Lightsworn is still far from being a truly competitive archetype in Duel Links: a lot of the key cards are still missing, but the addition of Wulf, Lightsworn Beast with the new Main Box is certainly appreciated.
Radiating LIGHT Can be used after your Life Points are at 2000 or below. Play the Field Spell "Luminous Spark." If there already is Field Spell on your side of the Field, return it to your hand. This skill can only be used once per Duel.
Immunity to targeting effects is definitely quite nice in the current meta, but the deck struggles with big monsters: we are using Radiating LIGHT as our set skill in order to get over some of the most common ones. Lightsworns are being gradually released into the game, which makes it difficult and quite expensive to properly build a deck around the archetype; one thing that’s clearly missing is a good boss monster.
Jain is a 1800 ATK monster that gains 300 ATK when declaring an attack during the damage step only: this means that, if Luminous Spark is on the field, he can reach 2600 ATK, getting over Dyna, Hero Fur Hire. Jain mills two cards from the top of your deck during the End Phase.
Lyla is capable of getting rid of one spell or trap card your opponent controls by changing battle position from face-up Attack to face-up Defense; you will not be able to change Lyla’s position manually until the end of your next turn, leaving only her 200 DEF to protect her, but you can use A/D Changer’s effect to either bring her back into Attack position or use her effect once again.
Lyla can get rid of Amazoness Onslaught or just force the opponent to activate a spell or trap before we attack; she does mill 3 cards at the end of the turn, which is quite a lot, but that’s the reason we are not running only 20 in the first place.
Each time the effect of a Lightsworn monster other than Garoth sends a card(s) from the top of your deck to the Graveyard, Garoth will mill two more cards and then, for each Lightsworn monster sent to the Graveyard by his effect, we will draw 1 card. You can already notice that, when two or more Lightsworn monsters are on the field, we start losing cards very quickly: normally this cost would be counterbalanced by very powerful effects, but we are still missing some of the key cards for this archetype. Garoth has a decent amount of ATK and he can add more cards to our hand, which is why he is at 3.
Wulf is a 2100 ATK monster that is special summoned on your side of the field when he is sent from the deck to the Graveyard: you could force the activation of his effect with Foolish Burial, but, given how many cards this deck can mill per turn, we don’t actually need it.
Wulf is at 2 because he can’t be normal summoned, meaning that, if he is in our starting hand, we can’t do anything with him: we don’t want to draw this monster, we want him to be sent to the Graveyard by the effect of a Lightsworn monster.
Aurkus is a good way to see what of kind of cards your opponent has set: if the back row is causing a delay and then, once you summon Aurkus, it doesn’t do it anymore, then the set card(s) had a targeting effect that can not be activated anymore.
Aurkus has only 1200 ATK, so ideally you would want to keep him in Defense position.
Bacon Saver is another reason why we are running more than 20 cards: he is another card that we don’t want to draw; we need a lot of cards for this deck to function properly and last long enough to finish the duel. Bacon Saver can be banished from the Graveyard to negate an Attack.
A/D Changer can allow us to activate Lyla, Lightsworn Sorceress’s effect twice in a turn; he can also be used offensively, changing the position of a monster too big to get over in order to get rid of it.
A/D Changer is another monster we do not want to draw, we want to send him to Graveyard with one of our Lightsworns’ effect.
Cosmic Cyclone is great to get rid of Amazoness Onslaught and reduce our Life Points in order to get our skill to activate. It’s true that we already have a form of back row removal in the deck in the form of Lyla, Lightsworn Sorceress, but, since our deck runs a bit more cards than usual, we are not guaranteed to draw into her.
Canadia can stop Fur Hires from flooding the field, it’s similar to a Floodgate Trap Hole, but, if we send it to the Graveyard, we can still chain it to another trap’s effect and recycle it as a monster on the field.
Wall of Disruption can be replaced by any generic form of protection, but it’s especially effective in the current meta, so it’s the best option. You could run Enemy Controller, but Silent Magician LV8 is immune to that; Mirror Wall is great, but it’s not as devastating against a full field of monsters.
Always a good option to shut down certain decks and fairly versatile since you can use it offensively too. You could target one of your monsters during the End Phase in order to avoid milling too many cards and decking out on the following turn.
Since no card in the deck is limited, we could run 2 copies of Enemy Controller, which is always a great choice: you could tribute a monster to take control of one of your opponent’s monsters and then bring it back with Powerful Rebirth, but normally the deck can’t really support such plays consistently.
Sanctuary only allows you to recycle Lightsworn stuff for Lightsworn Stuff - Lightray Diabolos in grave with enough lights and Bacon Saver in hand REincarnation becomes OP
Been using Lightsworns on DL for a bit now, my experience is this build needs more Celestia, Ryko and maybe a Gragonith/Lightray Diabolos
I also find that Mirror Resonator is extremely useful for most of the current meta given it gives syncho access even if milled.
As well as this cards like The Deep Grave and Glorious Illusion for grave revival, along with Reincarnation for recyling stuff
and I am a fan on Ghost Ship/Diana The Light Spirit for more field swarm and Card Trooper for early milling.
I'm new to this deck...
so, are its most important cards still waiting to be released? If so, then I think it's definitely worth getting... since EVEN the AI can brutally OTK you with this one... wow...
we need archer and all the charge and solar they are the main cards like charge sends 3 then u add a lightsworn and solar discard a lightsworn to draw 2 then send 2 so if we get these they may be a lot better
Hmmmm boi I kinda wonder why this deck is not very popular since it's actually such a POWERHOUSE with very nice otk potential