But just HOW good is the Realm of Light Structure Deck? Some players are hailing it as the most playable Structure Deck we've seen in years. Just spend $30 dollars, throw all three copies together and pick out all of the chaff until you've got something playable! Is that really a winning strategy? Well, that's the question for today.
I was hesitant to give this article the More Bang For Your Buck moniker because unlike most articles in the series, this one has quite a bit of Jason's What the Fix?!running through its blood. Needless to say, this was quite the exciting piece of work for me! So let's establish some ground rules for today, okay? I've given my friendly neighborhood card shop $30 of my hard-earned dollars in exchange for Konami's latest release… and to make sure that I've got full playsets of all the hot new cards. Like MBFYB, we'll keep with a $100 budget which means that I've got a remaining $70 to use to try and make as competitively viable a deck as possible. So what's there to say about this Realm of Light Structure Deck, anyway? Well, I'm really glad you asked! Let's hear straight from the source! Konami writes:
Prepare to Fight to Defend the Light!
Realm of Light focuses on the Lightsworn Deck theme, which has been a very popular Deck for a number of years; reprints of Lightsworn cards have been the primary drivers for other products. Lightsworn Monsters are blessed with incredible effects, high ATK/DEF, or both; this Structure Deck comes with the most powerful of the Lightsworn forces and allies from the Yu-Gi-Oh! GX era and beyond. Lightsworn have never had Extra Deck monsters before, but that all changes with the all-new Synchro Monster, Michael, the Arch-Lightsworn, capable of banishing any enemy card while refilling your Deck and your Life Points! The Deck also includes 2 Lightsworn Tuner monsters! Finally, a vulnerability of Lightsworn Decks is finally redressed with Lightsworn Sanctuary, a world-premiere Spell Card!
Well thanks, Konami! I'm excited to defend the light with you too, buddy! After I received that message, Konami highly recommended purchasing three copies of the product for maximum playability. While I appreciated Konami's enthusiasm, the deck definitely needs some tweaking, but only in regards to playability. Here's what Konami sent us, based on personal recommendations:
Three Realm of Light Structure Decks:
3 Alexandrite Dragon
3 Minerva, Lightsworn Maiden
3 Raiden, Hand of the Lightsworn
3 Judgment Dragon
3 Gragonith, Lightsworn Dragon
3 Celestia, Lightsworn Angel
6 Jain, Lightsworn Paladin
6 Lyla, Lightsworn Sorceress
3 Garoth, Lightsworn Warrior
3 Wulf, Lightsworn Beast
3 Ehren, Lightsworn Monk
6 Lumina, Lightsworn Summoner
3 Aurkus, Lightsworn Druid
3 Shire, Lightsworn Spirit
6 Ryko, Lightsworn Hunter
3 Lightray Diabolos
3 Lightray Daedalus
3 Vylon Prism
3 Fabled Raven
3 The Fabled Cerburrel
3 Blackwing – Zephyros the Elite
3 Necro Gardna
3 Lightsworn Sanctuary
6 Realm of Light
3 Solar Recharge
3 Charge of the Light Brigade
3 Monster Reincarnation
3 Foolish Burial
3 Glorious Illusion
3 Lightsworn Barrier
3 Vanquishing Light
3 Beckoning Light
3 Skill Successor
3 Breakthrough Skill
3 Michael, the Arch-Lightsworn
Wow, Konami! This is… quite the deck! I definitely liked how Konami has so many options to work with! That's really great! But first things first, let's get things legal and start cutting some excess stuff. I know what I like and what I don't like.
Today I've got my work cut out for me for sure.We're Only Dropping 80 Cards
Next, let's try to get your monster line-up to be, eh, legal. So to do that, you're going to cut out all but one copy of Honest, and then cut five copies of Jain, Lightsworn Paladin; four Lyla, Lightsworn Sorceress; three Lumina, Lightsworn Summoner; and all the Ryko, Lightsworn Hunter. Jain works best for you as a teched one-of and you can save a copy of Lyla for your Side Deck. Three can be overkill. What about everyone's favorite Beast, Ryko? To be honest, the little guy's just too slow. You've got better ways of milling cards.
Now, you've got to cut your Lightsworn monsters down to a tight and effective line-up. Right off the bat Aurkus, Lightsworn Druid and Shire, Lightsworn Spirit have got to go. Neither of them have valuable enough effects to make the cut. Gragonith, Lightsworn Dragon, Garoth, Lightsworn Warrior, and Ehren, Lightsworn Monk are all going down to just single copies like Jain. Consider them your special forces: they come into play when you have a unique situation that needs addressing. Wulf, Lightsworn Beast has also been cut to just one copy. Free Special Summoning is great and so long as you don't open with Wulf, you've got a solid chance of triggering its effect. Running just one places those numbers high in your favor. As for Celestia, Lightsworn Angel? Just not worth it. Sorry.
So what about the new Lightsworn monsters? They're awesome! Raiden, Hand of the Lightsworn is an incredible addition and adds quite a bit of speed to the strategy. Unique amongst Lightsworn monsters, it can mill two cards during any of your Main Phases as well as the standard End Phase effect. It's also a Level 4 Tuner. You definitely want all three copies of Raiden. Minerva, Lightsworn Maiden has worked best at two for me. You may find that three or even one works better for you, but two has been ideal in my testing. Minerva has two effects: first, when she's sent from your hand or deck to the graveyard, Minerva will yard a card herself. Secondly, when she's Normal Summoned Minerva will add a Light Dragon from your deck to your hand with a Level equal to or less than the number of Lightsworn monsters with different names from your graveyard.
Finally, the Lightray monsters come down to a matter of specialization, and in this particular situation, Lightray Diabolos is the better fit. Diabolos may have stricter Special Summoning requirements but it's got the better effect and the bigger ATK.On To The Spell And Trap Cards!
So as for the traps? Keep two Beckoning Light and all three copies of Breakthrough Skill and pitch the rest again. They're all solid cards, but none of them are worth writing home about. Plus you'll probably end up milling all of them to the graveyard. That's not worth it!Okay, So I Lied. We Actually Cut 86 Cards
You know what's great at banishing monsters from the graveyard? Dragon Rulers!
For real, this strategy is incredibly synergistic and obnoxiously playable right off of the bat. You don't need to do much to have a tournament-ready deck; these changes alone do it for you with only $34 dollars spent. So what do you do with the $66 left over? Extra Deck swag! You fill that thing out! You can even afford a Number 11: Big Eye! It's a great day.
Let's go over the changes:-3 Alexandrite Dragon
So now here's what the deck looks like…DECKID=100605There you have it! For all practical purposes, this is the industry standard when it comes to Lightsworn Rulers. It costs you next to nothing to build and only actually gets expensive-ish when you want to really flesh out the Extra Deck. To be honest, I rarely ever needed to go into the Extra Deck. I just beat my opponent's in the face with big Dragons. Now, you can do the same thing to – for a fraction of the usual price. Have a friend getting into the game? Start them here. It's so easy, even a caveman can do it!