Sunday, July 11, 2010

Lightsworn may have a little 'light' left in them

First of all, before I start, I'd like to point out the fact that it's 4:17 in the morning. Oh, and go to my Youtube Channel, please! www.youtube.com/tyl3n0lpm

Thank you, now on to the blog =]
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Okay, so as a former Lightsworn player, I know how badly the deck was hurt by the ban list. The deck was not only ruined by the removal of 1 or 2 cards, but 5.

  1. Lumina - Limited to 1
  2. Charge of the Light Brigade - Limited to 1
  3. Honest - Limited to 2
  4. Necro Gardna - Limited to 1
  5. Tragoedia - Limited to 1

When an average deck gets hit by the ban list, 2 cards usually fall victim; never 5. As mad as everyone was about Charge and Lumina getting limited to 1, I was more concerned about the other cards being limited. Obviously, Charge & Lumina were the soul of the deck. However, the deck is extremely playable with those cards at 1. In my opinion, the real damage was done when Necro Gardna, Honest, and Tragoedia were limited.

Lightsworn was a very good deck because it had the ability to run only 2 trap cards--both being Beckoning of Light--and a lot of monster support. A Lightsworn player would not have to waste space on cards like Mirror Force, TT, Bottomless, etc., because it already had more than enough protection. Necro Gardna allowed a Lightsworn player to feel comfortable and think strategically. Honest was a great card to be used offensively and defensively. Although it was only dropped to 2, that extra Honest made a huge difference. The ability to keep Lumina alive was a huge part of the deck. I understand limiting Lumina to 1, but restricting Honest and Necro Gardna were a finishing blow. Lastly, we have Tragoedia. I always ran 3 in my build, but the majority of players ran 1 or 2. I never really counted Tragoedia as a monster because I used it for defense 90% of the time. I would drop him as early as possibly and use him to synch, control, and run over my opponent's threats. Limiting him was a heavy hit to the deck.


However, not all hope is lost. With the ban list the way it is, certain cards should be considered for your Lightsworn build;












Card Trooper is important because it is a resourceful draw and mill engine. It can get 3 cards in your graveyard fast and give you a quick +1, which is something Lightsworn builds need. Magical Merchant can mill through a good portion of your deck, then give you a spell/trap you need. It helps your JD count as well. Pot of Avarice has always been a good Lightsworn tech, but it's never been better. With Charge at 1, Lightsworn players need ways to recycle their Luminas and Honests. Lastly, dimensional prison is just another basic form of defense for the deck. Since we are missing are common forms of defense, Dprison has the ability to efficiently run over any problematic card.


Anyways, that's my short blog. I wanted to keep it succinct and informative. Lightsworn players still have hope, so look to see a few decks at the top tables soon. That's all folks. Oh yeah, don't forget my Youtube channel and my Twitter =]

www.youtube.com/tyl3n0lpm

www.twitter.com/tylenolYT

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