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PJ on YuGiOh
A look at
Lightsworn
October 21, 2009
For most people these days there is only 1 deck worth
running, the one with its own ROTA, Demise, Cylinder, Zombie
Master, Breaker etc. I'm on about Lightsworn obviously, and
have been running it for the past few months, taking a break
(or a risk that blew up in my face) every so often to try
out something new.
As everybody that's run the deck will know, it tends to fall
flat on its face every so often, usually after milling most
of its 'outs' or not milling any Necro Gardnas. During this
time I've tried out various things with the deck in order to
make it safer to run and have come to a conclusion; 40 cards
is the way to go.
Here's the deck I've been running at locals for the past few
weeks, going undefeated in the process:
Monsters: 23
2 Judgment Dragon
2 Celestia, Lightsworn Angel
3 Honest
3 Necro Gardna
1 Plaguespreader Zombie
1 Gorz the Emissary of Darkness
3 Lumina, Lightsworn Summoner
2 Lyla, Lightsworn Sorceress
2 Wulf, Lightsworn Beast
1 Garoth, Lightsworn Warrior
1 Ehren, Lightsworn Monk
1 Aurkus, Lightsworn Druid
1 Ryko, Lightsworn Hunter
Spells: 11
3 Charge of the Light Brigade
3 Solar Recharge
2 Gold Sarcophagus
1 Heavy Storm
1 Mystical Space Typhoon
1 Foolish Burial
Traps: 6
2 Threatening Roar
2 Beckoning Light
1 Mirror Force
1 Torrential Tribute
Extra Deck: 15
2 Stardust Dragon
1 Colossal Fighter
1 Thought Ruler Archfiend
1 Red Dragon Archfiend
1 Avenging Knight Parshath
1 Black Rose Dragon
1 Ancient Fairy Dragon
1 Goyo Guardian
1 Gaia Knight, the Force of Earth
1 Iron Chain Dragon
1 Tempest Magician
2 Magical Android
1 Armory Arm
Side Deck: 15
2 Kycoo the Ghost Destroyer
1 Shiny Black "C"
1 Aurkus, Lightsworn Druid
2 Lightning Vortex
1 Monster Reincarnation
1 Brain Control
3 Royal Decree
2 Bottomless Trap Hole
2 Fairy Wind
The deck functions just like any other Lightsworn deck; fill
up the Graveyard and abuse its reverse-toolbox capabilities
before finishing off with one of the most feared Dragons in
the game's history. The problem with this is that the method
of filling up the Graveyard is largely uncontrollable.
People have also been using the fact that the deck can
draw/mill cards so fast as justification for running 42, 43,
even 44 cards. While upping the deck count by 1-2 cards
won't hurt the odds of 'drawing/milling X' too much, the
decktype's got enough control problems as it is without
having to fight against reduced odds of success. This is why
I run 40 in Lightsworn now, I want the deck to 'go off'
every game, and if it doesn't I don't want to be waiting 1-2
more turns for that 'swing card' than I have to.
Up until a few weeks ago I was in the 42 camp, dropping the
odd match here or there and not worrying about it too much.
The things is, since I play at very small locals (8-12
players on average, it's a shame that the numbers at both
locals are only about half of what they were last year)
there's less rounds of Swiss. In Limerick you have to go x-0
over 4 rounds to win, as there's no playoff. In Cork, x-1
will take you to top 4, but that 'one match loss' could come
just as easily in the playoffs as it could during Swiss.
Because of my competitive nature (though not as
overly-competitive and ruthless as I was in 2008) I aim to
win every locals I attend, and to go x-2 or better at larger
tournaments. That means cutting out any controllable losses
I can, and leaving the rest down to fate.
Anyways, in order to cut down to 40 I had to strip the deck
down to its core and build it up to 40, rather than down.
When I did this I had 31 cards in the deck and from there I
rounded out the monsters first. In order to get out Judgment
Dragon you need 4 different Lightsworn monsters in the grave
as soon as possible. Most of the Lightsworn decks I saw and
ran in the past only had about 6 different names in their
deck, so the odds of milling 4 in 2 turns (you should be
able to drop JD on your third turn if the deck's going
according to plan) are a lot lower than you think. Upping it
to 8 means I have more uses for Charge, and a greater chance
of getting JD out earlier.
First in after the 31 was Ryko, since it creates so many
mind games to exploit. Any set monster could be the Ryko,
and until it's safely in the Graveyard, your opponent will
usually play more conservatively whenever you set a monster.
Next up was Ehren which I added purely because this is a
locals deck, and as such isn't designed to win an SJC (ie:
you're not going to face as many mirror-matches and Tier 1
decks/players). Players are usually more conservative at my
locals regardless, and Ehren can take advantage of that. The
final monster to make the cut was Gorz. Given that the deck
only runs 6 traps (all semi-chainable at the very least)
this was a no-brainer. 2700 attack coming out of nowhere is
dangerous enough on its own, and the token can have its uses
too. I like the fact that it's LIGHT, and even used Honest
to boost it up enough to win in one of the finals recently.
The spell lineup is pretty standard for the most part. 3
Charge and Recharge are staples, as is the Heavy Storm. I
never feel safe with just one backrow clearer (Celestia,
Lyla and JD force you to commit to the field to pop cards)
in any deck so I added MST, a card that taught me so much
about the game when I was a novice. Foolish Burial allows me
to manually take control of the Graveyard a little, either
to get that crucial Plaguespreader in there, bring out a
free beatstick (Wulf) or set up a larger play. I decided not
to main Brain Control despite how much I like the card (it
wins games) as it doesn't directly contribute to what I'm
trying to do. There are matchups where it can be handy
though, hence why it's still sided.
As for the traps, I wanted to have enough to be able to open
with at least 1 every game so I went with 6; 2 Roar, 2
Beckoning, 1 Mirror, 1 TT. The Roars are in there because I
don't ever feel safe from attacks with just Gardnas and
Honests as they can be played around. Mirror Force is mained
as an alternative to the third Roar because sometimes it's
just plain better. Most players don't see it mained in
Lightsworn decks either so it can cause some upsets Game 1
and force caution in Games 2 and 3. Torrential's inclusion
is pretty obvious, plus it's one of my personal staples in
every deck anyways. 2 Beckonings also make sense and finish
off the deck. I used to go 2 Beckoning, 1 Reincarnation, but
every card counts in a Lightsworn deck, and you don't want
to have to commit when things can go wrong so easily (Crow,
Solemn, etc.). Beckoning can also have some nifty tricks up
its sleeve when combined with Honest and your opponent's
Battle Phase.
The Extra Deck is a massively underrated portion of the
Lightsworn deck, just because it's used so rarely. What
people don't realise is that it makes the mained
Plaguespreader one of your most versatile and explosive
cards in the deck. The right Synchro Summon at the right
time can wreck an opponent so it's important not to waste it
'just because I can Goyo his whatever this turn'. I've tried
to vary it as much as possible, running 13 different
Synchros. I kept 2 Stardust in there because I never feel
happy with having just 1, and 2 Android incase I get the
opportunity to tune up with 2 Luminas over the course of the
duel. This versatility has won me a lot of games, with
Tempest Magician being my favourite of the lot (it was my
only out in one of my games in Limerick, as I was staring
down a field of JD/DaD/Sorcerer. I also got to burn a
Magical Citadel deck for 7,500 in Cork when I was about to
deck out).
The side doesn't play too much of a role at locals, since
the main is strong enough to overcome most of my expected
matchups. Light-Imprisoning Mirror is still a major weakness
to the deck if it's flipped early enough so the 3 Decrees
are in there to take care of that. If I need what traps I've
already mained (or need to side in Bottomlesses while also
dealing with Light-Mirror) I tend to go with Fairy Wind.
It's more reactive than Decree at the same time, and can
help against Dimensional Fissure and various other threats
as well (I would have lost to a Wave-Motion Cannon burn deck
in the Cork finals 2 weeks ago if it wasn't for my Fairy
Winds. The deck beat everything else that day but me.).
Bottomless Trap Holes would be mained if I didn't feel I
needed to main Roars, they usually swap in though if I'm
playing against a less aggressive deck than usual.
Monster Reincarnation's there for when I side in Decrees
(which would lock out my own Beckonings) or for those
matchups where I'm really gonna need JD and Celestia (like
that Burn matchup I was on about). Vortex is my choice card
for when I need more proactive monster removal, or have to
clear large fields quickly (Blackwing and the mirror
mainly). I was maining a single copy ever since I saw how
good it was in the mirror at UkayPro Championships, but it
wasn't essential enough for me to up the deck to 41 or keep
it in at 40.
Kycoo's a great card these days, shutting down the mirror
match and wrecking Graveyard-based decks in general. It's
also a nice big beatstick for the Stun matchup. The second
Aurkus is a Side Deck staple and a no-brainer considering
how many Monarch matchups there are at local level (great
card against Blackwings and Gladiators as well, mind). Final
card (Card #70 if you will) is Shiny Black "C", which I
stuck in because of all the love that Synchros get in
Limerick, and one particular deck that can explode like
TeleDaD when given a chance.
So there you have it, that's what I've been going with for
the past month or so and it's served me well. I also
employed a simple philosophy to go along with it, but in all
fairness it's just a bit of common sense and self-control:
1] Fill the grave till you've got 4 different Lightsworn
monsters (this includes the ones on the field).
2] Once that's done stop milling. You want to be able to
draw into everything in your deck now (bar Wulf).
3] Hold back on the Judgment Dragon until you feel that
they've no outs to it over 2 turns. Make them waste their
removal on your Luminas etc. which will put you up to 4
sworn in grave.
4] Hold back on your (usually) single Synchro Summon until
you absolutely need it.
That's how things should play out when you draw a stable
hand. If you open with a Beckoning feel free to go all-out
to up the odds of milling a JD or two. Some games will just
play themselves out as everything falls into place and some
games will force you to go into 'crisis management mode',
where the price for sticking to the plan above is losing the
game.
The deck isn't spectacular or ground-breaking, just a solid
locals deck with a common-sense approach. Feel free to copy
it and tweak it to your locals meta. If you're planning on
taking it to a Regionals or SJC, remember that this deck
isn't designed to win those, but some of the card choices
may apply to your playstyle and the expected meta.
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