
[Dragon/Synchro/Effect]
ATK/2,600 DEF/2,000
1 Tuner + 1 or more non-Tuner LIGHT monsters
Once per turn: You can pay 1000 LP, 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 LP for each returned card. Once per turn, during your End Phase: Send the top 3 cards of your Deck to the Graveyard.
Michael, the Arch-Lightsworn was the first synchro monster for Lightsworn. This synchro monster can make an impact in many games. This card adds consistency to the deck. He also controls the field with his first ability.
Sets:
| Release Date: | Set Number: | Sets: | Rarity: |
| 06/27/2014 | SDLI-EN036 | Realm of Light Structure Deck | Ultra Rare |
| 03/18/2016 | OP01-EN020 | OTS Tournament Pack 1 | Common |
First Effect:
Michael, the Arch-Lightsworn banishes one card on the field for the cost of 1,000 life points. This synchro monster controls the field. Michael, the Arch-Lightsworn is an option for removal in Lightsworn decks.
Furthermore, Michael, the Arch-Lightsworn counters the opponent and can banish one of the opponent’s key cards from the game. This synchro monster can potentially shut down an opponent’s strategy. Some decks cannot recover these cards in banishment. Some decks do not have cards with the effects to gain access to cards in banishment.
In addition, Michael, the Arch-Lightsworn is the answer against monsters with effects to prevent destruction by battle or a card’s effect. He can banish those monsters from the field. Michael, the Arch-Lightsworn can banish monsters such as Evil HERO Malicious Bane.
The cost of Michael, the Arch-Lightsworn’s first effect and your amount of life points affect the decision for the activation of this effect. You can manage the cost of 1,000 life points in the early game when you have 8,000 life points. However, this effect has a risk when you have a low amount of life points such as 2,000 life points.
Second Effect:
Michael, the Arch-Lightsworn returns any number of monsters with Lightsworn in their names from the graveyard to the deck when this card is destroyed. In addition, you gain 300 life points for each card returned to the deck with this effect. Michael, the Arch-Lightsworn recovers your life points and increases the number of cards in the deck. These benefits are major advantages for Lightsworn.
Therefore, Michael, the Arch-Lightsworn can recover life points. This effect recovers some of the life points for the cost of this card’s first ability. For example, this effect can return 10 monsters with Lightsworn in their names to the deck, and you will gain 3,000 life points.
In addition, Michael, the Arch-Lightsworn recovers the deck. Lightsworn often mills cards from the deck and has a risk of losing by decking out. This effect helps you to prevent a deck out. This synchro monster returns monsters in the graveyard and increases the size of the deck.
Third Effect:
Michael, the Arch-Lightsworn sends the top three cards of the deck to the graveyard at the end of the turn. This effect sets up combos for Lightsworn. The archetype wants to send cards to the graveyard. Many monsters in the archetype have effects to special summon themselves in relation to the graveyard.
Furthermore, Michael, the Arch-Lightsworn is setting up the special summon of Judgment Dragon. Judgment Dragon requires four different monsters with Lightsworn in their names in the graveyard for its special summon. Three cards to the graveyard increase the odds for the requirements.
In addition, the third ability of Michael, the Arch-Lightsworn creates combos with monsters with Lightsworn in their names. Felis, Lightsworn Archer and Wulf, Lightsworn Beast special summon themselves from the graveyard when they are sent from the deck to the graveyard. You can gain one or more monsters during the end phase. These monsters can be used as synchro materials for other cards or used as offense against the opponent.
Play these cards with Michael, the Arch-Lightsworn!
- Felis, Lightsworn Archer
- Judgment Dragon
- Wulf, Lightsworn Beast
Synchro Summon
Michael, the Arch-Lightsworn requires one tuner and one or more non-tuner light monsters. Lightsworn can consistently synchro summon this card. The archetype has many tuner monsters, and many monsters in the archetype have the attribute of light.
Furthermore, Lumina, Lightsworn Summoner sets up the synchro summon of Michael, the Arch-Lightsworn. Lumina, Lightsworn Summoner can special summon a level four tuner monster such as Felis, Lightsworn Archer from your graveyard. Your field now has two monsters with a total of seven levels. Then, you may use Felis, Lightsworn Archer and Lumina, Lightsworn Summoner as synchro materials and synchro summon Michael, the Arch-Lightsworn!
In addition, Minerva, Lightsworn Maiden and Lightsworn Dragonling are good cards as synchro material for Michael, the Arch-Lightsworn. Minerva, Lightsworn Maiden is a level three tuner monster, and Lightsworn Dragonling is a level four monster with the effect to special summon itself from the hand. These monsters have a total of seven levels. Therefore, you may use Minerva, Lightsworn Maiden and Lightsworn Dragonling as synchro material for the synchro summon of Michael, the Arch-Lightsworn.
Play these cards to synchro summon Michael, the Arch-Lightsworn!
- Felis, Lightsworn Archer
- Lightsworn Dragonling
- Lumina, Lightsworn Summoner
- Minerva, Lightsworn Maiden
Support:
Michael, the Arch-Lightsworn is a perfect fit with Lightsworn. This synchro monster has synergy with many cards in the archetype. The archetype can protect him in battle and from the opponent’s effects.
Lightsworn Sanctuary is a useful continuous spell alongside Michael, the Arch-Lightsworn. This continuous spell card provides protection to this synchro monster. Lightsworn Sanctuary prevents the opponent’s card effects from destroying Michael, the Arch-Lightsworn. It provides protection from the opponent’s monsters, spells, and traps.
Lightsworn Barrier protects Michael, the Arch-Lightsworn in battle. It negates an attack from an opponent’s monster to this synchro monster. An opponent may play a monster with more attack points such as Blue-Eyes White Dragon. Lightsworn Barrier will negate that monster’s attack towards Michael, the Arch-Lightsworn.
Play these cards with Michael, the Arch-Lightsworn!
- Lightsworn Barrier
- Lightsworn Sanctuary
Matchups: Advantages
Michael, the Arch-Lightsworn has advantages against particular decks and cards. His first ability creates these advantages. The ability to banish cards counters a variety of cards.
Michael, the Arch-Lightsworn has the advantage against Blue-Eyes decks. Blue-Eyes Jet Dragon prevents its player’s other cards from being destroyed by a card’s effect. Michael, the Arch-Lightsworn bypasses this effect and banishes those cards. He can also banish Blue-Eyes Jet Dragon.
Matchups: Weaknesses
Some decks can counter one or more of Michael, the Arch-Lightsworn’s effects. Decks with the ability to prevent interaction with the graveyard have an advantage against this card. Other decks can prevent the activation of his second effect.
For instance, Gravekeeper’s has an answer for Michael, the Arch-Lightsworn. Necrovalley negates the second ability of Michael, the Arch-Lightsworn. This field spell prevents players from moving cards from the graveyard to another place. You will not be able to recover life points and rebuild the deck.
Furthermore, an opponent can prevent the activation of the second effect. The effect requires Michael, the Arch-Lightsworn to be destroyed. An opponent can banish this card. Cards such as Black Luster Soldier – Envoy of the Beginning and Spellbook of Fate can banish Michael, the Arch-Lightsworn.
Card Rating:
Overall, Michael, the Arch-Lightsworn is a stellar card for Lightsworn. He has a lot of value to the archetype. This card controls the field. He adds life points and rebuilds the deck. He also sets up the special summons for many monsters from Lightsworn. Therefore, I recommend playing three copies of Michael, the Arch-Lightsworn in your extra deck.
Card Rating: 4.0 out of 5.0 stars
