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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!

Michael, the Arch-Lightsworn
- #SDLI-EN036

1 Tuner + 1 or more non-Tuner LIGHT monsters Once per turn: You can pay 1000 Life Points, then target 1 card on the field; banish that target. When this card is destroyed: You can target any number of other "Lightsworn" monsters in your Graveyard; shuffle them into the Deck, and if you do, you gain 300 Life Points for each returned card. During each of your End Phases: Send the top 3 cards of your Deck to the Graveyard.

Card Ratings
Traditional: 2.33
Advanced: 3.46 

Ratings are based on a 1 to 5 scale
1 is Horrible. 3 is Average. 5 is the highest rating.


Date Reviewed:
July 9, 2014

Back to the main COTD Page

 

Dark

Paladin

I'm not sure what's so Arch, ie Archangel perhaps? about this card?  He doesn't have an evil or dark effect per say, and he's even Light attribute.  But I digress.  Michael, the Arch-Lightsworn, is a Level 7, Dragon type Synchro Monster, who is Synchro Summoned with a Tuner and one or more non-Tuner Light attributed Monsters.  No problem in Lightsworn obviously.  Now. let's start by saying this guy is NO Judgement Dragon.  He's not even close.  Not as strong, not as wildly powerful or destructive, but he is easier to bring out, one could argue.  Still strong in his own accord with 2600 attack as well.  Once a turn, by paying 1000 Lifepoints you can target a card on the Field and remove it from play.  The next effect, allows you to shuffle any number of Lightsworns back into the Deck when this card is destroyed, granting you 300x the number of Monsters returned.  That could be an absolute gem of an effect mid to late game.  Plus, there's a mill requirement of course, in this instance, three cards from the top of your Deck during the End Phase.  Honestly, he's not bad.  He's not GREAT, but certainly not bad.  Do you need him...personal choice most likely.  You wouldn't need more than one.
 
Ratings:

Traditional:  2/5 
Advanced:   3.25/5 
Art:  5/5

Leo
Kearon

Michael, the Arch-Lightsworn

Continuing our look at the new Realm of Light Structure Deck, we now look at the main boss monster of the deck; Michael, the Arch-Lightsworn.
Statwise it is a LIGHT/Dragon which is good, with 2600 ATK, which is very good for a level 7 and 2000 DEF not great but not terrible either. It requires any Tuner and one or more LIGHT non-Tuner monsters. Generally this would be a bad thing but since this monster is only ever going to be used in a Lightsworn deck it doesn’t really matter.

Effectwise, once per turn you target and banish 1 card on the field for the cost of 1000 Life Points. Banishing a card is a good effect but paying 1000 life points just for an effect you can use once per turn and only on 1 card is a little much, especially when the other boss monster of Lightsworns; Judgement Dragon; can destroy everything on the field for the same price. Granted Stardust can’t stop this effect but a load of cards instead of one sounds like a better deal.

Also when this card is destroyed you can return any number of other Lightsworns to your deck and you gain 300 Life Points for each one returned. This is a nice effect being able to conserve deck size is a nice touch for a Lightsworn deck and you can still keep enough monsters for Judgement Dragon. Also 300 life points isn’t the greatest of boosts but it can add up and it might recover some life points from costs of this card and Judgement Dragon. Finally like most Lightsworns you send a certain number of cards to the graveyard during your End Phase, in this case 3, which is a good number.
Overall ,while Judgement Dragon is still the big bad of Lightsworns, this isn’t a bad card either. If you are going to use any of the new Lightsworn Tuner monsters (well Minerva is probably the best for getting this out), this is worth considering.
 
Traditional: 2.5/5
Advanced: 3.25/5


Kingof
Lullaby

Hello Pojo Fans,
 
The light shines even brighter on the Lightsworns now that they have their own personal Synchro. Michael is a very flexible Synchro, able to be used as long as the non-Tuner monsters are light-based, but in a Lightsworn deck is where this guy really shines. Decent stats for a Level 7 Synchro. Paying 1000 Life Points to banish a card on the field isn't very costly and will eliminate several things that have inherited protection (Stardust, Zenmains, etc.). He has a mill effect to further help the deck keep rolling, and with Raiden and Minerva available to Lightsworns now. Lumina and Raiden can make a quick Michael appear. When destroyed, regardless of where he ends up, Michael gives you the option to take ANY number of other Lightsworns and place them back into your deck, then gain 300 Life Points per Lightsworn sent back to the deck. Anti-deckout in addition to graveyard manipulation from a Lightsworn monster!? Stellar! Four Lightsworn monster sent back will replenish what you spent on one use of his banish effect. In a late game situation, where you are desperate to restock your deck with Lightsworn monster, you can summon this guy, destroy him yourself, activate his effect, restock your deck and gain back Life Points. Combo him with Beckoning Light after manipulating your Graveyard to return any Judgment Dragons and Michael to your hand (he will go the Extra Deck). Your deck will be full of your Lightsworns while still having enough in the grave to Special Summon your boss monster.
 
He can't be used in every deck out there, and he's no Judgment Dragon, but Michael is a pretty good Synchro for anyone playing light monsters that wants a Synchro that banishes targets and can fill their Graveyard.
 
Traditional-2/5
Advanced-3.5/5
Art-4.5/5- Tremendous artwork


Baneful

Michael, the Arch-Lightsworn
 
Effect #1 - Banishing a card on the field can be really powerful stuff, especially if its a floater that benefits from graveyard play but it can also be capable spell/trap removal, especially good at dealing with some annoying continuous cards.  And then attacking in the same turn ups the aggression here.  Removing a threat isn't groundbreaking anymore, though banishing is definitely a nice twist that steps this card up a bit.  Mostly, you wouldn't Synchro into this card unless you were dead serious on removing a card you found to be too problematic to otherwise get over.
 
Effect #2 - Returning Lightsworns to your deck can definitely prevent you from decking out, as well as increase your search targets for ROTA or Brigade if you happen to run out of cards.  Otherwise, this effect does suffer from some flaws.  First of all, it's only good mid to late game.  Early game you are trying to fill up your graveyard so this card is counter-productive to that.  Second, since you have to wait for this card to be destroyed first, this effect is quite slow.
 
This is a card that both costs you life points (to activate its first effect) and grants you back life points (when destroyed), but neither side of things are too significant and they're not really factor into this control-based card.
 
With the speed of Lightsworn monsters, summoning this card wouldn't be a problem.  But there is a question of whether it would be destructive enough to necessitate you focus.  This is not a card that will win you games.  This is moreso a card that will help you in a tight spot.  So think of this card as a toolbox-option in your Extra Deck rather than a high priority.  
 
Could work in some other LIGHT based decks, but is for the most part exclusive to Lightsworn.  I personally would run one (not three ; two is debatable) of these in the Extra Deck of a Lightsworn deck to increase your options.  But as cool as it is, don't expect it to be your boss monster.
 
Traditional - 1.5
Advanced - 3.25

Terrorking Judgment Dragon: Finally as a common, it's actually worth its price. I am the king.
 
Today we look at the best Lightsworn boss since Judgment Dragon (sorry, Celestia. You lost your title). It's the best Level 7 Synchro you can make with Lightsworns, is easily-made thanks to Raiden's flexibility and is an Extra Deck monster, so he's always at your fingertips. What else is there to say about him? He's a good card. Nothing is banish-proof (though a lot of things are becoming target-proof), so you can always use this to clear away a threatening monster, use it to get rid of a monster so you can hit your opponent directly, or use it to clear away a backrow card you're cautious of (like any time you have a JD in the hand and your opponent has set cards), all for just a measly 1000 Life points.
 
An oft-overlooked part of this card is its effect that triggers when it dies. You can shuffle any number of Lightsworn monsters into your Graveyard and gain 300 Life points for each. Now I know that as a Lightsworn player, you want to get monsters IN your Graveyard, and not out, but that is not how one should look at this. It is a completely optional effect that you'd only use when you're either winning or when you're losing.
 
Advanced: 3.5/5
Traditional: 1/5 
That
Guy
With
The
Hat

Michael the Arch-Lightsworn
 
So please tell me I'm not the only one who just saw Neverending Story when they saw this card revealed? Obviously over the last 2 days we covered the Lightsworn Tuners, now we get to the big boy himself. Michael is a Level 7 Synchro.....Level..7...thats a number that has not boded well for players the last couple years is it? Anyways, his effect is quite the good one: pay 1k LP..something LS players are definitely used to, to target and banish a card on the field. LS have typically been known for destruction, but all their banishing comes from outside sources like Chaos Sorcerer and Black Luster Soldier. Banishing has become a necessary thing these days thanks to Fire/Ice Hand and Michael does it with relative ease. Of course it gives LS another bit of access to rank 7s on top of the Dragon Rulers and the Lightrays that have become popular additions and typically any deck that can drop Dracossack/Big Eye easily enough is at the forefront of the competitive scene. If all that wasnt enough, it gives you a nice bit of life gain when it's destroyed equal to the tune of 300 per Lightsworn returned to the deck by his effect. Send back stuff you have 2 of and all it takes is 4 to give you a chance for a JD effect to turn the game.
 
Traditional - 2.5/5 - quite powerful despite some of the cards
 
 Advanced 4/5 - Amazingly powerful without the near ridiculousness of power JD has. Will the WCQ be dominated by the Light? Watch this weekend!


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