User:Darth Covah/Deck Guides: Lightsworn Guide

=Lightsworns Deck=

Intro
- Lightsworns were first released in the set Light of Destruction (LODT). Ironically, they weren't perceived as much then, since their unorthodox tactic of milling themselves out was deemed "too risky". Nontheless, here we are, Lightsworns being the most successful Archetype in the game. What is it that makes Lightsworns so potent? Are they really that potent, or are they more bark than bite? But more importantly, what makes a good Lightsworns deck?

The Deck
- A Lightsworns Deck is a fast-paced, LIGHT monster Swarm deck with elements of Control and Toolboxing. What that means is that Lightsworn Decks fill the field quickly with monsters, all while maintaining the advantage field- and/or hand-wise, and being able to get out of dangerous situations due to various monster effects. Sounds very good and simple in theory, but it really isn't. - To elaborate on the above, we have to explain the nature of Lightsworn Decks a little bit more. The deck relies on many Mill effects to send cards from the deck to the Graveyard. Albeit that sounds as suicidal as giving away Life Points, it actually allows you to win. The fact is that most of the cards in a Lightsworn Deck are monsters that have an effect when they are either milled or while they are in the Graveyard, such as Wulf, Lightsworn Beast or Necro Gardna. So, more cards in the Graveyard equals more power for Lightsworn Decks. Also, the fact that nearly half the deck is sent to the Graveyard per duel means that the player has a very good chance of going through all of the cards in his deck, increasing his chances of getting the cards he wants either in the hand or in the Graveyard. For Lightsworns, the Graveyard is more of a second Hand, since they run a multitude of recursion cards, that is, cards that return other cards from the Graveyard to the Hand. So, a Lightsworn player essentially can see his entire deck in his Graveyard and be elated about it. But it's not all milk and honey. Because the Lightsworns have a darker side. And that is none other than the whims of Lady Luck herself. No other deck is influenced by chance more. Mill Spells and Traps instead of monsters, and draw Monsters instead of Spells and Traps, and you're pretty much doomed. Does that mean that Lightsworns are too risky to be player? No. Does that mean that they are a special kind of deck, that requires special skill to build and run? Yes. And this is what the guide will cover. But first, let's recap.

- There are 5 core features to a deck. Those are:


 * Speed
 * Power
 * Consistency
 * Risk
 * Efficiency

- And here is how a Lightsworn Deck would rank, mathematically speaking:


 * Speed: 5/5
 * Power: 5/5
 * Consistency: 2.5/5
 * Risk: 10/5
 * Efficiency: 50%

- Lightsworns have speed, since milling is more of a second kind of draw to them. Their power is immense, backed by cards many consider ban-worthy. Consistency is not-so-great, in fact it's below average, for the simple fact that it's a very risky deck to run. All in all, its general efficiency is approximately 50%. But does that mean you shouldn't run it, because it's not good enough? No, it's actually one of the best decks. But it takes a lot of skill to master, so as to overcome the high risk factor. But enough with general stuff - what to add in the deck is the burning question here.

The Cards
- Cards are the brawn of the deck, and the duelist is the brains. But you gotta have brawn, and you gotta have it where you need it. So where do you need it? In general, there are 5 things you need most of all in a deck:


 * Cards that add draw power (e.g. Solar Recharge)
 * Recursion cards (e.g. Monster Reincarnation)
 * Powerhorse cards (e.g. Judgment Dragon)
 * Protection cards (e.g. Necro Gardna)
 * Removal cards (e.g. Ryko, Lightsworn Hunter)

- And you gotta have all of them, otherwise it'd be like trying to start a car with the power of your will alone. But twist the key too much, and it'll break. So we also need to make sure to put enough brawn where we need it, but take care not to overdo it.

- So we move on to the card pool.


 * Monster Cards


 * Lumina, Lightsworn Summoner. Lightsworn's version of Zombie Master. She allows you to discard a card to Special Summon a level 4 or lower Lightsworn monster from your Graveyard. That's good in more ways than one. First of all, she allows you to get rid of cards that have an effect in the Graveyard, that you just drew. In doing so, you activate her effect for free, since the discarded card is actually more useful in the Graveyard! Not only that, but you also get a Special Summon from the Grave. Last, like many other Lightsworn monsters, during the End Phase, you have to send the top 3 cards of your deck to the Graveyard - which is a good thing. All in all, a must in any deck of this kind - its low stats overcompensated by its powerful effect. Runs best in 3s.


 * Garoth, Lightsworn Warrior. A monsterized slot machine. Garoth can either win you a Match, or lose it. It forces you to, whenever you mill cards by the effect of another Lightsworn monster, mill 2 more, and for each Lightsworn monster milled that way, you draw a card. Sounds good, but is more of a double-edged sword. It can be tremendously helpful, increasing draw power and generating huge hand, field and grave advantage, or it can lose you the Duel by deck out, when you mill 2 out of your last 3 cards, and you mill 2 Lightsworn monsters. Ambiguous card, but basic nontheless, and with good stats to boot. Runs best at 1, 2 at most.


 * Lyla, Lightsworn Sorceress. Removal is the name of the game here, and it is done pretty well. Fairly good stats, the universal milling effect and the ability to blow away your opponent's backrow cards gives Lyla a special place in the deck. Runs best in 2s or 3s.


 * Ehren, Lightsworn Monk. Until now a TCG exclusive, and a mighty good one. Instead of destroying that nasty Pyramid Turtle in battle, if it is in DEF mode, you can simply return it to the owner's deck with this card's effect. Also, average stats and the universal 3-card-mill effect gives it a top spot in the Lightsworns Toolbox. However, it is unnecessary, given that the DEF mode requirement limits its potential. Runs best at 1.


 * Jain, Lightsworn Paladin. Who said commons are bad cards? Jain proves that. With 1800 ATK and an ATK-increasing effect, it can get up to 2100 ATK, stomping whatever is in the way. Also, you mill 2 cards in the End Phase, always a good thing. There are much better monsters to run though. Runs best at 0 to 1.


 * Wulf, Lightsworn Beast. This beastly monster will surprise your opponent by returning from the grave as soon as it is sent there from the deck. A nasty surprise, and it adds a special twist to all the mill effects of the other Lightsworn monsters - what if you net a Wulf? You'll get a free monster! Unfortunately, it is totally dead in the hand, and so can cause dead draws. Runs best in 2s or 3s.


 * Ryko, Lightsworn Hunter. A FLIP effect monster. This canine devil will have a nasty surprise for any attacker, destroyng a card and milling 3 at the same time. Its awfully low stats and lack of speed though limit its potential. Runs best at 1.


 * Celestia, Lightsworn Angel. Might as well have been "Lightsworn Monarch". Mill 4 as a cost, then destroy up to 2 of your opponent's cards, so long as the Tribute for its Tribute Summon was a Lightsworn monster. Tremendous removal power, and a cost that is more of a gift, this is a complete powerhorse in the Lightsworns arsenal. Runs best in 2s or 3s.


 * Gragonith, Lightsworn Dragon. The Lightsworn's first dragon is seemingly docile, but can stack up ATK points faster than the deck mills itself, and can pop out of no-where, since Wulf can be milled at any time, then tributed for this critter. It needs some time though to raise its ATK, and even though its Piercing effect and 3-card-mill are very tempting, there are better choices for a Tribute Monster *cough*Celestia*cough*. Runs best at 0 to 1.


 * Jenis, Lightsworn Mender. At last, a useless Lightsworn. It may have 2100 DEF and only 4 stars, but its effect is, frankly, out of place, and its contribution to the deck minimal to none. Runs best on the race track, not in a deck.


 * Aurkus, Lightsworn Druid. The most ambiguous Lightsworn monster ever, more of a double-edged sword than the spawn of Garoth and Time Magician. Although your monsters will be safe from all targeted effects, non targeted effects still work, and even your effects that target your monsters will not work!. There are situations though in which this card can be useful, but only as Side Deck material. Runs best at 0 to 1.

(...to be continued...) --Darth Covah (Talk | Contribs) 00:03, 26 August 2009 (UTC)