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Get your Lightsworn ready, Lightsworn Sanctuary is on its way!

June 9th, 2014

The time for World Championship qualification is now upon us, but there’s still one player in this wide open pool of Decks that has yet to take the field: Lightsworn! The Realm of Light Structure Deck comes out later this month on the 27th and comes with 4 new cards – 2 Tuners and 1 Synchro Monster, along with a world-premiere Spell Card, Lightsworn Sanctuary! Lightsworn Sanctuary has been the subject of many discussions about the shape of Lightsworn Decks to come, despite the fact that it’s effect has never been revealed… until now!

Anyone who has ever tried out a Lightsworn Deck knows that there are a lot of things that can go wrong. You can dump all your Spells and Traps in the Graveyard, you can dump the monsters you were hoping to draw in the Graveyard, you can open with Wulf, Lightsworn Beast – a monster that can’t be Normal Summoned – in you starting hand, you might be forced into building your Deck in an unfavorable manner because you need to draw Celestia, Lightsworn Angel but don’t actually need to draw more than 1 of her except when you do need more than one,  you can run into an endless array of Traps that keep exploding your monsters, and now that Dragons of Legend is here, you have to deal with the constant threat of losing your entire field to Fire Hand and Ice Hand or having your Normal Summon for the turn cut down by Artifact Sanctum and Artifact Moralltach. Lightsworn Sanctuary is a Continuous Spell Card that can help out in a lot of these common scenarios. Check it out!

Sanctuary
Once per turn: You can send 1 “Lightsworn” monster from your hand to the Graveyard, then target 1 other “Lightsworn” monster in your Graveyard; add it to your hand. Each time a card(s) is sent from your Deck to the Graveyard, place 1 Shine Counter on this card. If a “Lightsworn” card(s) you control would be destroyed by a card effect, you can remove 2 Shine Counters from your side of the field for each of those “Lightsworn” card(s) instead.

One part Monster Reincarnation, one part Defender, the Magical Knight, Lightsworn Sanctuary can turn disaster scenarios into favorable ones. Drew Wulf but lost Lyla, Lightsworn Sorceress and Lumina, Lightsworn Summoner to the Graveyard? Throw down Lightsworn Sanctuary and make the switch. Then keep bringing back Lumina every single turn for as long as you need to. Lightsworn Sanctuary also solves a number of Deck building problems you might run into trying to fine tune your Lightsworn Deck. Go ahead and run three Celestia if you need to see it as often as possible – or just one if you need her, but not all the time. Regardless of which way you go, Lightsworn Sanctuary lets you switch things up in the middle of a Duel by trading the Lightsworn that you don’t need in your current Duel for the ones that you do.

And Lightsworn Sanctuary also makes sure that once you have the Lightsworn you need, you can make them stick to the field without getting blown away by “Trap Hole” cards or things like Fire Hand/Ice Hand/Torrential Tribute. Your Lightsworn Sanctuary will build up Shine Counters every time cards go from your Deck to the Graveyard, whether it be due to paying the cost of Charge of the Light Brigade or Celestia, Lightsworn Angel, resolving Foolish Burial, Solar Recharge, or a Lightsworn End Phase effect, or anything else that sends cards from your Deck to the Graveyard. Remember, excavated cards are still in your Deck too, so you’d even pick up a Shine Counter when resolving Kuribandit.

About the only thing Lightsworn Sanctuary won’t do, is help you retrieve and force Judgment Dragons on to the field. Which is totally fine because Judgment Dragon doesn’t need any extra help to do its thing.

Lightsworn Sanctuary lets you mitigate some of the inherent randomness of Lightsworn without removing the excitement that takes over during every End Phase that makes it such a memorable strategy. You can find it along with 3 new “Lightsworn” monsters in the Realm of Light Structure Deck, available June 27th!

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