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A Guide to Basic Lightsworns


jabber2033

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Lightsworns are one of my favorite archetypes and even though they are well past their heyday, I still feel they are worth a mention. The theme of Lightsworns is Self-Mill, which is sending cards from the top of your own deck to the Graveyard. All Lightsworn monsters have effects that self-mill in some way, and while it does require a bit of luck to mill the right cards, it is all geared towards summoning arguably one of the most broken and badly designed cards of the game. And while there are many Lightsworn variants, including the ever-popular Twilight and Dragon-Sworn builds, this guide will go over a basic Lightsworn deck, as it is the simplest deck of the archetype.

[b]The Boss:[/b]

[img]http://images1.wikia.nocookie.net/__cb20120224012715/yugioh/images/thumb/4/47/JudgmentDragon-RYMP-EN-C-1E.jpg/300px-JudgmentDragon-RYMP-EN-C-1E.jpg[/img]

Everyone should know what this does. It’s the big boss of Lightsworn Decks and one of the most broken bosses in the game. A 3K Atk dragon with a field nuke effect at the cost of only 1k Life Points. At first glance one might think it difficult to summon, as getting four different cards in the Graveyard might require some strategy. However, that is ONLY at first glance. With all of the self-milling Lightsworns do, fulfilling its requirement is pretty simple. Yes, it requires a bit of luck, but even the most basic Lightsworn decks can summon Judgment Dragon with little effort. The only issue you might have is deciding which monsters to include and how many copies of each.

[spoiler='The Core']
[img]http://images4.wikia.nocookie.net/__cb20120224012824/yugioh/images/thumb/f/fc/LuminaLightswornSummoner-RYMP-EN-UR-1E.jpg/300px-LuminaLightswornSummoner-RYMP-EN-UR-1E.jpg[/img][img]http://images1.wikia.nocookie.net/__cb20120207082936/yugioh/images/thumb/e/e2/LylaLightswornSorceress-SDDC-EN-C-1E.jpg/300px-LylaLightswornSorceress-SDDC-EN-C-1E.jpg[/img]

[img]http://images2.wikia.nocookie.net/__cb20120621231854/yugioh/images/thumb/0/0a/JainLightswornPaladin-RYMP-EN-UR-UE.png/300px-JainLightswornPaladin-RYMP-EN-UR-UE.png[/img][img]http://images2.wikia.nocookie.net/__cb20120612111051/yugioh/images/thumb/a/a0/RykoLightswornHunter-BP01-EN-C-1E.png/300px-RykoLightswornHunter-BP01-EN-C-1E.png[/img]
[/spoiler]

These are the four main Lightsworn monsters you should be running. 3 of them are found in the Dragon’s Collide Structure Deck and Lumina in the Ra Yellow pack. They are the best of the Lightsworn monsters and I’ll be going over them individually.

Lumina, Lightsworn Summoner is almost too good. Its effect can give you 2-3 extra monsters over a couple of turns, which can be used for Synchro or Xyz Summons and then re-summoned. Lumina is a win condition all on its own. Run 2, no exceptions.

Lyla, Lightsworn Sorceress is probably the second-best of the archetype. It acts as your main source of spell/trap hate and can also provide three possible cards for Judgment Dragon. While 1700 Atk isn’t considered great, you never know when Lyla will have the opportunity to run over something or poke for a direct attack. Run 2-3. 3 is preferred for maximum backrow hate.

Jain, Lightsworn Paladin is your main beater of the deck. Boosting itself to 2100 allows it to run over offensive threats such as Thunder King Rai-oh and defensive threats such as Snowman Eater. Run 2-3.

Ryko, Lightsworn Hunter is the final card of the core. It acts as addition destruction and mill. Run 2 max.

While the four monsters of the Core can easily provide for Judgment Dragon’s Summoning condition, it’s difficult to get one of each in the Grave. You’ll more likely mill multiple copies of the same one than one of each. As such, you’ll need a few extra Lightsworns to help you out.


[spoiler='Additional Lightsworn Monsters']
[img]http://images1.wikia.nocookie.net/__cb20110702005409/yugioh/images/thumb/4/40/CelestiaLightswornAngel-GLD4-EN-GUR-LE.png/300px-CelestiaLightswornAngel-GLD4-EN-GUR-LE.png[/img][img]http://images3.wikia.nocookie.net/__cb20120224012908/yugioh/images/thumb/1/12/WulfLightswornBeast-RYMP-EN-UR-1E.jpg/300px-WulfLightswornBeast-RYMP-EN-UR-1E.jpg[/img]

[img]http://images2.wikia.nocookie.net/__cb20120621222213/yugioh/images/thumb/9/94/EhrenLightswornMonk-CT08-EN-SR-LE.png/300px-EhrenLightswornMonk-CT08-EN-SR-LE.png[/img][img]http://images1.wikia.nocookie.net/__cb20120621231854/yugioh/images/thumb/d/d4/GarothLightswornWarrior-RYMP-EN-R-UE.png/300px-GarothLightswornWarrior-RYMP-EN-R-UE.png[/img]
[/spoiler]



Celesita, Lightsworn Angel is a nice card to include. While Tribute Summons are uncommon outside of Monarchs, you can easily use Celestia’s effect. Lumina can summon an additional Lightsworn, and you can tribute either card for Celestia to pop two cards. If you are running Celestia, however, run 2 at the most.

Wulf, Lightsworn Beast isn’t run as much as it used to be, but it does have its uses. Once Wulf is summoned, whether by Lumina or another mill, it can be Tributed for Celestia. Wulf can also be used for quick Rank 4s and resummoned for an additional monster. I’d only run 1 if I was using it, but it can be run at 2 if running 2 Celestia for easy tributes.

Ehren, Lightsworn Monk is probably the most useful Lightsworn monster outside of the core. It can spin cards such as Sangan and Snowman Eater back to the deck, preventing their effects. Run 2 at the most.

Garoth, Lightsworn Warrior is the final card I’d run. It has an opportunity to be a +2 draw or better depending on how many other Lightsworns you have out. I’d only run 1 if I were running it, however.

There are four other Lightsworns in addition to the above. Aurkus, Lightsworn Druid is rarely run because most destruction effects don’t target, such as Dark Hole or Torrential Tribute. Shire, Lightsworn Spirit, Rinyan, Lightsworn Rouge, and Jenis, Lightsworn Mender are just not run at all.

[spoiler='Non-Lightsworn Monsters']
[img]http://images4.wikia.nocookie.net/__cb20120928172251/yugioh/images/thumb/2/2e/Honest-DT07-EN-DRPR-DT.png/300px-Honest-DT07-EN-DRPR-DT.png[/img][img]http://images2.wikia.nocookie.net/__cb20120621231955/yugioh/images/thumb/c/c2/NecroGardna-RYMP-EN-ScR-UE.png/300px-NecroGardna-RYMP-EN-ScR-UE.png[/img]

[img]http://images3.wikia.nocookie.net/__cb20120530134260/yugioh/images/thumb/d/d9/CardTrooper-BP01-EN-C-1E.png/300px-CardTrooper-BP01-EN-C-1E.png[/img][img]http://images4.wikia.nocookie.net/__cb20120330212945/yugioh/images/thumb/d/dd/EffectVeiler-ORCS-EN-SR-LE.png/300px-EffectVeiler-ORCS-EN-SR-LE.png[/img]

[img]http://images3.wikia.nocookie.net/__cb20091109113211/yugioh/images/thumb/e/ee/PlaguespreaderZombieCSOC-EN-UR-1E.png/300px-PlaguespreaderZombieCSOC-EN-UR-1E.png[/img][img]http://images4.wikia.nocookie.net/__cb20121004142542/yugioh/images/thumb/c/c1/GorztheEmissaryofDarkness-LCYW-EN-UR-1E.jpg/300px-GorztheEmissaryofDarkness-LCYW-EN-UR-1E.jpg[/img]
[/spoiler]

Lightsworns have plenty of support in the form of other Non-Lightsworn monsters. The most obvious of which is Honest. Honest is probably the best LIGHT-attribute support card in the game, hands down. Not only do your opponents loose a monster, but also take a big chunk of Life Points depending on the Attack gained. Even though it’s Limited to one, run it.

Necro Gardna is another useful card in Lightsworn decks. Because of the milling, it is extremely easy to get Gardna in the Graveyard, which is where it is most useful. It prevents attacks, giving your monsters on the field an extra turn to mill. Run 2-3.

Card Trooper is another nice card to include. Not only does it mill, it also gives you a draw when destroyed, thus increasing your own consistency. Since it’s Semi-Limited, run 2.

Effect Veiler may not be obvious, but it does support practically any deck. It’s a hand trap that negates effects, and can shut down a variety of threats. It can also be used in Synchro Summons since it is a Tuner, but most likely will be discarded. Either way, run 3 if you want to run it. Running 2 or less makes Veiler more likely to get milled.

Plaguespreader Zombie is similar to Necro Gardna, in that its effect activates in the Graveyard. As a Tuner, you can make a variety of Synchro monsters. With a Level 4 Lightsworn, you can make Gaia Knight. With Lumina, Catastor. Tune it with Celestia to make Black Rose Dragon. Tune with Lumina and a Level 4 Lightsworn for Mist Wurm. There are many options. And since it’s Limited, you can only run one.

Gorz, Emissary of Darkness is also a nice card for Lightsworns. Since most Lightsworn decks run 22-25 monsters, and almost no traps, more likely than not, you will have the opportunity to summon it. Having a +1 Field advantage can never be a bad thing. Run 1 if you run Gorz.

[b]Spell/Trap Support[/b]

[img]http://images4.wikia.nocookie.net/__cb20080516021329/yugioh/images/thumb/7/73/SolarRechargeLODT-EN-UR-1E.png/300px-SolarRechargeLODT-EN-UR-1E.png[/img][img]http://images3.wikia.nocookie.net/__cb20120207082932/yugioh/images/thumb/a/a4/ChargeoftheLightBrigade-SDDC-EN-C-1E.jpg/300px-ChargeoftheLightBrigade-SDDC-EN-C-1E.jpg[/img]

The above cards are the only Lightsworn-Specific spells you should be running. Solar Recharge is your basic draw engine. Charge of the Light Brigade searches every Lightsworn Monster save Celestia, the most common target being Lumina. You should always run 3 Recharge and 1 Light Brigade.

The other Lightsworn Spells, [url="http://yugioh.wikia.com/wiki/Lightsworn_Sabre"]Lightsworn Sabre[/url] and [url="http://yugioh.wikia.com/wiki/Realm_of_Light"]Realm of Light[/url] are just not worth the space. It takes too long to rack up Shine Counters for Realm, and a 100 atk boost is too little. Sabre will just be destroyed too often, and most decks never run equips anyway. Never run Sabre or Realm.

[img]http://images1.wikia.nocookie.net/__cb20110924231261/yugioh/images/thumb/3/38/FoolishBurialSDDL-EN-C-1E.jpg/300px-FoolishBurialSDDL-EN-C-1E.jpg[/img]

Foolish Burial is another must for Lightsworns. One of my favorite plays is dumping Wulf, then Tribute Summoning Celestia. It can also dump Necro Gardna or Plaguespreader, or a Lightsworn for Judgment Dragon. Since it’s Limited, run 1.

[img]http://images4.wikia.nocookie.net/__cb20121006011360/yugioh/images/thumb/6/68/MonsterReincarnation-LCYW-EN-R-1E.png/300px-MonsterReincarnation-LCYW-EN-R-1E.png[/img]

This card is also a nice card to include. Yes, it’s a -1 in terms of Hand Advantage, but it can recover key cards such as Judgment Dragon or Honest. I’d run 2 at max.

[img]http://images1.wikia.nocookie.net/__cb20120929095232/yugioh/images/thumb/5/5f/ReinforcementoftheArmy-LCYW-EN-SR-1E.jpg/300px-ReinforcementoftheArmy-LCYW-EN-SR-1E.jpg[/img]

This card can be used as a tech in Lightsworns. With 3 Necro Gardna, at least 2 Jain, and possibly Ehren and/or Garoth, you will have plenty of targets for this card. It's a one-for-one searcher, and thins the deck.

[img]http://images2.wikia.nocookie.net/__cb20121011220106/yugioh/images/thumb/f/f9/BeckoningLight-LCYW-EN-UR-1E.jpg/300px-BeckoningLight-LCYW-EN-UR-1E.jpg[/img]

This card is similar to Monster Reincarnation. It’s mainly used to recover multiple Judgment Dragons which then push for game. I’d run 2 max if you run it.

There are three Lightsworn-Specific Traps that do support the archetype: [url="http://yugioh.wikia.com/wiki/Glorious_Illusion"]Glorious Illusion[/url], [url="http://yugioh.wikia.com/wiki/Light_Spiral"]Light Spiral[/url], and [url="http://yugioh.wikia.com/wiki/Lightsworn_Barrier"]Lightsworn Barrier[/url]. However, you should NEVER use any of these traps. Illusion and Spiral are continuous traps and as such take too much time to set up and be of any benefit. They are also too easily destroyed in a format with 3 Mystical Space Typhoon and Heavy Storm. Not to mention they prevent you from summoning Gorz. Lightsworn barrier is just too inferior to cards such as Mirror Force and Dimensional Prison.

You should also run the staple spells/traps in your deck: Monster Reborn, Dark Hole, Heavy Storm and Torrential Tribute. There really shouldn't be any explanation needed for them. And even with 2-3 Lyla, running 2 Mystical Space Typhoon doesn't hurt.

[b]Conclusion[/b]

Well, that’s about it for this guide. Lightsworns have always been one of my favorite archetypes and I’ve wanted to do a guide on them for a while. The Extra Deck and Side Deck are up to the player, of course, so I won’t go over those. Criticism is welcome, as are suggestions on other cards to include.

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[quote name='slayer_supreme' timestamp='1352053007' post='6061059']
You forgot Aurkus, who people mainly use for Xyz with Lumina, and I guess to stop veilers. Mostly used in Lightray variants, though, for that extra name.
[/quote]

I gave Aurkus a mention just before the section on Non-Lightsworn monsters. But again, it's not used much.

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I deny that Jain is part of the "core". It's an excellent low-Level monster, but Lightsworns don't need it at all to work; they have enough attacking threats that their "beater" might be Card Trooper or Garoth instead.

Lightsworn Barrier is certainly not "good", but it's not strictly outclassed by Mirror Force/D-Prison because it can stop any number of attacks as long as you have a Deck and a monster to pair up with it. It is delicate though.

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[quote name='newhat' timestamp='1352145848' post='6061386']
I deny that Jain is part of the "core". It's an excellent low-Level monster, but Lightsworns don't need it at all to work; they have enough attacking threats that their "beater" might be Card Trooper or Garoth instead.

Lightsworn Barrier is certainly not "good", but it's not strictly outclassed by Mirror Force/D-Prison because it can stop any number of attacks as long as you have a Deck and a monster to pair up with it. It is delicate though.
[/quote]

Jain runs over more stuff than Garoth or Trooper, considering the boost to 2100. As far as Barrier, delicate = conditional. I'd never use it.

[quote name='Reborn Black' timestamp='1352146246' post='6061395']
You need a guide to a deck dedicated to sacking?
[/quote]

I don't, but someone else might. A new player or someone new to the deck might come along and have a lightbulb moment or something. Who knows.

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