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)