Top Ten Light Cards List - Jacob

 

       This is my top ten list out of any of the light cards (in the current game). I play with light, and I favor it over the other civilizations, so far. That's the reason why I'd rather do a top ten list for the light civilization. All of light's blockers are able to attack other creatures when the target's tapped. That puts them at at an advantage over most the other blockers in the game (there are a few others that can attack). The light civilization is also about untapping. Toel, Vizier of Hope is a great example of that. It allows you to untap all of your creatures in the battle zone, while Toel's in the battle zone. One of the light civilization's super rares (Hanusa, Radiance Elemental) is the biggest monster in the current game that doesn't have the power attacker ability, which is nice.

Okay, now that you know a little bit more about the light civilization, here's my top ten list:

10) Emerald Grass
         Okay, this card is a blocker that can't attack players, but can attack tapped creature. It's 2 mana for 3000 power, which means you can play it on  the second turn, and with 3000 power it can stop mosty what your opponent could have. This card is also a common, which is a good thing, since you can get it easily from packs or other players.

9) Szubs Kin, Twilight Guardian
         Another blocker, but this once is twice as big as Emerald Grass. Can't attack players, but tapped monsters it can, like Emerald Grass. 5 mana for 6000 power, is very strong, and can most likely stop most creatures (unless they have the big creatures). 5 mana is a little too much, though. Maybe if it was one less mana, then it would make it higher on my top ten list. This card is a rare, so it will be a little tougher to get than Emerald Grass.

8) Sonic Wing
        This is a great card. It's a spell card that make one of your creatures unblockable for the turn. It only costs 3 mana to play, which is very low for a good card like this. If your opponent has no shields, you have a creature in the battle zone that can attack your opponent, and you draw this card, then you've won the game ( I'm assuming you would have 3 mana so late in the game). Another good quality of this card is that is a common, and easy to get.

7) La Ura Giga, Sky Guardian
        Definately a staple card (meaning necessary) for any deck with the light civilization. Only 1 mana to summon it, which means a first turn card, and 2000 power. It's a blocker, and can't attack players, the same as Emerald Grass. It's a common card, very easy to get. This thing will overpower any other first turn card (other than Artisan Picora). This card only gets 7th place beacuse there are cards that can win you the game, while this can only block (yet).


6) Laser Wing
        This is the better, more costly version of Sonic Wing. It's a spell card that takes 5 mana to play. This card lets you make 2 of your creatures unblockable for the turn. Now this might seem worse than Sonic Wing, because you need two attackable creatures for this to not be a waste of mana, but you can have a double breaker go in, destroy their last two shields, and attack for the win (assuming there were no shield triggers). It's a rare, so start searching for it in binders and card shops.

5) Hanusa, Radiance Elemental
        You're probably thinking, "What? Hanusa only number 5?!?" Well, I have my reasons. It's 7 mana, which is more than I like to play with (but still do), though it has 9500 power. That's not with any power attacker bonus, either, so your opponent will have a fun time trying to kill this. It has the double breaker ability (meaning it can kill two shields with one attack) which is nice. A major downside to this is that it's a super rare, so you will need either money or great luck to get this one.

4) Urth, Purifying Elemental
       The other super rare of the light civilization gets 4th place in my top ten list. 6 mana for a 6000 power creature isn't a great deal, but it's other abilities definately make up for that. It's a double breaker, and it untaps every turn. Worth every mana. Like I said, this is a super rare, and overly hard to get, which is why it only gets 4th.

3) Gran Gure, Space Guardian
        Here's one of the very rares. This guy is extremely overpowered. 6 mana for 9000 power sounds like a great deal to me, even if it can't attack players. It's a blocker, a BIG blocker at that, and stops most everything. When it doesn't block something with a power attacker, like Astrocomet Dragon, it can attack it next turn and kill it. It's a very rare though, and sort of hard to get, yet not as hard as the super rares, which is why it gets 3rd.

2) Toel, Vizier of Hope
        An uncommon better than super rares? Unheard of. Well, in most games, most of the time. This is 5 mana for 2000 power. Ouch, that doesn't sound great so far, but listen to it's effect. "At the end of your turns, you may untap all your creatures in the battle zone." Wow. This card is great support for any other civilization (namely water). You can attack with a couple Candy Drops and untap them before your opponent can get at them. The best part is that it's only an uncommon, and not too challenging to get.


And Number 1 is...


1) Holy Awe
        This card can easily win you the game, or save you from losing it. It's 6 mana, but no doubt worth it. For only 6 mana, you get to tap all your opponent's creatures. Build up your attackers, play this, and kill your opponent in one fatal swoop. Also this is a shield trigger, which is the basically the equal of
Yu-Gi-Oh!'s Waboku card. You won't get hit for the rest of the turn if your opponent shield triggers this. What's awesome is it's only a rare, and with a few packs you can pull this great card.

       Anyway, that's my opinion on the top ten light civilization. If you agree, great, if you don't, that's fine too, everyone has their opinion. You might have noticed that I didn't put the other foil very rare card (Rayla, Truth Enforcer) on my top ten list. It's not a very good card, It's 6 mana for a 3000 power monster that lets you pull a spell card out of your deck when you play it, so it should be obvious. If you have something to say then:

Jacob (jadejoda02@aol.com)