As part 2 of my GAOV preview I’m going to be looking at the new Lightray Monsters, who are Light versions of famous monsters from the past. All the way back in Phantom Darkness we saw Dark versions of cards like Armed Dragon Level 7 and Sacred Phoenix of Nephthys, and now Lights have finally got their own turn.
From what has been shown of Lightrays so far they’re more of a bonus for Light decks than a theme unto themselves. One new TCG exclusive has been revealed in the form of Lightray Grepher, who has now had both a Dark and Light version of himself. Since his effect has not yet been revealed I’ll be saving covering him for later.
Lightray Sorcerer: Level 6 2300/2000 Light Spellcaster
Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) when you have 3 or more banished LIGHT monsters, and cannot be Special Summoned by other ways. Once per turn: You can shuffle 1 of your banished LIGHT monsters into your Deck to target 1 face-up monster on the field; banish that target. This card cannot attack the turn you activate this effect.
Lightray Sorcerer is of course the Light version of Chaos Sorcerer, and as such functions in a very similar way. Much like Sorcerer he can banish a face up monster whilst losing his ability to attack, but comes with different summoning conditions and a different requirement for his banishing effect.
Rather than banishing cards to summon him he relies on already having 3 Light monsters banished. This means you will need to find ways to banish your own cards before summoning him. Cards like Dimensional Alchemist, D.D. Warrior Lady or Master Hyperion could help achieve this. Since you only require Light monsters you don’t need to find ways to accomodate Dark monsters into a deck that might not otherwise have any use for them, like you would do with Chaos Sorcerer. Equally Lightray Sorcerer can benefit from the Light support in the deck, which Chaos Sorcerer is unable to access.
Unlike the Chaos version his banishing effect is not free, instead requiring a banished Light monster to be shuffled back into the deck. However since you are required to have 3 banished already should get a good 3 turns out of this effect at minimum. It’s unlikely you’ll need to use his effect more times than this anyway. Shuffling the cards back into your deck also means you get another chance to draw them and play them again.
Lightray Daedalus: Level 7 2600/1500 Light Sea Serpent
Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by having 4 or more LIGHT monsters in your Graveyard, and cannot be Special Summoned by other ways. Once per turn: You can target 1 Field Spell Card and 2 other cards on the field; destroy them.
Lightray Daedalus is the Light version of Levia-Dragon – Daedalus, and like his old counterpart is linked to a Field Card, except this time it can be any generic one. It’s been years since the original Daedalus saw play and I’m rather doubtful this new version will make much change to that.
Most light based decks don’t make use of Field cards, so it’ll be rather hard to fit him into existing Light decks, equally decks that do use Field cards won’t have enough Light monsters to make effective use of him. The best use for this card will be sidedecked in Light based decks, since you don’t need the Field card to be on your side of the field. This means that should you encounter a deck like Gravekeepers of Dark World you could try siding him in as a way of blowing away 3 of the opponents cards for free. Quite how often this would happen remains to be seen.
Lightray Gearfried: Level 8 2800/2200 Light Warrior
Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by having 5 or more LIGHT monsters with different names in your Graveyard, and cannot be Special Summoned by other ways. Once per turn, when a Spell/Trap Card is activated while you only control Warrior-Type monsters: You can banish 1 Warrior-Type monster from your Graveyard; negate the activation of that card and destroy it.
Here we have the Lightray version of Phoenix Gearfried, an old Structure Deck card, which never really saw any play. The Gearfried series of cards should however be familiar to anyone who watched the original series. Lightray Gearfried is the most restrictive of all the Lightrays, requiring not only a large number of different named Light monsters, but also to be playing warriors as well.
Some Light Warriors, such as D.D. Warrior Lady or Elemental Hero Neos Alius, do see play, but you couldn’t build a deck around this. Your best bet would probably be to try him in Lightsworn, where Jain, Ehren and Garoth can all fit both purposes. The other issue is that you either need to only have Warriors on the field, this can restrict you from summoning anything alongside Gearfried.
If you do successfully meet all these requirements he is basically a slightly larger Shi-En, who we all know is a good card, however the effort compared to Shi-En doesn’t seem worth it to me. It’d be an interesting late game surprise in Lightsworn, but even then I’m not sure it’ll see much play.
Lightray Diabolos: Level 7 2800/100 Light Dragon
Cannot be Normal Summoned or Set. Must first be Special Summoned (from your hand) by having 5 or more LIGHT monsters with different names in your Graveyard. Once per turn: You can banish 1 LIGHT monster from your Graveyard to target 1 Set card your opponent controls; reveal that target, and return it to either the top or bottom of the Deck.
Lightray Diabolos is the Light version of Diabolos, King of the Abyss the cover card of the Curse of Darkness Structure, which we never saw in the TCG. Much like Phoenix Gearfried he didn’t see any play, but unlike him he has no link to the Yu-Gi-Oh! mythos so I’m not sure why he’s been turned into a Lightray.
Like Gearfried he requires 5 differently named Light monsters in the Graveyard, but he comes with a much more useable effect, since he doesn’t also come coupled with a type restriction. His effect basically makes him a resuable Raiza, which can probably be used up to at least 5 times. Whether you choose to bounce the card to the bottom or top of the deck is an interesting choice. If you send it to the top it can lock the opponent’s draw for a turn, however they will still have access to it later once they get rid of Diabolos. If it goes to the bottom they’ll lose the card, but will still be allowed to draw new cards.
Diabolos can force the opponent to set multiple face down cards that they wouldn’t normally want to, leaving them more open to cards like Heavy Storm. Alternatively it can completely lock their plays down, forcing them to leave themselves open for a turn.
Of all the Lightrays I think Diabolos is the deadliest, since it can put a lot of pressure on the opponent, but its not the easiest monster in the game to summon. Like Gearfried he’s probably best suited to Lightsworn decks.
Overall I think these new Lightray monsters are an interesting take on some old monsters, but they won’t have anywhere near of an impact on the game that the Dark cards did.
Part 3 will be looking at the new Inzektor cards which will open up some new plays to the deck.