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Enlightened: Darkness Disperse


The ReBeL

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Monsters:24

Judgment Dragon x2

Jain Lightsworn Paladin x2

Wulf Lightsworn Beast x3

Ryko, Lightsworn Hunter x2

Lumina, Lightsworn Summoner

Celestia, Lightsworn Angel x2

Rinyan, Lightsworn Rogue

Honest x2

Night Ends Sorceror x2

Kycoo, the Ghost Destoyer x2

Necro Gardna

Chaos Sorceror

Marie the Fallen One

Caius the Shadow Monarch x2

 

Spells:9

Allure of Darkness

Charge of the Light Brigade

Solar Recharge

Smashing Ground x2

Book of Moon x2

Heavy Storm

M.S.T.

 

Traps:9

Bottomless x2

Mirror Force

Compulsory x3

Solemn

Dark Bribe

Starlight Road

 

15 Generic Synchros

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*looks at Deck*

 

Yeah. You're still doing Twilight wrong.

 

This is a better way of running it

 

Monsters [24]

 

[2] Judgment Dragon (obvious)

[3] Celestia, Lightsworn Angel (secondary win condition so you should max it)

[1] Chaos Sorcerer (obvious)

[1] Gorz the Emissary of Darkness (standard and great)

[1] Tragoedia (standard again)

[2] Wulf, Lightsworn Beast (you shouldn't run it at 3 with Foolish Burial and Lumina Limited. They're the only reasons that could really justify running Wulf at 3)

[2] Lyla, Lightsworn Sorceress (a Breaker for LS except searchable and it can be revived with Lumina)

[2] Ryko, Lightsworn Hunter (good)

[1] Lumina, Lightsworn Summoner (obvious)

[1] Ehren, Lightsworn Monk (eh. Its one of those you can run it if you want cards. I personally like it in here)

[1] Garoth, Lightsworn Warrior (standard)

[1] Jain, Lightsworn Paladin (fine at 1 really)

[1] Aurkus, Lightsworn Druid (helps win games apparently)

[2] Honest (obvious)

[1] Necro Gardna (obvious)

[1] Plaguespreader Zombie (no idea why you're not running this)

[1] Blackwing - Gale the Whirlwind (Meh. It's another DARK, it's a Tuner and it isn't really a dead draw so why not)

 

Spells [11]

 

[3] Solar Recharge (there is no excuse for not running this at 3. Even in hybrid builds. A D-Draw for LS is something you just should use in LS Decks. Even if they're hybrids although in some cases you could justify using 2 (space, the Deck flows better for whatever reason) but you really should be using 3 in here)

[1] Charge of the Light Brigade (obvious)

[1] Foolish Burial (should be used. A Wulf into Celestia is a decent play and it can give you an fourth LS for JD or a DARK for Chaos Sorcerer)

[2] Monster Reincarnation (JD recovery. Also, unlike Beckoning Light, it can be used on the same turn youn get it back. Pointless at 1 and cloggy at 3 so run 2)

[1] Heavy Storm (obvious)

[1] Giant Trunade (should be obvious)

[1] Mystical Space Typhoon (obvious)

[1] Brain Control (topdeck victories ftw so why not)

 

Traps [5]

 

[2] Beckoning Light (Honest and JD recovery)

[2] Bottomless Trap Hole (obvious)

[1] Solemn Judgment (helps with big plays and whatnot)

 

Extra Deck [15]

 

[15] Generic Stuff (obvious)

 

Now lets look over your Deck again just so you can see what you're doing wrong:

 

Monsters: 24

Judgment Dragon x2

Jain Lightsworn Paladin x2

Wulf Lightsworn Beast x3

Ryko, Lightsworn Hunter x2

Lumina, Lightsworn Summoner

Celestia, Lightsworn Angel x2

Rinyan, Lightsworn Rogue

Honest x2

Night Ends Sorceror x2

Kycoo, the Ghost Destoyer x2

Necro Gardna

Chaos Sorceror

Marie the Fallen One

Caius the Shadow Monarch x2

 

Spells:9

Allure of Darkness

Charge of the Light Brigade

Solar Recharge

Smashing Ground x2

Book of Moon x2

Heavy Storm

M.S.T.

 

Traps:9

Bottomless x2

Mirror Force

Compulsory x3

Solemn

Dark Bribe

Starlight Road

 

15 Generic Synchros

 

Now lets analyze each one:

 

Wulf: With Foolish Burial Limited and especially without it as well as Lumina being Limited, Wulf really shouldn't be run at 3. It can end up being a dead draw at the worst of times. Especially since you have much fewer ways of getting rid of it. Lumina at 3 and Foolish Burial at at least 2 were the only things to justify running Wulf at 3 aside from everything else. Not only that, you're digging yourself an even bigger grave by not running Solar Recharge at 3 like you should be doing.

 

Celestia: It is a secondary win condition. There is no reason to not max it. If you're running the Deck properly, it shouldn't be a dead draw or whatever.

 

Rinyan: It is bad. Just bad. Reason enough to not use it. Especially when better options exist for LS if you need more names for JD.

 

Nights End Sorceror: What the hell is this doing in here? This has no business being in here at all.

 

Kycoo: Not a bad card in itself but it really doesn't belong in here.

 

Marie: This card should not be in here under any circumstances. This card is terrible. The LP Gain it offers is slow and negligible at best. It won't really keep you from losing any later.

 

Caius: Again not a bad card itself but consider this. When you should be Tribute Summoning it, you should be Tribute Summoning Celestia. Well at least saving your LS for Celestia which is the main structure of the Deck. You really should be using Caius for what it can do that Celestia can't. Just to give you a reason to use it.

 

Allure of Darkness: The DARKs you have to remove from play are wanted in the Graveyard. At 1 it probably won't make a difference though.

 

Solar Recharge: A Destiny Draw for Lightsworns. It should always be run at 3. Even in hybrid builds. The only reason you could really justify running it at a number other than 3 is if you're not using LS or if you need to drop it back to 2 say for space (you should never need to in LS dedicated builds if you're playing them properly) or for some reason if they flow better with 2 Recharges but again, those instances are low.

 

Smashing Ground: The space Smashing Ground takes should be used for other stuff. Monster Reincarnations to get back milled Judgment Dragons for example or for stuff that helps you win more like Brain Control or Giant Trunade.

 

Book of Moon: Refer to Smashing Ground.

 

Compulsory Evacuation Device: Side them. Again, the space they take can be better used.

 

Dark Bribe: Not needed but if it can win you a game like say by stopping something that can stop you from winning. Who cares if your opponent gets to draw a card? I just won the Duel. Good luck using it. Just watch out for Battle Faders though since they can stop you. That's the only justification for using Dark Bribe I can come up with. Otherwise it is just an inferior Solemn Judgment.

 

Starlight Road: Predictable and too easy to play around despite being irritating in general.

 

On a more positive note for you, at least it is better than the last one you posted.

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Twilight has been done many times in the past. Destiny Heroes (D-Hero Twilight), Zombies (Zombiesworn), splashable DARKs (moreso the one I posted), DARK Counterparts (Twilight), Teleport Engine (also called TeleSworn but it could be considered a Twilight Deck since a significant part of it is DARK but it can't really be called much of an engine now with Emergency Teleport at 1), Blackwings (also called VayuSworn although it could be considered a Twilight Deck too) are really the only ones that are or were in some cases really viable in that department for one reason or another.

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