The Shonen Jump Championship metagame can be very hard to break down. There are so many different archetypes out there that you can’t possibly be prepared for everything. The easy part is that there are usually only one or two top decks capable of winning the whole tournament. As such, most players are going to use these decks. Every time, there’s one deck that’s singled out as the deck to beat, and likely only one more that’s considered good enough to beat the top deck consistently.
In this format, that deck is Lightsworn. Unlike last format where we had a dominant Gladiator Beast build with competing Lightsworn and Dark Armed decks, this format is only TeleDAD vs. Lightsworn. Gladiators aren’t even in the race anymore, and that means a whole lot more than you might think. Lightsworn players have always been very limited in the ways in which they can play their duels. That’s because Gladiator Beasts have so many answers to potential tech cards. Lightsworn players have always had to be very tight as a result.
But with Gladiator Beasts out of the picture, Lightsworn suddenly have a much wider range of viable builds. Decks based around Card of Safe Return have proven to be both fast and consistent, and Lightsworn is the perfect deck to try to abuse it. In the past, the problem was that Gladiator Beast Gyzarus and Gladiator Beast Bestiari could easily ruin copies of Card of Safe Return while also advancing the game state for the Gladiator Beast player. D.D. Crow was played at a much higher frequency last format as well, which only increased the risk attached to playing revival cards. But with those problems all but eliminated from the Shonen Jump circuit, one player was able to break into the Top 8 at Shonen Jump Championship Charlotte with this version of Lightsworn:
Monsters: 25
3 Lyla, Lightsworn Sorceress
2 Judgment Dragon
3 Wulf, Lightsworn Beast
3 Honest
2 Garoth, Lightsworn Warrior
3 Celestia, Lightsworn Angel
3 Necro Gardna
3 Lumina, Lightsworn Summoner
1 Ehren, Lightsworn Monk
1 Jain, Lightsworn Paladin
1 Ryko, Lightsworn Hunter
Spells: 13
1 Card Destruction
2 Card of Safe Return
3 Solar Recharge
1 Monster Reborn
3 Charge of the Light Brigade
2 Foolish Burial
1 Heavy Storm
Traps: 3
3 Beckoning Light
The first thing I always check is how many copies of Lyla, Lightsworn Sorceress players use. Arthur’s got three copies in here: a solid choice for a metagame packed heavy with Solemn Judgment. Because of the current spell and trap line-ups seeing play and the fact that people like to save their traps for your best cards, Lyla becomes one of your best targets for Lumina, Lightsworn Summoner. There are also three Summoners in here, which makes sense because of the Safe Returns.
Using Lumina to special summon Lyla is a great opening play. Solemn Judgment gets taken out, Mirror Force and Dimensional Prison just get swept aside, and even Torrential Tribute isn’t going to be optimal. Chances are your opponent has a monster (because that player should have had a turn or you wouldn’t be playing Lyla) and that evens out the trade on the Torrential. This play allows you to have a defense-mode Lyla and Lumina on the field without having to use any other cards.
That means you’ll have lots of cards for support, which this play really needs. Your opponent probably has something in the way (such as Elemental Hero Stratos), and you’ll need Honest or Foolish Burial to get over him. Foolish special summons Wulf, Lightsworn Beast, giving you enough ATK to hit over almost anything your opponent can play on the first turn. At the end of your turn you’ll send six cards to the graveyard. Optimally a Necro Gardna will be amongst the cards sent or you’ll have a copy of Honest still in your hand.
And yes, this can all be done on turn 1. This is the play you’ll probably want to make if you go second. The only problem is that Lumina needs a Lightsworn already in the graveyard. You can open with a monster like Ryko, Lightsworn Hunter or Ehren, Lightsworn Monk to help achieve that goal, but thanks to some new cards it’s possible to do it earlier. Charge of the Light Brigade is probably going to send at least one Lightsworn monster to your graveyard for its cost. It’s possible it will even load the Lyla you want to special summon. With just one spell, you can fetch the card that special summons a monster and send the target you want to special summon to the graveyard at the same time. Sweet.
When going first you’ll want to make a similar play, only instead of special summoning Lyla, you’ll want Garoth, Lightsworn Warrior. With two copies in the deck, chances are still pretty good Rogers will either draw one or send one to the graveyard on the first turn with Solar Recharge or Charge of the Light Brigade. If you can do so using Lumina, Garoth sends extra cards to the graveyard and gives you potential draw power. Almost half the deck consists of Lightsworn monsters, so there’s a good chance you’ll be drawing a card or two off of Garoth’s effect. Send a Wulf with his effect for extra pain.
I’ve talked a lot about special summoning, and that’s why Card of Safe Return is so good here. All the optimal plays revolve around Lumina and Wulf, and complimenting those plays perfectly is a card that lets you draw every time you special summon. Drawing more cards is beneficial for this deck for more than the fact that you’re getting more cards. It’s easy to run out of cards quickly in this strategy, but with Card of Safe Return you can keep your hand size up. That keeps cards like Solar Recharge and Card Destruction live in the later stages of the game while also allowing you to speed through a rough patch of draws like Wulf, followed by another Wulf, and then Celestia. Drawing those three cards could mean losing the game due to your inability to defend yourself. With Card of Safe Return on the field though, you could draw through all three on one turn, and next turn pick up Solar Recharge to put one of them to use. The result is a balanced hand and a game that can be won. Never underestimate the power of speed.
Speed is exactly what the Lightsworn possess, and it’s the reason I love Card Destruction in this deck. How many times playing Lightsworn are you digging for answers? Probably all the time. Winning is usually only a Judgment Dragon or a Beckoning Light away, and staring at a bunch of useless Lightsworn monsters in your hand is always a shame. Card Destruction turns those gloomy dead draws into potential outs.
In this deck, the word "potential" can almost be scratched from that sentence. Lightsworn players usually know exactly how many cards are left in their decks and what those cards are. The later the game goes, the more and more Card Destruction turns into raw card search, because you can just draw the final cards in your deck. Lightsworn also play tons of monsters they wouldn’t mind pitching to the graveyard, and as previously stated they have a tremendous advantage when they’re able to draw multiple cards in one turn.
This really is just the oldest version of Lightsworn brought back to fight in an era where Gladiator Beasts are virtually non-existent. It’s built to do almost the same thing: take advantage of Solemn Judgment-hording players and win the battle phase. Turns out that beats TeleDAD too.
—Matt Peddle