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Found 32 results

  1. Lightsworn deck recipe

    Use all Lightsworn spells and monsters for support and try to get those level 6+'s out as fast as possible. Lightsworn2.ydk
  2. 2014 Ban List - This format will only include the format up until the end of North American Nationals Format In this format, we are left with the remnants of mermail-firefist format but toward the end of the format, the diversity of decks will include H.A.T, Mermail, Bujin, Sylvan, Dragon Rulers, Geargia, Infernity, Lightsworn, and Zombie FTK, . Although the format was very diluted at first with such limits and Mermail Abyssgunde and Coach Soldier Wolfbark, the format was given advancments in both creativity of diversity when the set Dragons of Legend was set to be released with defining cards such as Kuribandit, Fire and Ice Hand, Mathematician, Wiretap and the most iconic and one thetranscendant cards in the history of YGO, Soul Charge. Post Dragons of Legend, The first event was ARG Richmond (decklists here), where top the top 16 included Fire Fist, Bujin, Mermail, Geargia, Ghostrick and at last, Patrick Hoban's Dragon Rulers had won over A Loli's Dragon Rulers. Match's G1 and G2-G5. However, the meta had continued to evolve past these decks as we get a new set, Primal Origin, with such key cards being released for future meta defining decks that include Traptrix, Madolche, Sylvan and Artifact cards. However, the following event, YCS Philadelphia (Decklist's Here), the expected decks of Madolche, Dragon Ruler and Infernity would top, however would have unexpected decks making it into top 32 such as Inzektors, the newly discovered H.A.T, and even Evilswarm. A giant clusterfuck of decks and such a diverse wide array of strategies (with the top 3 decks not even playing Soul Charge). The format had only began to evolve. By the end of the format, the diversity decks at this point had began to define the format, with every deck having good and bad match-ups, and with nationals 2014 rolling around, no deck had really stuck out as the best deck. Decks like Mermail with Sehabi Kerradine and Bujins with Jeff Jones had some success in ARG's, Lightsworns being a popular deck in europe (Best Video on Youtube), but no clear deck had defined the format. So it was all up the in air as to what deck was really the best deck. Nationals 2014 was one of the diverse tournaments in the history of YGO. In stark contrast to the year before where Dragon Rulers, Spellbooks and ONE Madolche deck covered the entire 2013 Top 64, up to TEN DECKS had topped 64th the event (decklist here), however not all decklists here but I did what I could find). Decks most well known during this tournament consisted of Infernity, Sylvan, Dragon Ruler (Top 16 Duel), Lightsworn Ruler, Spellbook, Geargia (If you guys have Brandon's decklist, that would be great too), Bujin, The G.O.A.T Deck (AKA Reckless Frog OTK (video profile), Jeff Jones Koa'ki Meiru (Round 10 Duel), Fire Fist Artifact Traptrix (Semi-Final Duel), and eventual winner H.A.T (Deon and McDuffie Decklist) (Final Duel Here). In all, the format had a little of everything for every duelist and play style, from control, aggro, and stun. In my opinion, decks were still in their infancy as far as solving the format, with the format being a smaller, decks still had room to evolve and strategies to combat cards were still being discovered. Shoutout to Konami Yu-Gi-Oh! Trading Card Game http://www.yugioh-card.com/ TCGplayer.com Youtube.com TheCardGuyz Alter Reality Games Yu-Gi-Oh! Wikia TeamShockWaves MegaCapitalG TheDuelRock Vexacus4666 Timothy Bailey TheAronsChannel lfcpotter
  3. Hey guy! I decided to play some yugioh with friends at the local level and I really like lightsworns and Geargia. I haven't played for a few years now and wanted to know if anyone had a good list for today's format?
  4. Lonefire to 3

    This is based off of a list that a friend sent me of a plant deck that apparently came 9th at a regional that looked really cool so I didn't come up with the idea. This list is very similar and just a couple cards different such as a random dimensional prison and no tytannial. This deck looks super cool and fun to play, can also side into shaddoll fusion depending on the match-up, for example against BA or satellar. Basically hidden armory and miracle fertilizer both prevent normal summoning but the idea is that you save them to use all at once for one big turn to minimize how many normal summons you lose out on. Magician of faith is a non-tuner one for one target and can let you re-use things like hidden armory or symbol of heritage. While this certainly isn't the best deck of the format and has some serious problems its pretty fun to play. Ehren is in the side-board mainly for djinn lock, ryko is another possible out as well as pero pero and dragon though those are all pretty slow outs. Reinforcements of the army and charge of the light brigade gives you 11 potential solar recharge targets. Might consider adding something like a treacherous trap hole or torrential or something but room is super tight.   [spoiler][/spoiler]   Monsters: 22 1 Tytannial, Princess of Camellias 3 Lonefire Blossom 1 Dandylion 1 Spore 1 Glow-up Bulb 1 Magician of Faith 1 Lyla, Lightsworn Sorceress 3 Raiden, Hand of the Lightsworn 1 Felis, Lightsworn Archer 1 Ryko, Lightsworn Hunter 1 Peropero Cerperus 2 Shaddoll Dragon 3 Mathematician 2 Spell Striker   Spells: 19 1 One For One 1 Foolish Burial 1 Raigeki 3 Reinforcement of the Army 1 Soul Charge 2 Charge of the Light Brigade 3 Solar Recharge 1 Mark of the Rose 2 Miracle Fertilizer 3 Hidden Armory 1 Symbol of Heritage   Total = 41     Side: 15 2 Denko Sekka 1 Ehren, Lightsworn Monk 2 Effect Veiler 2 Maxx "C" 1 Mystical Space Typhoon 3 Shaddoll Fusion 2 Mistake 2 Imperial Iron Wall   Extra: 15 2 Shaddoll Construct 1 Shaddoll Shekhinaga 1 Shaddoll Winda 2 Formula Synchron 1 Armades, Keeper of Boundaries 1 T.G. Hyper Librarian 1 Goyo Guardian 1 Arcanite Magician 1 Black Rose Dragon 1 Stardust Dragon 1 Shooting Star Dragon 1 Shooting Quasar Dragon 1 Meliae of the Trees.
  5. I have always been a huge fan of chaos decks, but I never enjoyed Lightpulsar and Darkflare, I always felt that they were underwhelming. I started putting in some Shaddolls in place of the Dragons, added in the baby chaos dragons, found a nice tempo and kept changing things up. This jumble of a deck is the end result. I at first made this deck with the intention of it being something just for laughs. After playtesting it and continuing to tweak it, I discovered that it actually began to play really nicely. Everything felt like it had massive synergy with everything else, and all the plays felt rewarding. This build is capable of making more plays, opens better, and makes better comebacks. It is focused on mid game tempo, as most chaos decks are.   This is one of those decks that seem very scattered in theory, but actually play out really well. The best way to understand this deck is to actually just take down this decklist and play it. The theory starts all coming together through actual playtesting. I'll go way more into detail on everything in the actual decklist, which I will get into right now!   The decklist can be found here.   Monsters (33): Pretty standard for a chaos deck to have a high monster count. When you mill cards, you want to be sending lots of monsters to the grave, not a bunch of spell or traps. The only spell/traps you run are very important ones.   Chaos Engine 1x BLS - Envoy of the Beginning   2x Chaos Sorceror   1x Dark Armed Dragon   2x Gorz   The core of any chaos deck. BLS and Chaos Sorceror are easily summonable due to you milling light and dark monsters into the grave very quickly. BLS and Sorc are extremely relevant in the meta, and can get rid of so many problem cards while making sure your opponent doesn't get that Dante plus or that Shaddoll Fusion back. 2 Gorz are your offensive "backrow" in this deck, they will get you through so many bad situations and bad hands. Watch your opponent swing into an empty field, thinking they have game. Proceed to laugh at their face when they try to push for game. I've excluded Tragoedia because he is horrible in the late or even mid game, but Gorz is still a consistent threat so he remains in.   2x Black Dragon Collapserpent   3x White Dragon Wyverbuster   2x Plaguespreader Zombie   1x Glow-Up Bulb Anyone who has to question running the baby chaos dragons has not played with them. I was hesitant to put them in, but I playtested them once and realized just how much they can do. They help you get around your normal summon limit in a high monster count deck, they let you make plays after your first one was stopped, they let you synchro and then add the other dragon so you can synchro again, they make an Xyz after you've used a Lyla effect, they make plays with Raiden on the first turn... And Plaguespreader is there just because he is needed in any Chaos deck, just helps you make synchro plays without using your normal summon.   Shaddoll Engine 2x Shaddoll Beast 2x Shaddoll Squamata   2x Shaddoll Falco   2x Shaddoll Hedgehog 1x Shaddoll Dragon   The Shaddoll engine is a bit bigger than before because I run Fusion now. I only run 1 Dragon because it is the worst one to open with. You can only set it and pray that your opponent doesn't just normal something and swing.   Lightsworn Engine 3x Raiden 2x Lyla   Lyla is pretty standard for a chaos deck as she pops spell/trap cards and then gets you monsters in grave. You can also use her for xyz/synchro fodder after you pop something. Raiden is a tuner and lets you mill stuff. Milling Shaddolls is always awesome, and you can mill a Scarm too. Overall, they just fill up your grave for Chaos stuff if nothing else.   Tour Guide Engine 3x Tour Guide   2x Scarm   Scarm lets this engine work much better than in previous chaos decks. You can mill a Scarm or set one, which then cycles you into a Tour Guide. Tour Guide just opens up some nice plays, as making an Alucard to pop a backrow can help clear the path for a big play or boss monster. Leviair can get back anything banished from your various banish outlets, and most importantly, can get back a banished Plaguespreader allowing for 2 more uses (1 on field and 1 in grave).   Spell/Traps (7): 1x Allure of Darkness 2x Shaddoll Fusion 1x Soul Charge 1x Charge of the Light Brigade   1x Vanity's Emptiness   1x Solemn Warning Allure of Darkness helps you cycle through bad hands, and you run a ton of darks anyway. Shaddoll Fusion is a given because you can make good plays even if you don't fuse from a main deck. Popping a S/T with Lyla and then fusing it into Construct is great. Soul Charge is mandatory because your grave fills up with nice monsters to Charge back very quickly.Charge searches Lyla or Raiden usually and gets you some mills. I do not like Solar Recharge because it can dead draw easily. The warning would be another emptiness if I had one.   Extra Deck (15): El Shaddoll Winda 2x El Shaddoll Construct Standard. I run less of each because I have limited room and do not need to fuse often anyway. These numbers have never given me problems so far. Armades   Goyo Guardian   Black Rose Dragon   Hot Red Dragon Archfiend   Stardust Spark Dragon   Star Eater   My synchros of preference. You want to make sure you have at least 2 level 5 and level 6 synchros each because you will make them a lot due to Plaguespreader, Spore, and Glow-Up Bulb all being level 1/2. 101: Silent Honor ARK   Evilswarm Exciton Knight   Lavalval Chain Dante   Alucard   Leviair   My Xyz of preference. Leviair is pretty mandatory because of reasons I mentioned somewhere above (getting back Plaguespreader is really nice). Lavalval is great as it lets you stack a BLS or mill a Shaddoll.   Side Deck (15): I have absolutely no clue what to put in this side deck, considering there is very little I would ever want to side out in the first place. Help me out here.   So yeah, that's pretty much it for Chaos Disco. Feel free to leave any comments, feedback, criticism, or suggestions you have!
  6. Kristyasworn

    [SPOILER][/SPOILER]   3 Archlord Kristya 2 Sephylon, the Ultimate Timelord 2 Judgment Dragon 2 Celestia, Lightsworn Angel 3 Lumina, Lightsworn Summoner 3 Raiden, Hand of the Lightsworn 2 Lyla, Lightsworn Sorceress 1 Ehren, Lightsworn Monk 1 Garoth, Lightsworn Warrior 1 Wulf, Lightsworn Beast 1 Minerva, Lightsworn Maiden 1 Honest 3 Necro Gardna 2 Kuribandit 27   3 Solar Recharge 3 Soul Charge 2 Trade-In 1 Charge of the Light Brigade 9   2 Beckoning Light 2 Royal Decree 4   --   Ignore the side deck, obviously will change when new list hits.   I felt like Arcanite Magician was better overall than ASW. I rarely had higher LP and was making more use of AM.   I think this is better than the DRuler version because not a lot of decks ATM run outs to Kristya g1 (common ones being Dark Hole/Book of Moon) and Trade-In puts you farther in the game.   Deck is still in testing. I've tested Allure and that was very inconsistent (only dark being bandit, not having darks, etc).
  7. Twilight

      40 cards   30 Monsters   3x J.D, 2x Chaos Sorcerer 1x Black Luster soldier 3x Lumina 2x Ryko 2x Lyla 1x Jain 1x Garoth 1x Wulf 1x Ehren 1x Celestia 1x Honest 3x Necro Gardna 3x Kuribandit 2x Ghostrick Jackfrost 1x Plague spreader 2x effect Veiler   10 Spells   3x Solar Recharge 1x Charge of the Light Brigade 1x Allure of Darkness 3x Soul Charge 2x Monster Reincarnation   Extra Deck   1x Catastor 1x HTS Psyhemut 1x Black Rose Dragon 1x Arcanite Magician 1x Beelze 1x Scrap Dragon 1x Leviair 1x Mechquipped Angineer 1x Ghostrick Alucard 1x Abyss Dweller 1x Cowboy 1x Exciton Knight 1x Lavalval Chain 1x Daigusto Emeral 1x Number 101; Silent Honor Ark   Well, title is pretty self explanatory, this is my Twilight deck. Recently got back into the game after a year long pause, and this is what I've been running. Didn't feel like going with the whole Lightsworn Ruler thing, and seeing how now with Soul Charge even Kristyasworn variables appear to be viable, I figured plain old Twilight would work just fine. Used to have Tragoedias and Gorz, but just they were pretty.. lackluster, to say the least, so I added Jackfrost in there and I've been loving it ever since, especially since it helps me with Ophion, and Ophion makes baby Jesus cry. Veilers are there because I play absolutely no traps at all and I guess I prefer them over Breakthrough skill overall, and even though I normally wouldn't like Ryko that much, lately the little guy has been doing work, and since soul charge made me ran Celestia again, figured playing two of them wouldn't hurt. Oh right, and Arcanite is there for chaos sorc/velier shenanigans and crazy soul charge plays, soon to be Raiden/Lumina shenanigans,  As for my lack of side deck, well I do apologize for that, but it is what I've been thinking about the most. So far I it would be something like   3x MST 3x Maxx C 3x Royal Decree 6x ... Something? Been thinking what to add, lol.   Anyways, yeah. Any input, advice or criticism will be gladly accepted, and if there is anything wrong with my post please let me know, so I can change it accordingly.
  8. Glensworn

    Hi, my name is Glen.  i hav been using this deck for a while now and i think its very good. but i sometimes draw into dead hands with multiple big monsters which is why i added a few cards to the deck, so i woulden't draw all my big guys at once . I am looking for advice as i have not played this game since 2008 until now. however do not ask me to take out dark magician or blue eyes as they are my two favourite and oldest cards and have been in every deck i ever played! Keep it clean guys, I'm all about positivity and constructive feedback. http://i.imgur.com/7x5Zyhu.png  
  9. Exit Bag

    [Edited only to clarify a point and fix a typo. My stances on the subject remain unchanged regardless of being negged into oblivion/banned/having gunmen show up outside my apartment, etc.] I started playing the YGO TCG on April 15, 2002. During the time I spent with the game, I met some of the coolest people I've ever known, traveled to places I otherwise would not have, and had a lot of fun. All at the cost of a lot of time and a lot of money, but that's to be said for all hobbies, is it not? On a rainy day in September 2012, a good friend of mine put things into perspective for me and, maybe unknowingly, did me one of the single greatest favors ever. He led me to see the way things really were in this game and that I'd been lying to myself. He handed me an exit bag. I think my life has been a bit better off ever since. The closest I've ever gotten to acquiring any kind of wide-scale notoriety (in life, not just cards) had to be in 2006 when I achieved my one and only SJC top 8 finish. It was a great feeling and a monumental occasion. Even better was the fact that the deck I piloted was something that I had been working on for quite sometime and had yet to be done. That deck,  playing off-beat decks, and a reputation for winning made me somewhat famous in the So Cal YGO scene. I was somebody. In the language of player archetypes, I'm a Johnny. That means I like win, but I want to do it with style and on my terms. So naturally what attracted me to the game was the fact that you could play the way you wanted and express yourself through deck making. I also thought it was very cool that I could put in practice and be good at something while having fun. Once upon a time these things were true about the YGO TCG. But times changed. Decks got stronger and stronger. Effects got more unbelievably outrageous. The game just turned into something totally different. This wasn't YGO anymore. But I kept playing. In hindsight, I can see that the signs were there all along. Part of me wanted those days back again, where you could make it if you knew how to attack correctly and didn't walk into your opponent's outs. I really thought that sharpening my skill as a player could negate what I saw happening to the game right in front of my eyes, but refused to admit. Look, I'm getting long-winded here, so I'll make it short and simple. The powers that be don't care about guys like you, like US. We are DGz. We play to win and pride ourselves on playing at a high level. All we want is a solid game where player skill takes a front seat as opposed to what OP, pre-packaged deck Konami hands you. As long as they keep printing shit like Soul Charge or Dragons or the other stuff I tagged, that won't happen. We are all just destined to be warm bodies, moving cards around and following directions with no independent thought as to what you played or why. Yes, you're good at it. You may even have fun now and again. But if you're a competitive player, the time is here, man; has been for a long time. The game now is a bunch of cash grabs to make everyone feel like a winner and help guys that wouldn't have survived Goats or any other period where there was no insta-win yo cold just luck into. The game now pretty much caters to guys that do shit like summon into +3 TT or swing at a +2 Mirror. Just about every deck can either OTK you or put you in an EXTREMELY disadvantageous situation with far fewer resources than it should take to do so. THIS is what wins games nowadays. THIS is what makes you "pro." Embarrassing. If you're a guy that put in all those years of practice to be on the same level as guys that started a few weeks ago, this is for you. If you use cards aren't just thrown at you in order to win, this is for you. If you're tired of seeing people sack games with cards that shouldn't exist, this is for you. If you never saw a problem with 1-2 summons per turn, this is for you. Game Over Has been for quite some time now and will never again return. If you want to stay on, that's your business, but if you're like I was and didn't want to stand for it anymore, then hopefully this post was your exit bag.  
  10. TCG Chaos Lightsworn!

    This is a TCG version. Refrain from suggesting Michael, Raiden, etc. I also do not wish to play the Dragon Ruler stuff, so refrain from suggesting.    The side is what I'm most concerned with.   Monsters (29): 1 Honest 1 Black Luster Soldier - Envoy of the Beginning 1 Tragoedia 1 Gorz the Emissary of Darkness 1 Card Trooper 2 Chaos Sorcerer 2 Black Dragon Collapserpent 2 Eclipse Wyvern 3 Necro Gardna    1 Ryko, Lightsworn Hunter 1 Ehren, Lightsworn Monk 1 Jain, Lightsworn Paladin 1 Wulf, Lightsworn Beast 1 Celestia, Lightsworn Angel 1 Garoth, Lightsworn Warrior  3 Lyla, Lightsworn Sorceress  3 Lumina, Lightsworn Summoner  3 Judgment Dragon   Spells (8) 1 Monster Reincarnation 1 Allure of Darkness 1 Foolish Burial  1 Charge of the Light Brigade 1 Dark Hole 3 Solar Recharge    Traps (4) 2 Breakthrough Skill 2 Beckoning Light      Extra: 1 Number 17: Leviathan Dragon 1 Mechquipped Angineer 1 Number 30: Acid Golem of Destruction (will become Ghostrick Alucard) 1 Leviair the Sea Dragon 1 Wind-Up Zenmaines/Number 49: Fortune Tune 1 Temtempo the Percussion Djinn/Tri-Edge Levia (Levia has saved me in some situations but so has Temtempo)   1 Abyss Dweller 1 Constellar Omega 1 Gagaga Cowboy 1 Gem-Knight Pearl (will become Exciton Knight when I get one) 1 Number 101: Silent Honor ARK 1 Number 50: Blackship of Corn/Maestroke the Symphony Djinn 1 Kachi Kochi Dragon (might cut for another Paladynamo) 1 STarliege Paladynamo 1 Alsei, the Sylvan High Protector (will become Felgrand)      Side (needs serious help): 2 Maxx "C" 2 Kycoo the Ghost Destroyer 2 Consecrated Light   3 Twister 2 Mystical Space Typhoon   2 Dust Tornado 2 Mind Crush       When the OCG stuff comes out, I'm dropping the Chaos engine for sure. For now, I'd like help on this. 
  11. You and I

    <iframe width="640" height="480" src="//www.youtube.com/embed/XdEN1b-dwlw" frameborder="0" allowfullscreen></iframe>   1 Dark Armed Dragon 1 Black Luster Soldier - Envoy the Beginning 2 Chaos Sorcerer 3 Cyber Eltanin 3 Cyber Valley 3 Destiny Hero - Malicious 3 Tour Guide from the Underworld 3 Plaguespreader Zombie 2 Goblin Zombie 2 Mezuki 3 Ryko, Lightsworn Hunter 2 Lyla, Lightsworn Sorceress 1 Jain, Lightsworn Paladin   3 Solar Recharge 3 Miracle Dig 1 Burial from a Different Dimension 1 Charge of the Light Brigade 1 Allure of Darkness   2 Raigeki Break   Bringing back an old favorite. Oh how I miss Burial at 3 :,(.   I tried the mini Core-engine and it wasn't worth the dead draws at all. 3 Eltanin's is completely efficient without searchability. Other than that, this deck just burns through opponent's backrow by dropping Eltanin,spamming Rank 6s and Level 8 Synchros and then dropping Sorcs/BLS. I will go into more detail if anyone wants to hear more, in a rush right now. 
  12. Degeneration neXt - A Sacksworn Deck

    Updated: 12/22/13     http://www.youtube.com/watch?v=Bnr4l4o6vWM       Update:   Monsters: 28 2x Felice, Lightsworn Archer 1x Wulf, Lightsworn Beast 1x Minerva, Lightsworn Maiden 1x Ehren, Lightsworn Monk 1x Garoth, Lightsworn Warrior 2x Ryko, Lighsworn Hunter 2x Lyla, Lightsworn Sorceress 3x Raiden, Lightsworn Assailant 3x Lumina Lightsworn Summoner 3x Judgment Dragon 1x Honest 2x Necro Gardna 2x Black Dragon Collapserpent 1x Gorz, Emissary of Darkness 2x Eclipse Wyvern   Spells:10 1x Dark Hole 1x Charge of Light Brigade 1x Foolish Burial 3x Solar Recharge 1x Monster Reincarnation 3x MST   Traps:2 2x Beckoning Light   Extra Deck:15 1x Lavalval Chain 1x Maestroke 1x Diamond Dire 1x Noblswarm Beezlebuth 1x Cowboy 1x SHARK 1x Felgrand   1x Jeweled RDA 1x Stardust Spark Dragon 1x Crimson Blader 1x Colossal Fighter 2x Blackrose Dragon 1x Michael, Lightsworn Ark 1x Ancient Sacred Wyvern
  13. Twilight

    1 Dark Armed Dragon 1 Black Luster Soldier - Envoy the Beginning 2 Chaos Sorcerer 3 Ryko, Lightsworn Hunter 2 Lyla, Lightsworn Sorceress 1 Jain, Lightsworn Paladin 3 Tour Guide of the Underworld 1 Night Assailant 2 Lonefire Blossom 1 Dandylion 1 Spore 1 Debris Dragon 3 Crane Crane 2 Junk Synchron 1 Doppel Warrior   3 Pot of Dichotomy 3 Solar Recharge 2 Dark Eruption 2 Warrior Returning Alive 1 Allure of Darkness 1 Charge of the Light Brigade 1 Reinforcement of the Army   3 Call of the Haunted   1 Formula Synchron 1 Mist Bird Clausolas 1 Armory Arm 2 Ally of Justice Catastor 1 Frozen Fritzgerald 1 Orient Dragon 1 Vulcan the Divine 1 Black Rose Dragon 1 Scrap Dragon 1 Meliae the Tree Spirit 1 Ghostrick Alucard 1 Wind-Up Zenmaines 1 Temtempo the Percussion Djinn 1 Leviair the Sea Dragon   I don't know what the fuck to call this but holy shit am I having fun with it. I won't be able to go to big events due to college but there is a locals near my school so I will be getting the creative juices going and making fun decks to play there.    Card Choices: 3 Dichotomy: This deck easily can handle it. I also tend to mill 1 of them so it's nice to know I still have 2 I can hit.   2 Warrior Returning Alive: Mainly to get back Junk Synchron/Doppel. Also gets back Jain for recharge and Black Luster Soldier to win the game out of nowhere.   2 Dark Eruption: Same as Returning except instead of Jain + Envoy, I can get back Tour Guide + Night Assailant (Ophion if need be).   2 Catastor: Too lazy to pay for an Armades (broke college student problems).   Plant Engine: Always good along with the milling. Gives me easy access to a level 1 tuner in grave for Junk Doppel plays. 
  14. Gem-Knights

    So, I've already posted a Regionals report on how the deck did last weekend, but I'd still like some criticism, advice, or any sort of ideas for the deck. The deck still needs work, and I need to make a few changes when Lord of the Tachyon Galaxy comes around. For those who can't load pictures: Monsters -30- x3 Gem-Knight Garnet x3 Gem-Knight Amber x3 Gem-Knight Obsidian x3 Gem-Knight Lazuli x3 Gem-Armadillo x2 Rescue Rabbit x2 Summoner Monk x1 Photon Thrasher x1 Snipe Hunter x3 Effect Veiler x3 Maxx "C"  x3 Swift Scarecrow Spells -7- x1 Monster Reborn x1 Heavy Storm x3 Gem-Knight Fusion x1 One For One x1 Book of Moon Traps -3- x3 Breakthrough Skill Extra: x2 Gem-Knight Citrine x2 Gem-Knight Prismaura x3 Gem-Knight Zirconia x1 Gem-Knight Seraphinite x1 Gem-Knight Ruby x1 Crimson Blader x1 Scrap Dragon x1 Lavalval Chain x1 Daigusto Emeral x1 Maestroke the Symphony Djinn x1 Number 11: Big Eye Side: x3 Electric Virus x3 Ryko, Lightsworn Hunter x3 Mystical Space Typhoon x3 Mind Crush x2 Dust Tornado x1 Evilswarm Terminus I'll briefly explain how the deck works and what certain cards do and how they interact within the deck. The deck is meant to be a fast-paced OTK style deck, relying on Gem-Knight Fusion (as a sort of Divine Sword - Phoenix Blade) to summon an army of Fusion monsters. AKA, it abuses Gem-Knight Fusion.  The key to the deck is Gem-Knight Fusion, so you can't exactly make viable plays without it. Luckily enough, it's easily searchable through Lavalval Chain. All you need to do is make Chain, dump Fusion, remove a Gem-Knight to add it back, and you're ready to go.  Gem-Knight Garnet: Vanilla target for Rabbit, level 4 for Lavalval Chain. Pyro for Citrine.  Gem-Knight Amber: Gemini vanilla, and probably one of the best cards in the deck. Also a level 4. Thunder for Prismaura. One of the most popular Gemini monsters is Elemental Hero Neos Alius; although, he never uses its Gemini effect. It's useless. On the other hand, Gem-Knight Amber is EXTREMELY useful. You can ditch a Gem-Knight card (AKA Gem-Knight Fusion) to add back a banished monster. This could be anything. Rescue Rabbit, a Gem-Knight, you name it. And you'd think that Gemini summoning a monster is supposed to take a turn. Not true, thanks to our next card. Gem-Knight Obsidian: I'd honestly call this the best Gem-Knight of the deck. Rock and level 3, sadly. But that's not what matters. His effect is what counts. When he goes to the graveyard from your hand, you can special summon a level 4 or lower Normal monster. In other words, if you use Gem-Knight Fusion with this and another Vanilla, you can special summon it so you don't go minus. This makes further Xyz plays and Gemini summon plays. Also works when discarded as cost for Lumina, Snipe Hunter, Prismaura, etc. Gem-Knight Lazuli: Another Rock Gem-Knight. Although, level 1 leaves much to be desired. Works kind of like Obsidian, but it adds the monster to your hand instead. But it only works when sent to the grave by card effects, so it can't be discarded as cost. However, this one one really good turnabout. It works when it's milled from the deck by Lavalval Chain, Lightsworns, or Solar Recharge. Really useful. Gem-Armadillo: Rock level 4, Stratos of the deck. He's the Stratos of the group. Rescue Rabbit: Obvious card is obvious. Makes Lavalval Chain easily, can make Pearl to get rid of Ophion, etc. Lyla, Lightsworn Sorceress: Part of the Lightsworn engine, puts pressure against backrow deck. She's light for Seraphinite, too. Lumina, Lightsworn Summoner: Honestly, I wasn't sure how I would feel about this card at first, but I love this card at 3 now. It is too good of a card. It acts as a Rank 3 engine or as another Lyla. Makes so many plays possible with Leviair. And discarding cards is free because of Gem-Knight Fusion. Every time she summons a monster, it's normally a plus. Summoner Monk: The same thing with Lumina; with Gem-Knight Fusion, everything it does is plus. If you open Monk and Gem-Knight Fusion, it acts as a Stratos for either Amber or Garnet, depending on which you summon. You just make Lavalval Chain, detach and send Lazuli. Snipe Hunter: Card is extremely free with Gem-Knight Fusion. Gets rid of problematic cards like Ophion and Naturia Beast with ease. Photon Thrasher Effect Veiler, Swift Scarecrow and Maxx "C": In a format where Elemental Dragons reign supreme, these cards are mandatory for the main deck. I like Veiler more, however, because it can be fused off if I don't need it. Scarecrow saves me from OTKs and can give me a turn if I got Blader'd. Gem-Knight Fusion: The Polymerization of the deck. Extremely abusable, easily recycled. Amazing with Monk and Snipe Hunter. One for One: Gets Lazuli from the deck or Veiler to Synchro into Blader. Also works with Obsidian. Gem-Knight Citrine: Sadly, not as useful anymore. Still a great card. Pyro, level 7, runs over cards like Abysslinde and goes through Honest, Gorz, Prison, etc. Gem-Knight Prismaura: Pops face-up cards like Necrovalley, Soul Drain, Imperial Iron Wall, any big monsters, etc. Thunder, so Amber is great. Gem-Knight Zirconia: TONS OF DAMAGE ALL DAY ERRYDAY. Also a vanilla, so it gets around Fiendish Chain. And it can be summoned using Daigusto Emeral. Gem-Knight Seraphinite: Amazing card. Two normal summons is just great. Allows for Gemini plays, Rabbit, Armadillo, Lyla, etc. Gem-Knight Ruby: Piercing is incredible vs. Dracossack tokens, and this guy can dish out a maximum of 5400 damage. Can really steal some games. Lavalval Chain: Dumps Gem-Knight Fusion or Lazuli. Daigusto Emeral: Great synergy due to being a Rock. Can recycle plays and bring back Zirconia if needed. Maestroke the Symphony Djinn: Only here because Ophion and Naturia Beast are cards. Number 11: Big Eye: Citrine and Prismaura are level 7s. Crimson Blader: Times have changed, and this card wins games now. With a few level 7s in the Extra Deck and Veiler, it's not hard to make this guy. Scrap Dragon: Just another Synchro option. Well, that's the deck in a nutshell. If anyone has any questions, let me know, I'd love to answer them. This is in preparation for Tachyon format.
  15. Gelen's lightsworns

    Hey guy it's me Glen again and I wanted to share with you my glensworns again I know last time you didn't like it very much but I took some of your advice even though it was really mean some of the time and I've changed the deck to be more consistent and I've found that gragonith is relaly good against tokens in dragons and so is celestia and the 3 maindecked maxx c are really helpful just not agian prophecy but that decks dumb anyway they should jsut ban judgment it's so stupid but I really would like to hear what you have to say on my meta call here oh and also the dd crows are really good and theyre darks please give me some advice for my deck thanks from Glen.    http://i.imgur.com/IdyIjc7.png
  16. Yo. So, I decided to take Gem-Knights to Kissimmee Regionals after waiting for years to play it. Went 7-2, got 17th place out of 300 somethin' people.   Little backstory: I've been playing the deck for a long time on DN waiting for everything to be legal. Hidden Arsenal 7 finally came out the other day, and my deck just exploded on everyone. No one understood how the deck worked and it just went to work.    Before I begin, I'll explain a few things about the deck. Gem-Knights are meant to be a fast-paced OTK deck. Basic play is to make Lavalval Chain with Rabbit to dump Fusion. But as you can see, it's not just that. The LS engine is just way too good in this. Lyla puts pressure against backrow heavy decks, while Lumina does the same thing and acts as a Rank 3 engine. Lumina's discard is also extremely free due to Gem-Knight Fusion being similar to Divine Sword - Phoenix Blade. Monk works in a similar fashion to Lumina. It's nothing but free, and I need it to make Pearl vs. Ophion. Snipe Hunter works the same way as well. Nothing but free. Answer to Ophion and Naturia Beast. Lot of milling going on, so Breakthrough Skill went to work.   Round 1 - Vs. Mermail   Game 1 - I lose because he opens Dragoons Pike and I'm all fuck. Was lame.   Game 2 - I open up nuts and eventually summon triple Zirconia and OTK him.   Game 3 - We both open bad, but my hand was pretty decent. I hard summon Lavalval Chain, made Citrine and ran over Linde. Eventually, I cleared his entire field and hand to him topdecking against my entire field of fusions. He tops Linde, swings into one, gets Dine, makes Zenmaines and passes. I show him the Big Eye and he scoops.   1-0   Round 2 - Vs. Ninjas   Game 1 - Destroy him, wasn't a challenge.   Game 2 - Open a little worse, but I eventually just beat him because Breakthrough Skill puts in so much work.   2-0   Round 3 - Vs. Mermails   Game 1 - Opens double Dragoons Megalo. Not even going to say anything.   Game 2 - Open good, but he again opens the nuts.   2-1   Round 4 - Vs. Dragunity   Game 1 - He's late, game loss   Game 2 - He goes first, makes Stardust, REDMD (full 2800 attack), and Atum. Couldn't get passed it.   Game 3 - I open nuts against him, OTK him turn 2, etc.   3-1   Round 5 - Vs. Fire Fist    Game 1 - He opens well, and I opened ass. He beats me after making Tiger King.   Game 2 - I OTK him easily.   Game 3 - Worst I've drawn all day.    3-2   Round 6 - Vs. Prophecy   Game 1 - OTK'd him, too easy.   Game 2 - He prohibitions me, I laugh at his silly attempts to stop me from winning. Destroy him. He also starts complaining about Citrine being busted.   4-2   Round 7 - Vs. Infernity   Game 1 - Get too much advantage, fuse over things, destroyed him. Left him topdecking. No Archfiend in sight.   Game 2 - He opens well, and I opened bad. He wins this one.   Game 3 - Don't really remember, but I wreck him.   5-2   Round 8 - Vs. Karakuri   Game 1 - He misplays mega hard after using Big Eye on Zirconia. He had too much room and couldn't make Naturia Beast. I Big Eye his Big Eye to get back my Zirconia, and I just win.   Game 2 - He opens AFWFUL. He makes turn 1 Zenmaines. He then makes Black Rose by reborning a monster and synchro'ing into it. I eventually run over his Zenmaines once, Big Eye it, pop his BRD and he just scoops. I had answers to Naturia Beast in hand, anyway.   6-2   Round 9 - Vs. Fire Fist   Game 1 - Open God-like, but I had no Fusion. I eventually draw into it and I OTK him.   Game 2 - Easily beat him, opened Rabbit and Heavy I believe.     7-2   Got 17th place in the end, pretty happy with how it turned out.   I also took the deck to locals today, and my locals is pretty competitive, so it was a good test run for the deck, too. I won't do a report on it, but I'll just say my wins and losses.   Round 1 - Beat Malefic Skill Dragin Round 2 - Beat Evilswarm (Yes, he did summon Ophion against me and I still won) Round 3 - Beat Hunder (friend of mine that I drove with to regionals, he got 4th in Swiss, lost in top 8) Round 4 - Lost to Dino Fist Round 5 - Beat Dino Fist   Top 8 - Beat Mermail Top 4 - Lost to Mermail   It was nice to beat Evilswarm, but it was hell.   Pros:  Deck is finally legal Deck took everybody by surprise Did really well against Mermail, but it's really 50/50 Didn't play against Evilswarm during regionals, thank God Snipe Hunter is pro Breakthrough Skill is so good No Maxx "C" at all   Cons: Deck sometimes doesn't get Gem-Knight Fusion fast enough, even though there are plenty of ways to get to it Dark Hole Fire Fist is annoying Evilswarm will destroy me 90% of the time Thunder King didn't really help, sadly   If anyone has any questions about the deck, please let me know. I'd love to hear feedback, thoughts, suggestions, etc.Kiss
  17. I've been trying out a few different builds for my dark world deck and it wasn't until recently when i realized how well lightsworns would work with my darkworlds, especially with getting rid of backrow and pulling off some more xyz plays as well as summoning bls and chaos sorceror. I def need some help however with this build and I'm open to any advice on how to fix and perfect this deck. 
  18. Gearfried Sworns for Regionals

    Lightray Gearfried x3 Judgment Dragon x3 Black Luster Soldier Envoy of the Beginning Honest Effect Veiler x2 Gorz the Emissary of Darkness Tragoedia x2 Maxx C x2 Card Trooper x2 Magical Merchant x2 Thunder King Rai-Oh x2 Cyber Dragon x2 Jain, Light Sworn Paladin Ehren, Lightsworn Monk Garoth, Lightsworn Warrior Lumina, Lightsworn Summoner Ryko, Lightsworn Hunter x3 Lyla, Lightsworn Sorceress x3 33 Charge of the Light Brigade Solar Recharge x3 Monster Reborn Dark Hole Heavy Storm 7 Beckoning Light x2 2 Ally of Justice Catastor Armory Arm Gaia Knight, the Force of Earth Colossal Fighter Scrap Dragon Chimeratech Fortress Dragon x2 Number 39: Utopia x2 Number C39: Utopia Ray Heroic Champion - Excalibur Maestroke the Symphony Djinn Photon Papilloperative Hieratic Sun Dragon Overlord of Heliopolis Neo Galaxy-Eyes Photon Dragon Mystical Space Typhoon x3 Electric Virus x2 Lightray Daedalus x3 The Seal of Orichalcos x2 Gozen Match x3 Compulsory Evacuation Device x2 Beckoning Light is the win condition for this deck as your opponent negates the first JD, then second gearfried, and probably the third boss monster for it all to come back. There's also my favorite summon T-King and have set beckoning light face down to reuse honest. I ran a deck similar to this at YCS Toronto and did poorly as it ran Trade-Ins/Duality instead of merchants/Maxx C's. The deck count i ran was also 40 which made it very difficult for me anyways to side for the windup matchup without hurting the flow of the deck. I find Chaos Dragons, Geargia/Machinas/Karakuri varients, and Heroes to be the easier match up. Dark World is a toss up who opens first as first turn Gearfried hurts also I do side Lightray Daedalus x3 and The Seal of Orichalcos x2 for the matchup. (and gk's) My experience with wind-ups is pretty bad but hopefully there will be more inexperienced windup players at the regional. Cards I have experimented with - Gold Sarcophagus - Pot of Duality - Trade-Ins - D.D. Warrior Lady - Photon Thrasher - 2nd Jain/Lumina/Ehren I would not consider running necro gardnas, wulf, zephyros as I understand the otk potential with double lumina/zephros but I plan to run this deck as consistantly as possible. The first few builds I had ran more warriors just to fuel Gearfried but I realized that the extra deck solves that problem.
  19. Gagagasworn

    TOTAL: 40 Monster: 24 3 Lyla, Lightsworn Sorceress 3 Ryko, Lightsworn Hunter 3 Gagaga Magician 3 Gagaga Caesar 3 Gagaga Girl 2 Effect Veiler 2 Card Trooper 2 Tragoedia 1 Black Luster Soldier - Envoy of the Beginning 1 Chaos Sorcerer 1 Gorz the Emissary of Darkness Spell: 15 3 Wonder Wand 3 Solar Recharge 3 Gagagarevenge 2 Gagagadraw 1 Charge of the Light Brigade 1 Heavy Storm 1 Dark Hole 1 Monster Reborn Traps: 1 1 Return from the Different Dimension ...not tested, but it looks fun.
  20. Lightsworn has traditionally been one of the most explosive and sacky decks on the YCS circuit. After their format of dominance in the form of Zombiesworn and pure Lightsworn, from September 2009 to March 2010, they were slaughtered by the banlist, and had key pieces of their deck, Lumina, Lightsworn Summoner, Charge of the Light Brigade, Necro Gardna, Honest, limited or semi-limited. They were reduced to a shell of their former self. Two years from that format, on September 2011, some pieces of the infamous Lightsworn engine were released from their shackles. That leads to many questions about the format. Will Judgment Dragon once again dominate our fields (and our hearts)? Will Necro Gardna and Tragoedia block game-winning attacks once more? And will Black Luster Soldier - Envoy of the Beginning show up in our beloved Lightsworn decks? //Monster Core: Ahh, our beloved mistress Lumina. Able to special summon any Level 4 or lower Lightsworn monster from the graveyard, she can swarm the field and often starts the milling the deck is renowned for. She can dump the dead cards in your hand (Necro Gardna, Wulf, Lightsworn Beast) and also sets up many synchro plays with the deck's graveyard tuners (Glow-Up Bulb, Plaguespreader Zombie). Run the one you have. Lyla, Lighsworn Breaker provides the Spell/Trap destruction this deck needs to be able to drop the multiple Judgment Dragons this deck now has. Another good card to start the milling. The deck usually runs two. Garoth, Lightsworn Warrior is usually a one off that can combo well with Lumina, milling five, and at times netting you draws. His 1850 attack also comes in handy for running over those pesky 1800 attackers. Why does the Lightsworn engine have so many girls? Garoth is a sick pimp. Jain is an extremely useful beater, as she can run over the big pesky monsters that Garoth can't, including Thunder King Rai-Oh and Doomcaliber Knight. One or two is usually run. Ehren is an option for another name, and helps Lightsworn handle pesky defense position monsters, like Spirit Reaper, or Legendary Jujitsu Master. Also good in variants that run Reinforcement of the Army, for more searchability of Lightsworn names Ryko, the deck's cute little puppy. He eats opposing spell/traps like nobody's business. In addition to baiting Solemn Warning, he can also get you out of sticky situations, such as a imposing Archlord Kristya, or a menacing Koa'ki Meiru Drago. Wow, damn furries. Wulf is another Lightsworn name for the vaunted dragon. Hitting him is a nice benefit when you mill, and can help you swing for damage or run over monsters. Can remain dead in hand, so usually only one copy is run. Is searchable with Foolish Burial if Foolish Burial is mained. Celestia, Lightsworn Angel gives Judgment Dragon another name, and can be a powerful force. With a monarch-like ability, and a guaranteed mill, you can swiftly take control of the duel with this if the effect is not negated. Since the deck runs little to no protection in the form of spell and traps due to the nature of Judgment Dragon and the nature of the mill, Honest, Necro Gardna, Tragoedia, and Gorz remain tremendously helpful. These cards all require your opponent to tread carefully around your life points, lest he overextend and get smashed by these defensive monster cards. The deck's graveyard tuners, Glow-Up Bulb and Plaguespreader Zombie allow for synchro plays for the normally synchro-incaple Lightsworn deck. (DAMN YOU KONAMI!) Whether they be milled or summoned, they help the deck access the enormous Synchro monster pool. There is a neat play to selectively mill a card if you stack a Lightsworn monster (usually Wulf) for Plaguespreader, then mill it with Glow-Up or a Lightsworn effect. Can allow you to summon Judgment Dragon or special summon wulf to make synchro plays. Run one of each. Recently unbanned, many are testing builds with Black Luster Soldier - Envoy of the Beginning in the main deck, because of its tremendous effect. This deck seamlessly incorporates it with a few Dark additions, due to its prevalence of lights. Read the fucking card. Run the maximum amount. Other Monsters: Shire, Lightsworn Spirit Aurkus, Lightsworn Monk Chaos Sorceror Card Trooper Tour Guide from the Underworld Sangan //Spell & Trap Core: Lightsworn generic draw card. Solar Recharge allows for milling and for drawing at the cost of one (possibly dead) Lightsworn monster in your hand. Three is always run unless it is a variant with less Lightsworn cards. Arguably THE card that defined Lightsworn during its dominant format, Charge of the Light Brigade mills three cards AND searches any Level 4 or lower Lightsworn monster. Allowed Lightsworns to quickly accumulate Lightsworn names in the graveyard while also accessing Lumina. Run it. Gold Sarcophagus helps Lightsworn by allowing them to access their Judgment Dragon after two turns. In a deck centered around getting that amazing monster, it's not a bad choice at all. Can also be used to search Charge of the Light Brigade, Black Luster Soldier - Envoy of the Beginning, and other power spell cards. Usually run at two or three. Beckoning Light is a very powerful card with a loaded grave at Lightsworn's disposal. Allows Lightsworn to recycle monsters dumped from their mills, such as Judgment Dragon, Honest, Black Luster Soldier, and Lumina, Lightsworn Summoner. One or two is usually run. Other Spells/Traps: Pot of Avarice Pot of Duality Foolish Burial Call of the Haunted Glorious Illusion //Extra Deck Core The deck runs an extremely standard extra deck, with staples from every level and rank because of its inability to synchro or xyz swarm. Lightsworn, with its Judgment Dragons and Honests and ridiculous mills, are as sacky as ever. Some may question its ability to maintain a consistent record over a 10+ round YCS, but none can question its ability to explode. Only time will tell if its doubters are correct or not, but a new format brings new opportunities for this dreaded deck. Sample Decklist: //28 Monsters 3|Lodt|Judgment Dragon 3|Exvc|Tour Guide From the Underworld 2|Drev|Effect Veiler 2|Taev|Necro Gardna 2|Jump|Tragoedia 2|Lodt|Ryko, Lightsworn Hunter 2|Lodt|Lyla, Lightsworn Sorceress 1|Lodt|Aurkus, Lightsworn Druid 1|Lodt|Ehren, Lightsworn Monk 1|Lodt|Garoth, Lightsworn Warrior 1|Lodt|Jain, Lightsworn Paladin 1|Lodt|Lumina, Lightsworn Summoner 1|Lodt|Wulf, Lightsworn Beast 1|Lodt|Honest 1|Ioc|Black Luster Soldier - Envoy of the Beginning 1|Dlg1|Gorz the Emissary of Darkness 1|Mrd|Sangan 1|Csoc|Plaguespreader Zombie 1|Stbl|Glow-Up Bulb //12 Spells 3|Lodt|Solar Recharge 3|Sjc|Gold Sarcophagus 2|Mrl|Mystical Space Typhoon 1|Tdgs|Charge of the Light Brigade 1|Lob|Dark Hole 1|Mrd|Heavy Storm 1|Lob|Monster Reborn //2 Traps 2|Ast|Beckoning Light //Extra Deck 1|Ha01|Ally of Justice Catastor 1|Dp08|Armory Arm 1|Csoc|Black Rose Dragon 1|Ha01|Brionac, Dragon of the Ice Barrier 1|5ds1|Colossal Fighter 1|5ds1|Gaia Knight, the Force of Earth 1|Genf|Orient Dragon 1|Drev|Scrap Dragon 1|Tdgs|Stardust Dragon 1|Jump|T.G. Hyper Librarian 1|Ha04|Trishula, Dragon of the Ice Barrier 1|Genf|Leviair the Sea Dragon 1|Genf|Number 17 Leviathan Dragon 1|Ys11|Number 39 Utopia 1|Genf|Steelswarm Roach
  21. Spellbooks/Lightsworn

    Fun build I've been messing around with. Milling in here is pretty great, hitting any Spellbook or Spellcaster fuels my cards and gives me ammo in a sense. Lyla being a Spellcaster is great. [Spoiler] [img]http://i.imgur.com/nFhdF.jpg[/img] [b][/Spoiler][/b] [b]Monsters: 16[/b] 3 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Effect%20Veiler"]Effect Veiler[/url] 3 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=High%20Priestess%20of%20Prophecy"]High Priestess of Prophecy[/url] 3 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Spellbook%20Magician%20of%20Prophecy"]Spellbook Magician of Prophecy[/url] 3 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Lightsworn%20Sorceress"]Lightsworn Sorceress[/url] 2 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Ryko,%20Lightsworn%20Hunter"]Ryko, Lightsworn Hunter[/url] 2 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Temperance%20of%20Prophecy"]Temperance of Prophecy[/url] [b]Spells: 23[/b] 3 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Spellbook%20of%20Secrets"]Spellbook of Secrets[/url] 3 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Spellbook%20of%20Life"]Spellbook of Life[/url] 3 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Spellbook%20of%20Wisdom"]Spellbook of Wisdom[/url] 3 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Spellbook%20of%20Power"]Spellbook of Power[/url] 2 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Spellbook%20of%20Control"]Spellbook of Control[/url] 2 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Spellbook%20of%20Leadership"]Spellbook of Leadership[/url] 2 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Solar%20Recharge"]Solar Recharge[/url] 1 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Charge%20of%20the%20Light%20Brigade"]Charge of the Light Brigade[/url] 1 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Dark%20Hole"]Dark Hole[/url] 1 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Monster%20Reborn"]Monster Reborn[/url] 1 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Heavy%20Storm"]Heavy Storm[/url] 1 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Spellbook%20Tower%20of%20Prophecy"]Spellbook Tower of Prophecy[/url] [b]Traps: 1[/b] 1 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Treacherous%20Trap%20Hole"]Treacherous Trap Hole[/url]
  22. gonna close out the format with this, bored as shit of every other deck so either gonna play this or gbs. yeh its pretty bad but suggestions and stuff are always welcome. not much of a fan for chaos in lightsworn, think pure has always been better and more consistent, well at least as consistent as lightsworn gets. monsters 25 3 jd 1 celestia 2 lumina 2 lyla 2 ryko 1 garoth 2 jain 1 ehren 2 wulf 2 aurkus 1 honest 1 psz 1 gardna 1 trooper 1 gorz 2 effect veiler spells 10 3 recharge 1 cotlb 1 rota 1 dark hole 1 heavy storm 1 monster reborn 2 monster reincarnation traps 2 t roar 2 tt 1 beckoning light side extra pretty standard.
  23. Gem-Sworn (HA06)

    Updated for TCG: Gem-Sworn: a deck that relies on the speed of Lightsworn drawing and milling to get to cards such as Gem-Knight Fusion and Volcanic Shell. Without access to Lavalval Chain, I believe this is currently the most consistent way to play the deck as Gem-Knight Fusion is the most key card in the deck, and getting it as soon as possible is extremely vital. Everything here will be legal once Hidden Arsenal 6 hits the shelves. Links provided to the Gem-Knight cards. Without further ado, the deck: [center][color=#ff8c00]Monsters -29-[/color][/center][center][color=#ff8c00]x3 [/color][url="http://yugioh.wikia.com/wiki/Gem-Knight_Amber"][color=#ff8c00]Gem-Knight Amber[/color][/url][/center][center][color=#ff8c00]x2 [/color][url="http://yugioh.wikia.com/wiki/Gem-Knight_Sanyx"][color=#ff8c00]Gem-Knight Garnet[/color][/url][/center][center][color=#ff8c00]x3 [/color][url="http://yugioh.wikia.com/wiki/Gem-Knight_Obsidian"][color=#ff8c00]Gem-Knight Obsidian[/color][/url][/center][center][color=#ff8c00]x2 [/color][url="http://yugioh.wikia.com/wiki/Gem-Turtle"][color=#ff8c00]Gem-Turtle[/color][/url][/center][center][color=#ff8c00]x3 [/color][url="http://yugioh.wikia.com/wiki/Gem-Armadillo"][color=#ff8c00]Gem-Armadillo[/color][/url][/center][center][color=#ff8c00]x2 Lumina, Lightsworn Summoner[/color][/center][center][color=#ff8c00]x3 Lyla, Lightsworn Sorceress[/color][/center][center][color=#ff8c00]x2 Ryko, Lightsworn Hunter[/color][/center][center][color=#ff8c00]x1 Gorz the Emissary of Darkness[/color][/center][center][color=#ff8c00]x2 Effect Veiler[/color][/center][center][color=#ff8c00]x3 Volcanic Shell[/color][/center][center][color=#ff8c00]x3 Thunder Dragon[/color][/center] [center][color=#008000]Spells -11-[/color][/center][center][color=#008000]x3 [/color][url="http://yugioh.wikia.com/wiki/Gem-Knight_Fusion"][color=#008000]Gem-Knight Fusion[/color][/url][/center][center][color=#008000]x1 Monster Reborn[/color][/center][center][color=#008000]x1 Dark Hole[/color][/center][center][color=#008000]x1 Heavy Storm[/color][/center][center][color=#008000]x1 Future Fusion[/color][/center][center][color=#008000]x1 Charge of the Light Brigade[/color][/center][center][color=#008000]x3 Solar Recharge[/color][/center] [center]Extra -15-[/center][center][color=#4b0082]x3 [/color][url="http://yugioh.wikia.com/wiki/Gem-Knight_Citrine"][color=#4b0082]Gem-Knight Citrine[/color][/url][/center][center][color=#4b0082]x3 [/color][url="http://yugioh.wikia.com/wiki/Gem-Knight_Prismaura"][color=#4b0082]Gem-Knight Prismaura[/color][/url][/center][center][color=#4b0082]x1 [/color][url="http://yugioh.wikia.com/wiki/Gem-Knight_Ruby"][color=#4b0082]Gem-Knight Ruby[/color][/url][/center][center][color=#000000]x1 [/color][url="http://yugioh.wikia.com/wiki/Gem-Knight_Pearl"][color=#000000]Gem-Knight Pearl[/color][/url][/center][center][color=#000000]x1 Number 39: Utopia[/color][/center][center][color=#000000]x1 Maestroke The Symphony Djinn[/color][/center][center][color=#000000]x1 [/color][url="http://yugioh.wikia.com/wiki/Number_11:_Big_Eye"][color=#000000]Number 16: Shock Master"]Number 16: Shock Master[/color][/url][/center][center][color=#000000]x1 Leviair the Sea Dragon[/color][/center][center][color=#000000]x1 [/color][url="http://yugioh.wikia.com/wiki/Number_11:_Big_Eye"][color=#000000]Number 11: Big Eye[/color][/url][/center][center][color=#ffffff]x1 Ally of Justice Catastor[/color][/center][center][color=#ffffff]x1 Scrap Dragon[/color][/center] [center]Side Deck -15-[/center][center][color=#ffa500]x2 Electric Virus[/color][/center][center][color=#ffa500]x2 Snowman Eater[/color][/center][center][color=#ffa500]x2 Thunder King Rai-Oh[/color][/center][center][color=#008000]x3 Mystical Space Typhoon[/color][/center][center][color=#008000]x2 Soul Taker[/color][/center][center][color=#800080]x2 Royal Decree[/color][/center][center][color=#800080]x2 Shadow-Imprisoning Mirror[/color][/center] To conclude, I'll explain a few choices I've made - [url="http://yugioh.wikia.com/wiki/Gem-Knight_Amber"]Gem-Knight Amber[/url] - Thunder monster that is a lot more useful than it looks. You actually do get to Gemini summon these monsters, and they have quite useful effects. By pitching the abusable Gem-Knight Fusion, you're allowed to reuse banished Obsidians. - [url="http://yugioh.wikia.com/wiki/Gem-Knight_Garnet"]Gem-Knight Garnet[/url] - I required more normal monsters in the build other than 3 Amber, and I think 2 Garnet is the perfect number. 1900 is no joke. - [url="http://yugioh.wikia.com/wiki/Gem-Turtle"]Gem-Turtle[/url] - With the lack of Lavalval Chain, this card is absolutely necessary. Not going to explain Obsidian or Armadillo. Absolute staples at 3. Anything less and you're crazy. - Lumina, Lightsworn Summoner - While I see Chaos Dragon builds only running 1, I think this card is absolutely fantastic at 2. Makes for some interesting Leviair plays. Not explaining Ryko or Lyla; should be self-explanatory. - Volcanic Shell - Searchable Pyro type once he gets into the grave, allows for multiple Citrines. Great card. - Thunder Dragon - Normally an instant plus one. Thunder fodder for Prismaura. - [url="http://yugioh.wikia.com/wiki/Gem-Knight_Citrine"]Gem-Knight Citrine[/url] - Probably the best fusion of the deck; stops Sangan, Ryko, Gorz, almost anything. The go to card for the OTK. - [url="http://yugioh.wikia.com/wiki/Gem-Knight_Prismaura"]Gem-Knight Prismaura[/url] - Kills big stuff. Destroys field spells. Does almost anything. - [url="http://yugioh.wikia.com/wiki/Gem-Knight_Ruby"]Gem-Knight Ruby[/url] - A card that can get you out of sticky situations; I'm running 2 Garnets, so I don't see a problem in running him. - [url="http://yugioh.wikia.com/wiki/Number_11:_Big_Eye"]Number 11: Big Eye[/url] - MVP of the deck; amazing card. Could not play without him. Citrine, Prismaura and Gorz are all level 7. And that's the deck; any feedback is appreciated.
  24. Pure Lightsworn

    This is my take on what would be the best way to play lightsworn. Haven't tested it much, but after the decklist there is some explaining on the reasons behind some of my card choices. Monsters 22 3x Judgment Dragon 1x BLS 1x Celestia 2x Lumina 2x Lyla 2x Ryko 1x Garoth 1x Jain 1x Ehren 1x Honest 3x Effect Veiler 2x Necro Gardna 1x Gorz 1x Spirit Reaper Spells 13 3x Solar Recharge 1x Charge of the Light Brigade 1x Dark Hole 1x Monster Reborn 1x Heavy Storm 2x Mystical Space Typhoon 2x Forbidden Lance 1x Book of Moon 1x Reinforcement of the Army Traps 5 2x Beckoning Light 1x Solemn Judgment 2x Solemn Warning I took out a lot of the darks cause I felt like the deck should focus more just around judgment dragon and I didn't really like how Tragoedia played and how many boss monsters could clog your hand early game. Plaguespreader I feel has lost a lot of its utility and going for a 3 monster sync is ehhh. the deck is still really rough right now, but things I am considering taking out are -1 ryko cause besides the early game I don't see myself setting multiples of it. -necro gardnas (followed by BLS) since i really don't like dead first turn/early game cards and gardnas are great and all off mills and being in the grave but if i followed the same reasoning wulf would be good too and i obviously don't play him. all suggestions and comments are great and feel free to tear the deck to shreds if you think it's total garbage. i typed this in a flow of consciousness style so excuse my poor grammar and poor logic if you see any.
  25. [img]http://i.imgur.com/YiMIM.jpg[/img] 3x Judgment Dragon 2x Lightray Diablos 3x Lyla, Lightsworn Sorceress 3x Ryko, Lightsworn Hunter 1x Ehren, Lightsworn Monk 1x Arkus, Lightsworn Druid 2x Lumina, Lightsworn Summoner 1x Garoth, Lightsworn Warrior 1x Jane, Lightsworn Paladin 2x Eclipse Wyvern 1x Honest 1x Gorz, Emissary of Darkness 3x Effect Veiler 2x Soul of Purity and Light 3x Solar Recharge 3x Pot of Duality 2x Monster Reincarnation 1x Reinforcements of the Army 1x Pot of Avarice 1x Monster Reborn 1x Charge of the Light Brigade 1x Heavy Storm 1x Dark Hole -Living on the edge with this BLS -Have no idea how to build an Xyz extra deck -Don't know much about new card pool