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Pojo's Yu-Gi-Oh Card of the Day

Lightsworn Sabre

TDGS-EN059
[Equip Spell Card]
Equip only to a "Lightsworn" monster. It gains 700 ATK. When this card is sent from your Deck to your Graveyard, you can equip it to 1 "Lightsworn" monster you control.

Card Ratings
Traditional: 2.00
Advanced: 3.20 

Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.


Date Reviewed - 10.14.08

 

Dark Paladin
Tuesday

We open the week, after taking yesterday off for Columbus Day, or perhaps even Canadian Thanksgiving...maybe both, or yet, maybe none of the above. Anyway, Lightsworn Sabre is our card to kick things off.

Lightsworn Sabre is an Equipment Magic card, and can, as I'm sure shocks duelists everywehre, can only be equipped to a Lightsworn monster who then gains 700 attack. 700 is almost a respectable amount for an attack increase, however instable an Equipment Magic Card may be.

Furthermore, if this card is sent from your Deck to your Graveyard, you can equip it ot one Lightsworn monster you control. That's a nice bonus as the Lightsworn Deck obviously quickly and often mills itself.
It probably isn't worth a Deck spot however.

Ratings:

Traditional: 1.25/5
Advanced: 2.25/5
Art: 4/5

Creator
OfThePoint
System
Tuesday;
Lightsworn Sabre

...Metagame just went over the possible uses of this card in a Lightsworn deck fix, so for those of you who haven't read the recent article, go over and do that now. I'll wait.

*a few minutes later*

Okay, welcome back! Basically, my review on this is going to be short and sweet.

I usually hate cards that have no other effect except boosting ATK scores. There's a reason that Axe of Despair, United We Stand, Mage Power, and the like aren't played right now -- you destroy the equipped monster, you get a free 2-for-1. Hell, even in a format where people are setting 3, 4, and even 5 Spell/Trap cards, where Mage Power would give as much as a 2500 ATK boost, it's not seeing the play -- even when it could be backed up by Solemns!

...so the only reason to consider playing a 700 ATK boost that's theme-specific is the chance of playing it for free.

The main argument here is consistency vs. flexibility. With more and more decks actively using the Battle Phase to clear out opposing threats, moreso than card effects in some cases, that 700 ATK can get you out of a bad situation, or set you up with a monster your opponent can't deal with. On the flip side of that, when your opponent stops you from using the Battle Phase to your advantage (attack-stopping cards, Colossal Fighter, etc.), it ends up being a dead card. The main concern of playing this is the one behind three copies of Wulf -- it's a card that's useful when you dump it, but NOT when you draw it. While in this case, you can actually still play it, unlike how you can't summon Wulf, it's pretty bad to be wasting a card in hand to give a monster a 700 ATK boost. At least by playing a couple of these, you can make Foolish Burial a live card if you've gone through all your Wulfs and don't need that fourth Lightsworn to make Judgment Dragon a live play.

Do I think this card might see some play in Lightsworn? Yes. Do I think it's going to be the thing that pushes Lightsworn to where it's going to be played as much as Tele-DAD? Doubtful.

3/5 for future potential
General Zorpa Lightsworn Saber
 
This is one of those card in TDGS where everyone goes, "oh man i got another one!" Well it is not nearly so bad as it looks. It is an equip spell that grants a 700 ATK boost and in keeping with the Lightsworn Theme, it is equipped to a Lightsworn monster when it is sent from the deck to the graveyard.
 
This can be great in some situations as you can mill Wulf and Saber together, so that you have a free 2800 ATK monster on the field, which can usually turn a bad situation into a good one. It also will boost up any other Lightsworn monster to be able to take out many of the metagame's current cards.
 
The problem with this card is ,ironically, it is not a monster, so you cannot search for it when you need it and you cannot discard it for Solar Recharge. This is huge as the deck is so monster based that having this many more non-monsters on the field is almost detrimental to success. Not to mention that the card is absolutely horrible when you draw it, as there is rarely anything that you can do with it...
 
Traditional-1/5
Advanced-3/5
Mr. Random Lightsworn Sabre
[Equip Spell Card]
Equip only to a "Lightsworn" monster. It gains 700 ATK. When this card is
sent from your Deck to your Graveyard, you can equip it to 1 "Lightsworn"
monster you control.
30502181
Super Rare

Lightsworns get their very own Equip Spell Card. Lightsworn Sabre is very similar to Wulf in the way of sending from the deck to the grave. Most of the time you would have a Lightsworn monster on your field, the monster would send a Sabre for an easy +700 and possible Wulfs also. With 700 more attack a Garoth can get over Stardust Dragon and Monarchs. When it is equipped to a Celestia, the only thing it cannot destroy and live is Red Dragon Archfiend. Unlike Wulf, if you draw Lightsworn Sabre you can play it right then and there, but with other slots being filled up with search and draw cards, I can see this in casual play right now.

Traditional: 2.5/5
Advanced: 3.5/5
Pwii Well, another weekend come and gone, and I'm still reviewing. Lightsworn saber is interesting...Personally I'd use it in a lightsworn deck. The only real problem is that you'll draw it. This fits in nicely with the lighsworns and should be given a chance

4/5 all. Even in traditional, lighsworns could be combined with chaos.

--pwii

Jeff Lang
TDGS-EN059
Lightsworn Sabre
[Equip Spell Card]
Equip only to a "Lightsworn" monster. It gains 700 ATK. When this card is
sent from your Deck to your Graveyard, you can equip it to 1 "Lightsworn"
monster you control.
30502181
Super Rare


    Todayʼs card is Lightsworn Sabre. I cannot stop pulling this out of packs =/. The effect is pretty mediocre to be honest. You would pretty much want to dump it through milling for it to be effective. Drawing it will suck. Yyou need to draw your Heavy hitters. The attack boost is pretty cool. Sometimes you have problems getting over a monster in this deck type, if you donʼt have honest, so this is one potential out.

Trad: 1/5
Adv: 1.5/5

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