A look at COMPETETIVE LIGHTSWORN feat. SHADDOLL
Deck Primer
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.
Resource: Lore -> https://ygorganization.com/geargia-lightsworn-lore/
Lightsworn: The Deck's History And Strategy
Who hasn't heard of them before?
Lightsworn Decks aim to send cards from the top of the Deck to the Graveyard and then benefit from sending them there. All Lightsworn monsters (except Wulf, Jenis and Rinyan) mill cards from the top of the Deck to pay the cost for skills or as a requirement at the End Phase. Their monster's effects trigger by either being sent to the graveyard or sending cards to the graveyard - so their GY can basically be seen as their second hand.
The usage of Spells and Traps vary in Lightsworn; many play the 'main starter' spells like Solar Recharge (Discard 1 ''Lightsworn'' monster; draw 2 cards, then send the top 2 cards of your Deck to the GY) and Charge Of The Light Brigade (Send the top 3 cards of your Deck to the GY; add one 4-✰ ''Lightsworn'' monster from your Deck to your hand) - other builds integrate the trap Lightsworn Judgment, which acts as a searcher for Judgment Dragon.
The success of the Lightsworn-Decks can be traced back to many different time periods and took many different forms.
Back then, Chaos-Lightsworn and That Grass Looks Greener-Turbo-Milling-Decks completely wrecked the meta (despite bricking every second game) with Judgement Dragon being an easily-summoned monster with integretated spot removal (paying 1000 Life Points to destroy all other cards on the field) and high ATK. They synergize with many other archetypes; (Chaos, Twilightsworn, Shaddolls, Lighttray, Dinosaurs, Dragons, e.t.c.) making them capable of uniting all attributes and a lot of different monster types.
In the history of YGO, The Lightsworn have been hit badly many times - examples of that being the bans of Fairy Tail - Snow, Black Dragon Collapserpent, Destrudo The Lost Dragon's Frisson, Glow-Up-Bulb, That Grass Looks Greener, Soul Charge, Brilliant Fusion, and Sixth Sense, e.t.c.
While the TCG-banlist still holds the Lightsworn-players back, the OCG slowly integrated some of Lightsworn's keycards back into the game. Finally, Snow has been unbanned in the recent banlist (OCG, 2020.04) and That Grass Looks Greener is now semi-limited. Lightsworn lately haven't seen a lot of competetive play though, due to their vulnerability to negating effects - and undeniablely, this is the current meta's top priority.
To summarise: With great risk often comes great reward.
Lightsworn Decks are capable of a very fast OTK - so they easily can push for game with their powerful Boss Monsters - and going through your whole Extra Deck, (in this deck version mainly Synchro-cards like Borreload Savage Dragon or F.A. Dawn Dragster with negating capabilities).
There are failures, setbacks and even complete start-over's along the way; decking out could be a problem for Lightsworns due to milling being your main mechanism. Additionally, Lightsworn Decks rely (sometimes) on the heart of card's (imagine the feeling of bricking with three copies of Wulf, Lightsworn Beast in your starting hand) and are vulnerable to negating effects such as Skill Drain.
An Explanation Of The Card Ratios - (TCG-version)
Here I'll explain why I chose certain card ratios and how I use them. In this variant, you have a Dragon- and Shaddoll-engine, combined with some Dangers; improving the draw power (bricking in Lightsworn sucks, sometimes resulting in an immediate game loss) and consistency. Sometimes, the Shaddoll-Fusion-Cards (El Shaddoll Winda) rescue your life going first, limiting your opponent's special summons.
First, let's look at the most obvious part: The Lightsworn Monsters.
- 3x Wulf, 3x Raiden, 2x Lumina, 1x Felis, 1x Garoth, 1x Lyla, 1x Minerva, 1x Judgment Dragon
Raiden and Lumina are the most powerful of the monsters named above: Raiden is a 4-✰ Tuner, milling up to twice per turn and enabling synchro plays. Lumina discards one card in your hand and let's you special summon another Lightsworn in your GY, preferably Raiden to use his milling effect, (or an additional copy of Lumina to revive another Lightsworn monster - it's not a hard once per turn effect). That's why commonly players play both cards at 3. I agree with Raiden being at his highest ratio, because he's our common normal summon, starts combo-plays, and we want t0 see him as often as possible in our starting hand. If we would put Lumina at the same ratio, there's a problem with 'wasting' a normal summon for her and not milling anything in our Main Phase with her effect. We can search her via Charge Of Light Brigade as well, so she's okay at 2 copies.
The Lightsworn cards we want to mill are Wulf, Felis and Minerva. Wulf is a 2,1K Beatstick without ability to mill, and is special summoned if it's sent from your Deck to your GY - an unquestionable 3-of. 'A 4th copy of Wulf', you could say, is Felis. She's a 4-✰ Tuner and special summoned when sent from the Deck to the GY by a monster effect. The last restriction sucks, (that's why I only play one copy), but her spot removal and milling effect outweighs the bad. Both cards can help you go into Synchro, XYZ- and Link-monsters.
One card, which rarely sees play in Lightsworn Engines is Minerva. She is a 3-✰ Tuner, who adds you 1 Light Dragon Monster from your Deck to your hand, (whose Level is less than or equal to the toal number of Lightsworn monsters with different names in your GY), when normal summoned. I understand why Minerva doesn't see a lot of play: Minerva's effect requires you to normal summon her and play a lot of Lightsworn monsters (and them to be in the GY)- and she only mills 2 cards at your End Phase. But her additional effect (...If this card is sent from the hand or Deck to the Graveyard: Send the top card of your Deck to the Graveyard ...) helps us mill faster and she helps us with bringing out our Judgment Dragon. Garoth, Lyla and Judgment Dragon are solid monsters, but I only play each of them at 1 copy to avoid bricking.
- 2x Shaddoll Beast, 2x Dragon, 2x Hedhehog, 2x Falco, 1x Squamata, 1x Reeshaddoll Wendi
The effects of the Lightsworn often trigger a variety of other archtepyes (like Shaddoll cards), but always be aware that milling as a cost does not trigger the Shaddoll cards! Except that, Shaddolls are best friends with Lightsworn (and Dangers). They are perfect targets for Allure Of Darkness, give us draw power, and restrict our opponent. Good thing to mention: Their monsters, traps and spells can be revived from the GY.
- 1x Wyverbuster, 1x Collapserpent, 2x Starliege Seyfert, 1x Omni Dragon Brotaur, 1x Levianeer
A Dragon-Engine, which enables more Extra-Deck plays, especially Links, and brings our beloved Judgment Dragon to our field. Especially Seyfert acts as decent normal summon and searcher, and can banish itself to add 1 Level 8 Light or Dark Dragon from our GY to our hand. Play them, it's worth the money.
The other monster cards in this Deck Build are Dangers, Handtraps (and Gizmek Orochi). One thing to mention about the spells that might surprise you is that I play Solar Recharge just at 2 copies. I don't play a lot of Lightsworn to justify it's highest ratio, and I am fine with using Allure Of Darkness.
Extra Spice / Deck Ideas
In the OCG, there's a card named Chaos Ruler the Chaotic Demonic Dragon. It's the BEST Synchro-monster for Lightsworn in a while, because it adds you 1 card to your hand and mills 4 cards. It can revive itself via banishing one Light or Dark monster from your hand or GY - again a perfect opportunity to introduce the next card ...
Nemesys Keystone. Another interesting card to try would be Nemesys Keystone (OCG). It special summons itself from your hand when you shuffle back 1 of your banished monsters - and if this card gets banished, you can add this card to your hand. Nemesys Keystone would be AT LEAST a 1 of for sure. Maybe I would trade it for Minerva.
Thank you for reading!
If you liked this build or just want to comment how to improve this deck, feel free to do it.
04/12/2020
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