User:Romanoff Blitzer/The Nameless Guide/Light Civilization

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Blockers
Light has the best blockers and blocker support out of any civilization. Top-tier Light blockers include:
 * Chakra, Temporal Thunder Dragon / Great Chakra, the Storm Awakened: Flexible, because it's a psychic creature.
 * Dante, Future Ball is one of the most versatile spell recovery ever, and can be used to reverse with Miracle Miradante easily.
 * Emeralda, Pitch Dragon Elemental is an improved version of Emeral which has good synergy with Heaven's Gate and Shield Plus. Also used as repair for Big Mana decks due to Green White Hole's restriction.
 * Everrose, Dragon Edge works well with Heaven's Gate spam and can bring out good draghearts.
 * Falconer, Lightfang Ninja: Can surprise your opponent and turn one of your creatures into a blocker, saving you from losing the game. It has been used so much and can be used in so many decks that people once regarded decks as having 39 cards in an actual sense.
 * Giovanni the 10th, Thunder Mecha King: Recycles many good one cost spells. Giovanni Gift is an example for decks based on his ability.
 * HEIKE Double Cross, Spirit of Gaga: Excellent race (Angel Command, not Alien), 7000-power, and can't be touched by most removal. Great as evo bait for various Lord of Spirits and such.
 * Holy, Flash Guardian is a broken abomination that has Shield Trigger, can tap all of your opponent's creatures, can block, and for some strange reason, can attack players. The number of this guy in a player's shield zone is directly linked to his or her victory.
 * La Rose Blouet, Blue Flower Dragon Elemental: Very useful Blocker due to the increase of Dragons in Heaven's Gate decks. Shield addition has good synergy with Heaven's Heaven and Endless Heaven.
 * Milzam, Spirit of Miracles is crazy with Shield Plus and Memories of the Planetary Dragon. Great synergy with Valhalla Paladin and Emeralda. Because of this, it was restricted.
 * Miracle Miradante is excellent against invasion rush if you are lucky. Can also take care of any creature in a baki deck all by itself due to it's blocker and 14500 power.
 * Oriotis, Control Wings gets around Invasion, psychic creatures, cost reducing and many other things.
 * Perfect Madonna, Light Weapon: Almost unkillable (or un-anything-able). If you reduce its power below 0 (not an easy task considering that most good power deduction costs give creatures only -2000 power), then sure.
 * Premium Madonna, Nobility Dragon Elemental is the new version of Perfect Madonna that is even harder to deal with unless you remove it with shield triggers or find a way to reduce all of its 7500 power. Also it is one of the few stuff that is resistant to Genji Triple Cross's ability and beat him back.
 * Southern Renaissance, Resonance Dragon Elemental is basically Dolgazer for Light. Since his introduction Mono Light Rush has become a top tier deck due to cost reduction and draws, plus high power and Double Breaker.
 * Tigunus, Saint Bell Wings: With discard being a major threat to one's strategy, this little bugger can help counter that.
 * Valhalla Grande, Invincible Hero: Has a highly strong tap effect and is a great finisher for mono-Light decks. Mana Arms can be seen as an bonus effect most of the time, but can be a real headache once activated.
 * Valhalla Knight, Domination Dragon Elemental: Has a strong tap effect that can be continuous if you spam weenies.
 * Valhalla Paladin, Sealing Dragon Elemental: 4th Valhalla. Great synergy with Milzam, and 6 creature freeze when paired up together in Heaven's Gate.
 * Zerokage, Lightfang Lord: Same as Falconer, but can only be itself a blocker.

Multicolored Blockers

 * Berlin, Bell Gravekeeper: Same as Tingunus, though way better due to the spell immunity and graveyard recovery. Also Hunter support.
 * Bloody Shadow, Mystic Light Death Knight: Control decks have many spells, including Aquan Jr.'s Delivery, Energy Stream, and hyperspatial spells. Bloody Shadow lets you do your thing and get a blocker at once.
 * Lord Reis, Spirit of Wisdom: One of the best blocker deck support cards out there, and hey, it's an Angel Command. It's also a key card in many Heaven's Gate decks and Jester Sword.
 * Mil Armor, Mecha King Vizier: Reduces the cost of your hyperspatial spells, and perfectly progresses into the cost 5 hyperspatial spells. However, it got testricted due to its strong synergy with them.
 * Shackle Armor, Fuuma Saint: Same as Mil Armor, but it also increases the cost of the opponent's spells.

Blocker support cards

 * Diamond Aven, Spirit of Awakening: Lets your blocker swarm swing for the win after you've taken control of the field.
 * Diamond Glorius, Light Divine Dragon: See above. Unlike Aven, Glorius itself can also attack.
 * Dragon's Sign: Another 5 cost Sign spell. Has quite a large range of Dragons to trample, namely Heaven Rosia, Valhalla Knight and La Rose Bluet.
 * Heaven's Gate: Gets you huge fatties like Milzam, Spirit of Miracles and Syrius, Firmament Elemental. Great with Lord Reis. One of the defining cards of Light, if not the defining card of Light.
 * Lord Reis, Spirit of Wisdom: See above.

Spell support
Light has the best spell support (ironically though, it doesn't have the biggest and baddest spells—Darkness and Fire have those) Unfortunately, they are all being overshadowed by Sr Spellcyclica, Dragment Symbol of the water civilization.
 * Chief De Baula, Machine King of Mystic Light: Best card that grabs spells from the grave; it only costs 4, and is a solid blocker.
 * Phal Pierro, Apocalyptic Guardian: Good, but Chief De Baula beats it unless you have some way to recur Phal Pierro itself. It's also a key card in Shachihoko Spring.
 * Hyperspatial Dravita Hole: Used in hyperspatial controls because of its recovery of wide range of small costing spells, as well as playing a Light psychic creature.

Draw

 * Angel Feather has found use in spell-heavy Angel Command decks.
 * Aqua Attack (BAGOOON Panzer) is a useful draw card that can be used in mono-Light decks. It can fit pretty much anywhere.
 * Gaga Pikarian is useful in beatdown decks.
 * Justice Plan has found some use in mono-Light decks based on Justice Wings and Angel Commands.
 * Mist Rias, Sonic Guardian is one of the best mono-Light draw cards out there. It tends to not be useful in most beatdown decks, however.
 * Magic Shot - Glory Gate: Hey, it's draw in a Knight deck. Considering that Knights will run Water anyways, probably not that great, but still usable.
 * Prince Avaraldo, Cavalier of Thunder: Obviously amazing in spell-heavy decks.
 * Summer Sonic, Light Weapon Left God: Best draw for God Nova OMG decks, especially since it is harder to get rid of due to God Link.

Tap
Tap-and-kill just isn't that great these days. Light does, however, have a few good tap cards.
 * DNA Spark: Probably the best out of the Spark spells, stopping the opponent's creatures and giving you a new shield.
 * Lollapalooza, Spirit Knight Left God: Delays one of the opponent's creatures for a turn. Yuppal is better, but this one has a niche in God Nova OMG decks.
 * Master Spark: Another great Spark spell that grants you an extra draw, which can be used any moment, unlike DNA’s conditional shield addition.
 * Valhalla Grande, Invincible Hero: See above.
 * Valhalla Knight, Domination Dragon Elemental: See above.
 * Yuppal, Binding Guardian: Same as Lollapalooza, but having a somewhat wider range.

Finishers

 * Alephtina, Spiritual Princess is one of the finishers in Heaven's Gate Loop.
 * Alphadios, Lord of Spirits locks down pretty much an entire deck, unless the opponent has managed to build their battle zone before Alphadios can come out. One of the strongest single-card lockdowns in the entire game.
 *  Love Potion Codeking Number Nine and Spell Del Fin, Light Divine Dragon lock down spells and are great finishers. Number Nine is more active due to better support, and a simple 9000 power that renders Katsuking MAX's firepower useless.
 * Endless Heaven, True Holy Church / Neverend, True Destiny King adds shields when your creatures are destroyed and when you have more shields than your opponent, it dragsolutions into a super hard to deal with finisher with stunning removal resistance. Works surprisingly well with MaltNEXT decks too.
 * G.O.D., Extreme Invasion can send out 9 cost 9 light creatures when it is put into the battle zone, an advantage that surpasses Kaiser "Blade Demon", Zenith of "Certain Victory" in terms of effectiveness. In exchange for this, it can only evolve from cost 9 light creatures and invade from cost 9 light evolution creatures which can be difficult without some work. But the result will be worth this effort.
 * God Izumo, Lawless Godkind makes all your linked Gods unkillable or unanythingable and locks down most of the opponent's spells.
 * Heaven's Heaven, Heavenly Justice/Neverlast, Destiny Adoration is a strong finisher for Light hyperspatial decks. It can be brought out at the 4th or 5th turn with Dragon's Sign Heaven's Rosia, and proceed to spam the field with Blockers. When dragsolutioned, it allows all of the blockers you had gathered to win all battles and it itself cannot be removed properly save for indirect, non-destruction removal which are spells that cost 6 or more or creatures.
 * Miracle Star, Lord of Dragon Spirits is a cheap, heavy-powered beatstick that can freeze two of your opponent's creatures and pick off one.
 * Miracle Star, Revolution Heaven King can send out a Commanduo, Order Dragon Elemental, a Red Rose, Crimson Dragon Elemental and a Pikarie, Radiance Elemental in one go and if you have two or less shields, it gives you 4 more shields.
 * Generarose, Red Rose Dragon Elemental is like him, but can be sent out by Dragon's Sign. Rush decks running into this via a Shield Trigger Dragon's Sign are most likely dead on the next turn.
 * Kaiserhalla, War Dragon Elemental is a stronger variant of Generarose that has blocker (So it can be sent using Heaven's Gate) and can also send much more types of creatures.
 * Miradante, Time Revolution can freeze all of your opponent's creatures, and if you have no shields, he cannot summon any creatures too. Is weak against spells by itself, but if you pair it with Codeking Number Nine, your opponent is a goner. Don't use Rockinstar, Time Dragon as it leaves you open for a Hyperspatial Guard Hole Diabolos Zeta, Temporal Ruler or Gaial Kaiser, the Victorious. (with the latter meaning a possible Redzone, Roaring Invasion which may destroy your Miradante too.)
 * You can also use Baradios, Lord of Dragon Spirits if you want to stop one shots in progress, or don't plan for a difficult to activate total lockdown, but it does not have removal resistance and its blocker makes it typical Hyperspatial Shooting Hole fodder.
 * Lionel, Lion Zenith Dragon is basically unkillable or unanythingable and it can increase your field, provided you managed to keep your shields up to that point.
 * Ultimate Galaxy Universe is a pretty good deck concept if you like tricky Alternate Win combos. Don't try to use it with any typical Vortex or Galaxy Vortex phoenix, however.
 * Valhalla Grande, Invincible Hero: See above.

Other interesting cards

 * Apocalypse Day kills everything in a civilization that usually doesn't kill. Good, but conditional.
 * Cabalt, the Patroller and Rain of Arrows discard spells. Important darkness spells include hyperspatial spells, Hide and Seek, and Ghost Touch. The only important fire spells are hyperspatial spells as well.
 * Christie Gate: Gets you a large creature at a very low cost. And it has shield trigger? And it draws a card?! (List of Light Demon Commands is here).
 * Cosmic Darts: Plays you a spell for free, it was mostly used in hyperspatial decks prior to its restriction.
 * Memories of the Planetary Dragon has many many many uses.
 * Mestapo, the Patroller prevents search spells and the big meta shield trigger Intense Vacuuming Twist. Also stops Domitius, Justice, and generally anything that lets the opponent peek at his deck.
 * Miracle Stop is great at stopping Miraculous Truce and other annoying shield trigger spells. You can also cast it for free if you have an Angel Command Dragon in the battle zone, making it a must for Light Revolutionary decks.
 * Nariel, the Oracle: One man field lockdown. Good with Noble Enforcer.
 * Oriotis Judge is a 3 mana removal that removes all creatures that cost equal or more than the number of cards in their respective player's mana zone, and it's deckbottom feed, which means that creatures removed by this spell are near impossible to recover. And it counters Alphadios since it is light. AND it also counters Dokindam X, The Legendary Forbidden well too, but only if it's in your shields.
 * Panic Room is (mostly) unconditional removal in a civilization with no other unconditional removal cards.
 * Perfect Galaxy, Spirit of Immortality: Generally unkillable. Or un-anything-able. Being restricted gives testament to his power.
 * Perfect Lily, Purity Devotee: Generally unkillable (or unanythingable) strong attacker. See Perfect Madonna above for more info.
 * Positron Sign: A key card in Miramisu decks. Is now restricted.
 * Sagrada Familia, Vizier of Instant Seal: Anti-shield trigger attacker suited for beatdowns or one shot kills. See Greatest Great Oneshot, Eureka Drain and Mono-Light Rush.
 * Schreiber, Vizier of Strictness: Anti-spell meta weenie, suited for beatdowns.
 * Sol Habaki, Apocalyptic Sage is unusual in that it's mana recovery in Light.
 * White Knight HEAVEN, Lord of Spirits / Vibros Heaven, Lord of Dragon Spirits: Strong field removal, even if it's rather slow, it does its job well for a civilization that is lacking in this category.
 * Ultra Star, Revolution Holy Dragon activates Revolution 2 all by itself and the remaining shields you had have Shield Trigger via Ultra Star's effect too. Lionel is more reliable, but Ultra Star has a niche in Revolutionary decks.

The Nameless Guide Light ● Water ● Darkness ● Fire ● Nature

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