Dark Paladin |
Monday
Well, after a couple of "meh-tacular"
weeks, I picked some cards this week to kind of give
us a +/= week, as we are starting to finish up Light
of Destruction.
Anyway, we open the week with
Celestia, Lightsworn Angel.
Our Celestia, our beautiful Angel is a Level
5 monster, appropriately enough of the Light
attribute and a Fairy who has 2300 attack (sigh) and
200 defense (yikes.)
2300 attack isn't bad for a
Tribute monster, it just isn't high enough, ie, it
isn't 2400.
200 defense is also incredibly low and
vulnerable to almost everything in the world of
Yugioh, yet most of the Lightsworn monsters have low
defense, so we can't hold that against it.
When you Tribute summon this card
by tributing a Lightsworn monster, you can send the
top four cards of your Deck to the Graveyard to
destroy two cards on the Field.
Milling four cards is a lot, and a high cost,
even for a Lightsworn, but it could be enough with
the added destruction effect.
However, you only get the effect
when you tribute summon a Lightsworn and you have to
discard two cards from your Deck during each of your
End Phases.
That's a standard cost, and it shouldn't
trouble you.
The biggest problems here are 2300 attack,
and a non-continuous effect.
Ratings:
Traditional:
1/5
Advanced:
2/5
Honestly, she isn't that great, and I think
the
Lightsworn Deck could probably
function fine without her.
Art;
4/5
Beautiful
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Clegg |
Celestia, Lightsworn
Angel
Hey everyone, this is my first
time CoTDing, and I'm pretty excited to begin the
week with Celestia. I'm going to be rating cards
systematically, focusing on Playability, Plus
and Power/Potential. The lightsworn monarch will be
a perfect way to show how this system works.
Playability (/10);
While Celestia will only ever see play in a
Lightsworn deck, you will commonly see it summoned
(with ease) in game one. A special summoned Wulf, or
a set Ryko with Threatening Roar provide some very
easy tribute-summon scenarios. Celestia might loose
her thunder however in game two due to the
prevalence of Light-Imprisoning Mirrors - a card
that will not only make your Celestia (practically)
useless, but at the same time will cripple the
vast-majority of any properly-made Lightsworn build.
Another timely aspect of the game which hurts this
card's playability is the mass-use of Bottomless
Trap Hole and Solemn Judgment. While hitting a
Bottomless and one other (non-floating) card is
still a plus (assuming you're tributing a floating
Wulf, Lyla, or Ryko), you'll find yourself crossing
your fingers that Celestia was able to mill that 4th
Lighsworn, because other wise you're left with a
open field, which, unless followed by a set
Threatening Roar, can be game-loosing.
Overall, Celestia suffers most of
the same restrictions of any tribute monster, and
that, in addition to specific tribute summon
requirements (while not that difficult to fulfil),
and the prevalence of cards like Bottomless and
Solemn really hurt the general playability of this
card. Oh, and did I mention Pulling the Rug?
Playability - 6/10
Plus
(/20); This aspect
of my system is where Celestia will really redeem
herself. Celestia is commonly compared to the
monarch suite in that, upon a successful tribute
summon, you are guaranteed to take at least one card
from your opponent. Optimally, this will only cost
you the Monarch itself because you have tributed a
card that is "floating" (has given you something,
already taken something from your opponent, or will
replace itself upon being tributed). In a
well-constructed Lightsworn build setting up such a
scenario is rather simple. A "free" Wulf, a flipped
Ryko, or even a tapped Lyla will all provide amazing
"floating" tributes for Celestia, which will either
destroy cards (instant-plus) or force your opponent
to make the 1 for 1 trade with Solemn. Be wary
however, because, like most tribute monsters, if you
are forced to tribute a non-floater (which only very
rarely happens in Lightsworn), and you target a
bottomless and a floater you may set yourself back
as opposed to actually gaining any advantage.
Well played, Celestia has some
amazing plus potential, and for that;
Plus - 16/20
Power/Potential
(/20) - While I consider most of the
Lightsworn monsters very "beefy", Celestia, for me,
falls a bit short. Destroying two cards is huge, so
too is the ability to summon, or lead to the
summoning of, additional monsters (Wulf and Judgment
Dragon). But that 2300 atk and 200 def just doesn't
seem to cut it. One major obstacle that a Celestia
will face is Prime Material Dragon - with 2400 atk,
and the ability to stop Celestia's destruction, the
shortcomings of anything with less that 2400 atk
become very evident.
I'm not trying to convince anyone
that Celestia isn't very powerful - destroying 2+
cards for the price of 1, and the potential to
follow up with what could be a game-ending swing (in
this era of Solemn abuse), is huge - but,
there are many main and side-decked answers
that hinder the angel's abilities.
Power - 13/20
Overall - 6+16+13= 35/50 =
Advanced: 3.5/5 (A "staple" in any
competitive Lightsworn variant)
With regards to traditional,
despite the awesomeness that Painful Choice, Mirage
of Nightmare and Graceful Charity add to a
Lightsworn build, the game would simply become a
race to see who can get to their power-monster
first... and BLS or CED > Judgment Dragon... and
both are MUCH easier to summon. Therefore, there is
little reason to use Traditional Lightsworn, and as
such even less reason to use Celestia. =
Traditional: 2/5
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