Can't let Logress have all the fun with card reviews right, thought it might be interesting to talk about some more cards in detail. For my first pick I'm choosing the biggest spell Refess has access to, Holy Light.
[card=6]Holy Light[/card]
Level 5
Refess/Grimoire
Rarity ***
Open Skill - Revive all closed friendly units.
Although a 3 star rarity, Holy Light appears in the Refess starter so getting your hands on one of these isn't too hard. With a high level requirement and cost of 5, odds are you probably won't be running more then 1 of these, but the question is, should you even be running 1 of these.
The first thing to look at is what does this effect REALLY do. Any time a unit is closed, if you have another copy of the card in your card file, you can pay 1 sp to revive it. Holy light bypasses this normal method, allowing you to revive 1 or more units with out using up any copies of the card or paying the usual sp cost. Instead your using up Holy Light itself and paying 5 sp. So to gain sp advantage from this card you need to revive 6 or more units (and you need to want to be level 5 anyway, perhaps for Dragon Rider?). To gain card advantage you need to revive atleast 2 units (since your only giving up 1 card from your card file instead of 2). The X factor of this card is that it can revive units for a third time (normally cards can be revived at max twice, unless an effect is used to return cards from your cemetery to your card file).
So to summarize, its horrible from an sp perspective, but if your field just got cleared it can be good from a card advantage perspective. Its X factor only really matters if your running a deck thats build around a single unit since it provides an, albeit incredibly expensive, emergency life saver should you run out of that unit's cards.
The second thing is to look at WHEN we'll want to use it. As I hinted at above, it is a way to keep a card around you REALLY need to stay around, but for that purpose its INCREDIBLY expensive, your better off using cheaper options to help keep that unit around like Raise Shield and Cure. The other situation where it appears useful is when you've just suffered massive field destruction. This again has a couple problems however. For one thing, unless you were purposely trying to get your opponent to wipe out your field, you need to just happen to have level 5 in refess and 5 or more sp available the turn after your field is decimated. For another thing, generally speaking, if your field just got cleared out, your opponent has control of the field, and all your doing is reviving them to get slaughtered again.
So to summarize, the best times to use it are when you're either trading your opponent blow for blow and you both just had your fields decimated but for some reason you happened to have a large excess of sp, or when your dominating the field, have extra sp, and your opponent just had alot of field damage dealing soul cards go off decimating your field. Both instances suffer from needing you to have alot of excess SP and be either trading your opponent blow for blow or already winning, so Holy Light is mainly useful when your already winning to help sustain that lead.
Overal Rating: 2/5
Its not useless... but in my personal opinion and experience its way too expensive and way too situational. It just seems like if you want to keep your units alive your better off using Cure or Raise Shield to help prevent them from ever becoming Closed in the first place. Most of the time if your field got decimated what you want is not those same units back but something that can deal with whatever it was that decimated your units.
