Lightsworn: gives you a bunch of bodies (or bricks) that jump Xyz, Synchro continuously, even Link, targets negate monsters, has protection or provides additional card draw effects, restores goods (or eats Maxx "C" to Number 41 pass)

Sections covered in this guide:
CORE
After using instant magic, you will skip the next Battle Phase, the way to win with this deck is to banish all the cards on top of the enemy's deck.
Infinite Space
Possessing the ability to destroy enemy spells/traps and banish 4 top deck cards, you can completely destroy the enemy's gameplay when destroying fields or continuous spells/traps. Sometimes, you will use this card to explore the enemy's backrow to see if there are any cards like Imperm so you can play more easily.
Shoot down the enemy's special summons then banish the top 2 decks, you can completely block the enemy's combo by shooting cards necessary for the enemy's combo, for example Tuner or 1 of 2 monsters of the same level, Link monster (restricting the enemy from climbing to higher links),...
Choose a monster with an enemy effect and block the effect of that card until the end of the turn and banish 3 of opp's top decks. This card is very strong and can completely block an enemy's one card combo or simply when shooting an enemy card, the enemy monster negates it. You can insert this card to block as well as protect the field from monsters that can banish the field.
Dark Law At Home
banish 5 top deck disguised version, this card lets the enemy draw 1 (sounds a bit tight) and banishes 4 of their top deck, but if played in the long run, the opp will draw all the useless cards (because of one card combo, starter is all banished or the middle cards of the combo are banished leading to the combo being stuck or not full combo)
Runick herds chickens
everything about this card is strong (ATK DEF = 0 is sometimes good because Yubel can't punch even if he wants to 🐧 )
What if the field gets shot, summon this card to pick it up again
Both jump once per turn when certain conditions are met (sent from deck to graveyard, except Felis must be sent by monster to count)
Jumps when there is a Lightsworn monster in the graveyard and can send any Lightsworn monster/spell/trap to the graveyard, except this card when Summoned to the field
chad, just help deal with holding Lightsworn in hand by putting Lightsworn from hand to top deck. jump this card then mill 2 cards
super strong, just 2 Level 4 monsters are fine (including Runick) you will have 1 mill 3 top deck card, mill as many Lightsworn as you will draw that many cards !!!, if you are lucky you will draw 3 then 3 monsters from the grave will jump up and be awesome
super card
Send 1 card from deck to graveyard, send whatever you like, then this card will send 3 more cards from deck to graveyard (send 3 cards effect will activate when a card is sent from deck to graveyard by effect)
Staple
there's not always a monster to sacrifice (because sometimes you brick can't raise its head), however this card will excavate until you encounter a monster that can be normal summoned/set ( wolf and archer can't be normal summoned/set, spell/trap runick can't either) jump that monster and the other cards are sent to the grave
There are 2 possibilities
Both are Level 6 Synchro monsters with the ability to draw 1 plus resources for you
usually from the 2 draw cards above plus 1 Level 4 (sometimes 4 + 4 + 2)
Video test hand






















































Top
Bottom-Left
Bottom-Right





Left
Right
