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Lightsworn build for 3-1-2010

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Celestial Celebi 16
Crew

PostPosted: Fri Dec 11, 2009 10:46 pm


Thought it was a dead deck, but I think the deck may still work.

24 Monsters:

1 Necro Gardna
1 Plaguespreader Zombie
1 Gorz, the Emissary of Darkness
2 Judgment Dragon
3 Celestia, Lightsworn Angel
1 Lumina, Lightsworn Summoner
2 Lyla, Lightsworn Sorceress
1 Garoth, Lightsworn Warrior
1 Aurkus, Lightsworn Druid
2 Jain, Lightsworn Paladin
1 Ehren, Lightsworn Monk
1 Ryko, Lightsworn Hunter
3 Wulf, Lightsworn Beast
2 Cyber Dragon
2 Honest

9 Spells:

1 Pot of Avarice
1 Mystical Space Typhoon
3 Solar Recharge
1 Foolish Burial
1 Heavy Storm
1 Charge of the Light Brigade
1 Monster Reincarnation

7 Traps:

1 Mirror Force
1 Torrential Tribute
1 Call of the Haunted/Solemn Judgment
2 Bottomless Trap Hole
2 Beckoning Light
PostPosted: Fri Jan 15, 2010 10:42 pm


My advice is to sell that crap off and build something decent and different stare
But...
let me see what I could suggest.
Well I know you would have the charges now. And I can see why this is having trouble. To many conflicting scenarios. My first part will be this. Your Boss mode is far to high and weighing you down considerably. Leading to your hands being far more dead than anything. I will proceed to tell you how their dead.

Wulf x2
Gorz
JD x2
Chaos Sorceror x2
DAD
Celestia x2

Following this line of thought yet?
By my count this right here means 1 thing.
You have 10 Monsters that are unplayable from the hand from the opening hand. This does not factor in your 3 Tragoedia. Or 3 Necro gardna. You especially dont want to be wasting a Necro set for these combinations. You have the ideal monsters you want in start up. And with such a high monster count it looks good on paper since your milling so much and you need so much monsters to limit the damage you would take from those mills. That being your spell line up. Whatever you could get for spells is a huge factor in setting yourself up for the win. Unless you got the JD/DAD right where you want it. But since your mills are dumb luck in the first place. Your leaving your every draw up to chance. Which can be good or bad. But in this situation highly bad. Because if you mill out most of the monsters that you can summon easily. That means your much more likely to nab those monsters that are unplayabe right off.

Oh sure you can pull of some wicked monsters to sp summon. But its only good if you can make use of this. And that gets tricky because your draws are unstable. And with little ways to consolidate your resources. You got to hope for the quick win while REALLY hoping you dont mill out those cards you need for that quick win that will leave you with dead hands. And without a current source to rid the dead hands (besides your monster reincarnations) your setting yourself up to run out of gas if the duel extends beyond 10 turns. Hopefully you have taken a bit of the edge off with the non playable cards for first turn. And added some stuff that could be more readily playable.

yuki_aoi
Captain


Celestial Celebi 16
Crew

PostPosted: Fri Jan 15, 2010 10:49 pm


yuki_aoi
My advice is to sell that crap off and build something decent and different stare
But...
let me see what I could suggest.
Well I know you would have the charges now. And I can see why this is having trouble. To many conflicting scenarios. My first part will be this. Your Boss mode is far to high and weighing you down considerably. Leading to your hands being far more dead than anything. I will proceed to tell you how their dead.

Wulf x2
Gorz
JD x2
Chaos Sorceror x2
DAD
Celestia x2

Following this line of thought yet?
By my count this right here means 1 thing.
You have 10 Monsters that are unplayable from the hand from the opening hand. This does not factor in your 3 Tragoedia. Or 3 Necro gardna. You especially dont want to be wasting a Necro set for these combinations. You have the ideal monsters you want in start up. And with such a high monster count it looks good on paper since your milling so much and you need so much monsters to limit the damage you would take from those mills. That being your spell line up. Whatever you could get for spells is a huge factor in setting yourself up for the win. Unless you got the JD/DAD right where you want it. But since your mills are dumb luck in the first place. Your leaving your every draw up to chance. Which can be good or bad. But in this situation highly bad. Because if you mill out most of the monsters that you can summon easily. That means your much more likely to nab those monsters that are unplayabe right off.

Oh sure you can pull of some wicked monsters to sp summon. But its only good if you can make use of this. And that gets tricky because your draws are unstable. And with little ways to consolidate your resources. You got to hope for the quick win while REALLY hoping you dont mill out those cards you need for that quick win that will leave you with dead hands. And without a current source to rid the dead hands (besides your monster reincarnations) your setting yourself up to run out of gas if the duel extends beyond 10 turns. Hopefully you have taken a bit of the edge off with the non playable cards for first turn. And added some stuff that could be more readily playable.


You know I'm a cookie cutter duelist. I'm the person who just runs what wins big tournaments. Playing regular Lightsworn clears up problems. Actually I need to edit the build. It changed a bit after Charge became a promo. You also have to remember that about half of those monsters are sent to the graveyard, anyway, and Monster Reincarnation just gets them back when they are needed. Also see your point about the opening hand. Today I played and had an opening hand of 2 Celestia, Judgment, Wulf, Sorcerer, and some other card I can't even remember.
PostPosted: Fri Jan 29, 2010 10:33 pm


doesnt matter how many cookies you cut.
You need to tinker the deck to your liking and play style. Otherwise its no good.

raye rei

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