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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
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Michael, the Arch-Lightsworn
- #SDLI-EN036 1 Tuner + 1 or more non-Tuner LIGHT monsters
Once per turn: You can pay 1000 Life Points, then target 1 card on the field; banish that target. When this card is destroyed: You can target any number of other "Lightsworn" monsters in your Graveyard; shuffle them into the Deck, and if you do, you gain 300 Life Points for each returned card. During each of your End Phases: Send the top 3 cards of your Deck to the Graveyard.
Card Ratings
Traditional: 2.33
Advanced:
3.46
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Date Reviewed:
July 9, 2014
Back to the main COTD
Page
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Dark
Paladin |
I'm not sure what's so Arch, ie Archangel
perhaps? about this card? He doesn't have an evil
or dark effect per say, and he's even Light
attribute. But I digress. Michael, the Arch-Lightsworn,
is a Level 7, Dragon type Synchro Monster, who is
Synchro Summoned with a Tuner and one or more
non-Tuner Light attributed Monsters. No problem in
Lightsworn obviously. Now. let's start by saying
this guy is NO Judgement Dragon. He's not even
close. Not as strong, not as wildly powerful or
destructive, but he is easier to bring out, one
could argue. Still strong in his own accord with
2600 attack as well. Once a turn, by paying 1000
Lifepoints you can target a card on the Field and
remove it from play. The next effect, allows you to
shuffle any number of Lightsworns back into the Deck
when this card is destroyed, granting you 300x the
number of Monsters returned. That could be an
absolute gem of an effect mid to late game. Plus,
there's a mill requirement of course, in this
instance, three cards from the top of your Deck
during the End Phase. Honestly, he's not bad. He's
not GREAT, but certainly not bad. Do you need
him...personal choice most likely. You wouldn't
need more than one.
Ratings:
Traditional: 2/5
Advanced: 3.25/5
Art: 5/5
|
Leo
Kearon |
Michael, the Arch-Lightsworn
Continuing our look at the new Realm of Light
Structure Deck, we now look at the main boss monster
of the deck; Michael, the Arch-Lightsworn.
Statwise it is a LIGHT/Dragon which is good, with
2600 ATK, which is very good for a level 7 and 2000
DEF not great but not terrible either. It requires
any Tuner and one or more LIGHT non-Tuner monsters.
Generally this would be a bad thing but since this
monster is only ever going to be used in a
Lightsworn deck it doesn’t really matter.
Effectwise, once per turn you target and banish 1
card on the field for the cost of 1000 Life Points.
Banishing a card is a good effect but paying 1000
life points just for an effect you can use once per
turn and only on 1 card is a little much, especially
when the other boss monster of Lightsworns;
Judgement Dragon; can destroy everything on the
field for the same price. Granted Stardust can’t
stop this effect but a load of cards instead of one
sounds like a better deal.
Also when this card is destroyed you can return any
number of other Lightsworns to your deck and you
gain 300 Life Points for each one returned. This is
a nice effect being able to conserve deck size is a
nice touch for a Lightsworn deck and you can still
keep enough monsters for Judgement Dragon. Also 300
life points isn’t the greatest of boosts but it can
add up and it might recover some life points from
costs of this card and Judgement Dragon. Finally
like most Lightsworns you send a certain number of
cards to the graveyard during your End Phase, in
this case 3, which is a good number.
Overall ,while Judgement Dragon is still the big bad
of Lightsworns, this isn’t a bad card either. If you
are going to use any of the new Lightsworn Tuner
monsters (well Minerva is probably the best for
getting this out), this is worth considering.
Traditional: 2.5/5
Advanced: 3.25/5
|
Kingof
Lullaby |
Hello Pojo Fans,
The light shines even brighter on the Lightsworns
now that they have their own personal Synchro.
Michael is a very flexible Synchro, able to be used
as long as the non-Tuner monsters are light-based,
but in a Lightsworn deck is where this guy really
shines. Decent stats for a Level 7 Synchro. Paying
1000 Life Points to banish a card on the field isn't
very costly and will eliminate several things that
have inherited protection (Stardust, Zenmains,
etc.). He has a mill effect to further help the deck
keep rolling, and with Raiden and Minerva available
to Lightsworns now. Lumina and Raiden can make a
quick Michael appear. When destroyed, regardless of
where he ends up, Michael gives you the option to
take ANY number of other Lightsworns and place them
back into your deck, then gain 300 Life Points per
Lightsworn sent back to the deck. Anti-deckout in
addition to graveyard manipulation from a Lightsworn
monster!? Stellar! Four Lightsworn monster sent back
will replenish what you spent on one use of his
banish effect. In a late game situation, where you
are desperate to restock your deck with Lightsworn
monster, you can summon this guy, destroy him
yourself, activate his effect, restock your deck and
gain back Life Points. Combo him with Beckoning
Light after manipulating your Graveyard to return
any Judgment Dragons and Michael to your hand (he
will go the Extra Deck). Your deck will be full of
your Lightsworns while still having enough in the
grave to Special Summon your boss monster.
He can't be used in every deck out there, and he's
no Judgment Dragon, but Michael is a pretty good
Synchro for anyone playing light monsters that wants
a Synchro that banishes targets and can fill their
Graveyard.
Traditional-2/5
Advanced-3.5/5
Art-4.5/5- Tremendous artwork
|
Baneful |
Michael, the Arch-Lightsworn
Effect #1 - Banishing a card on the field can be
really powerful stuff, especially if its a floater
that benefits from graveyard play but it can also be
capable spell/trap removal, especially good at
dealing with some annoying continuous cards. And
then attacking in the same turn ups the aggression
here. Removing a threat isn't groundbreaking
anymore, though banishing is definitely a nice twist
that steps this card up a bit. Mostly, you wouldn't
Synchro into this card unless you were dead serious
on removing a card you found to be too problematic
to otherwise get over.
Effect #2 - Returning Lightsworns to your deck can
definitely prevent you from decking out, as well as
increase your search targets for ROTA or Brigade if
you happen to run out of cards. Otherwise, this
effect does suffer from some flaws. First of all,
it's only good mid to late game. Early game you are
trying to fill up your graveyard so this card is
counter-productive to that. Second, since you have
to wait for this card to be destroyed first, this
effect is quite slow.
This is a card that both costs you life points (to
activate its first effect) and grants you back life
points (when destroyed), but neither side of things
are too significant and they're not really factor
into this control-based card.
With the speed of Lightsworn monsters, summoning
this card wouldn't be a problem. But there is a
question of whether it would be destructive enough
to necessitate you focus. This is not a card that
will win you games. This is moreso a card that will
help you in a tight spot. So think of this card as
a toolbox-option in your Extra Deck rather than a
high priority.
Could work in some other LIGHT based decks, but is
for the most part exclusive to Lightsworn. I
personally would run one (not three ; two is
debatable) of these in the Extra Deck of a
Lightsworn deck to increase your options. But as
cool as it is, don't expect it to be your boss
monster.
Traditional - 1.5
Advanced - 3.25
|
Terrorking |
Judgment Dragon: Finally as a common, it's actually
worth its price. I am the king.
Today we look at the best Lightsworn boss since
Judgment Dragon (sorry, Celestia. You lost your
title). It's the best Level 7 Synchro you can make
with Lightsworns, is easily-made thanks to Raiden's
flexibility and is an Extra Deck monster, so he's
always at your fingertips. What else is there to say
about him? He's a good card. Nothing is banish-proof
(though a lot of things are becoming target-proof),
so you can always use this to clear away a
threatening monster, use it to get rid of a monster
so you can hit your opponent directly, or use it to
clear away a backrow card you're cautious of (like
any time you have a JD in the hand and your opponent
has set cards), all for just a measly 1000 Life
points.
An oft-overlooked part of this card is its effect
that triggers when it dies. You can shuffle any
number of Lightsworn monsters into your Graveyard
and gain 300 Life points for each. Now I know that
as a Lightsworn player, you want to get monsters IN
your Graveyard, and not out, but that is not how one
should look at this. It is a completely optional
effect that you'd only use when you're either
winning or when you're losing.
Advanced: 3.5/5
Traditional: 1/5 |
That
Guy
With
The
Hat |
Michael the Arch-Lightsworn
So please tell me I'm not the only one who just saw
Neverending Story when they saw this card revealed?
Obviously over the last 2 days we covered the
Lightsworn Tuners, now we get to the big boy
himself. Michael is a Level 7 Synchro.....Level..7...thats
a number that has not boded well for players the
last couple years is it? Anyways, his effect is
quite the good one: pay 1k LP..something LS players
are definitely used to, to target and banish a card
on the field. LS have typically been known for
destruction, but all their banishing comes from
outside sources like Chaos Sorcerer and Black Luster
Soldier. Banishing has become a necessary thing
these days thanks to Fire/Ice Hand and Michael does
it with relative ease. Of course it gives LS another
bit of access to rank 7s on top of the Dragon Rulers
and the Lightrays that have become popular additions
and typically any deck that can drop Dracossack/Big
Eye easily enough is at the forefront of the
competitive scene. If all that wasnt enough, it
gives you a nice bit of life gain when it's
destroyed equal to the tune of 300 per Lightsworn
returned to the deck by his effect. Send back stuff
you have 2 of and all it takes is 4 to give you a
chance for a JD effect to turn the game.
Traditional - 2.5/5 - quite powerful despite some of
the cards
Advanced 4/5 - Amazingly powerful without the near
ridiculousness of power JD has. Will the WCQ be
dominated by the Light? Watch this weekend!
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