Thursday, September 4, 2014

Card Discussion: Michael, the Arch-Lightsworn

[Dragon/Synchro/Effect] 
1 Tuner + 1 or more non-Tuner LIGHT monsters
Once per turn: You can pay 1000 Life Points, then target 1 card on the field; banish that target. When this card is destroyed: You can target any number of other "Lightsworn" monsters in your Graveyard; shuffle them into the Deck, and if you do, you gain 300 Life Points for each returned card. During each of your End Phases: Send the top 3 cards of your Deck to the Graveyard.
The Lightsworns are the heaven's mighty defenders. They seek the truth and the light to conquer the darkness that threatens their peaceful heavens. Michael, the Arch-Lightsworn is the latest boss from the Realm of Light Structure Deck. Michael, the Arch-Lightsworn is a level seven Synchro monster and can be easily summon with the assistance of the new level four Tuner Light monster Raiden, Hand of the Lightsworn. He also packs a lot of attack power with 2600 attack points.

Michael's ability to banish monsters is a very good skill. Micheal can banish any card on the field for the cost of 1000 Life Points! I love cards especially monsters that are able to banish very power monsters that would return if destroyed or monsters that are unable to be destroyed. Michael, the Arch-Lightsworn can banish very powerful monsters such as Stardust Dragon and Mecha Phantom Beast Dracossack. This skill is also the perfect counter against Pendulum monsters. Pendulum monsters cannot return to the Pendulum Zone if they are banished from the game. Michael's ability to remove cards is not as powerful as Judgement Dragon's ability to destroy the field. However, it is more balanced.

The most interesting effect is Michael's ability return Lightsworn monsters in the deck and gain 300 Life Points for each returned card when he is destroyed. Lightsworns are famous for their requirement to mill cards every turn. The milling sets up a play to special summon Judgement Dragon. The skill helps prevent the player from decking out. A player does not want to mill too many cards and have an empty deck for an automatic lost during his or her next draw phase. A player can return enough cards to generate the deck, keep five different Lightsworn monsters in the Graveyard for Judgement Dragon, and regain a good amount of Life Points. This makes Michael worthy to have at least two copies per deck. Regaining Life Points regenerates the Life Points used to activate his first skill on multiple turns.

Furthermore, Michael can target another Michael, the Arch-Lightsworn in the Graveyard to return it to the Extra Deck and the player will still gain the additional 300 Life Points. There will almost always be a Michael available for use in the Extra Deck. Of course this strategy will not work against cards such as Spellbook of Fate and Black Luster Soldier - Envoy of the Beginning's second effect because Michael, the Arch-Lightsworn would only be banished and not destroyed by card effect or battle.

Overall, Michael, the Arch-Lightsworn is a fantastic monster. His 2600 attack points are very good alongside his good effects. He is not overpowered like the infamous Judgement Dragon. However, His ability to banish very powerful monsters makes him a key monster in Lightsworn's Extra Decks. A player should always attempt to special summon Michael, the Arch-Lightsworn in every duel to have the advantage to banish strong monsters. Every Lightsworn deck should run at least two copies of Michael, the Arch-Lightsworn. The two copies will recycle each other back into the Extra Deck. It is always critical to be able to regenerate the deck after milling a lot of cards during a match.

Card Rating: 4 out of 5