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Lightlord Paladin Jean
Light/Warrior/4/1800/1200
When this card attacks an opponent's monster, it gains 300 attack strength during Damage Step. When this card is face-up on the field, during each of your End Phase, send the top 2 cards on your deck to Graveyard.
Lightlord Magician Leila
Light/Spellcaster/4/1700/200
Change this card in face-up attack mode to face-up defense mode, destroy a Magic/Trap card on opponent's field. This card's mode cannot be change until End of your next turn if you activated this effect. When this card is face-up on the field, during each of your End Phase, send the top 3 cards on your deck to Graveyard.
Lightlord Warrior Garos
Light/Angel/4/1850/1300
When the effect of a face-up [Lightlord] monster on your field outside of [Lightlord Warrior - Garos] would sent card(s) from your deck to Graveyard, send the top 2 cards on your deck to Graveyard. For each [Lightlord] monster sent to Graveyard by this card's effect, draw a card.
Lightlord Summoner - Luminous
Light/Spellcaster/3/1000/1000
Once per turn, by discarding a card from your hand, special summon a [Lightlord] monster with level 4 or less in your Graveyard to the field. When this card is face-up on the field, during each of your End Phase, send the top 3 cards on your deck to Graveyard.
Lightlord Hunter Raikou
Light/Beast/2/200/100
Reverse: You can destroy a card on the field. Send the top 3 cards from your deck to Graveyard.
Lightlord Beast Wolf
Light/Beast-Warrior/4/2100/300
This card cannot be Normal Summoned. When this card is sent to Graveyard from the deck, special summon this card to your field.
Lightlord Angel Cherubim
Light/Angel/5/2300/200
When this card is successfully sacrifice summoned by sacrificing [Lightlord] monster, by sending the top 4 cards on your deck to destroy up to 2 cards on opponent's field.
Lightlord Dragon Gragonis
Light/Dragon/6/2000/1600
Increase this card's attack and defense strength by number of [Lightlord] monsters in your Graveyard x300. When this card attacks monster in defense mode, and the attack strength is higher than defense strength, deal Battle Damages to opponent equal to the difference. When this card is face-up on the field, during each of your End Phase, send the top 3 cards on your deck to Graveyard.
Judgment Dragon
Light/Dragon/8/3000/2600
This card cannot be Normal Summoned. This card cannot be special summon outside of when there are 4 or more types of [Lightlord] monsters in your Graveyard. Pay 1000 lifepoints, destroy all cards on the field outside of this card. When this card is face-up on your field, during each of your End Phase send the top 4 cards on the deck to Graveyard.
Honest
Light/Angel/4/1100/1900
During your Main Phase, you can return this face-up card on the field to hand. Also, when a face-up Light attribute monster on your field battles, during Damage Step you can send this card from hand to Graveyard, and increase the attack strength of that monster by the attack strength of the opponent's monster battling with it.
Solar Exchange
Magic - Normal
Discard a [Lightlord] monster from your hand to activate. Draw 2 cards from your deck, then send the top 2 cards on your deck to Graveyard.
Illusion of Shining Light
Trap - Continuous
Choose a [Lightlord] monster in your Graveyard, and special summon it in attack mode. During each of your End Phase, send the top 2 cards on your deck to Graveyard. When this card leaves the field, destroy that monster. When that monster leaves the field destroy this card.
First off, could you post what Illusion of Shining Light does?
EDIT: Thanks.
I'd say cut down on the monsters, maybe fit in a magical merchant, to help mill them to the gy.
Foolish Burial is a must. Turns Beastwolf into a Cyber Dragon, and helps to reach 4 unique Lightlords for Judgement Dragon.
I'm trying Soul of Purity and Light in my build I am working on, so that way I don't need three Judgement Dragon's to pull off an OTK. Hell, even with 1 Judgement Dragon in hand, I can sometimes pull it off.
I'd keep honest as a side deck option for a Six Sam deck, since you could have more useful things in it's place, at least IMO. If it works for you, keep it.
I'd cut out Lightlord Dragon Gragonis by 1 and put in another Angel Cherubim. So much better IMHO. Angel Cherubim is awesome in this deck.
Also, I'd try out Hand Destructions. Helps reach Judgement Dragon quick and puts Lightlords in the grave, especially if you have a lightlord Beast Wolf stuck in your hand. That's all I can think of at the moment.
Good build nonetheless, and makes me not want to wait for the release of Light of Destruction. 8.5/10
Monster count kinda does need to be high because of all the milling. Especially when I go summon Luminous, discard Warrior Garos, special summon Garos, end phase, mill 3 w/ Luminous, mill 2 w/ Garos and if any Lightlords milled by Garos, I draw for each.
Foolish Burial does seem like a must, except when you think of how much the decks mills already, especially with Solar Exchange to get Beast Wolf out. I understand the logic, but seems kinda pointless if it already gets milled. Also Beast Wolf in hand is not that bad. Fodder for Luminous and Solar Exchange.
Note with Honest, it only works for Light Monsters! So the only Six Samurai monster that works with it is Zanji. If you meant have it as a side deck going against Six Samurai, I apologize.
I might just add Cherubim and keep a Gragonis because by turn two, I will already have at least 3 Lightlords in grave, meaning Gragonis will be at 2900 and piercing.
Hand Destruction is not good with Beast Wolf because it is sent from the hand, not the deck.
For everyone to know, I have been testing this against my Six Samurai, it this deck currently beats the Six Samurai deck about 80% of the time, and by turn three. About 50-60% of those wins I got Judgement Dragon out, sometimes just one, other times two.
Foolish Burial does seem like a must, except when you think of how much the decks mills already, especially with Solar Exchange to get Beast Wolf out. I understand the logic, but seems kinda pointless if it already gets milled. Also Beast Wolf in hand is not that bad. Fodder for Luminous and Solar Exchange.
Milling isn't a real problem, since the deck can win fast, so any advantage you can get is great. Honestly, this deck should win before you even need to worry about milling out.
Quote : Originally Posted by pistonsfreak
Note with Honest, it only works for Light Monsters! So the only Six Samurai monster that works with it is Zanji. If you meant have it as a side deck going against Six Samurai, I apologize.
That's what I meant, should Shogun give you any problems.
Quote : Originally Posted by pistonsfreak
Hand Destruction is not good with Beast Wolf because it is sent from the hand, not the deck.
I didn't mean it as a way to special summon him, but rather as a card you can easily ditch for Hand Destruction, filling the Judgement Dragon's need for 4 unique Lightlords, and it'll help you reach him quicker.
In all the test matches I've done, I've won by turn 3 or 4. Either that or I lose by turn three or four, sometimes 2 (triple cunning with Grandmaster). The deck has yet to be in fear of milling out.
The problem with Hand Destruction that it is a minus and it is much easier to mill Judgement Dragon and then get him back with Beckoning Light. I can do the same thing with Honest.
Pretty much I know this deck will do well against Six Samurai (after about 50+ duels), I just need to know how well it does against Dark. I would proxy a Dark Deck, but I don't know which one to proxy.
The speed of this deck is not in question. I've gotten probably one three bad starting hands that are actually bad from the draw, not from what the other decks uses (ex: set Rickou, opponent summons Irou + Grandmaster). I just need to know how it does against Dark.