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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
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.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Aug. 6, 2014
Back to the main COTD
"No eternal reward will forgive us for wasting the dawn."
– Jim Morrison
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.
2/5 ; There's no cost for using this card, except
using up a Normal Summoning, that could be used for
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
You can ram into battle to trigger the effect, but
You already entered your Battle Phase and
aren't in Main Phase 1 (where you can set up combos)
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.
– 4/5 ; A heroic iron-clad knight enduring the
The red scarf complements the other colors
well and the detail of his armor is appealing.
There are way better milling choices across the
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
Overall, two solid effects but poor stats and the
fact you can’t play off both effects do hurt this
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
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
from the Graveyard. This effect targets one LIGHT
monster in your Graveyard and puts it back on top of
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
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.
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
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
Art: 4/5: It does look pretty nice