster. It gains 700 ATK. When this card is sent from your Deck to your Graveyard, you can equip it to 1 "Lightsworn" monster you control.

This card is an excelent equip card. Milled it? No problem, equip it on the spot. You have it in your hand? Well, you can do the same thing. Not to mention it's a 700 ATK boost right off the spot.

Realm of Light
Field Spell

Each time a card(s) is sent from your Deck to the Graveyard, place 1 Shine Counter on this card. All "Lightsworn" monsters gain 100 ATK for each Shine Counter. If this card would be destroyed by a card effect, remove 2 Shine Counters instead.

This is the cherry on top. This is the bonus for the patience of milling the deck. Every time the milling effect of a Lightsworn monster or any other effect that mills the deck resolves, the Lightsworns get an additional 100 ATK. Not to mention that if the opponent doesn't have a field spell in his deck this card is almost indestructible through it's effect.

Last, but not least, the Lightsworn supporting Trap cards.

Glorious Illusion
Continous Trap

Select 1 "Lightsworn" monster from your Graveyard and Special Summon it in Attack Position. During each of your End Phases, send the top 2 cards of your Deck to the Graveyard. When this card is removed from the field, destroy that monster. When that monster is removed from the field, destroy this card.

The "Call of the Haunted" for Lightsworns. Not only does it have the exact same effect as the forementioned card with a mill effect to add to the deck speed, but also it's UNLIMITED! You got that right. An unlimited "Call of the Haunted". Talk about a bomber.

Light Spiral
Continous Trap

Each time a card(s) is sent from your Deck to the Graveyard by the effect of a "Lightsworn" monster, remove from play the top card of your opponent's Deck.

Why be the only one with a deck in despair? With this card, your opponent shares the pain you suffer. Each time a Lightsworn mill effect activates, just mill the top of card out of play from your opponent's deck. Just be careful, this can backfire if the opponent gets the cards he needs because of this. And in no circumstances don't activate this card whilst facing a Macro deck.

Lightsworn Barrier
Continous Trap

When a face-up "Lightsworn" monster you control is selected as an attack target, you can send the top 2 cards of your Deck to the Graveyard to negate the attack.

Here's a Krebons life friendly version of the Lightsworn Archetype. Basically you add to the milling and negate the attack at the same time. Not to mention that this effect doesn't target, so it's a great defence against monsters like "Tyrant Dragon" and so on.

Vanquishing Light
Counter Trap

Tribute 1 "Lightsworn" monster. Negate the Summon of a monster and destroy it.

The "Horn of Heaven" version coming from the Lightsworns. Again, this Archetype shows why it's such a great one. You only have 3 different Lightsworns in the grave? Activate this card and wait for Judgment Dragon. Not to mention that your opponent's summon is a waste.

This is my article based on one of the top tier decks in Yu-Gi-Oh!. With a bit of luck, this deck can win against anything, simply because of the way the Lightsworns have an effect bond with each other, making the self-mill disadvantage an unexpected advantage that can turn the tables at any time during the duel.

The following is a decklist I found that has pretty much effect in the 1.19 KCVDS. This deck works well, but a more experienced deck maker could make a better deck.

Spoiler:
Monsters:22

2x Judgment Dragon
2x Celestia, Lightsworn Angel
1x Gragonith, Lightsworn Dragon
2x Lumina, Lightsworn Summoner
2x Lyla, Lightsworn Sorceress
2x Wulf, Lightsworn Beast
2x Ryko, Lightsworn Hunter
1x Aurkus, Lightsworn Druid
1x Ehren, Lightsworn Monk
2x Garoth, Lightsworn Warrior
2x Jain, Lightsworn Paladin
1x Herald of Creation
2x Honest

Spells:11

2x Solar Recharge
1x Foolish Burial
1x Monster Reborn
2x Monster Reincarnation
1x Lightning Vortex
1x Pot Of Avarice
1x Heavy Storm
1x Smashing Ground
1x Mystical Space Typhoon

Traps:7

2x Glorious Illusion
2x Destruction Jammer
1x Mirror Force
2x Solemn Judgment



Last edited by Supreme_King on Wed Sep 02, 2009 1:42 am; edited 1 time in total


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2 Re: Lightsworns and Their Support on Wed Sep 02, 2009 1:35 am

Simon

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Hm honestly didnt read it and i wont read it till you edit and add a decklist ^^


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3 Re: Lightsworns and Their Support on Wed Sep 02, 2009 10:10 am

TWDOR

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Nice article dude keep it going..

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