Light cards
Guards and Shields. Light keeps its monsters standing and makes them stronger side by side.
Light has 17 monsters in 7 families and 15 Tactics. Its starter is Prismhare, with the Sunforge deck.
On the circle of affinities, Light stands between Fire and Water. Every Crossform joins two affinities that stand side by side.
Light monsters
Rillfin DayglideCROSSFORM · WATER + LIGHTLEGENDARYUnique. On Level Up: Give a friendly monster Shield. After this monster attacks, restore 1 Life to yourself.68MV1 · 008 / 160311
PrismhareLEVEL 1 · LIGHTCOMMONGuard.23MV1 · 009 / 1601
Prismhare GliderLEVEL 2 · LIGHTUNCOMMONGuard. On Level Up: Remove 1 damage from this monster.25MV1 · 010 / 16011
Prismhare WardenLEVEL 3 · LIGHTEPICGuard. On Level Up: Give an adjacent friendly monster Shield.37MV1 · 011 / 16021
Prismhare SunbrandCROSSFORM · LIGHT + FIRELEGENDARYUnique. Guard. Your adjacent friendly monsters have +1 Attack. On Level Up: Remove up to 3 damage from a friendly monster.59MV1 · 012 / 160311
WickbeetLEVEL 1 · LIGHTCOMMONOn Summon: Give an adjacent friendly monster Shield.13MV1 · 041 / 1601
BeaconbackLEVEL 2 · LIGHTUNCOMMONOn Level Up: Give each adjacent friendly monster Shield.27MV1 · 042 / 16011
GleamletLEVEL 1 · LIGHTCOMMON33MV1 · 043 / 1601
BannerwingLEVEL 2 · LIGHTUNCOMMONYour adjacent friendly monsters have +1 Attack.34MV1 · 044 / 16011
DawnmarshalLEVEL 3 · LIGHTEPICYour adjacent friendly monsters have +1 Attack. On Level Up: Give an adjacent friendly monster Shield.47MV1 · 045 / 16021
GlimbitLEVEL 1 · LIGHTCOMMONGuard. On Defeat: Give a friendly monster Shield.03MV1 · 066 / 1601
OrrivaneThe First BeaconLEVEL 1 · LIGHTLEGENDARYUnique. Guard. At the start of your turn, give each other friendly monster Shield.48MV1 · 067 / 16032
GlintquillLEVEL 1 · LIGHTCOMMON14MV1 · 101 / 1601
QuillwardLEVEL 2 · LIGHTUNCOMMONAfter this monster attacks a monster and survives, give an adjacent friendly monster Shield.35MV1 · 102 / 16011
CrownquillLEVEL 3 · LIGHTEPICAfter this monster attacks a monster and survives, give each adjacent friendly monster Shield. While this monster is damaged, it has +2 Attack.37MV1 · 103 / 16021
GlasswinkLEVEL 1 · LIGHTCOMMONOn Summon: Mark an enemy monster. Your monsters have +1 Attack when they attack a marked monster.22MV1 · 104 / 1601
MirrorwingLEVEL 2 · LIGHTUNCOMMONAfter this monster attacks a monster, mark that monster. Your monsters have +1 Attack when they attack a marked monster.34MV1 · 105 / 16011
SolstrixLEVEL 3 · LIGHTEPICAfter this monster attacks a monster, mark that monster. Your monsters have +2 Attack when they attack a marked monster. When a marked enemy monster is defeated, give a friendly monster Shield.46MV1 · 106 / 16021
Light Tactics
Prism ShelterTACTICTACTIC · LIGHTCOMMONGive a friendly monster Shield.MV1 · 021 / 16011
Guiding RayTACTICTACTIC · LIGHTUNCOMMONRestore 2 Life to yourself. Draw 1 card.MV1 · 022 / 16021
Stand TogetherTACTICTACTIC · LIGHTCOMMONGive a friendly monster +1 Attack until end of turn. If you control a Guard, draw 1 card.MV1 · 023 / 1601
Clear the PathTACTICTACTIC · LIGHTRAREDeal 3 damage to an enemy monster with 4 or more Attack.MV1 · 024 / 16021
Borrowed BrillianceTACTICTACTIC · LIGHTUNCOMMONMove Shield from one friendly monster to another. The receiving monster gets +2 Attack until end of turn.MV1 · 076 / 1601
Shoulder to ShoulderTACTICTACTIC · LIGHTCOMMONChoose a friendly monster. Each monster adjacent to it gets +2 Attack until end of turn.MV1 · 077 / 1601
Brave EscortTACTICTACTIC · LIGHTCOMMONGive a friendly monster Guard until the start of your next turn. Give a monster adjacent to it Shield.MV1 · 078 / 1601
Shared BurdenTACTICTACTIC · LIGHTUNCOMMONMove up to 3 damage from a friendly monster to another friendly monster. This can't defeat the second monster.MV1 · 079 / 1601
Joined RadianceTACTICTACTIC · LIGHTRAREChoose two adjacent friendly monsters that haven't attacked this turn. They don't attack this turn. Deal damage equal to their combined Attack to an enemy monster.MV1 · 080 / 16021
Prism RelayTACTICTACTIC · LIGHTCOMMONRemove Shield from a friendly monster. Give Shield to each friendly monster adjacent to it.MV1 · 107 / 1601
Stand in the SunTACTICTACTIC · LIGHTCOMMONUntil end of turn, a friendly monster's Attack becomes its remaining Health. It can't attack your rival this turn.MV1 · 108 / 16011
An Open HandTACTICTACTIC · LIGHTCOMMONDraw cards until you have as many cards in hand as your rival. You can't draw more than 3 cards this way.MV1 · 109 / 16011
One Last LightTACTICTACTIC · LIGHTUNCOMMONUntil the start of your next turn, the first damage that would defeat you leaves you at 1 Life instead. After that, you can be defeated as usual.MV1 · 110 / 1601
Gentle JudgmentTACTICTACTIC · LIGHTRAREPlay only if you control a monster. Defeat an enemy monster that has more Attack than each of your monsters. Your rival restores 3 Life.MV1 · 111 / 16022
Dawn AccordTACTICTACTIC · LIGHTUNCOMMONChoose two: give a friendly monster Shield; restore 3 Life to yourself; or draw 2 cards if you control a Guard.MV1 · 112 / 16022