Shield trigger (When this spell is put into
your hand from your shield zone, you may cast it
immediately for no cost.)
Tap all your opponent’s creatures in the battle
A Light Spell card with a mana cost to cast of
six, making it one of the biggest spells-only Lost
Soul has a higher cost, and only three others
This is a Shield Trigger. That accounts for one
mana of the cost. The main effect is that it taps
all opposing creatures. That supposedly accounts
for the other five mana.
I mean, Moonlight Flash only taps two creatures
for four mana, and is
not a shield trigger. Solar Ray only taps one,
but is a Shield Trigger, and
only two mana. Honestly, I think Solar Ray
has the right idea. Moonlight Flash and Holy Awe
seem too pricey for what they do. This is Light’s
big “creature affliction” card. Darkness has
Terror Pit. Nature has Natural Snare. Fire has
Burst Shot (or alternatively Tornado Flame if you
fudge costs). Similarly, if you fudge costs
again, Water has Teleportation. All of those are
shield triggers. Darkness gets unadulterated
single creature kill. Nature gets almost as good,
kicking the creature to the Mana Zone. Fire Burst
gives Fire mass peon removal, nuking all Power
2000 or under creatures. If you label Tornado
Flame as Fire’s big removal, it’s a restricted
kill-one creature of Power 4000 or less. Water
gets to send two creatures back to the hand.
Tapping a bunch doesn’t seem to compare. Why?
I’ll elaborate in uses.
That doesn’t mean the card is without use. On the
contrary-it’s one of the cards that makes
Light more than just a
bunch of binder stock. Once you work up your mana,
this, plus Diamond Cutter, plus some cheaper
creatures (like La
Ura Giga, Sky
Guardian) and you might be able to overbear your
opponent in a single turn. This is pretty
expensive though: even my example requires a
minimum of 15 mana, and
requires you have all ready broken 2 shields.
Speaking of shields, if this does end up in your
shields, then late game it can be a lifesaver.
Note I said late game-early you’ll probably let it
go to your hand, since odds are you’d just end up
tapping a single creature, if that.
4/5-This “format” is mostly swarming for the win.
This makes that easier.
3.75/5-Killer combo, but expensive! Its Defensive
uses are nice, but random-it’s rare that you’d get
more than one in your shields. Oh, and if you
think you can use it defensively on your turn,
think again: your opponent would
untap at the beginning
of their turn.
4/5-Similar to the “Newbie”
format, and blockers are more annoying
here, and Light seems a touch better here
Drop Moonlight Flash to three, or eliminate it
entirely-either way, then you need to drop this to
four, where it would get a lot higher of a rating