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Light Warriors Deck (Ideas Welcome)


Apocolypse123

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Hey everybody, I've decided to create a deck based on an army type format. I've decided to call it Supreme Army. I think some of my cards may be overpowered, so I'm welcome to anybody expressing their views about them. I've also pretty much run out of ideas. Anyway, here are the cards.

 

Binding Light

Continuous Spell

Once per turn card will generate one counter. Once per turn, you may discard 1 counter to stop a level 5 or lower card from changing battle stance, attacking and being sacrificed for 3 turns.

 

Killing Blow

Quick-Play Spell

When an enemy's monster is destroyed by battle, you may activate this card. If it is in defence mode deal damage as it would to an attack position monster, and if it is in attack mode damage dealt to the opponent from this attack is doubled.

 

Supreme Army Cavalry

Light

Level 6

Warrior/Effect

When this card attacks a defence position monster, this card will destroy it before the battle stage, and if a trap or spell card is activated that effect will be negated and this card may attack again with an extra 400 damage.

2300/1700

 

Supreme Army Commander

Light

Level 8

Warrior/Fusion/Effect

This card does not require a polymerization card to be summoned.

Supreme Army Recruit + Supreme Army Recruit + Supreme Army Cavalry

Once per turn, this card may special summon one Supreme Army monster from the deck by sending one card from my hand to the graveyard.

3000/2100

 

Supreme Army General

Light

Level 12

Warrior/Fusion/Effect

Supreme Army Commander + Supreme Army Commander

Once per turn, this card may discard 2 counters to destroy a card your opponent controls.

Once per turn, you may equip one Supreme Army card from the deck to gain its attack, defence and ability.

4000/3000

 

Supreme Army Hounds

Light

Level 4

Beast/Effect

While this card is on the field, all opponent's defence monster, traps and spells are revealed.

1750/1200

 

Supreme Army Recruit

Light

Level 4

Warrior/Effect

When this card is summoned, you may special summon up to 2 Lightsworn Recruits in attack mode. If summoned by the effect of Supreme Army Recruit, this effect may not be activated

1750/1200

 

Paladin's Castle

Field Spell

All light warrior and beast type gain 400 attack and 200 defence and will return to deck after 2 turns in graveyard.

 

Shielded Reinforcements

Light

Level 4

Warrior/Effect

Each turn, this card gains 2 counters . When this card is attacked, you may use 1 token to block that attack and end the battle phase. This card may give counters to other cards. When this card is sent to the graveyard you may add 10 counters to a card on the field

1000/1000

 

The Shining Chance

Spell

Destroy all monster cards you control to summon in cards until they reach the amount of levels/ranks you sacrificed. Any leftover levels/ranks you have you may take opponent's cards down levels/ranks. If your opponent's cards reach 0 levels/ranks it will be destroyed. If you have more points leftover, and your opponent has no monsters on the field every leftover points will deal 200 damage each to your opponent.

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http://yugioh.wikia.com/wiki/Lightsworn

 

Yeah, Lightsworns already exist as a Deck, so you'll need to change the name to something else. For the purpose of this review, I'll treat these as inclusions to the LS Deck (despite these being not useful to them).

 

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Binding Light needs to specify what the Attribute / Level / ATK / DEF / Type of the Token; do not assume it summons a generic Token. Yeah, you can Tribute a Token to stop smaller monsters from attacking, being used as Tribute fodder and so forth, but it does nothing against common Xyz and the fact high Levels get summoned very easily.

 

So basically, Killing Blow is either piercing damage or double any incurred damage from strikes. I guess it's not too bad, but in application, it's just going to lead to more OTKs (or a heightened chance of one); very few even play Defense Position stuff (at least from matches I've gone through recently).

 

Cavalry basically destroys Defense Position monsters and negates any form of backrow with an added stat boost/attacking power. The "insta-kill Defense Position" effect is acceptable, but automatically negating Spell/Traps with added damage is not.

 

Where is this Lightsworn Charger for Commander? In any case, this basically serves to be a free Summon for any LS monster from the MAIN Deck. This card will not Special Summon General because it's an ED monster (at least by the current wording; you must actually state WHERE you are summoning from). Aside from Cavalry, LS don't really have anything useful to summon except Celestia or Gragonith. That in mind, if you don't require Polymerization, how are you making this? Contact Fusion? ABC/XYZ (banish the required mats)? Send them to Graveyard?

 

General is pretty much impossible to summon, unless you can loop Chargers to Fusion Summon it (which I don't see). Its destruction effect isn't great though, as it relies on either you spamming Binding Light or other Token fodder. Again, WHERE are you equipping the LS monster from?

 

Recruit is just 3-mat Rank 4 spam just waiting to happen. You need to mention where you are summoning them from, but even so, the fact this generates Rank 4 spam in this Deck from anywhere is not good design. I am going to assume its DEF is 1200.

 

Shielded Reinforcements cannot gain Tokens, only counters. I'm fine with this blocking attacks, but definitely feel that more should be required to end the Battle Phase. Also, the 10 "counter" effect needs to go, or be severely nerfed. You do realize that you cannot summon 10 monsters on the field, correct? And yes, stats are missing.

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