Guide To Being Played By Lightsworn Runick

Guide To Being Played By Lightsworn Runick

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)

Runick: animal

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.


top deck : the cards on top of the deck

Instantaneous spell cards will have the following common effect: Special summon 1 Runick monster from the Extra Deck to the Extra Monster Zone

Runick Fountain (x3 if possible)
UR rarity
Limited to 1 copy
Runick Fountain
UR rarity
Limited to 1 copy
Runick Fountain

Infinite Space


brain dead opponent by throwing too many text cards (from hand) at opp monster


The soul of the deck, allowing you to use Runick instant spells from your opponent's hand during your turn, as well as pick up to 3 Runick instant spells from the graveyard to your deck and draw cards equal to the number of cards picked from the graveyard to your deck.

Runick Destruction (x1 (because of limit))
SR rarity
Limited to 1 copy
Runick Destruction
SR rarity
Limited to 1 copy
Runick Destruction

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.

Runick Flashing Fire (x3)
SR rarity
Runick Flashing Fire
SR rarity
Runick Flashing Fire

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),...

Runick Freezing Curses (x2 (because of limit))
SR rarity
Limited to 2 copies
Runick Freezing Curses
SR rarity
Limited to 2 copies
Runick Freezing Curses

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.

Runick Slumber (x2)
R rarity
Limited to 2 copies
Runick Slumber
R rarity
Limited to 2 copies
Runick Slumber

opp can't do anything, opp punches, this card protects monsters on the field from being destroyed by battle or damage 1 time, opp gets bored, opp stops playing (after that opp gets banned from 3 top decks)


thatlasuvat

Runick Tip (x2 (due to semi-limit, x3 if possible))
UR rarity
Limited to 2 copies
Runick Tip
UR rarity
Limited to 2 copies
Runick Tip

Deck searcher, the more you bring the more stable the deck will be

Runick Dispelling (x0-3)
R rarity
Runick Dispelling
R rarity
Runick Dispelling

Dark Law At Home



banish cards, and snatch hands when opp adds cards from deck to hand, creating discomfort. If lucky, snatch the card opp just searched for (random snatch), or snatch some cards that cause trouble for you. If unlucky, snatch them to the grave to activate effects or have effects in the grave.

Runick Smiting Storm (x0-3)
R rarity
Runick Smiting Storm
R rarity
Runick Smiting Storm

banish top deck based on the monster/spell/trap opp is controlling (maximum blow up 13 cards), this card will sometimes be weak (if opp summons a monster that you negate, then they don't combo anymore, at this point only banish 1 card)

Runick Golden Droplet (x0-3)
SR rarity
Runick Golden Droplet
SR rarity
Runick Golden Droplet

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 Allure (x0-2)
N rarity
Runick Allure
N rarity
Runick Allure

Runick herds chickens


This card cannot jump on Runick monsters, it has the right effect every time Runick instant magic is activated, it will banish 1 of opp's top decks. This card used to be used a lot, but now Runick gets hit a lot, plus it's mixed with other decks so there's no slot for this card.

Hugin the Runick Wings (x2-3)
UR rarity
Hugin the Runick Wings
UR rarity
Hugin the Runick Wings

everything about this card is strong (ATK DEF = 0 is sometimes good because Yubel can't punch even if he wants to 🐧 )


First: Level 2, very suitable for Tri-Edge Master to draw 1 more card as well as easily synchronize Level 6 8 or 10 ( Baronne Go Brrrrrrr)

Monday: is the first day of the week

Third: search field, the deck's extremely strong card is limited to 1 but sometimes we still see these guys reach the top in tournaments or Master I

Fourth: can protect all other cards from being destroyed by effects by banishing this card (including your Stun or Floodgay cards)

Fifth: If this card is accidentally destroyed, it will go to the Extra Deck instead of the Graveyard, starting from the self-row.

Friday: it's very difficult to get through this card because if you break the protected card, and if you punch, you'll get Runick from your hand. The easiest way to get through this card is to have many attack cards to get through the combo of this card + field.

Geri the Runick Fangs (x2-3)
SR rarity
Geri the Runick Fangs
SR rarity
Geri the Runick Fangs

What if the field gets shot, summon this card to pick it up again


This card picks up 1 Runick Spell card from the graveyard (except instant spells), this card is also a good body for rank 4 Xyz or rank 8 Synchro (sometimes 10).

This card is a very high quality punching bag, not only can it not be destroyed by effects, it also shoots cards when destroyed by combat :>

Freki the Runick Fangs, Sleipnir the Runick Mane and Munin the Runick Wings (use it if you like)
SR rarity
Freki the Runick Fangs
SR rarity
Freki the Runick Fangs
SR rarity
Sleipnir the Runick Mane
SR rarity
Sleipnir the Runick Mane
UR rarity
Munin the Runick Wings
UR rarity
Munin the Runick Wings

Because of mixing with Lightsworn, your Extra Deck is very crowded, use it if you like, or don't.

Wulf, Lightsworn Beast, Felis and Lightsworn Archer (What is once per turn?)
R rarity
Wulf, Lightsworn Beast
R rarity
Wulf, Lightsworn Beast
N rarity
Felis, Lightsworn Archer
N rarity
Felis, Lightsworn Archer

Both jump once per turn when certain conditions are met (sent from deck to graveyard, except Felis must be sent by monster to count)


and because both of them can't be normally summoned/set, they also brick when held in hand.

Lightsworn Dragonling (x3)
UR rarity
Lightsworn Dragonling
UR rarity
Lightsworn Dragonling

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


Usually the Dragon search effect will be rarely used in Runick Lightsworn because draw 3 is easy to get a brick draw, and this is a search from Deck to hand, if it is milled to the grave, there is no way to save it.

Raiden Hand of the Lightsworn (Raiden Shogun)
SR rarity
Raiden, Hand of the Lightsworn
SR rarity
Raiden, Hand of the Lightsworn

bring it or not is fine, mainly take the mill 2 top deck, end turn is true mill 2 more but body level 4 Tuner is too good, usually use to combo but no longer on the field to mill

Punishment Dragon (x0-1)
UR rarity
Punishment Dragon
UR rarity
Punishment Dragon

Recover cards from the grave and banish (face up) but exclude Lightsworn monsters, use if you want, or don't.


recommended: x0

Weiss Lightsworn Archfiend (x3)
SR rarity
Weiss, Lightsworn Archfiend
SR rarity
Weiss, Lightsworn Archfiend

chad, just help deal with holding Lightsworn in hand by putting Lightsworn from hand to top deck. jump this card then mill 2 cards


Not only that, when sent to the grave, it will jump another Lightsworn, except this card.

Because it's so strong, each effect is only once per turn and not mindlessly spammed like the wolf or archer.

Charge of the Light Brigade (x3)
UR rarity
Charge of the Light Brigade
UR rarity
Charge of the Light Brigade

+4 resources, this card both mills 3 and searches for Lightsworn Level 4 or lower (but note that you have to mill first before searching) from Deck to hand, if it hits Lightsworn it will automatically jump, if it hits Runick it will field again and draw 3

Minerva the Exalted Lightsworn (x1)
SR rarity
Minerva, the Exalted Lightsworn
SR rarity
Minerva, the Exalted Lightsworn

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


The next effect is... okay, but now there are many negate, banish, and push cards, so this card is often used as a body link to S:P banish 2 cards.

Minerva the Athenian Lightsworn (x1)
SR rarity
Minerva, the Athenian Lightsworn
SR rarity
Minerva, the Athenian Lightsworn

super card


easy to level up, any monster will do, even using Runick as material

Can mill up to 2 Lightsworn monsters of different types from the deck to the grave (how many Lightsworn you use on this card will mill how many cards)

Additionally, you banish up to 4 Lightsworn from the grave to send 4 more cards from the deck to the grave (banish from 1 to 4, banish as many, mill as many)

Curious the Lightsworn Dominion (x1)
UR rarity
Curious, the Lightsworn Dominion
UR rarity
Curious, the Lightsworn Dominion

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)


After this card is up, you will usually add Apollousa to optimize the body link 3 of this card (or you hope that opp can get through a bunch of Runick and your disrupt cards to destroy this card so you can pick up a card from the deck to your hand because of the effect of this card, but it's too bad)



Staple

 

Reasoning (x3)
SR rarity
Reasoning
SR rarity
Reasoning

In pure Runick you can mill most of the deck to the grave, but in Runick Lightsworn, you excavate a few cards, sometimes the first card excavated is a monster, that's the trouble, but whatever, adding resources is adding resources, don't be picky

Monster Gate (x2)
SR rarity
Monster Gate
SR rarity
Monster Gate

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

The Black Goat Laughs (x0-3)
UR rarity
The Black Goat Laughs
UR rarity
The Black Goat Laughs

There are 2 possibilities


i> give the monster name, no one will special summon that monster, unless summon from grave. This will lock opp's combo very annoying

ii> banish from the grave and send 1 monster name, no one can activate the effect of that monster on the field whose original name is the name of the monster you sent

Tri-Edge Master and Coral Dragon (doro, monsta caida)
UR rarity
Tri-Edge Master
UR rarity
Tri-Edge Master
SR rarity
Coral Dragon
SR rarity
Coral Dragon

Both are Level 6 Synchro monsters with the ability to draw 1 plus resources for you


Coral Dragon will come up when you need another body Tuner combo synchro (this card is Synchro Tuner Monster)

Tri-Edge Master will be up when you already have a Tuner body, this card is a Non-Tuner to continue synchronizing.

Chaos Angel, Baronne de Fleur and Swordsoul Supreme Sovereign - Chengying (Level 10)
UR rarity
Chaos Angel
UR rarity
Chaos Angel
UR rarity
Baronne de Fleur
UR rarity
Baronne de Fleur
UR rarity
Swordsoul Supreme Sovereign - Chengying
UR rarity
Swordsoul Supreme Sovereign - Chengying

usually from the 2 draw cards above plus 1 Level 4 (sometimes 4 + 4 + 2)


Chaos Angel : has protection, usually used in case you run out of Tuner (because this card automatically sees LIGHT or DARK monsters as Tuner to summon it) or in case you need this card

Baronne : negate, shoot card, restore goods, big body, easy to level up

Chengying : punching bag that knows how to banish, extremely big body, body reduction opp

Rank 4
UR rarity
Evilswarm Exciton Knight
UR rarity
Evilswarm Exciton Knight
SR rarity
Number 60: Dugares the Timeless
SR rarity
Number 60: Dugares the Timeless
SR rarity
Number 41: Bagooska the Terribly Tired Tapir
SR rarity
Number 41: Bagooska the Terribly Tired Tapir
UR rarity
Abyss Dweller
UR rarity
Abyss Dweller

Abyss Dweller : opp can't activate the effect from the grave, extremely annoying


Exciton Knight : pay go brrrrrrr

Number 60 : pull the line, draw cards, and punch painfully, just thinking about it makes me crave it

Number 41 : You don't let me play games, I lie down and throw a tantrum

S:P Little Knight (x1)
UR rarity
S:P Little Knight
UR rarity
S:P Little Knight

It's also good to go on turn 1 or 2. This card can't hit the base point after using its effect, but playing Runick, there's no battle phase to punch.




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