Post by Hermes Trismegistus on Jun 25, 2015 8:51:04 GMT 1
this guide shall explain how to play with the Lightsworn archetype.
the original name of the "Lightsworn" is "Lightlord".
The Story:
The "Lightsworns" are a group who seek to save those who pray for help, crossing time and space in order to help them. By consuming vast quantities of magical energy, they appear on the material plane and challenge those evildoers who threaten the era they appear in. Once their job is done and the evil has been stopped, they return to their home plane, disappearing without a trace.
Their founder, "Michael, the Arch-Lightsworn", is responsible for enlisting the souls of heroes worthy of joining the "Lightsworns". As they travel in order to fight evil, they also recruit the heroes of that time.[source]
Their Strategy:
most of the lightsworn cards send cards from the top of your deck to the graveyard.
from there their monsters are easy to access and also fulfill the summon condition for their boss monster: Judgment Dragon.
note that Judgment Dragon is not a Lightsworn monster, so it does not benefit from their support effects.
Lightsworns can do much more than just the Judgment Dragon OTK that was commonly used when they were released.
in order to prevent you from running out of cards, their main character Michael has a recycling effect that returns cards to your deck.
in combinations with other recycling cards, you will probably never deck out.
The Monsters:
the Lightsworn have a diverse arsenal of warriors and wizards that can deal with varoius situations. although rarely used, it is very rewarding to use them all.
Aurkus the Druid
when Aurkus is there, Lightsworns cannot be targeted by any card effects.
this wil also apply to your effects, but you can decide when to use Aurkus.
Aurkus protects your LIghtsworns from a large number of popular card effects like Fiendish Chain, Dimensional Prison, Forbidden Lance, Effect Veiler, ect.
Celestia the Angel
while Celestia is not that powerful in terms of battle power, she is still very helpful.
tribute a Lightsworn monster to summon her and she will mill some cards and destroy any 2 cards your opponent controls.
very similar to the Monarch monsters.
Ehren the Monk
Ehren can use a really cool shaolin technique: when she attacks a defense position monster, she kicks it right back into the deck.
this is especially effective against Flip-Effect Monsters, like Shaddolls.
Felis the Archer
one of the 3 tuners. she can only be summoned by a card effect, but will summon herself when she is milled by the effect of a Lightsworn monster.
this effect will not trigger when she is milled by your spell/trap effects, but therefore she has an additional ability:
she can go for a hunt on your opponents monster and move to the graveyard along with 3 more cards from your deck.
lightsworns in the graveyard are easier to access, you will see that later.
Garoth the Warrior
Garoth is not only one of the strongest low-level Lightsworns, his milling effect is also special.
he does not mill by himself, but mill 2 extra cards whenever another Lightsworn mills cards from your deck.
if you have more than 1 other Lightsworn, Garoth will mill more than once, but you get the chance to draw extra cards every time he does.
Gragonith the Dragon
a mighty dragon with mighty power.
he gains extra power for every lightsworn monster in your graveyard and also inflicts piercing battle damage.
in a late game he can become even more powerful than Obelisk the Tormentor.
Jain the Paladin
one of the most powerful warriors of the Lightsworn forces.
1800 ATK is the top value for Lv4 monsters. and on the offensive it raises up to 2100.
Jenis the Mender
the most powerful defender of the Lightsworns.
she can defend against any low-level monsters and if any cards were milled from your deck by a Lightsworn card (notice the "card"? even spell/trap cards count.),
she will cast her magic and steal 500 Lp from your opponent and give them to you.
Lumina the Summoner
Lumina can summon any low-level Lightsworns from your graveyard.
very useful for synchro summons or to bring back useful monsters like Ehren.
Lyla the Sorceress
Lyla is not only a powerful attacker, she can also cast magic to destroy any of your opponents spell/trap cards.
but she is defenseless for 2 rounds when she does. but you can protect her with Lightsworn Barrier.
Minerva the Maiden
one of the 3 tuners. and whenever she goes from your hand or deck to the graveyard, her owl will snatch another card from your deck.
Raiden the Assassin
one of the 3 tuners.
Raiden is not only a tuner, but also a powerful attacker. he can speed up your progress by milling 2 cards and then boost his atk to 1900 until your next turn.
Rinyan the Rouge
Rinyan is often overlooked, but she is actually very helpful to the deck.
she can recycle any Lightsworn in your grave and let you draw a card.
also everyone knows about Ryko the Hunter and when you set a card face-down, they always suspect it to be Ryko.
then thei either don't attack it and prepare a trap to stop it's effect or destroy it with a card effect.
if your opponent uses their Raigeki or whatever they have prepared on Rinyan, Ryko can go off unhindered.
and i case Rinyan is not destroyed, you get a free card.
Ryko the Hunter
the most popular Lightsworn.
Ryko can destroy any card and mills 3 cards from your deck.
Shire the Spirit
Shire is like a weaker version of Gragonith.
still, she can become very powerful and unlike Gragonith, doesn't require a tribute.
Wulf the Beast
just like Felis, he can only be summoned by a card effect.
but unlike Felis, Wulf summons itself whenever he goes to the graveyard.
Judgment Dragon
Behold, ye Kings of the Earth! The Day of Judgment hath come!
not a Lightsworn monster, but one of the most powerful creatures in this deck.
you need 4 different Lightsworns in your grave to summon it.
then it can unleash the Light of Judgment and clear the field.
The Extra Monsters:
Minerva the Saint
Angelic Maiden, i request your guidance in this holy battle.
XYZ Summon! Rank 4, Lightsworn Saint, Minerva!
while Saint Minerva is not very strong, she can mill a lot of cards and give you free draws for every Lightsworn card she mills (note the "card"? even spell/trap cards count.).
and when your opponent destroys her in any way, she will mill more cards and punish your opponent for every LIghtsworn card among them.
Michael the Archangel
Guardian of the Light, hear my prayer: Descend and become our Savior in this holy battle!
Synchro Summon! Level 7, Archangel Michael!
the most important monster in any Lightsworn deck.
he can banish any card with Divine Judgment.
and when he gets destroyed, he will recycle all Lightsworn monsters in your graveyard and refill your Lp.
note that Michael is a Lightsworn monster, unlike Judgment Dragon, so 2 of them can form an infinite loop.
The Spells and Traps:
just like their diverse monsters, Lightsworns also have divers spells and traps to support them in various situations.
Charge of the Light Brigade
as the artwork suggests, this ideal to seach for Ryko, but you can also get any other low-level Lightsworn with this.
Glorious Illusion
this card can revive any of your Lightsworns. useful for synchro summons or to bring back Gragonith and Michael.
if you wonder why you should use this card and not Call of the Haunted, here is the reason:
this card destroys itself whenever the revived monster leaves the field, while Call of the Haunted will stay unless the monster is destroyed.
Oasis of Dragon Souls combines the advantages of both cards inro one, but changes the monsters type into Wyrm.
but Lightsworns are not dependant on monster types, so this doesn't matter.
this card however, will give you more counters for Realm of Light and Lightsworn Sanctuary.
your choice.
Light Spiral
every time you mill cards from your deck with a Lightsworn monster, your opponent must banish 1 card from their deck.
Lightsworn Barrier
protect your Lightsworns from battle by milling 2 cards.
with this you can protect important monsters like Lyla and Lumina or you can guard Shire while giving her extra power.
Lightsworn Judgment
search for Judgment Dragon, so that it won't be milled.
Lightsworn Sabre
700 ATK and if it is milled, you can still equip it.
this brings Celestia to 3000 ATK and helps others too.
Lightsworn Sanctuary
remember when i said that LIghtsworns in the grave are easier to access? this is the reason.
this card lets you exchange any Lightsworn monster in your hand with any from your grave.
it's a cost-free continious Monster Reincarnation.
on top of that it will gather Shine Counters that can be used to protect your Lightsworn cards from destruction.
also if you don't have enough counters on this card, you may also use Shine Counters from Realm of Light.
Realm of Light
every time you mill cards from your deck, your Lightsworn monsters will gain 100 ATK.
it can protect itself from destruction for the cost of 2 counters and you can also use the counters for Lightsworn Sanctuary.
Solar Recharge
sent a monster to the grave (preferably a dead draw like Wulf or Felis), draw 2 cards and mill2.
Vanquishing Light
Counter Traps are always great.
this one lets you negate special summons by tributing a Lightsworn monster.
you cannot negate Fusion and Ritual Summons, because they are summoned by a card effect, but any other special summon is fine.
note the "monster(s)". this card can also negate multiple summons that happen simultaneously, like pendulum summons.
it's like a better version of Horn of Heaven.
the original name of the "Lightsworn" is "Lightlord".
The Story:
The "Lightsworns" are a group who seek to save those who pray for help, crossing time and space in order to help them. By consuming vast quantities of magical energy, they appear on the material plane and challenge those evildoers who threaten the era they appear in. Once their job is done and the evil has been stopped, they return to their home plane, disappearing without a trace.
Their founder, "Michael, the Arch-Lightsworn", is responsible for enlisting the souls of heroes worthy of joining the "Lightsworns". As they travel in order to fight evil, they also recruit the heroes of that time.[source]
Their Strategy:
most of the lightsworn cards send cards from the top of your deck to the graveyard.
from there their monsters are easy to access and also fulfill the summon condition for their boss monster: Judgment Dragon.
note that Judgment Dragon is not a Lightsworn monster, so it does not benefit from their support effects.
Lightsworns can do much more than just the Judgment Dragon OTK that was commonly used when they were released.
in order to prevent you from running out of cards, their main character Michael has a recycling effect that returns cards to your deck.
in combinations with other recycling cards, you will probably never deck out.
The Monsters:
the Lightsworn have a diverse arsenal of warriors and wizards that can deal with varoius situations. although rarely used, it is very rewarding to use them all.
Aurkus the Druid
when Aurkus is there, Lightsworns cannot be targeted by any card effects.
this wil also apply to your effects, but you can decide when to use Aurkus.
Aurkus protects your LIghtsworns from a large number of popular card effects like Fiendish Chain, Dimensional Prison, Forbidden Lance, Effect Veiler, ect.
Celestia the Angel
while Celestia is not that powerful in terms of battle power, she is still very helpful.
tribute a Lightsworn monster to summon her and she will mill some cards and destroy any 2 cards your opponent controls.
very similar to the Monarch monsters.
Ehren the Monk
Ehren can use a really cool shaolin technique: when she attacks a defense position monster, she kicks it right back into the deck.
this is especially effective against Flip-Effect Monsters, like Shaddolls.
Felis the Archer
one of the 3 tuners. she can only be summoned by a card effect, but will summon herself when she is milled by the effect of a Lightsworn monster.
this effect will not trigger when she is milled by your spell/trap effects, but therefore she has an additional ability:
she can go for a hunt on your opponents monster and move to the graveyard along with 3 more cards from your deck.
lightsworns in the graveyard are easier to access, you will see that later.
Garoth the Warrior
Garoth is not only one of the strongest low-level Lightsworns, his milling effect is also special.
he does not mill by himself, but mill 2 extra cards whenever another Lightsworn mills cards from your deck.
if you have more than 1 other Lightsworn, Garoth will mill more than once, but you get the chance to draw extra cards every time he does.
Gragonith the Dragon
a mighty dragon with mighty power.
he gains extra power for every lightsworn monster in your graveyard and also inflicts piercing battle damage.
in a late game he can become even more powerful than Obelisk the Tormentor.
Jain the Paladin
one of the most powerful warriors of the Lightsworn forces.
1800 ATK is the top value for Lv4 monsters. and on the offensive it raises up to 2100.
Jenis the Mender
the most powerful defender of the Lightsworns.
she can defend against any low-level monsters and if any cards were milled from your deck by a Lightsworn card (notice the "card"? even spell/trap cards count.),
she will cast her magic and steal 500 Lp from your opponent and give them to you.
Lumina the Summoner
Lumina can summon any low-level Lightsworns from your graveyard.
very useful for synchro summons or to bring back useful monsters like Ehren.
Lyla the Sorceress
Lyla is not only a powerful attacker, she can also cast magic to destroy any of your opponents spell/trap cards.
but she is defenseless for 2 rounds when she does. but you can protect her with Lightsworn Barrier.
Minerva the Maiden
one of the 3 tuners. and whenever she goes from your hand or deck to the graveyard, her owl will snatch another card from your deck.
Raiden the Assassin
one of the 3 tuners.
Raiden is not only a tuner, but also a powerful attacker. he can speed up your progress by milling 2 cards and then boost his atk to 1900 until your next turn.
Rinyan the Rouge
Rinyan is often overlooked, but she is actually very helpful to the deck.
she can recycle any Lightsworn in your grave and let you draw a card.
also everyone knows about Ryko the Hunter and when you set a card face-down, they always suspect it to be Ryko.
then thei either don't attack it and prepare a trap to stop it's effect or destroy it with a card effect.
if your opponent uses their Raigeki or whatever they have prepared on Rinyan, Ryko can go off unhindered.
and i case Rinyan is not destroyed, you get a free card.
Ryko the Hunter
the most popular Lightsworn.
Ryko can destroy any card and mills 3 cards from your deck.
Shire the Spirit
Shire is like a weaker version of Gragonith.
still, she can become very powerful and unlike Gragonith, doesn't require a tribute.
Wulf the Beast
just like Felis, he can only be summoned by a card effect.
but unlike Felis, Wulf summons itself whenever he goes to the graveyard.
Judgment Dragon
Behold, ye Kings of the Earth! The Day of Judgment hath come!
not a Lightsworn monster, but one of the most powerful creatures in this deck.
you need 4 different Lightsworns in your grave to summon it.
then it can unleash the Light of Judgment and clear the field.
The Extra Monsters:
Minerva the Saint
Angelic Maiden, i request your guidance in this holy battle.
XYZ Summon! Rank 4, Lightsworn Saint, Minerva!
while Saint Minerva is not very strong, she can mill a lot of cards and give you free draws for every Lightsworn card she mills (note the "card"? even spell/trap cards count.).
and when your opponent destroys her in any way, she will mill more cards and punish your opponent for every LIghtsworn card among them.
Michael the Archangel
Guardian of the Light, hear my prayer: Descend and become our Savior in this holy battle!
Synchro Summon! Level 7, Archangel Michael!
the most important monster in any Lightsworn deck.
he can banish any card with Divine Judgment.
and when he gets destroyed, he will recycle all Lightsworn monsters in your graveyard and refill your Lp.
note that Michael is a Lightsworn monster, unlike Judgment Dragon, so 2 of them can form an infinite loop.
The Spells and Traps:
just like their diverse monsters, Lightsworns also have divers spells and traps to support them in various situations.
Charge of the Light Brigade
as the artwork suggests, this ideal to seach for Ryko, but you can also get any other low-level Lightsworn with this.
Glorious Illusion
this card can revive any of your Lightsworns. useful for synchro summons or to bring back Gragonith and Michael.
if you wonder why you should use this card and not Call of the Haunted, here is the reason:
this card destroys itself whenever the revived monster leaves the field, while Call of the Haunted will stay unless the monster is destroyed.
Oasis of Dragon Souls combines the advantages of both cards inro one, but changes the monsters type into Wyrm.
but Lightsworns are not dependant on monster types, so this doesn't matter.
this card however, will give you more counters for Realm of Light and Lightsworn Sanctuary.
your choice.
Light Spiral
every time you mill cards from your deck with a Lightsworn monster, your opponent must banish 1 card from their deck.
Lightsworn Barrier
protect your Lightsworns from battle by milling 2 cards.
with this you can protect important monsters like Lyla and Lumina or you can guard Shire while giving her extra power.
Lightsworn Judgment
search for Judgment Dragon, so that it won't be milled.
Lightsworn Sabre
700 ATK and if it is milled, you can still equip it.
this brings Celestia to 3000 ATK and helps others too.
Lightsworn Sanctuary
remember when i said that LIghtsworns in the grave are easier to access? this is the reason.
this card lets you exchange any Lightsworn monster in your hand with any from your grave.
it's a cost-free continious Monster Reincarnation.
on top of that it will gather Shine Counters that can be used to protect your Lightsworn cards from destruction.
also if you don't have enough counters on this card, you may also use Shine Counters from Realm of Light.
Realm of Light
every time you mill cards from your deck, your Lightsworn monsters will gain 100 ATK.
it can protect itself from destruction for the cost of 2 counters and you can also use the counters for Lightsworn Sanctuary.
Solar Recharge
sent a monster to the grave (preferably a dead draw like Wulf or Felis), draw 2 cards and mill2.
Vanquishing Light
Counter Traps are always great.
this one lets you negate special summons by tributing a Lightsworn monster.
you cannot negate Fusion and Ritual Summons, because they are summoned by a card effect, but any other special summon is fine.
note the "monster(s)". this card can also negate multiple summons that happen simultaneously, like pendulum summons.
it's like a better version of Horn of Heaven.