It’s finals week, so for lack of time I’ll do a quick update on Lightsworn Rulers.
I was requested to do an update on my deck now that we have Kuribandit and in the future some Lightsworn tuners, so I’ll do a quick profile for you guys.
Main Deck (40):
Monsters (35):
- 1 Red-Eyes Darkness Metal Dragon
- 3 Judgment Dragon
- 1 Blaster, Dragon Ruler of Infernos
- 1 Tidal, Drago Ruler of Waterfalls
- 1 Tempest, Dragon Ruler of Storms
- 2 Lightpulsar Dragon
- 1 Gragonith, Lightsworn Dragon
- 3 Darkflare Dragon
- 1 Jain, Lightsworn Paladin
- 3 Lyla, Lightsworn Sorceress
- 1 Ehren, Lightsworn Monk
- 2 Eclipse Wyvern
- 1 Debris Dragon
- 3 Lumina, Lightsworn Summoner
- 3 Kuribandit
- 1 Necro Gardna
- 1 Shire, Lightsworn Spirit
- 2 Card Trooper
- 1 Bacon Saver
- 1 Ryko, Lightsworn Hunter
- 2 Rainbow Kuriboh
Spells (5):
- 3 Solar Recharge
- 1 Allure of Darkness
- 1 Charge of the Light Brigade
Extra Deck (15):
- 1 Star Eater
- 1 Black Rose Dragon
- 1 Orient Dragon
- 1 Number 74: Master of Blades
- 1 Mecha Phantom Beast Dracossack
- 1 Number 11: Big Eye
- 1 Constellar Ptolemy M7
- 1 Queen Dragun Djinn
- 1 Number 101: Silent Honor ARK
- 1 Diamond Dire Wolf
- 1 Starliege Paladynamo
- 1 Lavalval Chain
- 1 Daigusto Emeral
- 1 Constellar Hyades
- 1 Leviair the Sea Dragon
Side Deck (15):
- 2 Lightray Daedalus
- 2 Ryko, Lightsworn Hunter
- 2 Ghostrick Jackfrost
- 3 Mystical Space Typhoon
- 2 Twister
- 2 Breakthrough Skill
- 2 Royal Decree
Changes from last time:
- +1 Judgment Dragon
- +3 Kuribandit
- +1 Bacon Saver
- +1 Allure of Darkness
- +1 Orient Dragon
- +1 Number 74: Master of Blades
- +1 Daigusto Emeral
- -2 Necro Gardna
- -3 Needlebug Nest
- -1 Ancient Fairy Dragon
- -1 Ghostrick Alucard
The main reason I post this is because of the release of Kuribandit in Dragons of Legend. Basically, Kuribandit allows me to not run Needlebug Nest and also allows you to run Allure of Darkness, both allow you to setup infinitely faster. Needlebug Nest is fantastic, don’t get me wrong, but it’s quite slow and vulnerable to end phase MSTs, which sucks, so the Bandit gives some very adverse speed and even skrys into cards that make the deck go even faster. Bandit also allows for the addition of Allure of Darkness once again, which I welcome. Allure of Darkness is great because it pushes into the deck to see Recharge and Charge more often and it also is a really easy card to side out game 2 and 3. Kuribandit is only particularly good turn 1, late game I tend to want to summon Lightsworn monsters instead, so you can just Allure Bandits away late game or pitch them to summon Lightpulsar from the graveyard. The fact that Kuribandit is DARK is very helpful as well. The additional DARKs makes summoning Darkflare from hand more regular and reviving Lightpulsar much more frequent, meaning you can graveyard correct by pitching Lightsworn monsters more often and make Judgment Dragon live more often.
I replaced a single Necro Gardna with a Bacon Saver and dropped the third Gardna. The Bacon Saver has unique interactions with opposing cards that require attacks to be negated because Bacon Saver can negate my own attacks. An example would be Swift Scarecrow. Scarecrow must negate the attack to end the battle phase, so if I negate the attack of my own monster with Bacon Saver in response to a Swift Scarecrow the battle phase won’t end because Scarecrow isn’t negating my attack, my Bacon Saver is. Bacon Saver is not nearly as powerful as Gardna though because it has more strict activation requirements and Bacon Saver can only be used once per duel, but in testing that rarely, if ever, comes up. Bacon Saver can also targets the monster it’s negating, unlike Gardna, so it can target your own Master of Blades, which he can negate to destroy a card. Also, many people don’t even know what it does, so it allows you to “pull a fast one” on them sometimes when they check your graveyard for Gardnas. Lastly, it’s far more adorable than Necro Gardna. I dropped the 3rd Gardna in favor of the Rainbow Kuribohs, which I wasn’t running for the past months.
About Rainbow Kuriboh: I was not running it for a while in testing because it’s not very important in a lot of match-ups, but in the end it works similar to Necro Gardna in that if you don’t run it you randomly lose a lot more. It adds this invisible layer to prevent you from losing that’s hard to specifically credit to the Gardnas and Kuribohs. The Kuribohs could feasibly be swapped with cards like Honest or Tragoedia, but with all the excessive milling brought by Bandit it’s a lot better to have useful graveyard effects as well. As I said, I wasn’t running them for the past months, but when I took out the Needlebug Nests, I had a lot of space so I added the Kuribohs and Jain back in (which I was technically running in my last post, but I took out afterwards).
I added back in the third Judgment Dragon, really against my better Judgment (no pun intended). I may end up taking it out again, but for now it’s been fine for a few reasons. I was testing Dark Armed Dragon in the deck again now that I had the Kurbandits for additional DARKs, and it actually works very well. The problem though was pretty obvious to me after a short time; If I’m running 2 JD and 1 Dark Armed, why not swap the Dark Armed Dragon for a 3rd JD because JD is better than Dark Armed Dragon is? And so I did. I’m keeping it in now basically for the same reason as Allure of Darkness, because it’s easy to side out game 2 and 3 and has no detrimental side effects from being taken out.
As far as the side deck goes, I don’t have much to say other than that you can’t really side out more than 4 cards in this deck and I’m still unsure on some of the side. That being said, the side deck will probably need some work and probably run more 1 ofs. When siding I side out Allure of Darkness and 1 Judgment Dragon almost every match. In addition I’ll side out Rainbow Kuribohs against deck that are slow and if I’m siding in Rykos I’ll swap them for Gragonith, Jain and Ehren (whichever 2 of the 3 are least useful in the match-up). The only other card that I side out is 1 Lightpulsar Dragon. I never ever side any other cards out or the deck loses functionality. I do side out the Gardna and Saver against Gravekeepers though because of Necrovalley.
As far as what I have in the Side Deck, I am 100% certain about siding the Rykos, the MSTs, the Daedalus and the Breakthrough Skills. The other stuff is just in testing and might get scrapped. I’ve been seriously thinking about siding in 2 to 3 of each of the Fire Hand and the Ice Hand, they’d really help versus Evilswarms and Skill Drain decks.
The last thing I have to talk about is that I’m sure someone will ask “why not run Soul Charge? You mill a lot which fills up your grave and that card is broke bleh bleh”. Here’s my attempt to justify myself:
First, this deck’s success is highly based around how good your opening hand is. Unlike many other decks, if you open rather poor you can wait until you get a better hand or slowing build up resources. In Lightsworns you open well or bust; any hand that is sub-par usually causes you to lose within 2 or 3 turns. That being said, Soul Charge is completely awful turn 1 in Lightsworns. You will not have a graveyard turn 1 and with a Soul Charge in hand, you have one less card to build a graveyard with, so it makes your opening hand consistently worse if you open with it. You might say that you could open with Charge of the Light Brigade o Solar Recharge and then play Soul Charge, but honestly if I already have though cards in hand I’m already winning the duel, so the addition of Soul Charge is probably irrelevant; I’d rather just not run the Soul Charge to prevent the inconsistent starting hands than have wombo combos every once in an while, by definition that is “win more”.
Second, when drawn late game there actually ins’t a whole lot to be doing with this card. You can revive some Lylas and pop back row, but if that flies I’d be surprised. At best they’ll have 1 Spell Trap and you’ll revive 1 Lyla for a pop and some other stuff. In addition, what you can do with these monsters you revive is rather limited because this deck can’t provide very much defense as far ass the Extra Deck is concerned other than Dracossack and that’s assuming you’ve milled 2 of 3 Dragon Rulers. The best late game use of this card would probably be to revive as many Lylas as possible as well as REDMD then pop some back row and use REDMD to revive Lightpulsar and mill some stuff and sit on that defense (that’s actually not a bad play so I’m not making that great of a case for myself).
Third, late game, when Soul Charge is ideal, you’re incredibly likely in this deck to be running on extreme life point lowness. This deck plays really defenseless so you tend to just eat attacks because you have no reason to stop them. Soul Charge in the deck forces you to start negating random attacks with Rainbow Kuriboh and Necro Gardna just so you don’t drop below lifepoint thresholds for Soul Charge and Judgment Dragon in addition which can kill you when you actually do need to be using Gardna and Kuriboh on important setups later. This also conflicts against decks where you have to pay multiple times with Judgment Dragon, like against Bujins, where most duels end with me summoning JD and paying 3000 to break a Hare and then a Mikazuchi.
At the very least I will concede to 1 copy in place of the 3rd Judgment Dragon. When running 2 you’ll consistently see it in your opening hand, which is bad. As general theory-oh with Soul Charge I would never play 3 in a deck where I would want to use Soul Charge to revive 3 or more monsters in most cases because drawing a second copy will generally be a dead draw with the amount of Lifepoints you have to pay. 3 is for decks that use it to bring back 1 or 2 monsters in most cases. 2 is for decks that really want to see it, but will regularly bring back 3 plus monsters. 1 copy is for decks that can use it but don’t necessarily desire it every game so it could be thought of as a tech choice.
I hope that helps you with my thoughts on Soul Charge.
Feel free to ask any other questions about the deck or chastise me in the comments below!
QOTW? Question of the Week:
Whatever happened to Ninjas? Aren’t Ninja Grandmaster Hanzo and Super-Transformation still really good cards? Tell me your thoughts in the comments below!
Written by: Kyle
Nice article I wish I could stick with one deck long enough to get it this consistent. Gl on finals.
Great article Kyle as usual! Always look forward to reading these on Mondays!
What do you think about 3 Soul Charge in Sylvans, Specifically a build running Kurribadits that can dig it out? I think your theoryoh about 2 vs 3 is sound, however I think the power of opening Lonefire+Soul Charge turn 1 going first is so powerful that I want to increase my chances of opening it every way I can, which means running 3. Perhaps siding out the 3rd copy gong 2nd is the way to go since they will have traps (hand or purple) to stop this combo even if I do manage to open it going 2nd.
Also as far as your deck, why no BLS?
Thanks!
Jessie
I really like Soul Charge in Sylvans; 3 would make a lot of sense in that deck because in most cases you only revive 2 cards with it (2 Trees or Lonefires), plus as you said it has first turn wombos. I’ve toyed with the idea of running Soul Charge in decks just to side it out later, it seems like a good idea, but I’m unsure.
I don’t run BLS, first because of space issues. I’m always feeling cramped for space with this deck and if it isn’t a vital card I usually cut it. Second, it serves no purpose towards the decks end goal. If you open with it, it might as well be a dead draw since it provides literally no forward motion. It’s only real relevance is when you draw it late game because it doesn’t impede your opening hand. Third, I hate banishing any additional LIGHT and DARK monsters in this deck. Frequently my issue with Darkflare is that I don’t want to banish any of my LIGHT monsters because they’re providing a Lightsworn name or are a Dragon-type which I save for Dragon Rulers. The only DARK I really don’t mind banishing is Kuribandit, which isn’t always in the graveyard, leaving either Dragon-types or Gardnas, which I don’t like to banish much. The up-side is Darkflare can usually re-fuel whatever I lost from its summon with its effect, BLS cannot.
Ninjas are their own worst enemy. Hanzo is good, but other than Upstart (and maybe Sazank), he is the only playable Ninja. In addition, you have to play multiple copies of Transformation traps which are terrible draws, especially if you didn’t draw into any Ninjas. If Exchange of Twilight is ever released here in the TCG then the deck might be playable again.
I started testing out a LS ruler deck, I cut most of the dragons you use and went for more traps. I run 3 needlebug nest, 3 breakthrough skill as my trap lineup.
Then I run 3 dragon rulers and 3 eclipse wyverns as the dragons, between than and dragon type xyz and synchros I generally dont have much trouble summoning 2 or 3 e dragons per duel, usually I end up summoning the same one twice.
Here is the list I’ve been having the most success with.
Monsters 29
3 Judgement
3 Eclipse Wyvern
3 Raiden
3 Lumina
3 Kuribandit
3 Necroguardna (because I run allure)
2 Wulf
1 Lyla
1 Ehren
1 Garoth
1 Ryko
1 Jain
1 Blaster
1 Tidal
1 Tempest
1 Honest
Spells 6
1 Allure
1 Charge of the light brigade
1 Dark Hole
3 Solar Recharge
Traps 6
3 Breakthrough skill
3 Needlebug Nest
I find that I have enough milling in this deck that I dont need more dragons, and by not including many of the power cards than need light and darks I up the consistency of early turns. I maximize all the huge mills by running 3 needlebug 3 Kuribandit and the best milling sworns in 3s as well.
The only cards I would cut are allure which I still really like but can be dead often, Honest which I run to help get over cards that would otherwise shut me down like the Vanities monsters and Dark hole which I run for the same reasons.
I’m really loving the triple breakthrough skill as it also lets me get over troublesome no special summon effect monsters and it also lets me get over some monsters that would otherwise be immune to destruction (beelze).
The 2 wulfs have been fantastic, as long as I dont draw both of them I often mill one which allows me to make Starliege or other rank 4s, or just adds a free body to push for damage.
Sometimes I get unlucky and mill 2 Judgement Dragons to the GY where I have no way to recur them but even with one I can grind out wins vs many decks.
Would appreciate any advice on my build, thanks!