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Lightsworn: A Guide to Construction in a New Format


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Guest Chaos Pudding

(This guide assumes that the OCG list is unchanged for the transition to TCG)

 

The September 2008 list brought many changes for many decks. Dark.dec lost 2 of its key cards in DMoC and Disk, every deck lost the revival power of Premature Burial, and turbo decks were made almost unplayable with the Limitation of Reasoning/Monster Gate. This is also true of Lightsworns, which lost 1 of its Judgment Dragons and, depending on how you built the deck, the viability of using Reasoning/Monster Gate. But the main strategy of the deck remains unchanged. In this guide, I will highlight the cards that you will want to include in your new format Lightsworn deck, and what Lightsworn "support" you might want to avoid.

 

Before we start with the deck construction, I would like to highlight the stratagem that Lightsworn decks employ: wiping the field with Judgment Dragon, and swarm. Both will happen many times if you build the deck correctly.

 

First off are the cards that should need no introduction. They will form the beginnings of our Spell lineup.

 

Monsters:

 

Level 5 and above:

 

Level 4 and below:

 

Spells:

1x Monster Reborn

1x Heavy Storm

1x Mystical Space Typhoon

 

Traps:

 

Secondly, I will highlight the rest of the cards that will make up our Lightsworn deck.

 

uvndz.png

 

The no-brainer of this second group is the powerhouse key card Judgment Dragon. With its ability to wipe the field down with just a cost of 1000 Life Points, it alone wins games. Let's add the maximum we are allowed in the new format: 2.

 

 

Monsters:

 

Level 5 and above:

2x Judgment Dragon

 

Level 4 and below:

 

Spells:

1x Monster Reborn

1x Heavy Storm

1x Mystical Space Typhoon

 

Traps:

 

263hfmq.png

 

Ah, Celestia. The Monarch of Lightsworn. Wiping out any 2 cards at the "cost" of 4 milled is a powerful one indeed. In the event that Judgment Dragon is not able to hit, Celestia will be your go-to card for all things destruction. A powerful tool for your secondary strategy. In this new format, I highly recommend 3.

 

Monsters:

 

Level 5 and above:

3x Celestia, Lightsworn Angel

2x Judgment Dragon

 

Level 4 and below:

 

Spells:

1x Monster Reborn

1x Heavy Storm

1x Mystical Space Typhoon

 

Traps:

 

66kos6.png

 

Lumina is, quite possibly, the most important monster in your Level 4 or lower lineup. It provides massive swarming power, it mills 3 during the End Phase, and it allows you to drop unwanted Wulfs. A few rulings you need to be aware of: if an effect that would destroy Lumina is chained to the activation of Lumina's effect, the selected monster IS Special Summoned, which is much different from Lumina's closest counter part Zombie Master; and you cannot activate Lumina's effect unless you already have a target in the Graveyard to Special Summon. In any case, 3 is a given.

 

Monsters:

 

Level 5 and above:

3x Celestia, Lightsworn Angel

2x Judgment Dragon

 

Level 4 and below:

3x Lumina, Lightsworn Summoner

 

Spells:

1x Monster Reborn

1x Heavy Storm

1x Mystical Space Typhoon

 

Traps:

 

x1lhro.png

 

Lyla is one of the funny Lightsworn cards that you are libel to find in a non-Lightsworn deck. With a Breaker-esque effect, Lyla provides your primary S/T destruction. This is mainly important if you wish to swarm for game or clear the way for a Judgment Dragon drop. An unwanted Solemn Judgment is never high on anyone's list. We'll include 3.

 

Monsters:

 

Level 5 and above:

3x Celestia, Lightsworn Angel

2x Judgment Dragon

 

Level 4 and below:

3x Lumina, Lightsworn Summoner

3x Lyla, Lightsworn Sorceress

 

Spells:

1x Monster Reborn

1x Heavy Storm

1x Mystical Space Typhoon

 

Traps:

 

350qbef.png

 

Wulf is one of the more polarizing cards in the Lightsworn lineup. With it included, you run the risk of drawing it, and thereby flooding your hand with unusable cards. Without it included, you lose your most valuable swarming asset. For the purposes of this guide, I assume you like swarming over not having dead draws, so let's include 3.

 

Monsters:

 

Level 5 and above:

3x Celestia, Lightsworn Angel

2x Judgment Dragon

 

Level 4 and below:

3x Lumina, Lightsworn Summoner

3x Lyla, Lightsworn Sorceress

3x Wulf, Lightsworn Beast

 

Spells:

1x Monster Reborn

1x Heavy Storm

1x Mystical Space Typhoon

 

Traps:

 

35hflud.png

 

Garoth is one of your most consistent draw engines. It's effect activates off of almost every Lightsworn in your deck, so you will never be at a loss to activate it. The mill might come off as superfluous, but in Lightsworn, the name of the game is mill, so unless you are about to deckout, it's almost always welcome. We'll include 3.

 

Monsters:

 

Level 5 and above:

3x Celestia, Lightsworn Angel

2x Judgment Dragon

 

Level 4 and below:

3x Lumina, Lightsworn Summoner

3x Lyla, Lightsworn Sorceress

3x Wulf, Lightsworn Beast

3x Garoth, Lightsworn Warrior

 

Spells:

1x Monster Reborn

1x Heavy Storm

1x Mystical Space Typhoon

 

Traps:

 

23t5bv6.png

 

The mighty Ryko. Feared by any who need to attack, it is another card that you might find outside a Lightsworn deck. With Reasoning/Monster Gate no longer a viable option, it is now a given that you include it. Sans Lumina/Garoth, it is one of your most solid opening plays. I would suggest including 2.

 

Monsters:

 

Level 5 and above:

3x Celestia, Lightsworn Angel

2x Judgment Dragon

 

Level 4 and below:

3x Lumina, Lightsworn Summoner

3x Lyla, Lightsworn Sorceress

3x Wulf, Lightsworn Beast

3x Garoth, Lightsworn Warrior

2x Ryko, Lightsworn Hunter

 

Spells:

1x Monster Reborn

1x Heavy Storm

1x Mystical Space Typhoon

 

Traps:

 

axcvue.png

 

Ehren is yet another semi-splashable Lightsworn. Its ability to send back to the Deck is a powerful one, but one has to remember that any face-down cards attacked by this card are flipped before being sent back to the deck. This means that you have to be on the lookout for all varieties of Flip Effect monsters. For the purpose of this guide, we will include 1.

 

Monsters:

 

Level 5 and above:

3x Celestia, Lightsworn Angel

2x Judgment Dragon

 

Level 4 and below:

3x Lumina, Lightsworn Summoner

3x Lyla, Lightsworn Sorceress

3x Wulf, Lightsworn Beast

3x Garoth, Lightsworn Warrior

2x Ryko, Lightsworn Hunter

1x Ehren, Lightsworn Monk

 

Spells:

1x Monster Reborn

1x Heavy Storm

1x Mystical Space Typhoon

 

Traps:

 

nbaut4.jpg

 

One of the new additions to The Duelist Genesis, Charge of the Light Brigade is an auto-inclusion in any Lightsworn deck. Milling before the Battle Phase is a powerful effect, and it can search out your needed Lyla's, Lumina's, and any other needed utility Lightsworn. We'll include 3.

 

Monsters:

 

Level 5 and above:

3x Celestia, Lightsworn Angel

2x Judgment Dragon

 

Level 4 and below:

3x Lumina, Lightsworn Summoner

3x Lyla, Lightsworn Sorceress

3x Wulf, Lightsworn Beast

3x Garoth, Lightsworn Warrior

2x Ryko, Lightsworn Hunter

1x Ehren, Lightsworn Monk

 

Spells:

3x Charge of the Light Brigade

1x Monster Reborn

1x Heavy Storm

1x Mystical Space Typhoon

 

Traps:

 

25gs3n8.png

 

Solar Recharge. Like all of those new fangled themes, Lightsworn has its own 2 for 2 draw card. Solar Recharge has an extra bonus, however, in its milling. Even without the milling, it's an auto-inculsion at 3.

 

Monsters:

 

Level 5 and above:

3x Celestia, Lightsworn Angel

2x Judgment Dragon

 

Level 4 and below:

3x Lumina, Lightsworn Summoner

3x Lyla, Lightsworn Sorceress

3x Wulf, Lightsworn Beast

3x Garoth, Lightsworn Warrior

2x Ryko, Lightsworn Hunter

1x Ehren, Lightsworn Monk

 

Spells:

3x Charge of the Light Brigade

3x Solar Recharge

1x Monster Reborn

1x Heavy Storm

1x Mystical Space Typhoon

 

Traps:

 

30ngdok.jpg

 

Card of Safe Return is an iffy card in Lightsworn. On one hand, extra draw never hurt anyone, and with multiple cards that Special Summon from the Graveyard, it won't often be a dead draw. On the other hand, there are times where it could be seen as just too much, and taking up room for other cards. I, personally, feel that Card of Safe Return is a solid card for Lightsworn, so we'll include 2.

 

Monsters:

 

Level 5 and above:

3x Celestia, Lightsworn Angel

2x Judgment Dragon

 

Level 4 and below:

3x Lumina, Lightsworn Summoner

3x Lyla, Lightsworn Sorceress

3x Wulf, Lightsworn Beast

3x Garoth, Lightsworn Warrior

2x Ryko, Lightsworn Hunter

1x Ehren, Lightsworn Monk

 

Spells:

3x Charge of the Light Brigade

3x Solar Recharge

2x Card of Safe Return

1x Monster Reborn

1x Heavy Storm

1x Mystical Space Typhoon

 

Traps:

 

161ahqg.jpg

 

Foolish Burial is a solid card in any number of decks, but it is especially so in Lightsworn, if only for the advent of Wulf. Not only does it Special Summon a beatstick, it also reduces the number of Wulfs that you could draw by accident. Along with potential Lumina and Card of Safe Return plays, Foolish Burial is a strong utility card in Lightsworn decks. We'll include 2.

 

Monsters:

 

Level 5 and above:

3x Celestia, Lightsworn Angel

2x Judgment Dragon

 

Level 4 and below:

3x Lumina, Lightsworn Summoner

3x Lyla, Lightsworn Sorceress

3x Wulf, Lightsworn Beast

3x Garoth, Lightsworn Warrior

2x Ryko, Lightsworn Hunter

1x Ehren, Lightsworn Monk

 

Spells:

3x Charge of the Light Brigade

3x Solar Recharge

2x Card of Safe Return

2x Foolish Burial

1x Monster Reborn

1x Heavy Storm

1x Mystical Space Typhoon

 

Traps:

 

29ngpvs.jpg11may2r.png

 

One of the major problems with a deck that mills this much is that you run the chance of milling your major monsters, including Judgment Dragon. For a chance to counter this, we need a way to bring them back to our hand. Last format, when we were allowed 3 Judgment Dragons, Beckonging Light was prefered to Monster Reincarnation for the chance of summoning all 3 Judgment Dragons in 1 turn. Now that we are restricted to 2 JDragons, it is my personal belief that Monster Reincarnation is the stronger choice. We will include 2 Monster Reincarnations and 1 Beckoning Light.

 

Monsters:

 

Level 5 and above:

3x Celestia, Lightsworn Angel

2x Judgment Dragon

 

Level 4 and below:

3x Lumina, Lightsworn Summoner

3x Lyla, Lightsworn Sorceress

3x Wulf, Lightsworn Beast

3x Garoth, Lightsworn Warrior

2x Ryko, Lightsworn Hunter

1x Ehren, Lightsworn Monk

 

Spells:

3x Charge of the Light Brigade

3x Solar Recharge

2x Card of Safe Return

2x Foolish Burial

2x Monster Reincarnation

1x Monster Reborn

1x Heavy Storm

1x Mystical Space Typhoon

 

Traps:

1x Beckoning Light

 

2w22esl.jpg

 

Honest is a very explosive card. It is one of the best ways to protect your monsters from the onslaught that you very well might have to endure before you swarm or drop JDragon for game. We'll include 2.

 

Monsters:

 

Level 5 and above:

3x Celestia, Lightsworn Angel

2x Judgment Dragon

 

Level 4 and below:

3x Lumina, Lightsworn Summoner

3x Lyla, Lightsworn Sorceress

3x Wulf, Lightsworn Beast

3x Garoth, Lightsworn Warrior

2x Ryko, Lightsworn Hunter

2x Honest

1x Ehren, Lightsworn Monk

 

Spells:

3x Charge of the Light Brigade

3x Solar Recharge

2x Card of Safe Return

2x Foolish Burial

2x Monster Reincarnation

1x Monster Reborn

1x Heavy Storm

1x Mystical Space Typhoon

 

Traps:

1x Beckoning Light

 

2uzv4ig.jpg

 

As stated before, mill before the Battle Phase is very useful. Card Trooper fills this role very well. Its ability to turn itself into a beatstick, and the fact that it replaces itself when it dies, makes Card Trooper a solid choice for Lightsworn. We'll include 1.

 

Monsters:

 

Level 5 and above:

3x Celestia, Lightsworn Angel

2x Judgment Dragon

 

Level 4 and below:

3x Lumina, Lightsworn Summoner

3x Lyla, Lightsworn Sorceress

3x Wulf, Lightsworn Beast

3x Garoth, Lightsworn Warrior

2x Ryko, Lightsworn Hunter

2x Honest

1x Ehren, Lightsworn Monk

1x Card Trooper

 

Spells:

3x Charge of the Light Brigade

3x Solar Recharge

2x Card of Safe Return

2x Foolish Burial

2x Monster Reincarnation

1x Monster Reborn

1x Heavy Storm

1x Mystical Space Typhoon

 

Traps:

1x Beckoning Light

 

nnutjp.jpg

 

To round out our deck at 40 cards is Giant Trunade. Lightsworn fear, almost more than any other card, Light-Imprisoning Mirror. That single card can shut down the entire deck if precautions aren't taken. Giant Trunade, Heavy Storm, and Mystical Space Typhoon all act as countermeasures to Light-Imprisoning Mirror. We'll add 1 to round our deck out at 40.

 

Monsters: 23

 

Level 5 and above: 5

3x Celestia, Lightsworn Angel

2x Judgment Dragon

 

Level 4 and below: 18

3x Lumina, Lightsworn Summoner

3x Lyla, Lightsworn Sorceress

3x Wulf, Lightsworn Beast

3x Garoth, Lightsworn Warrior

2x Ryko, Lightsworn Hunter

2x Honest

1x Ehren, Lightsworn Monk

1x Card Trooper

 

Spells: 16

3x Charge of the Light Brigade

3x Solar Recharge

2x Card of Safe Return

2x Foolish Burial

2x Monster Reincarnation

1x Monster Reborn

1x Heavy Storm

1x Mystical Space Typhoon

1x Giant Trunade

 

Traps: 1

1x Beckoning Light

 

Now, as you may have seen further on in the thread, there are many builds that you can make a Lightsworn deck out of. I am not stupid enough to claim that my build is superior, so I highly suggest that you take the time to figure out your own Lightsworn build. Some builds don't include Card of Safe Return, some Main Threatening Roar, some splash in Necro Guardna and Sangan in order to run Crush Card Virus. What is most important in building a Lightsworn deck is that you never sacrifice your win conditions. You should always include the maximum amount of Judgment Dragons, and you should always Main or Side cards that can bring back a milled Judgment Dragon. But, above all, you should have speed as your priority. Without speed, Lightsworn decks are nothing more than a selfdestructive pile of cards.

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I may sound super-duper-outrageously stupid and crazy saying this' date=' but since Lightsworns can Swarm, would'nt Solar Ray be a good addition to the Deck?

 

It's a Trap Card that inflicts 600 Damage to your opponent for each LIGHT monster on your side of the field.

[/quote']

 

Umm, yeah. That does sound kinda stoopid. Sorry.

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I may sound super-duper-outrageously stupid and crazy saying this' date=' but since Lightsworns can Swarm, would'nt Solar Ray be a good addition to the Deck?

 

It's a Trap Card that inflicts 600 Damage to your opponent for each LIGHT monster on your side of the field.

[/quote']

 

Umm, yeah. That does sound kinda stoopid. Sorry.

 

 

Thanks. It was a thought.

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I don't like 3 Garoth here at all, especially with the charges. I would suggest you make the following changes.

 

-1 Garoth

-1 Lyla

 

+1 Jain (Adds variety, and provides an easy out to Little City, forcing your opponent to use Honest to protect his/her Neos Alius, as well as Glads, etc. When she's needed, search her with Charge.

 

The extra garoth is just redundant considering that you'd prefer to search him out of the deck with Charge anyways, as that gives you free mill, and can allow you to make the Lumina/Garoth opening play. I also just slimmed the deck down here by cutting the 3rd Lyla, as again, you're basically running 6 copies, though she is obviously less redundant than Garoth. With the advent of Charge, you need to think of Lightsworn as a more toolboxy deck.

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I'm thinking Beckoning Light could be good at 2. At the moment I run it at 3 and it seems to be working pretty well. I dont think Beckoning Light would be that good at 1. It would lower your chances of drawing it when you need it. With Charge of the Light Brigade in here, it would pretty much give the deck more options (better than it's predecessor Reinforcement of the Army) that you could use. @ Dark One. Garoth is good at 3 but with Charge I can see what you mean with the redundant copies of Garoth. There are better Level 4 or Lower Lightsworns to use. As for Lyla, I have to disagree. It should be at 3 especially when against Macro or Oppression based decks (decktypes that can affect Lightsworn Decks).

Also, Card of Safe Return isnt a good idea in here. It only really benefits you with Lumina and with the deck thinning power the deck has as it is I dont think its necessary. It might be an option.

Overall I think the guide is still pretty useful as I'm trying to move my Lightsworn Deck in progress to the next format.

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Who wants a good LS say I?

 

Monsters: 23

Celestial, Lightsworn Angel x 3

Lumina, Lightsworn Summoner x 3

Garoth, Lightsworn Warrior x 2

Jain, Lightsworn Paladin x 1

Ehren, Lightsworn Monk x 1

Judgment Dragon x 2

Wulf, Lightsworn Beast x 3

Lyla, Lightsworn Sorceress x 3

Ryko x 2

Honest x 2

Card Trooper x 1

 

Spells: 12

Foolish Burial x 2

Solar Recharge x 3

Monster Reincarnation x 2

Monster Reborn

Charge of the Light Brigade x 2

Heavy Storm

Brain Control

 

Traps: 7

Threatening Roar x 3

Beckoning Light x 3

Mirror Force x 1

 

This is the new LS build, take note kids

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Who wants a good LS say I?

 

Monsters: 23

Celestial' date=' Lightsworn Angel x 3

Lumina, Lightsworn Summoner x 3

Garoth, Lightsworn Warrior x 2

Jain, Lightsworn Paladin x 1

Ehren, Lightsworn Monk x 1

Judgment Dragon x 2

Wulf, Lightsworn Beast x 3

Lyla, Lightsworn Sorceress x 3

Ryko x 2

Honest x 2

Card Trooper x 1

 

Spells: 12

Foolish Burial x 2

Solar Recharge x 3

Monster Reincarnation x 2

Monster Reborn

Charge of the Light Brigade x 2

Heavy Storm

Brain Control

 

Traps: 7

Threatening Roar x 3

Beckoning Light x 3

Mirror Force x 1

 

This is the new LS build, take note kids

[/quote']

 

Hey your not the only one with a good LS build JoC, Your forgeting about my beaut

 

Monsters: 23

Celestia, Lightsworn Angel

Celestia, Lightsworn Angel

Celestia, Lightsworn Angel

Ehren, Lightsworn Monk

Ehren, Lightsworn Monk

Garoth, Lightsworn Warrior

Garoth, Lightsworn Warrior

Honest

Honest

Judgment Dragon

Judgment Dragon

Lumina, Lightsworn Summoner

Lumina, Lightsworn Summoner

Lumina, Lightsworn Summoner

Lyla, Lightsworn Sorceress

Lyla, Lightsworn Sorceress

Lyla, Lightsworn Sorceress

Morphing Jar

Ryko, Lightsworn Hunter

Ryko, Lightsworn Hunter

Wulf, Lightsworn Beast

Wulf, Lightsworn Beast

Wulf, Lightsworn Beast

 

Spells: 11

Foolish Burial

Foolish Burial

Heavy Storm

Monster Reborn

Mystical Space Typhoon

Reinforcement of the Army

Reinforcement of the Army

Solar Recharge

Solar Recharge

Solar Recharge

 

Trap: 6

Bottomless Trap Hole

Bottomless Trap Hole

Mirror Force

Solemn Judgment

Solemn Judgment

Solemn Judgment

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2 jd

3 goo

3 wulf

2 lyla

1 jain

3 lumina

1 card trooper

2 garoth

2 honest

1 morphing jar

 

3 solar recharge

3 trade in

2 monster reincarnation

2 foolish burial

1 monster reborn

1 prem

1 heavy storm

2 charge of the light brigade

 

 

1 tt

1 mf

3 beckoning light

 

thats how i play lightsworn 8)

aint i cool ;)

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