Thank you for sharing your tips with us IGN: Amiiro97!
Show of Nightmares is my favorite skill for this deck, it has saved the day so many times, (except when it adds That grass looks greener back to my hand. lol)
Witchcrafter Madame Verre | LIGHT Spellcaster ★8 ATK 1000 / DEF 2800 |
Witchs Sorcery [UR] | |
During damage calculation, if your Spellcaster monster battles an opponent's monster (Quick Effect): You can reveal any number of Spells with different names in your hand, and if you do, your battling monster gains 1000 ATK/DEF for each card revealed, until the end of this turn. (Quick Effect): You can discard 1 Spell; negate the effects of all face-up monsters your opponent currently controls, until the end of this turn. You can only use each effect of "Witchcrafter Madame Verre" once per turn. |
The madame is the MVP of the deck, once you summoned her you will be one step closer to win the duel.
Ok here we go, i have tested the deck in many variations such as PURE WC, Invoked WC, and finally Synchro WC.
Playing the PURE WC sometimes it's boring, and with invoked it's not that bad but at the same time it wasn't that enough to secure its place in the top tiers. So the Lightsworn Synchro engine gives the deck what it needs to be on the top, you will get more options more strategies and more ways to win the duel the synchro monsters saves the day, BRD, Broniac and Michael are my favorites, they got the abilities and the power you need to clear your opponent's board in no time and go for the OTK.
Lyla, Lightsworn Sorceress | LIGHT Spellcaster ★4 ATK 1700 / DEF 200 |
Primal Burst [UR] | |
You can target 1 Spell/Trap Card your opponent controls; this card's battle position cannot be changed until the end of your next turn, also change this card you control from face-up Attack Position to face-up Defense Position, and if you do, destroy that target. Once per turn, during your End Phase: Send the top 3 cards of your Deck to the Graveyard. |
Raiden, Hand of the Lightsworn | LIGHT Warrior ★4 ATK 1700 / DEF 1000 |
Judgement Force [SR] | |
During your Main Phase: You can send the top 2 cards of your Deck to the Graveyard, then if any "Lightsworn" monsters were sent to the Graveyard by this effect, this card gains 200 ATK until the end of your opponent's turn. You can only use this effect of "Raiden, Hand of the Lightsworn" once per turn. Once per turn, during your End Phase: Send the top 2 cards of your Deck to the Graveyard. |
Minerva, Lightsworn Maiden | LIGHT Spellcaster ★3 ATK 800 / DEF 200 |
Judgement Force [N] | |
When this card is Normal Summoned: You can add 1 LIGHT Dragon-Type monster from your Deck to your hand, whose Level is less than or equal to the total number of "Lightsworn" monsters with different names in your Graveyard. If this card is sent from your hand or Deck to the Graveyard: Send the top card of your Deck to the Graveyard. During each of your End Phases: Send the top 2 cards of your Deck to the Graveyard. |
Forbidden Lance | Quick Spell |
Valhalla Calling [UR] | |
Target 1 face-up monster on the field; until the end of this turn, that target loses 800 ATK, but is unaffected by the effects of other Spell/Trap Cards. |
Forbidden Lance protect your monsters form spell/trap cards for the rest of the turn but on the other hand it decreases your monster's ATK, but it doesn't matter cuz you have the madame got your back, as i said earlier she boosts your monster's ATK.
Cosmic Cyclone | Quick Spell |
Galactic Origin [UR] | |
Pay 1000 LP, then target 1 Spell/Trap Card on the field; banish it. |
I put Cosmic Cyclone and Twister to deal with Necrovalley, Necrovalley is like a nightmare to Witchcrafters, it can prevent your WC Spell cards to keep cycling, and it can prevent your WC monsters to activate their effects from the GY as well, in another word it completely destroys your deck,so once your opponent activates this NIGHTMARE don't hesitate to get it out of the field ASAP
Charge of the Light Brigade | Normal Spell |
Judgement Force [SR] | |
Send the top 3 cards of your Deck to the Graveyard; add 1 Level 4 or lower "Lightsworn" monster from your Deck to your hand. |
Charge sends your top 3 cards to the GY and then you can add one Lightsworn monster to your hand, so if you want a quick Synchro summon this card helps you to that
That Grass Looks Greener | Normal Spell |
Card Trader [SR] | |
If you have more cards in your Deck than your opponent does: Send cards from the top of your Deck to the Graveyard so you have the same number of cards in the Deck as your opponent. |
That grass looks greener is the key to give you more options during the duel,most of the meta decks play with 20 card, which means you have high probability to activate it and mill your deck quickly
Witchcrafter Collaboration | Normal Spell |
Witchs Sorcery [R] | |
Target 1 "Witchcrafter" monster you control; it can make a second attack during each Battle Phase this turn, also, if it attacks this turn, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. During your End Phase, if you control a "Witchcrafter" monster, while this card is in your GY: You can add this card to your hand. You can only use 1 "Witchcrafter Collaboration" effect per turn, and only once that turn. |
Collaboration lets your WC monster attack twice without worrying about your opponent's backrow.
Witchcrafter Holiday | Normal Spell |
Witchs Sorcery [R] | |
Target 1 "Witchcrafter" monster in your GY; Special Summon it. During your End Phase, if you control a "Witchcrafter" monster, while this card is in your GY: You can add this card to your hand. You can only use 1 "Witchcrafter Holiday" effect per turn, and only once that turn. |
Holiday is simply Monster Reborn for your WC monsters.
Witchcrafter Unveiling | Quick Spell |
Witchs Sorcery [R] | |
Special Summon 1 "Witchcrafter" monster from your hand, and if you do, your opponent cannot activate cards or effects in response to the activation of your Spellcaster monster effects for the rest of this turn. During your End Phase, if you control a "Witchcrafter" monster, while this card is in your GY: You can add this card to your hand. You can only use 1 "Witchcrafter Unveiling" effect per turn, and only once that turn. |
Unveiling is a quick play spell that lets you summon a WC monster from your hand.
This deck has some serious stuff that makes some troubles to your WC deck, they can Synchro summon in one turn, and their Synchro monsters are not a joke they can clear your field in no time.So be careful when you go against them cuz every move you make counts.
Ok as i said before Necrovalley is nightmare, but the Circle here is something else, so make sure to destroy it, banish it or do whatever you want, just make sure this card leaves the field quickly, don't forget about the navigation it can negate your Spell/Trap cards for the rest of the turn.
I haven't faced this deck that much, but i believe this deck has nothing to Disrupt your moves, i mean you can counter most of the moves of this deck, just watch out for the backrow i heard this deck use so many backrow cards.
Alright let's see, this deck has so many surprises they are ready to do everything just to make your WC deck suffer, they have the ability to summon a very high ATK monsters in one turn, and they count on their backrow to save their monsters and destroying your cards at the same time.
I think this deck doesn't have anything dangerous to make you worried, you can counter most of their moves easily with your madame, just be careful they have their backrow ready to ruin your day.
The Overflow thing they have can turn the table against you, so just make sure your Forbidden Lance in your hand or on your field, so you can protect your monsters, Always negate the core's effect, if they have Vier on the field and Overflow is being activated while you have your madame on the field, you can negate Vier's effect so it will be no longer a Cyber Dragon monster while on the field, which means their Overflow is gone for nothing.
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