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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!

Lightsworn Sanctuary
- #SDLI-EN024

Once per turn: You can send 1 "Lightsworn" monster from your hand to the Graveyard, then target 1 other "Lightsworn" monster in your Graveyard; add it to your hand. Each time a card(s) is sent from your Deck to the Graveyard, place 1 Shine Counter on this card. If a "Lightsworn" card(s) you control would be destroyed by a card effect, you can remove 2 Shine Counters from your side of the field for each of those "Lightsworn" card(s) instead.

Card Ratings
Traditional: 3.20
Advanced: 2.00 

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.


Date Reviewed:
July 11, 2014

Back to the main COTD Page

 

Dark

Paladin

Lightsworn Sanctuary...it irritates me when cards have names like Sanctuary and then are not at all Sanctuary. This card has potential also, but I don't feel as much. It's a -1 (as is a Field Magic card, but ALL Field Magic cards are, not all Continuous Magic cards are). But it does recycle resources, by sending a Lightsworn from your Hand to the Graveyard to bring one from the Graveyard back to your Hand. Same effect as the other card granting a counter each time a card(s) is(are) sent from the Deck to the Graveyard. However, differently, when a Lightsworn card(s) you control would be destroyed via card effect, you can remove two counters PER card destroyed from this card, to prevent said destruction. That's a bit much. Yes this card should make counters just as easily as the other, but even one per card would have been much more realistic. That cost makes me not like this card at all. Also really wish that these two cards (again) were one.

Ratings:

Traditional: 1.5/5
Advanced: 2.85/5
Art: 4/5

Leo
Kearon

Lightsworn Sanctuary

It’s two review Thursday today and we start off with Lightsworn Sanctuary, interesting both of the card today use “Shine Counters”

Lightsworn Sanctuary allows you to once per turn swap a Lightsworn in your hand with one in your graveyard. This is actually quite good allowing you to tailor your hand, add that last Lightsworn you need for Judgement Dragon or just get rid of that Wulf you drew and replace it with something you can use.
The next effect is to do with Shine Counters. First off you get a Shine Counter every time cards are sent from the deck to the Graveyard. Then if any Lightsworn cards would be destroyed you can remove 2 Shine Counters from your side of the Field instead. While the protection effect is very good and it can even protect non-monster Lightsworn cards, there are currently only 2 cards that use Shine Counters; this card and Realm of Light and no-one plays Realm of Light.

Overall, the first effect is really nice, the whole Shine Counter effect is a nice bonus but it shouldn’t be the main reason to play this card.

Traditional: 2.5/5
Advanced: 3.25/5


Kingof
Lullaby

Hello Pojo Fans,

This was the card Lightsworns wanted and would've killed to have. Sanctuary from bad hands, Sanctuary for protection, Lightsworn Sanctuary does it all for the archetype. Lightsworns have needed a spell/trap that was not a draw card to run in more than 1's, this is it. A counter gets added to this card every time a card(s) is sent to your graveyard (the one thing all Lightsworns can do in some fashion). Raiden and Lumina could add two counters a piece to this card the turn they are summoned. Play this at the start of your Main Phase and you may be piling up the counters by the end of the turn. When a destruction card is played, simply remove two counters per Lightsworn card you want to save from being destroyed. The first effect of this card may be the reason why it's so powerful. Being able to swap any Lightsworn in your hand for any in your grave once per turn is the real power of this card. Hand bogged down with big or useless Lightsworn monsters at the moment? Resources in the Graveyard? Play Lightsworn Sanctuary, swap one out for another and have at your opponent. Need that Celestia that's in the grave to clear some trouble on the field? Send a Lightsworn monster to the grave and get her back. Hand and graveyard manipulation alongside a protection effect all in one card? Run this card if you run the deck. How many depends on the style you play. This card is very good, even if only in the archetype. Card(s) go to the graveyard twice in a turn will allow this card to survive at least one destruction effect, and you will likely have a target always in the grave to get back with this card.

Traditional-3/5
Advanced-4/5
Art-4/5-Lightsworns have great artwork almost all the time, and this is no exception

Until Next Time
KingofLullaby


Baneful

Lightsworn Sanctuary

This is a card I would consider an educated -1. I consider Phoenix Wing Wind Blast and Foolish Burial to be educated -1's as well but this card is a bit slower than them. Even when you activate the card, you still have to discard 1 card to get 1 card. But the deal is that over time, you are supposed to make up for that -1 by constantly getting the Lightsworn you want.

This is good if you have a Lightsworn monster that is dead like Wulf or plain bad for the situation. You can dump the Tuner monsters you may not want to summon to obtain monsters with more powerful on-field effects. If your opponent plays monsters in defense often, keep recycling back Ehren. They have a bit of a backrow? Recycle Lyla. Or if you want overall removal, recycling Ryko might not be a bad choice.

This card won't be easy to destroy either. Unless your opponent can banish it somehow, expect this to last you the whole duel. Still, it's hard to get over the fact that the card is a bit on the slow side. It does start as a -1 and it will take several turns until you get the most out of it. For Lightsworns, several turns is a lot of turns. This card also might be bad early-game half of the time since you wouldn't have a graveyard full of options to retrieve.

So, it's a good card that can definitely work with the right build. But slow continuous cards just aren't Lightsworn...

Traditional - 2
Advanced - 3

Terrorking The second card is the new one from the new Structure: Lightsworn Sanctuary. The first effect lets you send a Lightsworn from your hand to the Graveyard to get a Lightsworn monster (other than the one you discarded) to your hand. What this should read as is "Discard a Lightsworn; add Lumina to your hand" or "Discard a Lightsworn so you can get the number of differently-named Lightsworns in your Graveyard to four so you can summon judgment Dragon." I mean, the last one doesn't roll off the tongue, but at least it's honest. You use this to set up for Judgment Dragon or Lumina.
 
The second and third effects are lifted right from the original Field. With the milling going on, you should have at least 2 counters on this card at any point during the duel. If this would be destroyed, remove two counters instead. Should be easy enough to keep up.
 
Advanced: 3/5
Traditional: 1/5
Art: The angle of the poles are off.
Trivia: While writing this up, I typo'd "Lightsword" a bunch of times.

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