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

 Dawn Knight
- #PRIO-EN011 

If this card is sent from the field to the Graveyard: You can send 1 LIGHT monster from your Deck to the Graveyard. If this card is sent from your Deck to the Graveyard: Target 1 LIGHT monster in your Graveyard; place that target on the top of your Deck. You can only use 1 "Dawn Knight" effect per turn, and only once that turn.

Card Ratings
Traditional: 1.75
Advanced: 2.50 

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

Date Reviewed:
Aug. 6, 2014

Back to the main COTD Page



"No eternal reward will forgive us for wasting the dawn."

– Jim Morrison


Dawn Knight


Some LIGHT support, particularly for Lightsworns, I assume.  With the Dragons of Legend booster set releasing the superior Mathematician, this card got a bit worse since Primal Origins came out.  It has two seemingly capable effects, with a weak body for stats, but in the end I'm asking myself, just what is this card trying to accomplish?


It's still milling and it's still returning a card to you, so its not entirely useless.  But in such a competitive game, this card is essentially a crap Rare.




Power – 2/5 ; There's better options for milling.  And if you're using this for returning cards, Beckoning Light is better.  Instead of having Judgment Dragon (I am assuming that it is the card you want to return) on the top of your deck, you could be having it and other new LIGHT cards in your hand in an instant.


Versatility – 2/5 ; When its do-or-die and you're in a tough spot, you don't want to draw this card.  With its slow speed (see below), you won't be able to make a fierce comeback in a dire situation.


Accessibility – 2/5 ; There's no cost for using this card, except using up a Normal Summoning, that could be used for Kuribandit instead.


Card Advantage – 2/5 ; This card doesn't really plus.  Its first effect is a weak mill.  Its second effect stacks the deck but doesn't give you any cards either.  And with weak stats its a sitting duck waiting to be killed in battle.


Speed – 2/5 ; While cards like Foolish Burial and Mathematician can dump a card right away, this card has to wait until its destroyed to do the same thing.  You can ram into battle to trigger the effect, but that's undesirable.  You already entered your Battle Phase and aren't in Main Phase 1 (where you can set up combos) anymore.




Traditional – 1/5 ; This is the format of Painful Choice, keep in mind.  Way too slow.  You don't have a turn to wait.

Advanced – 1.75/5 ; The ideal candidate of this card would be Lightsworns, and I'd even avoid this card in that deck.

Mechanic Design – 3/5 ; A bit underpowered but nonetheless good.  A fair once-per-turn restriction was placed.  But the slow speed is a problem.


Artwork – 4/5 ; A heroic iron-clad knight enduring the bright sun.  The red scarf complements the other colors well and the detail of his armor is appealing.



There are way better milling choices across the board.


Dawn Knight

Here we have a Light Level 4 Warrior, all good things basically as it’s searchable (by RotA), Light, which has quite a bit of support overall, and being Level 4 means that it can help one access some quite handy Rank 4’s or more easily Summon higher Level Synchro’s by using this card.


As for it’s first effect, while it’s handy, it also comes with it’s own flaws, for a start you have to Normal Summon this card, and that’s all that it does upon being Summoned. It’s only when it’s sent to the Graveyard from the field that you end up being able to send a Light monster of any Level from your Deck to the Graveyard.

Sadly this means that it’s effect is a little slow overall… Unlike Armageddon Knight.


The second effect may be a little hard to work with, firstly it’s mandatory, and that could end up meaning that it’s forced to return itself to the top of the Deck rather than something that you may actually want to have there instead. This is far more likely to occur early game, but by later game this simply should not be an issue.


Also as you can only use one Dawn Knight effect per turn means that if for some reason you Summon and then send to the Graveyard Dawn Knight, if you mill another Dawn Knight later on that turn it’s effect will not be able to be activated.


Dawn Knight is going to be quite useful in Lightsworns and Lightrays primarily, however I’m certain that some other interesting ways to make use of this card may well be being though up.

Thinking of cards such as the more recently released Kuribandit and Mathemetician.


Traditional: 1.75. I’m not exactly certain as to what this could really hope to do, however I’m more than confident that this could be used to set up some plays, and being Light helps this card here.


Advanced: 3. This score mostly reflects how much I believe this card is going to help out Lightsworns as a whole, sadly it’s downsides let it down and for me prevent me from giving this card a higher score.


Dawn KnightLIGHT/Warrior/Effect/level 4/1400/1200
First we had Armageddon Knight and now Konami have decent that all Attributes should have an Attribute Knight card. I wonder what the DIVINE Attribute Knight card will be like? Still today we look at Dawn Knight the LIGHT Attribute Knight card.

Statwise it is a LIGHT/Warrior which is a good combination with 1400 ATK and 1200; DEF very common when Celtic Guardian first appeared but even back then those stats weren’t great.

Effectwise it has two however you can only use one of the effects per turn. The first effect is activated then this card is sent from the field to the grave and it allows you to send a LIGHT monster from your deck to the graveyard. Foolish Burial is a way better choice, but this doesn’t care how it goes from the field to the grave, so you do get two LIGHT monsters in the grave for the price of one.

The second effect activates when this card goes from your deck to the graveyard and allows you to recycle a LIGHT monster from your graveyard. A nice effect which does allow you to tailor your deck draw but a bit slow and it would have been better to have it in your hand.

Overall, two solid effects but poor stats and the fact you can’t play off both effects do hurt this card.

Traditional: 1.75/5
Advanced: 2.5/5


Hello Pojo Fans,
Dawn Knight is a splashable Warrior-type. Acceptable ATK and DEF, Dawn Knights two effects can benefit several decks. When leaving the field it has a Foolish Burial effect for LIGHT monsters. When sent from the deck to the grave, it has A Feather of The Phoenix effect for LIGHT monsters without the cost. You may only be able to use one of Dawn Knight's effects per turn, but that isn't too bad. Lightsworns could use him to Special Summon Wulf when he leaves the field or put the fourth Lightsworn they need in the grave. If milled, Lightsworns will have their choice of a host of LIGHT monsters to put on top of their deck (including Dawn Knight). Judgment Dragon next turn? Sure. It can also set up a mill of a Wulf the turn it goes directly to the grave from the deck. Chaos decks get a Warrior that is chaos fodder, and can fill the grave with another LIGHT target for later. Bujins can put another Bujin in the grave to increase their resources for removal.
Dawn Knight is a good card worth experimenting with if your deck falls within his range.


Dawn Knight is the last in the series of Attribute Knights that started all the way back in Phantom Darkness with Armageddon Knight. Much like his brethren, he is a Warrior with 1400 ATK and 1200 DEF, and an effect that when triggered sends a monster of his Attribute to the Graveyard (in this case, LIGHT). The trigger on each of the Knights differs, and for Dawn Knight it’s when he’s sent from the field to the Graveyard.


That’s a relatively slow effect, but what makes Dawn Knight extra interesting is that he also has an additional effect that triggers when he’s sent from the Deck from the Graveyard. This effect targets one LIGHT monster in your Graveyard and puts it back on top of your Deck.


Given both these effects, the first Deck that should come to mind when thinking of where to use Dawn Knight is Lightsworn. His second effect is a great way to put Judgment Dragon on top of your Deck to draw next turn or to put Wulf or the upcoming Felis on top to be milled by another Lightsworn. On the off chance that you activate Dawn Knight’s first effect, he can send Wulf or Felis to the Graveyard himself, thereby summoning it.


What hurts Dawn Knight, however, is the same thing that hurts the entire Lightsworn Deck as a whole: he’s unreliable. Because milling in Lightsworn is random, there’s no guarantee that you’re going to mill him during an opportune moment. The fact that his on field effect is unreliable and he is useless in hand also makes him a pretty bad topdeck. Additionally, his effect is restricted to once per turn, meaning milling more than one at a time is awful.


Dawn Knight is certainly an interesting card that has quite a bit going for him. Unfortunately, he also has quite a bit holding him back.


Traditional: 2/5

Advanced: 2/5

Dawn Knight

You know, as many random cards as they included in the Lightsworn structure deck, I'm most surprised this didn't make it. This opens a world of interesting plays for sure. Either it goes from the field to the gy and you get to foolish burial a light monster from the deck to the graveyard(like a wulf for a chump block or set up a play next turn, or a minerva to get an extra quick mill) or it goes from the deck to the GY and you get to return a light from the graveyard to the top of the deck. So lets see, JD recycle? or to a lesser extent Diabolos. It's another fun techy card that you might wanna try out if you're not the serious must use exactly the winning type of deck, but since LS Rulers aren't at the top of the food chain right now, maybe try this out and see how it does??

Traditional 1.25/5(though putting a BLS on top of the deck isn't bad, you have Reborn and Premie to take care of bringing him back)
Advanced 2.5/5 has decent and applicable uses but needs a pilot willing to think outside the box


We have a pretty interesting tech card for Lightsworns today, in the form of Dawn Knight.  A level four Light Warrior, whose effect reads as such: "If this card is sent from the field to the Graveyard: You can send 1 LIGHT monster from your Deck to the Graveyard. If this card is sent from your Deck to the Graveyard: Target 1 LIGHT monster in your Graveyard; place that target on the top of your Deck. You can only use 1 "Dawn Knight" effect per turn, and only once that turn."
You COULD search this with Reinforcements of the Army, but lets be frank here, you don't really want this in your hand.  It's "When sent from the field to the Graveyard" effect is really slow, so you would much rather have this milled than added.  It's stats are awful, so again, mill this.  There are a plentiful amount of cards that you can run to mill this, but for precision milling, Lavalval Chain, Foolish Burial, and Mathematician are your best bets.  That isn't to say you couldn't easily mill this off any Lightsworn monster.
Now, as to what you would put on top of your deck?  Well, one of the problems with Lightsworns is that they can easily mill their main boss, Judgment Dragon, or Lightray Diabolos.  This remedies that and gives whatever you choose as your next draw.  Of course, it isn't just for boss monsters.  You could stack, say, a Wulf, then you can easily mill it, or you could stack a Lumina if you are without a play for next turn.
This card is not without its fair share of problems though.  As previously stated, it is pretty much dead in hand, and Lightsworns really don't need any more dead draws.  The recycling boss monster tactic is done a bit better with cards such as Beckoning Light or Monster Reincarnation, and even those are being fazed out.  Not to mention you won't always have a good target to put on top of your deck if you do mill Dawn Knight.
All in all, a decent tech.  Not at all necessary though.

Traditional: 1/5
Advanced: 2.5/5
Art: 4/5: It does look pretty nice

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