Jump to content

A new Synchro Lightsworn Support ...


BatMed

Recommended Posts

lightsworn_angel_by_batmed-d7y0qas.png

 

ygocardplz.png © 1996 Kazuki Takahashi ygocardplz.png

[SOGEL-EN079] Included in Ascension - Booster Pack

 

**Effect**
1 LIGHT Tuner + 1 or more non-Tuner “Lightsworn” monsters
When this card is Synchro Summoned; you can destroy face-up cards your opponent controls up to the number of “Lightsworn” monsters with different names in your Graveyard. During your opponent’s End Phase: You can send 1 “Lightsworn” card from your deck to the Graveyard. If this card would be destroyed; send the top 5 card of your deck to the Graveyard instead.

Link to comment
Share on other sites

Hey anyone here that plays LS can tell me the most optimal way to make this?

Gragonith + Tuner. I don't think you run Gragonith tho. That's one flaw with this card. The other is in general, it does too much or it does too little. This most likely would be a late game card, and because of its level, it doesn't do a great job at that. 101 and Castel aside, which would sweep away this card with 0 effort, the destruction prevention effect is pretty damn powerful. The destruction itself is also solid, though again seeing how this card is made so late really hurts it. I would lower the Level to 8, maybe lower the stats a bit, and maybe nerf the effect to destroying monsters up to the number of Lightsworns used for the Synchro Summon possibly and maybe having some other effect other than the destruction prevention, as explained earlier. This way it would be very playable, balanced, and a decent Synchro to go into that isn't Micheal

Link to comment
Share on other sites

Gragonith + Tuner. I don't think you run Gragonith tho. That's one flaw with this card. The other is in general, it does too much or it does too little. This most likely would be a late game card, and because of its level, it doesn't do a great job at that. 101 and Castel aside, which would sweep away this card with 0 effort, the destruction prevention effect is pretty damn powerful. The destruction itself is also solid, though again seeing how this card is made so late really hurts it. I would lower the Level to 8, maybe lower the stats a bit, and maybe nerf the effect to destroying monsters up to the number of Lightsworns used for the Synchro Summon possibly and maybe having some other effect other than the destruction prevention, as explained earlier. This way it would be very playable, balanced, and a decent Synchro to go into that isn't Micheal

eeem, well I agree, but what other effects rather than the destruction prevention do you suggest ?? 

Link to comment
Share on other sites

eeem, well I agree, but what other effects rather than the destruction prevention do you suggest ?? 

Well, most Lightsworn bosses have an effect that has you pay 1000 to do something. You could have it pay 1000 to mill 5, or since it is an Angel, pay 1k to revive a Lightsworn (Although I wouldn't be sure how useful or busted this would be in the Deck since I haven't played LS in a while).

Link to comment
Share on other sites

Well, most Lightsworn bosses have an effect that has you pay 1000 to do something. You could have it pay 1000 to mill 5, or since it is an Angel, pay 1k to revive a Lightsworn (Although I wouldn't be sure how useful or busted this would be in the Deck since I haven't played LS in a while).

Well, he's an angel, so he got the Grace !! What about:

- Once per turn, you can pay 1000 LP: Until the End Phase of this turn, "Lightsworn" monsters you control are unaffected by your opponent Trap Cards effects and gain 200 ATK for each "Lightsworn" monster with different names in your Graveyard.

Link to comment
Share on other sites

Well, he's an angel, so he got the Grace !! What about:
- Once per turn, you can pay 1000 LP: Until the End Phase of this turn, "Lightsworn" monsters you control are unaffected by your opponent Trap Cards effects and gain 200 ATK for each "Lightsworn" monster with different names in your Graveyard.


Take out the LP gain, make the effect blanket, and MAYBE have it during either player's turn, but in that case, make him affected. In short:
- Once per turn, during either player's turn, you can pay 1000 Life Points; Other "Lightsworn" monsters you control are unaffected by your opponent's card effects until the End Phase.
Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...