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How Should One Use Light?
(the following is compiled by the Site Administrator)
The core principles of the Light Civilization are stability, equality, and defence. Nearly any use of this civilization in any deck, is an attempt to achieve these aims. Light has access to all but the absolute strongest and most specific abilities of every other Civilization, in some form. This is the method by which Light users achieve their aims.
Playing this Civililzation is a matter of holding the most stable advantage one can, however slight. Light relies primarily on battle to remove its enemies, having nearly no other way to do so, and because of this, it has its own, almost completely unique ability. The ability to force opposing creatures into a tapped state so that they can be attacked.
This particular ability is the most prevalent one amongst Light's varying skills, and in order to put it to use, most Light creatures are as strong as they can get, for their cost, whilst remaining stable, i.e. having no negative effect to 'balance' them.
In order to put these abilities to proper use, one should normally play strong creatures. Decks that have strong creatures of any civilization, actually, may be able to benefit from the 'tapping' abilities of Light, allowing the deck to maintain stability by keeping the advantage over opposing decks that are made up of creatures that are weaker in combat than their own.
In the other case, where the enemy is stronger, Light brings its other largely unique ability into play. The ability to untap at the end of a turn, and by this method, escape counterattacks by stronger creatures. This ability can also be used to increase defence in decks with Light creatures that have the ability 'Blocker' since these creatures can often attack other creatures, and are quite strong.
Light also can give other creatures 'Blocker' and 'cannot be blocked' abilities, another method by which the Civilization achieves stability. These abilities are used well in coordination with the one mentioned just before.
Finally, the Light has the ability to generate new shields, which is very useful when under attack, as it allows for an increase in available cards once the shields are broken. Alternately, Light can search out spells from the deck, retrieve them from the mana zone, or restore those that have already been cast. Normally, Light can do this for spells of any Civilization, making it another ability that many decks can use.
Light's other abilities are many, but rarer, and normally aimed towards keeping up with an enemy that is trying to get ahead, or sometimes stopping one that is attempting to manipulate a situation. These abilities are best used as a means of covering weaknesses. Playing Light well requires a mindset geared toward holding the line and reacting to an opponent, then dealing a decisive counterattack to achieve victory. |