The ReBeL Posted August 4, 2010 Report Share Posted August 4, 2010 Monsters:24Judgment Dragon x2Jain Lightsworn Paladin x2Wulf Lightsworn Beast x3Ryko, Lightsworn Hunter x2Lumina, Lightsworn SummonerCelestia, Lightsworn Angel x2Rinyan, Lightsworn Rogue Honest x2Night Ends Sorceror x2Kycoo, the Ghost Destoyer x2Necro GardnaChaos SorcerorMarie the Fallen One Caius the Shadow Monarch x2 Spells:9Allure of DarknessCharge of the Light BrigadeSolar Recharge Smashing Ground x2Book of Moon x2Heavy StormM.S.T. Traps:9Bottomless x2Mirror ForceCompulsory x3SolemnDark BribeStarlight Road 15 Generic Synchros Link to comment Share on other sites More sharing options...
Mr. Judgment Dragon Posted August 4, 2010 Report Share Posted August 4, 2010 *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: 24Judgment Dragon x2Jain Lightsworn Paladin x2Wulf Lightsworn Beast x3Ryko, Lightsworn Hunter x2Lumina, Lightsworn SummonerCelestia, Lightsworn Angel x2Rinyan, Lightsworn RogueHonest x2Night Ends Sorceror x2Kycoo, the Ghost Destoyer x2Necro GardnaChaos SorcerorMarie the Fallen OneCaius the Shadow Monarch x2 Spells:9Allure of DarknessCharge of the Light BrigadeSolar RechargeSmashing Ground x2Book of Moon x2Heavy StormM.S.T. Traps:9Bottomless x2Mirror ForceCompulsory x3SolemnDark BribeStarlight 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. Link to comment Share on other sites More sharing options...
The ReBeL Posted August 4, 2010 Author Report Share Posted August 4, 2010 i like that you went out of the way to explain but i want to work on a hybrid ls build that no one has done. Link to comment Share on other sites More sharing options...
Mr. Judgment Dragon Posted August 4, 2010 Report Share Posted August 4, 2010 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. Link to comment Share on other sites More sharing options...
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