And I Shall Smite Down 
									Upon Thee With Great Vengeance!
									 
									The cards that many people were most excited 
									about from GAOV were the Lightray monsters. 
									These little truffles of delight are based 
									on having LIGHT monsters removed from play 
									and in the graveyard and are derived from 
									existing non-LIGHT monsters, much like the 
									arguably better Dark variants that we got in 
									Phantom Darkness. But we mostly have not 
									seen too much of these cards, mostly because 
									they have summoning requirements that make 
									Judgment Dragon look easy to Summon.
									 
									In fact there are only 5 in all and only 3 I 
									would consider playing. Lightray Grepher 
									does for LIGHT cards much what he did for 
									DARK. He is the terraformer of the deck, 
									setting up for the rest of the cards to be 
									summoned. Lightray Sorcerer has much 
									different requirements to be summoned, 
									needing three removed from play LIGHT 
									monsters (of any name) and then will return 
									banished LIGHT monsters back to the deck and 
									banish an on field monster. Lightray 
									Daedalus requires 4 LIGHT monsters in the 
									graveyard of different names and can destroy 
									a Field Spell to destroy two other cards. 
									Lightray Diabolos requires 5 different names 
									and banishes a LIGHT monster in teh 
									graveyard to put a facedown card on the top 
									or bottom of the deck. And lastly, Lightray 
									Gearfried also requires 5 names, but will 
									banish a Warrior in yoru graveyard to negate 
									a spell or trap if all you control are 
									Warrior types.
									 
									Like most people I thought "Lightsworn will 
									work great with these guys, especially 
									Gearfried and Grepher since they use so many 
									Warriors." But after some testing, 
									Lightsworn are just better on their own, 
									except for maybe a teched Diabolos or 
									Gearfried. In order to utilize the full 
									potential of these cards, we need to focus 
									on two of them, since htey are so varied in 
									their effects and summoning requirements. I 
									chose to focus on Sorcerer and Grepher, as 
									they seemed to work the best together and 
									are the easiest to play. 
									 
									When I first started playing again, I 
									started with the Fairy Structure Deck. It 
									seemed a fairly good choice at the time,  
									and after a few tweeks, the 3 decks I bought 
									were almost as good as an actual competitive 
									deck. They are LIGHT monsters mostly (a few 
									good Darklords) and even deal with the 
									banished zone, so I came up with a rather 
									awesome deck that focuses on getting Archlord 
									Kristya out as quickly as possible while 
									throwing ridiculous monsters at your 
									opponent in only one turn!
									 
									
									
									And God Said "NO!"
									 
									Heaven's Minions 
									 
									Monsters-19
									 
									3x Lightray Grepher
									3x Master Hyperion
									2x The Agent of Creation-Venus
									2x Mystical Shine Ball
									2x The Agent of Miracles-Jupiter
									2x Lightray Sorcerer
									2x Archlord Kristya
									1x The Agent of Mystery-Earth
									1x Honest
									1x Hecatrice
									 
									Spells-10
									 
									3x Valhalla, Hall of the Fallen
									2x Pot of Duality
									2x Mystical Space Typhoon
									1x Heavy Storm
									1x Dark Hole
									1x Monster Reborn
									 
									Traps-11
									 
									3x Miraculous Descent
									2x Bottomless Trap Hole
									2x Solemn Warning
									2x Torrential Tribute
									1x Mirror Force
									1x Solemn Judgment
									 
									
									
									Servants of Heaven
									 
									This deck has a total of 4 different ways to 
									Summon Archlord Kristya and Master Hyperion. 
									Their own effects, Monster Reborn, Valhalla 
									and Miraculous Descent. This allows you to 
									get to your power cards that much easier. 
									Lightray Grepher is usually the easiest way 
									to get them out, as you discard a useless 
									monster and banish a useful Fairy and then 
									revive it on your opponent's turn via the 
									trap card. This is very similar to the plays 
									that Disaster Dragon decks use to abuse and 
									bring out Red Eyes Darkness Metal Dragon.
									 
									It is also capable of making the standard 
									Agent deck plays, bringing out Shine Balls 
									and wreaking havoc with Hyperion. Valhalla 
									adds a nic touch, as you are then able to 
									bring out even the smaller monsters without 
									fear of Solemn Warning, as Warning only 
									negates the activation of a card as opposed 
									to Valhalla's effect. Pot of Duality helps a 
									lot with the deck, enabling a player to make 
									his/her set-up moves of Grepher and Earth a 
									little bit more consistently.
									 
									Lightray Sorcerer is a nice touch, as 
									players often side Macro Cosmos or 
									Dimensional Fissure against the LIGHT decks, 
									and Lightray Sorcerer allows you to get 
									around that easier by abusing their own 
									removal cards.
									 
									In testing the deck is fairly inconsistent, 
									requiring intense shuffling as well as a 
									goodlier portion of luck than is usually 
									required. Some cards like Reinforcement of 
									the Army or Dimension Prison did not make 
									the cut, but can be just brital in the deck. 
									I am especially fond of the interaction 
									between Lightray Daedalus and Chaos Zone, as 
									you can then get some card advantage and 
									serious momentum from it's effect and their 
									plays.
									 
									The deck plays very well against Lightsworn 
									and Chaos Dragon as well as Dino-Rabbit. 
									These decks rely on Special Summons and if 
									you already have Valhalla out they really 
									cannot stop Kristya once it hits the field 
									except with Book of Moon. Inzektors and 
									Wind-Up decks are harder, as they can make 
									their combos go off before Kristya even gets 
									to the field or even while under it's 
									effect.
									 
									Anyways, that's the end of this article. 
									Please email me with your questions, ideas 
									or comments at
									
									alarbios@live.com and do not send them 
									to Pojo. He is not as forgiving as I am. I 
									hope you enjoyed this article as much as I 
									did writing it! If you are in Davis, CA you 
									can usually look me up at Droms Comics and 
									Cards on G Street should you want to play a 
									friendly game.
									 
									Thanks for reading!