Chaos Lightsworns
Deck Primer
The idea for the deck is to use the Lightsworn mill engine to help spam your main boss monsters and also be used for link/synchro/XYZ plays.
The Main Core of this deck is Raiden, Lumina, Solar Recharge, Charge of Light Brigade, and Chaos Searcher. Everything else can get searched out through milling or by effects of Charge/Chaos Searcher or Omni when summoned.
Ideally to start out your play you want Raiden in your GY (or another Lightsworn), Lumina on hand, 1 random card to discard (Raiden if he isn't in Grave). You take out Raiden, mill 2, and synchro into Michael or F.A. Dawn. But if you can special summon another level 4, either synchro into Chaos Ruler or XYZ Minerva as a starting play.
Chaos Space helps a lot getting rid of dead Chaos Monsters or Wulf/Felis on your hand and get another Chaos monster into your hand that can't be a normal summon. I would suggest going for Chaos Valkyra, or Black Dragon/White Dragon depending on what you are discarding. If you banish one light or dark monster that can't be normal summon from your grave while Chaos Space is in Grave, you can banish Chaos Space shuffle that monster back into your deck, and draw 1 card. This way you can recycle certain Lightsworns (Wulf/Felis), JD, or your chaos monsters. Chaos Valkyra is an absolutely amazing card in this deck, it can be special summoned easily, and when she is banished, she works like a Foolish Burial but it will negate its effects for the rest of the turn. However, if you need a certain monster in the grave, she is still good!
You don't need to run multiple copies of JD anymore, 1 is good enough. The majority of the time you don't need JD around to win games but having JD is helpful. I won many games without JD and even side JD out. Your extra deck and your other boss monsters can win you games. Take full advantage of Trisula (both versions of the LVL 9 and the upcoming level 11 version) because it will help you clear the field by banishing problem cards and do some hand control on your opponent.
The main reason why I decided to main Ghost Ogre instead of Effect Veiler or Ash Blossom is that you want to be able to take out problematic cards early on instead of just negating it so your opponent either has to waste resources or couldn't do certain combo plays or they still have the problematic card still around to use in their turn. For example, if someone has out True King of All Calamities, out on the field, you still have to waste resources to get rid of a 3k beatstick if you didn't draw good/screwed up in your combo plays. Also, it is an LVL 3 light tuner that can be used for XYZ or Synchro plays or used for banishing for light materials in the grave/used for discard for Chaos Searcher.
Omni Dragon Brotaur is such a helpful card, even though it is LVL 1, you can easily have link monsters that require LVL 1 monster as material in extra, or used for other Synchro/Link plays. It can Special Summon itself from the grave, help you get rid of dead cards from hand, and get out a search for a dragon type or a different type of monster on the field to hand.
Chaos Dragon Levianeer and Chaos Emperor are fine running at one. However, I do recommend running multiple Chaos Creators because there is a lot of plays and combos you can do with it.
Twilightsworn Lumina, Lyla, and Ryko are the three best Twilightsworns, they are also darks that can be banished for Chaos summons and search targets for Charge of The Light Brigade. I run 1 Lyla and 1 Twilightsworn Lyla because they are okay normal summons if you don't have anything else, pop a backrow for those decks that do run and help with mills. I tun 1 Twilightsworn Ryko because it helps to get rid of problematic cards on-field by banishing. I run 2 Twilightsworn Lumina because you will banish a lot, or your opponent will banish one of your Lightsworns, and she one of your few ways to retrieve them back.
For Extra Deck,
You only need 1 Minerva, I hardly go into her after starting plays. She an amazing at 1st and 2nd turn (if she survives) and a field nuke when need to crash into problematic monsters on the field (usually most duel goes up to 5 turns before it is game over if no 1st turn OTKs). You can easily recycle her if you need it with Chaos Space or Chaos Creator (she won't have material but if you need to crash and need the mills). If you are going turn 1, I would also suggest going for F.A. Dawn 1st if you can because negativing spells/traps are more important, you should go for Michael to get rid of problematic monsters or cards on the field. Chaos Ruler does 2 things for you, mill and get whatever monster you need to your hand. PSY-Framelord is the best troll in the deck and helps recycle cards when needed. LVL 9 Trishula and LVL 11 one (coming out with the Ice Barrier Structure deck) are some of the best Synchros to go into. LVL 11 Trishula has a floating effect that gets out Trishula LVL 9 (though effects are negated it comes out as a 3300 beatstick), Skill Drains your opponent monsters currently on the field and cuts their atk in half when it destroyed.
Number 38 is something you would easily go into a lot, as you aren't main-ing key backrow removers like MST/Twister you want to be able to negative a spell/trap here and there, and also it protects your weaker monsters when needed. Abyss Dweller is a meta call. You can run Leviair because you are going to banish a lot of monsters on both your side and your opponents. But the main reason why I decided to not run it because Chaos Creator a better Leviair and I decided to tech-in I:P Maskerena.
Knightmare Phoenix help with getting rid of backrow and Unicorn can help with getting rid of backrow or monsters by shuffling them back into the deck, they are stable Link with little explaining needed. Curious is an okay Link monster to get out, gives you a mill, a foolish but most importantly, you can get any card from your grave to your hand if your opponent destroys it. Saryuja and Bow of the Goddess are necessary Link-4s to have. I:P Maskerena is a good turn on if you need to go into Knightmares or Bow of the Goddess during your opponent's turn as a way to disturb their plays.
Side Deck;
Your side deck should be against whatever the current meta/or stuff your opponents can side against you or you know they have certain cards that can ruin your plays such as Macro/Skill Drain etc. But at the same time, you want to make your opponent's back row hates be dead as possible a the majority of cards I am running in my side deck are almost all hand traps. Except 2, Called by the Grave and Harpie's Feather Duster. Although I also suggest looking into D.D. Crows, Prohibition, Goddess Skuld's Oracle, Twister/MST, Lost Wind (you can activate from the grave), Breakthrough Skill (you can activate from the grave), and Phantom Knights' Fog Blade.
The Main Core of this deck is Raiden, Lumina, Solar Recharge, Charge of Light Brigade, and Chaos Searcher. Everything else can get searched out through milling or by effects of Charge/Chaos Searcher or Omni when summoned.
Ideally to start out your play you want Raiden in your GY (or another Lightsworn), Lumina on hand, 1 random card to discard (Raiden if he isn't in Grave). You take out Raiden, mill 2, and synchro into Michael or F.A. Dawn. But if you can special summon another level 4, either synchro into Chaos Ruler or XYZ Minerva as a starting play.
Chaos Space helps a lot getting rid of dead Chaos Monsters or Wulf/Felis on your hand and get another Chaos monster into your hand that can't be a normal summon. I would suggest going for Chaos Valkyra, or Black Dragon/White Dragon depending on what you are discarding. If you banish one light or dark monster that can't be normal summon from your grave while Chaos Space is in Grave, you can banish Chaos Space shuffle that monster back into your deck, and draw 1 card. This way you can recycle certain Lightsworns (Wulf/Felis), JD, or your chaos monsters. Chaos Valkyra is an absolutely amazing card in this deck, it can be special summoned easily, and when she is banished, she works like a Foolish Burial but it will negate its effects for the rest of the turn. However, if you need a certain monster in the grave, she is still good!
You don't need to run multiple copies of JD anymore, 1 is good enough. The majority of the time you don't need JD around to win games but having JD is helpful. I won many games without JD and even side JD out. Your extra deck and your other boss monsters can win you games. Take full advantage of Trisula (both versions of the LVL 9 and the upcoming level 11 version) because it will help you clear the field by banishing problem cards and do some hand control on your opponent.
One of the biggest problems with this deck is drawing into Wulf, Felis, or Chaos monsters while you have nothing in your GY or ways to get rid of them. It does happen but it is something Lightsworn players pray it won't happen, ideally, you want something to normal to summon at least like Raiden (especially), Lumina, Lyla, Twilightsworns or anything that can be Normal Summoned as a worst-case scenario.
The main reason why I decided to main Ghost Ogre instead of Effect Veiler or Ash Blossom is that you want to be able to take out problematic cards early on instead of just negating it so your opponent either has to waste resources or couldn't do certain combo plays or they still have the problematic card still around to use in their turn. For example, if someone has out True King of All Calamities, out on the field, you still have to waste resources to get rid of a 3k beatstick if you didn't draw good/screwed up in your combo plays. Also, it is an LVL 3 light tuner that can be used for XYZ or Synchro plays or used for banishing for light materials in the grave/used for discard for Chaos Searcher.
Omni Dragon Brotaur is such a helpful card, even though it is LVL 1, you can easily have link monsters that require LVL 1 monster as material in extra, or used for other Synchro/Link plays. It can Special Summon itself from the grave, help you get rid of dead cards from hand, and get out a search for a dragon type or a different type of monster on the field to hand.
Chaos Dragon Levianeer and Chaos Emperor are fine running at one. However, I do recommend running multiple Chaos Creators because there is a lot of plays and combos you can do with it.
Twilightsworn Lumina, Lyla, and Ryko are the three best Twilightsworns, they are also darks that can be banished for Chaos summons and search targets for Charge of The Light Brigade. I run 1 Lyla and 1 Twilightsworn Lyla because they are okay normal summons if you don't have anything else, pop a backrow for those decks that do run and help with mills. I tun 1 Twilightsworn Ryko because it helps to get rid of problematic cards on-field by banishing. I run 2 Twilightsworn Lumina because you will banish a lot, or your opponent will banish one of your Lightsworns, and she one of your few ways to retrieve them back.
For Extra Deck,
You only need 1 Minerva, I hardly go into her after starting plays. She an amazing at 1st and 2nd turn (if she survives) and a field nuke when need to crash into problematic monsters on the field (usually most duel goes up to 5 turns before it is game over if no 1st turn OTKs). You can easily recycle her if you need it with Chaos Space or Chaos Creator (she won't have material but if you need to crash and need the mills). If you are going turn 1, I would also suggest going for F.A. Dawn 1st if you can because negativing spells/traps are more important, you should go for Michael to get rid of problematic monsters or cards on the field. Chaos Ruler does 2 things for you, mill and get whatever monster you need to your hand. PSY-Framelord is the best troll in the deck and helps recycle cards when needed. LVL 9 Trishula and LVL 11 one (coming out with the Ice Barrier Structure deck) are some of the best Synchros to go into. LVL 11 Trishula has a floating effect that gets out Trishula LVL 9 (though effects are negated it comes out as a 3300 beatstick), Skill Drains your opponent monsters currently on the field and cuts their atk in half when it destroyed.
Number 38 is something you would easily go into a lot, as you aren't main-ing key backrow removers like MST/Twister you want to be able to negative a spell/trap here and there, and also it protects your weaker monsters when needed. Abyss Dweller is a meta call. You can run Leviair because you are going to banish a lot of monsters on both your side and your opponents. But the main reason why I decided to not run it because Chaos Creator a better Leviair and I decided to tech-in I:P Maskerena.
Knightmare Phoenix help with getting rid of backrow and Unicorn can help with getting rid of backrow or monsters by shuffling them back into the deck, they are stable Link with little explaining needed. Curious is an okay Link monster to get out, gives you a mill, a foolish but most importantly, you can get any card from your grave to your hand if your opponent destroys it. Saryuja and Bow of the Goddess are necessary Link-4s to have. I:P Maskerena is a good turn on if you need to go into Knightmares or Bow of the Goddess during your opponent's turn as a way to disturb their plays.
Side Deck;
Your side deck should be against whatever the current meta/or stuff your opponents can side against you or you know they have certain cards that can ruin your plays such as Macro/Skill Drain etc. But at the same time, you want to make your opponent's back row hates be dead as possible a the majority of cards I am running in my side deck are almost all hand traps. Except 2, Called by the Grave and Harpie's Feather Duster. Although I also suggest looking into D.D. Crows, Prohibition, Goddess Skuld's Oracle, Twister/MST, Lost Wind (you can activate from the grave), Breakthrough Skill (you can activate from the grave), and Phantom Knights' Fog Blade.
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