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.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
July 11, 2014
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.
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
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
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.
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
Art-4/5-Lightsworns have great artwork almost all
the time, and this is no exception
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
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
So, it's a good card that can definitely work
with the right build. But slow continuous cards just
Traditional - 2
Advanced - 3
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.
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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