RikoTheFoxKid

Pojo Lightsworn Guide - VI. Traps

Feb 20th, 2014
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  1. [COLOR="Yellow"][center][b][u]VI. Blinding Rays of Light - Trap Support[/u][/b][/center][/color]
  2. We get a handful of Trap support, but all of the direct support is pretty bad, unfortunately. We aren't very Trap heavy anyway.
  3.  
  4. [quote]Light Spiral
  5. Continuous Trap Card
  6. Each time a card(s) is sent from your Deck to the Graveyard by the effect of a "Lightsworn" monster: Banish the top card of your opponent's Deck.[/quote] I don’t see much of a point in milling your opponent. If that’s your plan on beating them, it’s not going to work, since you’ll still run out of cards first.
  7.  
  8. Run 0.
  9.  
  10. [quote]Glorious Illusion
  11. Continuous Trap Card
  12. Target 1 "Lightsworn" monster from your Graveyard; Special Summon it in Attack Position. During your End Phase: Send the top 2 cards of your Deck to the Graveyard. When this card leaves the field: Destroy that monster. When that monster leaves the field: Destroy this card.[/quote] This card is decent, but it really isn't worth the space required for it. We have enough revival through other cards like Lumina.
  13.  
  14. Run 0.
  15.  
  16. [quote]Vanquishing Light
  17. Counter Trap Card
  18. When a monster is Summoned: You can Tribute 1 "Lightsworn" monster; Negate the Summon and destroy the monster.[/quote]
  19. Have you heard of [YGOCARD]Solemn Warning[/YGOCARD]? [YGOCARD]Bottomless Trap Hole[/YGOCARD]? [YGOCARD]Horn of Heaven[/YGOCARD]?
  20.  
  21. They all do the job better than this card.
  22.  
  23. Run 0.
  24.  
  25. [quote]Lightsworn Barrier
  26. Continuous Trap Card
  27. When a face-up "Lightsworn" monster you control is targeted for an attack: You can send the top 2 cards of your Deck to the Graveyard; Negate the attack.[/quote] Unlike the other Traps mentioned, this is actually pretty good. Unfortunately, the existance of a certain Typhoon at 3 really cripples this card's usefulness. Maybe if we [YGOCARD]Return[/YGOCARD] to the days of 1 Heavy 1 MST it'll see use.
  28.  
  29. Run 0.
  30.  
  31. [quote]Beckoning Light
  32. Normal Trap Card
  33. Discard all the cards in your hand. Then add the same number of LIGHT monsters from your Graveyard to your hand.[/quote]
  34. This thing is absolutely nasty in the mid-to-late game. After you're Graveyard is set up properly, this one card allows you to set your hand up exactly the way you want it. Are all of your JD's in your Graveyard? Now they're in your hand. Did you use Honest? It's back. Do you have [YGOCARD]Necro Gardna[/YGOCARD] sitting in your hand? Now it's in the Graveyard.
  35.  
  36. Run 0 or 2. You don't want multiples of it at a time, and you don't want to draw it early. But you don't want to risk milling your only copy.
  37.  
  38. [QUOTE]Breakthrough Skill
  39. Normal Trap Card
  40. Target 1 face-up Effect Monster your opponent controls; negate the effects of that opponent's face-up monster, until the end of this turn. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 face-up Effect Monster your opponent controls; negate that target's effects until the end of this turn.[/QUOTE]
  41. This card is a solid choice regardless of whether or not you're using Lightsworn, but it has extra use here because we can use it even when milled. Not mandatory, but worth considering.
  42.  
  43. Run 0-2.
  44.  
  45. [QUOTE]Threatening Roar
  46. Normal Trap Card
  47. Your opponent cannot declare an attack this turn.[/QUOTE]
  48. Some times we just need a little extra time to set up. Sometimes we need to keep our monsters alive to ensure that we can summon Celestia next turn. That's where [YGOCARD]Threatening Roar[/YGOCARD] comes in. It almost guarantees you're safe to set up for next turn.
  49.  
  50. Run 0-3.
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