Each time a card(s) is sent from your Deck to the Graveyard, place 1 Shine Counter on this card. All "Lightsworn" monsters gain 100 ATK for each Shine Counter on this card. If this card would be destroyed by a card effect, remove 2 Shine Counters from this card instead.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
July 10, 2014
It's good I think we're doing both these cards at
the same time. I don't see why they aren't just one
card, and the second card might as well be a Field
Magic card too. Realm of Light isn't bad at all.
It's a Field Magic you should read and at least put
some considerable thought into playing in Lightsworn,
IF you have room. Usually any attack boost that
works in increments of 100 is an absolute joke, that
isn't worth your time. But since it's 100x per each
time a card(s) is(are) sent from your Deck to the
Graveyard, the attack can increase pretty high, and
just as fast. Say an average of at least two a turn,
and that's just off at least one Monster on your
Field. It also somewhat protects itself. If
destroyed by a card effect, two counters are removed
from it instead. I know you're probably looking for
more from a Field Magic card (again to the original
point of having all this stuff put together in one
card) but I'd try one out . I think it'd work in
Realm of Light
Wrapping up our two review Thursday and this
Lightsworn week we have Realm of Light, the
Lightsworn field card.
As with Lightsworn Sanctuary which is also
reviewed today, this card uses Shine Counters and
again you get a Shine Counter every time cards are
sent from the deck to the Graveyard. These shine
Counters have two uses with this card, first all
Lightsworns gain 100 ATK for each Shine Counter on
this card. This effect isn’t much, with the speed
Lightsworn decks are played, the ATK boost will be
so small it isn’t even worth mentioning and of
course chances are you will Summon Judgement Dragon
and this card will be destroyed.
The second effect allows you to remove 2 Shine
Counters from this card, to save itself from being
destroyed. This effect would have been better if
this card actually had an decent effects to start
off with. I’ve been building Lightsworn decks for
years and I never used this card, it just a waste of
deck space. They only useful thing this card can be
used for is Shine Counter Bank for Lightsworn
Sanctuary but you might as well just play multiple
Overall, this wasn’t played when it came out and
there still is no reason to play it, if you want to
use a card with Shine Counters and has a better
first effect, just play Lightsworn Sanctuary.
This card was actually released in 2008 in Light of
Destruction and I have no recollection of it. I
just found that out now. It was such a forgettable
card that I actually thought it was actually a new
release in the deck. And the structure deck decided
to name itself after this unfortunate card.
Stat boosting isn't important in Lightsworns because
they're not a beatdown deck. Lightsworns use their
effects to control the field or they set themselves
up for a Judgment Dragon OTK. The stat boosting
here is also slow as an IV-drip. Keep in mind it
works for each time - not for each card. So if you
can mill twice per turn, you have to wait like 4
turns before the stat boost of this card is remotely
attention-worthy. And for the fast-paced
Lightsworns, 4 turns for them is like 8 turns for a
lot of decks because the deck mills itself out quite
It's difficult to destroy, unless the opponent is
able to destroy it early on, but early on is what
matters the most. This card is a waste of space
because you could be using cards that could further
help you search, draw or fill up your graveyard.
It's a quite bland card with a simple residual
effect that doesn't really do much. Maybe your
monsters can become behemoths if you wait long
enough, but by then you'll be dead because you
didn't focus enough on consistency.
Traditional - 1
Advanced - 1.25
Judgment Dragon: Finally as a common, it's actually
worth its price. I am the king.
Today's a double review. The two Lightsworn Field
Spells. I'm gonna spoil this for you: it isn't Realm
of Light. Let's start with the classic Field Spell
Lightsworns never needed. Realm of Light gets a
counter each time you mill. Each Lightsworn monster
then gets 100x the number of counters on the card.
If it would be destroyed, remove two counters
instead. The protection effect is good. Nothing else
is. Lightsworns don't typically go for long games,
preferably ending them at turn 2-5, so for this card
to really become noticeable, you need to make the
games go longer. Further, most times your
Lightsworns will only have a 500 boost, and if it's
that much, it means you're maintaining field
presence and likely in a good position already.
Perhaps this would be worth something if it gave 100
ATK per card/monster milled, but it didn't and thus
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