Deck List

2x Card Trooper
Celestia, Lightsworn Angel
2x Effect Veiler
Ehren, Lightsworn Monk
Garoth, Lightsworn Warrior
Jain, Lightsworn Paladin
3x Judgment Dragon
3x Lightray Daedalus
3x Lightray Diabolos
3x Lightray Gearfried
2x Lumina, Lightsworn Summoner
Lyla, Lightsworn Sorceress
Ryko, Lightsworn Hunter
3x Wulf, Lightsworn Beast

Charge of the Light Brigade
Dark Hole
Heavy Storm
Monster Reborn
2x Mystical Space Typhoon
Reinforcement of the Army
3x Solar Recharge
3x The Seal of Orichalcos

Questions and Answers

Q: Why remove the Necro Gardnas?
A: As I was testing them, I figured out that they were more of a hindrance to the deck than helping the deck, so I removed them.

Q: Why did you pick an additional Lumina, Lightsworn Summoner and 2 Card Troopers?
A: Because, through drawing Necro Gardnas, I began to realize two things:
  1. The Seal of Orichalcos can protect such cards as Lumina, Lightsworn Summoner, when it brings back a stronger monster, and Card Trooper, when it mills Wulf, Lightsworn Beast.
  2. When I was drawing those Necro Gardnas, I had no outs to mill the necessary cards for my deck to run properly, so I replaced the 3 Necro Gardnas with more milling potential.

Q: How well is this deck doing on Dueling Network?
A: After testing it thoroughly, people were getting mad at how "cheap" The Seal of Orichalcos is, so I haven't been able to test it thoroughly through each and every single match. The plus side is that I have tested thoroughly enough to say that it works against some of the Meta, so it can be something that you can enjoy while smacking your opponent around.

Finishing Comments

Well, there's not much I can do about testing this deck to get good testing results, so feel free to test it for yourself. Anyway, rate, comment, fix, thoughts, and discuss.
 

Deck List

Celestia, Lightsworn Angel
2x Effect Veiler
Ehren, Lightsworn Monk
Garoth, Lightsworn Warrior
Jain, Lightsworn Paladin
3x Judgment Dragon
3x Lightray Daedalus
3x Lightray Diabolos
3x Lightray Gearfried
Lumina, Lightsworn Summoner
Lyla, Lightsworn Sorceress
3x Necro Gardna
Ryko, Lightsworn Hunter
3x Wulf, Lightsworn Beast


Charge of the Light Brigade
Dark Hole
Heavy Storm
Monster Reborn
2x Mystical Space Typhoon
Reinforcement of the Army
3x Solar Recharge
3x Seal of Orichalcos

Deck Strategy

It is pretty straightforward, but here's three questions that are going to pop up:

Q: Why use 3 Seal of Orichalcos, when you can only use Seal of Orichalcos once per turn?
A: If you run 3 Seal of Orichalcos, you may be forced to mill Seal of Orichalcos at least once through the Lightsworn milling engine. 3 of them ensures that you will at least get your hands on 1 copy some of the time.

Q: Why use Seal of Orichalcos at all in this Deck?
A: Strategy with Lightray Daedalus. If Seal of Orichalcos is active on the Field, and you Special Summon Lightray Daedalus, you can use his ability to pop 2 cards and a Field Spell. Since Seal of Orichalcos prevents the destruction of itself once per turn, you can pop 2 cards for free on your opponent's side of the Field.

Q: Why no Extra Deck?
A: Because when I use the Seal of Orichalcos, I can't access the Extra Deck, regardless of what I do, so I excluded it in this build.

Finishing Comments

If you guys want, you can request for me to do Yu-gi-oh! topics that you guys are interested in. Just fill a Submission Form, shown in the main menu, or here. Rate, fix, thoughts, comments, or questions?
 
I apologize for going off into Hiatus, but I needed to take a break from dueling and get my life back into order. Not to mention, I had several complaints about issues related to my opinions and how I was typing up my blog, so I spent a couple of weeks, reorganizing my thoughts, and came back fresh. I also removed all old posts within both blogs to signify that I am starting with a fresh start.

For the first deck for coming back, I decided to test out a Prophecy build I built recently, which has went into 13-2 status in 1 out of 1 duels on Dueling Network. The losses that this deck sustained were against Wind-Ups and Frognarchs so far. I'll post comments later on some fixes I did to remove some issues I was having, especially during the duel against Frognarchs.

Deck List:

3x Hanged Man of Prophecy
3x High Priestess of Prophecy
3x Justice of Prophecy
3x Temperance of Prophecy


Dark Hole
Heavy Storm
Monster Reborn
2x Pot of Duality
2x Spellbook of Life
3x Spellbook of Power
3x Spellbook of Secrets
3x Spellbook of Wisdom
3x Spellbook Tower of Prophecy

2x Bottomless Trap Hole
3x Call of the Haunted
2x Dimensional Prison
2x Torrential Tribute

Monster Choices

Within this deck, Temperance of Prophecy, Justice of Prophecy, and High Priestess of Prophecy is a must. Reasoning is this:
  • Temperance of Prophecy: Once that you activate a "Spellbook" Spell Card, you can tribute Temperance of Prophecy to Special Summon High Priestess of Prophecy from your Deck. By doing this, you can banish that "Spellbook" Spell Card that you just played to destroy one card your opponent controls. Best "Spellbook" Spell Card you can use in this case would be Spellbook of Secrets, which can search for another "Spellbook" Spell Card from your Deck and add it to your Hand.
  • Justice of Prophecy: Once that you activate a "Spellbook" Spell Card, you can banish Justice of Prophecy to add High Priestess of Prophecy and 1 "Spellbook" Spell Card from your Deck to your Hand. Best "Spellbook" Spell Card you can use in this case would be Spellbook of Power, which can boost Justice of Prophecy's ATK by 1000, making her 2600, attack a monster, then use Spellbook of Power's effect to search for another "Spellbook" Spell Card from your Deck and add it to your Hand, so you can use it later that turn, or wait until next turn.

Another odd choice I put in is 3 Hanged Man of Prophecy, rather than having the Apprentice Engine and 1 Hanged Man of Prophecy and 1 Spellbook Magician of Prophecy. Reason is this:
  • Rather than waiting for 2-3 turns to cycle through my Apprentice Magicians for either Spellbook Magician of Prophecy, which I don't need to use, because I have Spellbook of Secrets, and Hanged Man of Prophecy, I can go with 1 turn wait to get my Temperance of Prophecy and Justice of Prophecy off Hanged Man of Prophecy's effect.

Spell Choices

Most of the choices is pretty standard for a Prophecy deck, but some choices will be explained later, when I discuss what I changed with the build. There is one choice; however that was needed to use instead of the other:

Pot of Duality vs. Spellbook Library of the Crescent

Reason why I play Pot of Duality over Spellbook Library of the Crescent is this: Instead of having my opponent choice what card I get to use, I pick my own card out of the 3 cards off the top of my Deck, and while I'm setting up my opponent to do something drastic to his Life Points, I rather wait a turn to conserve what I can to blast away my opponent's resources.

Trap Choices

A couple of the choices I made are standard for a Prophecy Deck to get out of some situations, but there's some choices that I made for this deck to run fine against some other decks:
  • 2 Dimensional Prisons - To get out of sticky situations I can't get around with High Priestess of Prophecy.
  • 2 Bottomless Trap Holes - To get out of some situations where if I keep it on the field, I may lose the duel because of it. I prefer this over Solemn Warning and Solemn Judgment, because it doesn't waste Life Points meaninglessly.
  • 3 Call of the Haunted - To bring back High Priestess of Prophecy, if necessary.

Some fixes I did:

September 11th, 2012 - after the second loss by Frognarchs
  • - 2 The Alma Spellbook
  • - 1 Spellbook of Life
  • + 3 Spellbook Tower of Prophecy
Reasoning: Since I was drawing into too many blanks early in the game, I got rid of some of the blanks, and replaced them with cards I can use early game. With the new fixes, I went 7-0 with these new fixes alone, which made the overall total, 13-2.

Problem Areas

It moves slow still, compared to Wind-Ups, so I may have to fix the speed issue within the Side Deck to remove that issue completely. Overall, the deck seems to do great, but against decks like Wind-Ups and Geargia, I may have to either speed it up, or throw a wrench into Wind-Ups and Geargia to slow it down a tad bit.

Against HERO, I may have to completely make the deck stall completely by overflowing it with dead cards. By using Prohibition, I may be able to do that.

Finishing Comments

Overall in Singles, it's doing pretty good as a stand alone deck, but now, I need to test it within Match set-up, so a Side Deck will be worked on within the next post.

Anyway, rate, fix, thoughts, comments, or discuss.