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Found 36 results

  1. Let's Do It Again

    https://www.youtube.com/watch?v=cNw8A5pwbVI     Monsters:   [3] Mystical Shine Ball [2] Archlord Kristya [2] Card Trooper [3] Herald of Orange Light [2] Honest [3] Master Hyperion [3] Maxx "C" [3] The Agent of Creation - Venus [1] The Agent of Miracles - Jupiter [3] The Agent of Mystery - Earth [1] Thunder King Rai-Oh   Spells:   [1] Raigeki [3] Transmodify   Traps:   [1] Bottomless Trap Hole [3] Call of the Haunted [2] Mirror Force [3] Mistake [1] Vanity's Emptiness   Side Deck:   [2] Fire Hand [2] Ice Hand [1] Psi Blocker [3] Mystical Space Typhoon [2] Shared Ride [2] Fairy Wind [3] Mind Crush   Extra Deck:   [1] Ancient Sacred Wyvern [1] Ascension Sky Dragon [1] Black Rose Dragon [1] Crimson Blader [1] Herald of the Arc Light [1] Trishula, Dragon of the Ice Barrier [1] Constellar Hyades [1] Constellar Ptolemy M7 [1] Daigusto Phoenix [1] Dante, Traveler of the Burning Abyss / [1] Armades, Keeper of Boundaries [1] Gachi Gachi Gantetsu [1] Herald of Pure Light [1] Leviair the Sea Dragon [1] Number 17: Leviathan Dragon / [1] Abyss Dweller [1] Number 96: Dark Mist   Hello there, dear reader! Ever wanted to OTK your opponent with ease? Ever wanted to make absurd set-ups such as Trishula + Archlord Kristya + Mistake? Ever wanted to play a deck where you can finally put that precious prize card Ascension Sky Dragon to actual use?   Well say no more, because I've got the deck for you.   So essentially I've always adored Agents due to their nice ability to side and not lose to degenerate decks such as the upcoming Chicken Race Gishki hype and the like. Plus they OTK with ease. However they lose pretty hard to certain hand-traps, but they are fun so I usually don't care.   Essentially with Transmodify, the deck doesn't rely on Earth to get your plays going so you are able to main cards like Thunder King and Mistake to be incredibly disruptive / outright make your opponent not play the game and then follow up with a turn 2 OTK.   Also while Vanity's may have gone to 1, Agent's have always had a walking boss monster that acts as Vanity's Emptiness while also adding a card back to your hand which can include Agent's natural disruptions in Honest or Herald of Orange Light.   Trooper + Call or Transmodify + Call is also useful for fueling Turn 2 OTKs which is what you will be doing most of the time.   You play Jupiter as another level 4 target for Transmodify but also it's another card that you can Transmodify into that kills Evilswarms that are infesting rated right now due to the turbo Towers Qliphort hype.   Herald of Orange Light is also very disruptive in the current format (especially Qliphorts, fuck you Scout).   The side deck definitely needs a lot of work as generally the main cards I wanted to side wee Fairy Wind, MST and the Hand Engine. The rest were cards I thought were decent side board cards while I figured it out.   The extra deck is very hard to figure out because it's incredibly tight since Agents can toolbox into almost every level and XYZ from rank 2 to rank 4.   OTK: Venus, Hyperion, Transmodify   Summon Venus. Pay 1500 to summon 3 Shine Balls. Transmodify one Shine Ball into another Venus. Overlay the two Shine Balls into Daigusto Phoenix. Overlay the two Venus into Leviathan. Summon a Hyperion. 3000 + 2700 + 2700 = 8400.   Cool Set-Up:   Summon Earth, do X things and pass.   Next turn, Summon Venus, make 2 Shine Balls, make Trishula, drop Kristya and watch your opponent cry.   There's a lot of other OTK's that are possible with this deck but it'd take a long time to list them all out so I'd say just go out and try them. I hope you enjoyed this!
  2. Bad Intentions

      When I returned to YGO over the summer, the two biggest things that stuck out to me were (1) how broken Leo is and (2) how ridiculous the Artifacts are. I then clued in that the latter were Fairy-type and found Agents to be the deck that could most consistently make Leo. So I thought, chocolate + peanut butter.   This deck was a lot better with 3 Soul Charge, but I still thought it was worth sharing.   The idea is: Vs. Non-Shaddoll: Summon Leo Vs. Shaddoll: Summon Leo, set Emptiness. Obviously, it's not that simple, but in a lot cases, the opp. cannot come back from Leo set 4-5 and auto-wins are auto-wins.   Monsters; 19 3 Master Hyperion 3 The Agent of Mystery - Earth 3 The Agent of Entropy - Uranus 3 Artifact Moralltach 2 Artifact Beagalltach 1 Archlord Kristya 1 Black Luster Soldier - Envoy of the Beginning 1 Honest 1 Genex Ally Birdman 1 Herald of Orange Light Spells: 12 3 Artifact Ignition 3 Upstart Goblin 2 The Monarchs Stormforth 2 Double Cyclone 1 Mind Control 1 Soul Charge Traps; 9 3 Artifact Sanctum 3 Vanity's Emptiness 2 Breathrough Skill 1 Compulsory Evacuation Device Extra Deck; 15 1 Armades, Keeper of Boundaries 1 Goyo Guardian 1 Black Rose Dragon 1 Ancient Sacred Wyvern 1 Michael, the Arch-Lightsworn 1 Thought Ruler Archfiend 1 Stardust Spark Dragon 1 Scrap Dragon 1 Leo, the Keeper of the Sacred Tree 1 Number 61: Volcasaurus 1 Artifact Durendal 1 Constellar Pleiades 1 Gaia Dragon, the Thunder Charger 1 Alsei, the Sylvan High Protector 1 Divine Dragon Knight Felgrand Side Deck: 15 3 Rivalry of Warlords 3 Shadow-Imprisoning Mirror 3 Trap Stun 3 Malevolent Catastrophe 2 Maxx "C" 1 Raigeki
  3. Angels

    So for a while I've just been enjoying messing about with relatively cheap and old but fun decks which allow you to fit new tech in, since I wasn't playing during the Agent meta then I decided to give them a try. I played around with just spam lvl 8 versions, the old school Agents as well as the Herald of Perfection build and overall this seems the most consistent and potentially powerful, so without further ado here it is:   Monsters - 30   Black Luster Soldier - Envoy of the Beginning x1 Chaos Sorcerer x2 Tour Guide from the Underworld x3 Tragoedia x2 Unknown Synchron x1   Honest x1 Master Hyperion x3  Archlord Kristya x3  Agent of Mystery- Earth x3 Agent Creation - Venus x2 Mystical Shine Ball x3 Athena x2 Hecatrice x2 Herald of Orange Light x2    Spells - 10   Valhalla, Hall of the Fallen x3 Upstart Goblin x3  Pot of Duality x3 Allure of Darkness x1   Extra Deck   Armored Kappa x1 Number 96: Dark Mist x1 Ghostrick Alucard x1 Leviair the Sea Dragon x1 Mechquipped Angineer x1 Divine Dragon Knight Felgrand x1 Underworld Fighter Balmung x1 Ally of Justice Catastor or Armades, the Keeper of Boundaries(not sure which) Powered Inzektron x1 Black Rose Dragon x1 Colossal Fighter x1 Angel of Zera x1 Beelze of the Diabolic Dragons x1 Giganticastle x1 Leo, the Keeper of the Sacred Trees x1       So now to explanations:  The new tech I mentioned was mainly about Angel of Zera, I remember reading about her a while back and the only way I could think of to abuse her was with obvious ways such as Macro Cosoms but it obviously went to 1 along with D-Fissure. Then when I picked this deck up I realised how easily it can abuse it with 3 Hyperion, 2 Sorcerer and 1 BLS. So it allows for a recurring Lvl 8  beater as well as allowing easy 1 card Felgrand plays in mid-late game which is amazing,   SS Hyperion< banish Zera for eff< next turn (if still on field) go into Felgrand and if Hyperion isn't on the field then you still have a lvl 8 beater with at least 2800 attack.  The Chaos engine allows for some strong power plays as well as being able to access Beelze and abuse Angel of Zera as well as just being really strong, but that's kinda clear considering almost all of them have been on the ban list at some point. The reason I play 3 TGU with no other lvl 3 fiends is that I really don't want to play sub-par cards like Night Assailant unless I have to. As well as there being ways to make a starting hand BLS or Chaos Sorcerer live by going into Dark Mist with Venus. Another advantage to playing so many dark monsters is Allure of Darkness is easily live.  The Valhalla engine really adds consistency for decent 1st turn plays such as Valhalla<Kristya and allowing some pretty easy synchros and even some ridiculous combos such as Valhalla<SS Venus<Normal Earth (take Venus) +1< SS Mystical Space Ball x3< Synchro +0< SS Hyperion<SS Felgrand. Therefore having a turn 1 Felgrand and a Zera in grave which is nice for the rest of the game. There are many different variants of this as well as a few turn 2 variants but in general this is by no means a standard play, but it does show how aggressive it can be, but it is generally consistent so while it can be sacky, that is by no means the reason to play this deck.  Possibly the most controversial choice is PoD as at face value it seems stupid as obviously Agents really need to SS early in the game but the most important thing for decks these days seems to be consistency and at the very least PoD can be horrible but its a necessary evil as you kinda have to have it so as to make the brick hands less bad as not playing PoD in this deck is kinda win-moarish. Also normal summoning Earth and then PoD is actually an alright 1st turn play tbh.     So thats about everything, if there is anything you want to be clarified then just ask. I feel like I've taken this deck as far as I can but it still may have potential so I'd love to hear any comments from you guys, as well as it just being a really fun and cool deck, thanks for your time, reading as well as any constructive criticisms! :)
  4. I quit playing about 6 years ago due to getting married.  Now that I have a little more time, I'm looking to get back into the game on a semi-competative level.  Card access is a bit restricted, but this is what I've been able to put together for the time being.  I understand that Agents are a bit dated but would love to bring them as close to competative level as I can.  Since im just returning, I might not be up on all the card rulings and changes so bear with me a bit.  Also, this deck has been minorly tested and is a bit Theory-oh.  Please explain card choices so I can continue to learn the current competative meta and play strategies.   MONSTERS: 24 2 Archlord Kristya 3 Master Hyerpion 3 The Agent of Creation - Venus 3 The Agent of Mystery - Earth 3 Mystic Shine Ball 3 Tour Guide from the Underworld 1 Night Assailant 1 Black Luster Soldier - Envoy of the Beginning 1 Herald of Orange Light 1 Effect Veiler 1 Thunder King Rai-Oh 1 Honest 1 Card Trooper   SPELLS: 7 3 Mystical Space Typhoon 2 Forbidden Lance 1 Dark Hole 1 Lightning Vortex   TRAPS: 9 2 Call of the Haunted 2 Fiendish Chain 1 Solemn Warning 1 Torrential Tribute 1 Bottomless Trap Hole 1 Compulsory Evacuation Device 1 Mirror Force   EXTRA: 15 1 Chimeratech Fortress Dragon 1 Leo, Keeper of the Sacred Tree 1 Stardust Dragon/Crimson Blader (not sure which is better) 1 Black Rose Dragon 1 Ally of Justice Catastor 1 Underworld Fighter Balmung 1 Hieratic Sun Dragon Overlord of Heliopolis 1 Downerd Magician 1 Number 30: Acid Golem (Skill Drain is played a fair amount in my area) 1 Leviair the Sea Dragon 1 Wind-Up Zenmaines 1 Number 49: Fortune Tune 1 Herald of Pure Light 1 Gachi Gachi Gantetsu 1 Number 96: Dark Mist   SIDE DECK: 15 (This might be a train wreck) 1 Cyber Dragon 1 Trap Eater (testing for - skill drain, fiendish, light-imprisoning, macro, etc) 1 Jowgen the Spiritulist (seems more immediate than Fossil Dyna) 1 System Down 2 Dust Tornado 2 Overworked 2 Waboku 2 Needle Ceiling (meh) 1 Curse Seal of the Forbidden Spell [2] OPEN SLOT   Some general notes about my card choices; I find that using 2 herald of orange light wastes my hand too much and the LV2 tuner part means nothing with Earth.  Plus, I like the options of veiler.  Still not sold on Card Trooper but it seems to speed the deck up nicely with pretty good synergy with Call of the Haunted.  My trap lineup seems like it's off but I'm not sure why.  Finally, Lightning Vortex is a personal choice since I find that this deck really struggles with established fields.   
  5. The Dream is Real.

    http://www.youtube.com/watch?v=bbEoRnaOIbs   Monsters: 26   3 Mystical Shine Ball 3 The Agent of Mystery - Earth 3 The Agent of Creation - Venus 3 Maxx "C" 3 Master Hyperion 3 Herald of Orange Light 2 Crane Crane 2 Card Trooper 2 Archlord Kristya 1 Honest 1 Thunder King Rai-Oh   Spells: 8   3 Pot Of Duality 3 Mystical Space Typhoon 1 Book of Moon 1 Dark Hole    Traps: 6   3 Call of the Haunted 1 Solemn Warning 1 Bottomless Trap Hole 1 Torrential Tribute   Extra deck: 15   2 Gachi Gachi Gantetsu 1 Herald of Pure Light 1 Daigusto Phoenix 1 No. 96. Dark Mist 1 Leviair the Sea Dragon 1 Wind-Up Zenmaines 1 No. 17 : Leviathan Dragon 1 Mechquipped Angineer 1 Armory Arm 1 Ally of Justice Catastor 1 Black Rose Dragon 1 Ancient Sacred Wyvern 1 Scrap Dragon 1 Crimson Blader   Side Deck: 15   2 Consecrated Light 2 D.D. Crow 2 XYZ Encore 2 Royal Decree 2 Gozen Match 2 Debunk 3 DNA Surgery   I have been playing this a lot lately and actually getting some pretty solid results. Kristya is still the stone cold nuts.
  6. Alive

    [media]http://www.youtube.com/watch?v=J-gYJBsln-w[/media]   [spoiler]      [/spoiler]   So at first, I was playing Herald of Perfection but that got boring really quickly. Then, I was playing T.G. Agents and drawing terribly or not doing that well against Dragons. So I decided to make this deck to play at the Anaheim regionals since I have a pretty good matchup with Dragons game 1 and after siding, I really enjoy the matchup because it's actually able to compete with them. BTW, Isn't my minion mat fucking adorable? LOL   Monsters: 27 1x Honest 2x Herald of Orange Light 2x Maxx "C" 2x D.D. Crow 2x Tragoedia 1x BLS 2x Archlord Kristya 2x Meister Hyperion 1x Jupiter 2x Earth 3x Venus 3x Shineballs 1x Banisher of the Radiance 1x Thunder King Rai-Oh 2x Kycoo the Dragon Destroyer   Spells:4 2x MST 2x Transmodify (The blank card in the pics is Transmodify) 1x Dark Hole 1x Book of Moon   Traps: 8 2x Vanity's Emptiness 2x Fiendish Chain 1x Solemn Warning 1x Bottomless Trap Hole 1x Torrential Tribute 1x Compulsory Evac Device   Extra Deck: 1x Gachi 1x Herald of Pure Light 1x Daigusto Phoenix 1x Mechquipped Angineer 1x Leviair 1x Underworld Fighter Balmung 1x Catastor 1x Armades 1x HTS Psyhemuth 1x Ancient Sacred Wyvern 1x Black Rose Dragon 1x Scrap Dragon 1x Crimson Blader 1x Colossal Fighter 1x Stareater   I really really like Crow in the maindeck because he's just so badass! I realized the only reason I wanted to play T.G. Agents was because BLS so I decided to still main BLS but cut the T.G. stuff for better dark monsters that will help me with matchups game 1. Any feedback will be appreciated and please back it up. Don't just say "TG AGENTS ARE BETTER!" Thanks in advance! :)
  7. Bound 2

    http://www.youtube.com/watch?v=SPxkp2F-nAQ   3 Agent of Creation - Venus 3 Agent of Mystery - Earth 3 Mystical Shine Ball 3 Master Hyperion 2 Archlord Kristya 2 Maxx "C" 1 Agent of Miracles - Jupiter 1 Banisher of the Radiance 1 Gorz, the Emissary of Darkness 1 Honest 20   3 Pot of Duality 3 Upstart Goblin 2 Mystical Space Typhoon 1 Dark Hole 1 Transmodify 10   3 Vanity's Emptiness 2 Call of the Haunted 2 Mirror Force 1 Compulsory Evacuation Device 1 Solemn Warning 1 Torrential Tribute 10   so I haven't played ygo competitively on a regular basis in like a year and a half but I thought this would be ok for Toronto even though I ended up not going   I have literally played 2 games with this and I sacked the shit out of both of them anyways so I thought I'd just ask DGz to help me instead. Banisher + Vanity's Emptiness seems like it could be the nuts vs most things that I thought would be relevant (Mermail/Dragons) and it could happen more often due to Transmodify/triple PoD and Upstart. Hyperion and Kristya are good cards etc and yeah that was like my thought process lol    HELP
  8. One Minute'

    <iframe width="560" height="315" src="//www.youtube.com/embed/NOgtIRjAhSk" frameborder="0" allowfullscreen></iframe>   3 Master Hyperion 3 Mystic Shine Ball 3 Agent of Creation-Venus 3 Agent of Mystery-Earth 3 T.G. Warwolf 3 Effect Veiler 3 Maxx C 2 Archlord Kristya 2 T.G. Striker 1 Honest 1 Gorz Emissary of Darkness 1 Black Luster Soldier-Envoy of the Beginning 3 Mystical Space Typhoon 2 Scapegoat 2 Creature Swap 1 Dark Hole 1 Book of Moon 1 Enemy Controller 2 Vanity's Emptiness Or? 3 Master Hyperion 3 Agent of Creation Venus 3 Agent of Mystery Earth 3 Mystic Shine Ball 3 Maxx C 2 Archlord Kristya 2 Effect Veiler 2 Card Trooper 2 Tour Guide of The Under World/Spirit Reaper 1 Black Luster Soldier Envoy of the Beginning 1 Honest 3 Mystical Space Typhoon 1 Dark Hole 1 Book of Moon 3 Call of the Haunted 2 Fiendish Chain 1 Solemn Warning 1 Mirror Force 1 Torrential Extra Deck 1 Daigusto Phoenix 1 Gachi Gachi 1 Herald Of Pure Light 1 Leviair The Sea Dragon 1 Levithian 1 Dark Mist 1 Armadeus Keeper of Boundaries 1 Ally Of Justice Catastor 1 Armory Army 1 Ancient Scared Wyvern 1 Black Rose Dragon 1 Scrap Dragon 1 Crimson Blader 1 Colossal Fighter 1 Star Eater
  9. http://youtu.be/hRVOOwFNp5U   Monster: 30 3 Effect Veiler 3 The Agent of Mystery - Earth 3 Master Hyperion 3 The Agent of Creation - Venus 3 T.G. Warwolf 3 Mystical Shine Ball 2 T.G. Striker 2 Archlord Kristya 2 Tragoedia 1 Gorz the Emissary of Darkness 1 Chaos Sorcerer 1 Black Luster Soldier- Envoy of the Beginning 1 Genex Ally Birdman 1 Herald of Orange Light 1 Honest     Spells: 10 3 Forbidden Lance 3 Mystical Space Typhoon 2 Transmodify 1 Dark Hole 1 Mind Control     Extra Deck: 15 1 Scrap Dragon 1 Ally of Justice - Catastor 1 Crimson Blader 1 Ancient Sacred Wyvern 1 Armory Arm 1 Black Rose Dragon 1 Armades, Keeper of Boundaries 1 Gachi Gachi Gantetsu 1 HTS Psyhemuth 1 Wind Up Zenmaines 1 Angel of Zera 1 Leviair the Sea Dragon 1 Daigusto Phoenix 1 Herald of Pure Light 1 Star Eater     Side Deck: 15 3 Royal Decree 2 Shadow-Imprisoning Mirror 2 Leeching the Light 2 Kycoo the Ghost Destroyer 2 Maxx "C" 2 Dust Tornado 2 Flying "C"      
  10. Harder Better Faster

    <iframe width="640" height="360" src="https://www.youtube.com/embed/gAjR4_CbPpQ?feature=player_detailpage" frameborder="0" allowfullscreen></iframe>     Monsters: [3] Mystical Shine Ball [2] Archlord Krysta [1] Black Luster Soldier, Envoy of the Beginning [2] Card Trooper [3] Herald of Orange Light [1] Honest [3] Master Hyperion [3] The Agent of Creation - Venus [1] The Agent of Miracles - Jupiter [2] The Agent of Mystery - Earth [2] Thunder King Rai-Oh [2] Tour Guide From The Underworld   Spells: [1] Dark Hole [1] Heavy Storm [1] Monster Reborn [1] Pot of Avarice [2] Transmodify   Traps: [3] Call of the Haunted [2] Compulsory Evacuation Device [1] Solemn Judgment [1] Solemn Warning [2] Vanity's Emptiness   Side Deck: [1] Psi-Blocker [2] Sky Scourge Incivil [3] Mystical Space Typhoon [3] Prideful Roar [3] Rivalry of Warlords [3] DNA Surgery   Extra Deck: [1] Ancient Sacred Wyvern [1] Armades, Keeper of Boundaries [1] Armory Arm [1] Black Rose Dragon [1] Crimson Blader [1] Mist Wurm [1] Scrap Dragon (Angel of Zera when its on DN) [1] Constellar Hyades [1] Constellar Ptolemy M7 [1] Daigusto Phoenix [1] Gachi Gachi Gantetsu [1] Herald of Pure Light [1] Leviair the Sea Dragon [1] Number 17: Leviathan Dragon [1] Number 96: Dark Mist   I've been testing this deck for about a week now against prime matchups and I believe that after Judgment of the Light comes out (a week and a half) that this deck will definitely be a contender and also stands a big chance to be a contender for the new format. The Dragon matchup is not that bad as you have several different ways of playing versus their cards. You have Compulsory for their Dracossacks, you have Herald for the Dragon effects and other XYZ/Synchro effects, and you have Kristya which they have to deal with with Blaster if they have the resources to do that. You can also play protect the Rai-Oh and Dragon's also can't do much to Venus + Gachi with a Vanity's on their baby effect (a similar play to what happens in the Dragon mirror). The Prophecy matchup is...pretty terrible. I'm not going to sugarcoat it, its not actually a very good matchup but your matchup post side board is much better. You have beaters which you can rely on game one and you have Rai-Oh and Herald to take some wins game one. Game two and three you have DNA Surgery and you also have Incivil. If you happen to get an Incivil on the board against Spellbooks, you're in a good position especially since they have been transitioning to main decked Cursed Seal instead of Phoenix Wing Wind Blast. It's almost as good as Horus lvl 8 (except Horus can't get run over by Priestess.  Evilswarms is not as bad a matchup as I originally thought due to being able to protect Rai-Oh, sitting on Venus beaters with Gachi up, being able to Herald their 1st turn Ophion's when they search and also being able to put Kristya's on the board which they can't deal with. I'm considering siding Decrees for this matchup but I still need a little more testing. Post side-board its even better because I have a lot I can side for this matchup.   So what changed? Well Judgment of the Light introduces four different cards that helps this deck.     This card helps out this deck in a lot of ways. It is a very good card to resolve against Dragons since it can beat over even their biggest Dragon (Blaster) most of the time since it gains 100 for each banished card they have. Also its secondary effect combos well with Master Hyperion's already good effect. You can remove Angel of Zera with Hyperion and then Zera will summon itself on the next Standby phase.     A new generic level 5 synchro with a fantastic effect? It's also a light so it can be Honested? Sounds fantastic to add to Agent's extra deck. This card stops effects like Abysslinde, Mirror Force, Gorz and other cards that can come up in any match-up. It also helps in the Evilswarm match-up as it serves as the Master of Blades for Agents in that it can play around their backrow during the damage step.     Fairy/XYZ/Effect Rank 2 600/1000 You can detach 1 XYZ material from this card, then target 1 monster in your Graveyard; add it to your hand, then shuffle 1 card from your hand into the Deck. You can only use the effect of "Herald of Pure Light" once per turn.   (Pardon the Japanese picture) This card is another rank 2 that Agent's can make with Shine Ball with ease. You can use this to add Honest or Hyperion back to your hand and then shuffle dead cards back into your deck.     The final good card that comes out in the new set. This card is the best of all of them as it makes the deck much more consistent and it makes dead cards become much better. For example, opening a Shine Ball isn't as bad anymore if you open this as well because you can turn it into a Venus and then make a rank 2. You can also turn a Venus into an Honest or a Jupiter in the Evilswarm matchup. You can also in the event of it happening, turn an Ancient Sacred Wyvern into a Kristya or a Hyperion. This card also adds new OTKs to it.   OTK: Venus, Hyperion, Transmodify   Summon Venus. Pay 1500 to summon 3 Shine Balls. Transmodify one Shine Ball into another Venus. Overlay the two Shine Balls into Daigusto Phoenix. Overlay the two Venus into Leviathan. Summon a Hyperion. 3000 + 2700 + 2700 = 8400.   There are other OTKs, but I figured I'd just get this brought up since I think Agents could become a contender again next format and are a contender this format. Any feedback is appreciated.
  11. Agents - Discussion

    [center][size=7][b]Agents[/b][/size][/center] Agents are an archetype focusing on the use of specific Fairy monsters with "Agent" in their names to overwhelm and overpower the opponent by churning out boss monsters nearly at-will. This archetype is exclusively Light-attribute Fairy-type and gains a lot of support because of this. As such, there are also a lot of side deck options to use against them that you must be prepared for. Agents were a very big deck during the September 2011 format, showing a dominating Tier 1 performance in both the TCG and OCG with the flexibility of using several engines to help them adapt to the metagame. They notoriously churn out big monsters, making it difficult for popular decks at the time (such as Dino Rabbit) to get around them without being overwhelmed. The March 2012 banlist limited their main search card, however, which damaged their consistency so much that they quickly fell below the Tier 2 rank and simply could not compete in the meta any longer. With the September 2012 banlist bringing said search card back to 2, this deck is back up to competitive consistency again and is expected to be a contender for the top tier of the format. Whether this holds true is yet to be seen, but this deck is certainly one to monitor as the meta is defined. [center][size=6][b]The Monsters[/b][/size][/center][center][img]http://images4.wikia.nocookie.net/__cb20110616071621/yugioh/images/thumb/7/73/TheAgentofMysteryEarthSDLS-EN-SR-1E.png/300px-TheAgentofMysteryEarthSDLS-EN-SR-1E.png[/img][/center][center][quote][/center][center]The Agent of Mystery - Earth[/center][center]**[/center][center]Light/Fairy/Tuner[/center][center]When this card is normal summoned, you can add 1 "The Agent" monster from your Deck to your hand, except "The Agent of Mystery - Earth." While "The Sanctuary in the Sky" is face-up on the field, you can add 1 "Master Hyperion from your Deck to your hand instead.[/center][center][/quote][/center] The aforementioned searcher of the deck. This card alone has proven to be the centerpiece to the consistency of this deck. The fact that it can search for any "The Agent" monster without restriction gives this card versatility in its searching capability and makes it very lethal when combined with The Agent of Creation - Venus (which will be described momentarily). With The Sanctuary in the Sky on the field, Earth can also recruit your (arguably) most powerful boss monster (although most decks don't run Sanctuary due to the consistency issues it can cause). This card is easily one of the most powerful and important cards in the deck. Run as many as possible (2 in this format). [center][img]http://images4.wikia.nocookie.net/__cb20110617065602/yugioh/images/thumb/0/06/TheAgentofCreationVenusSDLS-EN-C-1E.png/300px-TheAgentofCreationVenusSDLS-EN-C-1E.png[/img] [img]http://images3.wikia.nocookie.net/__cb20110714003823/yugioh/images/thumb/2/2d/MysticalShineBallSDLS-EN-C-1E.jpg/300px-MysticalShineBallSDLS-EN-C-1E.jpg[/img][/center][center][quote][/center][center]The Agent of Creation - Venus[/center][center]***[/center][center]Light/Fairy/Effect[/center][center]Pay 500 Life Points to Special Summon 1 "Mystical Shine Ball" from your hand or Deck.[/center][center][/quote][/center] Venus is the primary engine of the Agent deck. Since you can activate her effect multiple times per turn, she opens up many Synchro and Xyz options while simultaneously fueling the graveyard for your boss monsters. This makes Venus an extremely versatile card given any situation. The Shine Balls themselves can be used to Xyz summon cards like Gachi Gachi Gantetsu, Number 96: Dark Mist, or Daigusto Phoenix, all offering different options depending on the scenario. They can also be combined with The Agent of Mystery - Earth to open up a very quick and easy Synchro toolbox (giving access to Levels 4, 5, 6, 7, 8, or 9 instantly, if you include Venus). They are also often combined with other cards such as Genex Ally Birdman to open up even more ridiculous plays, depending on the scenario. Due to these two being your primary engine in the deck (combined with Earth, of course), it is highly suggested to run the maximum amount of 3 each. [center][img]http://images3.wikia.nocookie.net/__cb20110616072845/yugioh/images/thumb/3/30/TheAgentofMiraclesJupiterSDLS-EN-SR-1E.png/300px-TheAgentofMiraclesJupiterSDLS-EN-SR-1E.png[/img][/center] [center][quote][/center][center]The Agent of Miracles - Jupiter[/center][center]****[/center][center]Light/Fairy/Effect[/center][center]Once per turn, you can remove from play 1 "The Agent" monster in your Graveyard to select 1 face-up LIGHT Fairy-Type monster you control. The selected monster gains 800 ATK until the End Phase. While "The Sanctuary in the Sky" is face-up on the field, once per turn, you can discard 1 Fairy-Type monster to select 1 of your removed from play LIGHT Fairy-Type monsters, and special summon it.[/center][center][/quote][/center] Jupiter is another Agent monster that a lot of players opt to run as tech for the utility of it. In Sanctuary-less builds, he can quickly make himself a 2600 beater to push over most dangerous monsters. In Sanctuary builds, he becomes a quick enabler by swarming the field and setting up the grave for more boss monster summons. Jupiter shines the most in Sanctuary builds, but still finds his way into other builds as an additional search option for Earth and to help get rid of problem cards such as Thunder King Rai-Oh or Steelswarm Roach. Jupiter made a much larger impact when Earth was at 3, but now that Earth is Semi-Limited, most aren't expecting Jupiter to make a huge splash due to the inconsistency it can cause. Banishing an Agent monster from your Graveyard can make Master Hyperion dead in your hand, which you almost never want to experience. Jupiter is 100% an optional card, but if you're using a Sanctuary build, it is definitely suggested in multiples. [center][img]http://images4.wikia.nocookie.net/__cb20120607014657/yugioh/images/thumb/e/e9/MasterHyperion-GLD5-EN-GUR-LE.jpg/300px-MasterHyperion-GLD5-EN-GUR-LE.jpg[/img][/center] [center][quote][/center][center]Master Hyperion[/center][center]********[/center][center]Light/Fairy/Effect[/center][center]You can Special Summon this card (from your hand) by banishing 1 "The Agent" monster from your hand, field, or Graveyard. Once per turn: You can banish 1 LIGHT Fairy-type monster from your Graveyard to target 1 card on the field; destroy that target. While "The Sanctuary in the Sky" is face-up on the field, you can activate this effect up to twice per turn.[/center][center][/quote][/center] Hyperion is the primary boss monster of the deck. He is very easy to summon due to the flexibility of being able to banish an Agent from virtually anywhere to special summon himself. The second effect to destroy cards on the field makes him an easy plus one, but he often generates even more card advantage than that by being a gigantic 2700 ATK and generating a ton of field presence. If he stays out for two turns, your opponent is definitely in a tight spot and you should take full advantage of it. When this guy comes out, your playstyle changes almost to pure aggression and it puts a ton of pressure on your opponent to remove him as quickly as possible before he destroys their field and opens them up for a large chunk of damage. In a Sanctuary build, Hyperion becomes even more lethal due to the fact that Earth can search him from the deck at any time and he gets an extra destruction effect per turn. Hyperion easily changes the tempo of a duel in your favor at a very low cost. Most people opt to run the maximum of 3 in a deck, but with Earth Semi-Limited, others have been seeing success with him at 2, since the deck can sometimes get clogged hands with boss monsters that can't be summoned. [center][img]http://images1.wikia.nocookie.net/__cb20110831191712/yugioh/images/thumb/3/3e/ArchlordKristya-CT08-EN-SR-LE.jpg/300px-ArchlordKristya-CT08-EN-SR-LE.jpg[/img][/center] [center][quote][/center][center]Archlord Kristya[/center][center]********[/center][center]Light/Fairy/Effect[/center][center]If you have exactly 4 Fairy-Type monsters in your Graveyard, you can Special Summon this card (from your hand). When you do: Target 1 Fairy-Type monster in your Graveyard; Add that target to your hand. Neither player can Special Summon monsters. If this face-up card would be sent from the field to the Graveyard, it returns to the top of the Deck, instead.[/center][center][/quote][/center] The secondary boss monster of the deck. This card single-handedly wins games, and was the first boss monster of the Agent deck to make it onto the Forbidden/Limited List. Even Semi-Limited, this monster is extremely dangerous. A large 2800 ATK body, fairly easy special summon requirements (Venus sets up this summon by herself), and the lethal effect of not allowing any special summons? Let's throw in the fact that she can recycle any Fairy monster from the grave, giving you an extra search from Earth, added utility from Jupiter, or another attempt at Shine Ball spam with Venus. Let's also throw on that she goes back to the top of the deck when sent to the Graveyard from the field. This makes Kristya one of the most difficult monsters to get rid of permanently and one of the most dangerous cards in the deck. Back in the September 2011 format, it was a common sight to see this monster summoned and the opponent just scoop up their cards immediately. Most decks have to run either ample amounts of backrow or they have to special summon in order to get around this card. Both options were often punished by Agent players (Kristya preventing the special summons, and cards such as Royal Decree side-decked frequently). This card used to be required at its maximum of 2, but most players are opting to either run 1 or 0 in the September 2012 format due to consistency problems. Maintaining a 4-fairy grave becomes difficult in the current meta, with either Venus plays getting disrupted or other anti-meta cards taking Fairies out of your Graveyard to prevent her summon. She still has that game-breaking effect, however, and when she does hit the field, the game is pretty much sealed. Those playing against this deck should always be aware of this card and plan accordingly. Those playing with this deck should always try to plan to get her on the field as soon as you draw her. Those that play this deck without her, should bluff her to keep the opponent afraid of her and have them wasting resources to disrupt her summon. Archlord Kristya is probably the single-most feared card in this entire deck. Take advantage of that psychological gain. [center][img]http://images3.wikia.nocookie.net/__cb20120125001252/yugioh/images/thumb/5/53/HeraldofOrangeLight-TU07-EN-C-UE.jpg/300px-HeraldofOrangeLight-TU07-EN-C-UE.jpg[/img][/center] [center][quote][/center][center]Herald of Orange Light[/center][center]**[/center][center]Light/Fairy/Tuner[/center][center]During either player's turn, when an opponent's Effect Monster's effect activates: You can send this card and 1 other Fairy-Type monster from your hand to the Graveyard; negate the activation and destroy it.[/center][center][/quote][/center] Herald of Orange Light is the deck's themed hand trap, and some players often claim that it is the sole reason for running this deck. At the cost of 1 other Fairy in your hand, Herald becomes arguably the best hand trap in the game, making even Effect Veiler look like a chump. Herald of Orange Light does not have the same restrictions as other hand traps: it can be used during either player's turn at any time (yes, even in the Damage Step). Orange also destroys the effect monster that it is negating (balancing out the cost a bit more), AND it has an added bonus: it negates the activation of the effect, not just the effect. In the September 2012 format, this is extremely important, especially with Wind-Ups being one of the most important decks to beat. Negating the activation of the effect prevents certain trigger effects from activating, such as Wind-Up Magician or Wind-Up Factory, which normally would trigger even if the effect of the Wind-Up monster was negated. Since the activation of the effect was negated, these trigger effects never get a chance to happen, making this card much better than Effect Veiler in that specific match-up. There's one more important fact about Orange: it can negate any effect monster's effect no matter where it activates. It can negate Gorz activating in the hand, Sangan activating in the Graveyard, Rescue Rabbit activating on the field (even if it banishes itself as a cost). Orange adds even more to the Agent deck: The ability to discard dead boss monsters for later revival. This makes cards such as Monster Reborn and Call of the Haunted more deadly than usual in this deck, since both Master Hyperion and Archlord Kristya can be discarded as costs for Orange just to be revived and apply very quick pressure on the opponent. Throw in the fact that you just disrupted what is likely a key play in their turn, and you could easily win yourself a lot of games. Let's also not forget that Orange is a tuner, so if it starts to clog your hand, it becomes a Synchro option. A lot of players run this card in multiples, while others choose less-costly hand traps instead such as Effect Veiler. Both are good choices depending on the meta, but both have completely different strengths and weaknesses. You should certainly weigh your options and choose accordingly. [size=5][b]Other Monster Options:[/b][/size] Honest Tour Guide from the Underworld Sangan Spirit Reaper Black Luster Soldier - Envoy of the Beginning Thunder King Rai-Oh Card Trooper Genex Ally Birdman Dimensional Alchemist Gorz the Emissary of Darkness Tragoedia Herald of Perfection Zeradias, Herald of Heaven T.G. Striker T.G. Warwolf Krebons Psychic Jumper Psychic Commander Gallis the Star Beast [center][size=6][b]The Spells[/b][/size][/center] [center][img]http://images3.wikia.nocookie.net/__cb20110616072561/yugioh/images/thumb/5/52/TheSanctuaryintheSkySDLS-EN-C-1E.png/300px-TheSanctuaryintheSkySDLS-EN-C-1E.png[/img][/center] [center][quote][/center][center]The Sanctuary in the Sky[/center][center]Field Spell[/center][center]Battle damage to the controller of a Fairy-Type monster from a battle involving that Fairy-Type monster becomes 0.[/center][center][/quote][/center] Being one of the few theme-specific spells for this deck, Sanctuary certainly deserves a mention. Most decks opt not to run this card at all, because Agents are usually very monster-heavy and depend on constantly applying pressure to the opponent. There are, however, several ways to run this deck, and Sanctuary gives you a lot of options. It expands the effects of Earth, Jupiter, and Master Hyperion while also acting as a defensive field spell. Throw on the fact that it's searchable by Zeradias, Herald of Heaven, and you can get a dangerous build going on. Throw on some of the other support cards that you'll see below, and you can understand the lure to this type of build. [center][img]http://images2.wikia.nocookie.net/__cb20110610082538/yugioh/images/thumb/d/d4/CardsfromtheSkySDLS-EN-C-1E.jpg/300px-CardsfromtheSkySDLS-EN-C-1E.jpg[/img][/center] [center][quote][/center][center]Cards from the Sky[/center][center]Normal Spell[/center][center]Remove from play 1 LIGHT Fairy-Type monster in your hand and draw 2 cards. You cannot Special Summon or conduct your Battle Phase the turn you activate this card.[/center][center][/quote][/center] This is the deck's themed draw power. In some of the control-style builds, this card can easily be ran by playing conservatively. More of a slow-roll playstyle and less aggression can really make this card's drawbacks less severe. But due to the hefty drawbacks of not being able to special summon or attack, most people opt not to play this card. But it can be a touch of consistency in a pinch, and it does help some of the themed combos, such as Jupiter's second effect of special summoning a banished Fairy while Sanctuary is active. [size=5][b]Other Spell Options:[/b][/size] Pot of Duality Mystical Space Typhoon Terraforming Monster Reborn Dark Hole Heavy Storm Mind Control Book of Moon Emergency Teleport Creature Swap United We Stand Enemy Controller [center][size=6][b]The Traps[/b][/size][/center][center][img]http://images4.wikia.nocookie.net/__cb20110617064335/yugioh/images/thumb/d/dd/DivinePunishmentSDLS-EN-C-1E.png/300px-DivinePunishmentSDLS-EN-C-1E.png[/img][/center] [center][quote][/center][center]Divine Punishment[/center][center]Counter Trap[/center][center]Activate on if "The Sanctuary in the Sky" is face-up on the field. Negate the activation of a Spell card, Trap card, or Effect Monster's effect, and destroy that card.[/center][center][/quote][/center] There's really only 1 themed trap card for Agents that's worth mentioning, and that's Divine Punishment. This card is the single reason anyone even considers running the Sanctuary build. Being one of the most versatile counter traps in the game with no cost at all, you can see the lure to it and the temptation to move toward that build. With the only restriction on this card being that Sanctuary needs to be on the field (even if your opponent controls it), this card is an extremely deadly addition to the Agent arsenal. This is required at a maximum of 3 in any Sanctuary build, due to the sheer power of it. [size=5][b]Other Trap Options:[/b][/size] Torrential Tribute Solemn Warning Solemn Judgment Bottomless Trap Hole Dimensional Prison Call of the Haunted Trap Stun Royal Decree Treacherous Trap Hole TG1-EM1 [center][size=6][b]The Builds[/b][/size][/center] Due to the sheer versatility of the Agent engine, there are many, many different ways to run this deck. Even when it was a Tier 1 deck, there were often so many successful variants that there wasn't a "Standard" build that won every time. There was merely a skeleton, with room to add what you needed. The basic skeleton of this deck in the September 2012 format should look as such: 2x The Agent of Mystery - Earth 3x The Agent of Creation - Venus 3x Mystical Shine Ball 2-3x Master Hyperion 0-2x Archlord Kristya Beyond that, you're open to test a lot of different variants. In the past, there has been success with Tour Guide Agents (also known as Chaos Agents due to BLS), T.G. Agents, Pure Agents, Gallis Agents, and Anti-Meta Agents. Now, it's very much the same, except with the added option of Teleport Agents. Agent decks in general run very monster-heavy, often running a minimum of 20 monsters, some going as high as 28-30 monsters, and the Gallis Agent build goes as high as 35-40 monsters (although it loses consistency compared to the others). Agents notoriously ran a low trap count to maintain maximum aggression, going with the basic gameplan of "The Best Defense is a Strong Offense." Even in the September 2011 format (arguably when Agents were at their prime), this wasn't 100% true, either, as some players saw success running 10-12 traps as well, opting for a more control-oriented build. Below, I'm going to give you some rough skeletons for some of these variants, which are easily adaptable to your own style. This thread should also help to add discussion to each variant and help us all narrow down which build is best for the September 2012 meta and help us all to adapt to the new decks and the new format. NOTE: A lot of these decks will have empty spaces available, as they are meta choices and preference calls as to what to run. Tour Guide Agents [spoiler] 2x The Agent of Mystery - Earth 3x The Agent of Creation - Venus 3x Mystical Shine Ball 3x Master Hyperion 1x Archlord Kristya 3x Herald of Orange Light 2x Tour Guide from the Underworld 1x Sangan 0-1x Night Assailant 1x Black Luster Soldier - Envoy of the Beginning 1x Gorz the Emissary of Darkness 1x Honest 2x Pot of Duality 3x Mystical Space Typhoon 1x Dark Hole 1x Monster Reborn 1x Heavy Storm 1x Mind Control 2x Torrential Tribute 2x Dimensional Prison/Bottomless Trap Hole 2x Solemn Warning 1x Solemn Judgment 1x Call of the Haunted [/spoiler] Pure Agents [spoiler] 2x The Agent of Mystery - Earth 3x The Agent of Creation - Venus 3x Mystical Shine Ball 3x Master Hyperion 1x Archlord Kristya 1x The Agent of Miracles - Jupiter 3x Thunder King Rai-Oh 1x Honest 3x Herald of Orange Light 2x Pot of Duality 3x Mystical Space Typhoon 1x Book of Moon 1x Mind Control 1x Monster Reborn 1x Dark Hole 1x Heavy Storm 2x Torrential Tribute 2x Solemn Warning 1x Solemn Judgment 2x Bottomless Trap Hole 2x Dimensional Prison 1x Call of the Haunted [/spoiler] T.G. Agents [spoiler] 2x The Agent of Mystery - Earth 3x The Agent of Creation - Venus 3x Mystical Shine Ball 3x Master Hyperion 1x T.G. Striker 3x T.G. Warwolf 1x Black Luster Soldier - Envoy of the Beginning 1x Gorz the Emissary of Darkness 2x Tragoedia 1x Genex Ally Birdman 3x Effect Veiler 1x Honest 2x Pot of Duality 3x Mystical Space Typhoon 1x Mind Control 1x Dark Hole 1x Heavy Storm 1x Monster Reborn 3x Royal Decree [/spoiler] Special Mention: Trooper Agents Card Trooper Agents are a new build that runs closer to the Pure Agent build, but utilizes Card Trooper and 3 Herald of Orange Light alongside 3 Call of the Haunted to add additional methods of getting boss monsters on the board quickly. Card Trooper also doubles as a method of getting past Thunder King Rai-Oh while making Call of the Haunted more consistent. [spoiler] 2x The Agent of Mystery - Earth 3x The Agent of Creation - Venus 3x Mystical Shine Ball 3x Master Hyperion 2x Archlord Kristya 3x Herald of Orange Light 2x Card Trooper 3x Thunder King Rai-Oh 1x Sangan 1x Honest 3x Mystical Space Typhoon 1x Heavy Storm 1x Dark Hole 1x Monster Reborn 1x Book of Moon 2x Torrential Tribute 2x Dimensional Prison 3x Call of the Haunted 2x Solemn Warning 1x Solemn Judgment [/spoiler] [center][size=6][b]The Extra[/b][/size][/center] Agents have a much easier time churning out Rank 2 Xyz monsters than any other deck, excluding Frogs. This is what makes the Shine Balls so versatile. That, and the synchro options that are opened up combining them with Earth and Mind Control (and occasionally Birdman). As previously mentioned, Earth + Venus unhindered can give you access to Rank 2 Xyz monsters, or level 4, 5, 6, 7, 8, or 8 synchros. It simply depends on the situation. Let's go over some of the less standard Extra Deck choices that this deck uses compared to other decks. [center][img]http://images1.wikia.nocookie.net/__cb20120616113610/yugioh/images/thumb/8/87/GachiGachiGantetsu-BP01-EN-R-1E.png/300px-GachiGachiGantetsu-BP01-EN-R-1E.png[/img][/center][center][quote][/center][center]Gachi Gachi Gantetsu[/center][center]Rank 2[/center][center]Earth/Rock/Xyz/Effect[/center][center]2 Level 2 monsters[/center][center]If this face-up card would be destroyed, you can detach 1 Xyz Material from this card instead. Face-up monsters you control gain 200 ATK and DEF for each Xyz Material attached to this card.[/center][center][/quote][/center] Venus -> Gachi Gachi used to be one of the strongest openings of the format 1 year ago. A 2200 DEF monster that eats up resources in order to remove from the field is already good by itself, but it also makes Venus 2000 ATK in a pinch, allowing it to run over problem cards like Thunder King Rai-Oh. Venus beatdown used to be a pretty solid strategy for an Agent player to play conservatively. In the current format, however, Gachi Gachi is not as powerful as it once was. In this format, cards like Temtempo the Percussion Djinn, Photon Papilloperative, Maestroke the Symphony Djinn, and Compulsory Evacuation Device make Gachi Gachi more fragile than he used to be. He's still worth running and still a great card, but no longer your default turn 1 play. [center][img]http://images1.wikia.nocookie.net/__cb20120728152518/yugioh/images/thumb/2/22/DaigustoPhoenix-HA06-EN-ScR-1E.jpg/300px-DaigustoPhoenix-HA06-EN-ScR-1E.jpg[/img][/center][center][quote][/center][center]Daigusto Phoenix[/center][center]Rank 2[/center][center]Wind/Pyro/Xyz/Effect[/center][center]2 Level 2 monsters[/center][center]Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up WIND monster you control; this turn, it can attack twice during each Battle Phase.[/center][center][/quote][/center] Daigusto Phoenix is a new monster that was recently added to the Agents' arsenal from Hidden Arsenal 6. This little guy can be a lot of damage in a pinch, especially to an open field. It can make itself attack twice during each Battle Phase, giving an easy 3000 damage, but let's not forget the most important part - it gets a Shine Ball to the graveyard immediately. This can be used to quickly fuel Hyperion or Kristya, helping to open the field for the direct attack or to prevent Gorz/Tragoedia/Battle Fader from ruining your push. This card also combos very well with Mind Control. Mind Control an opposing Tiras/Adreus and overlay Gaia Dragon the Thunder Charger. Use Daigusto Phoenix to allow Gaia Dragon to attack twice that turn. A very brutal combo. Note that its effect also works with Mist Wurm or Leviair, both commonly run in this deck as well. [center][img]http://images4.wikia.nocookie.net/__cb20120126015652/yugioh/images/thumb/d/d7/Number96DarkMist-ORCS-EN-UR-1E.jpg/300px-Number96DarkMist-ORCS-EN-UR-1E.jpg[/img][/center][center][quote][/center][center]Number 96: Dark Mist[/center][center]Rank 2[/center][center]Dark/Fiend/Xyz/Effect[/center][center]3 Level 2 monsters[/center][center]Once per battle, during either player's turn, when an attack is declared involving this card and an opponent's monster: You can detach 1 Xyz Material from this card; halve the ATK of the opponent's monster, and this card gains that same amount of ATK.[/center][center][/quote][/center] Dark Mist is one of the strongest Rank 2s out there, acting as a pseudo-Honest up to 3 times. Note that his attack boost is permanent, so the more you use his effect, the better he gets. Dark Mist acts as a very powerful wall, preventing the opponent from attacking in most cases, but most importantly, he baits removal. This guy forces opponents to use cards like Dark Hole extremely early in the game, when they really don't want to, leaving you much more open to spam Hyperions and Kristyas all day. He's also a Dark attribute, which is very vital to the Tour Guide/Chaos build. In the Tour Guide build, this is one of your strongest first-turn plays when going first. Venus -> 3 Shine Balls -> Dark Mist, pass. If they manage to clear your field, every single one of your boss monsters is instantly live. You have an Agent (Venus) for Hyperion, 4 fairies for Kristya, and a Light/Dark for BLS, all off of one card effect. It's a very strong play that will make many opponents nervous and can quickly net you a stream of gigantic problems for your opponent. [center][img]http://images2.wikia.nocookie.net/__cb20090829150016/yugioh/images/thumb/d/d0/AncientSacredWyvernANPR-EN-UR-1E.png/300px-AncientSacredWyvernANPR-EN-UR-1E.png[/img][/center][center][quote][/center][center]Ancient Sacred Wyvern[/center][center]*******[/center][center]Light/Fairy/Synchro/Effect[/center][center]1 LIGHT Tuner + 1 or more non-Tuner monsters[/center][center]While your Life Points are higher than your opponent's, this card gains ATK equal to the difference. While your Life Points are lower than your opponent's, this card loses ATK equal to the difference. When this card is destroyed by battle and sent to the Graveyard, you can pay 1000 Life Points to Special Summon this card.[/center][center][/quote][/center] Ancient Sacred Wyvern is not commonly run these days, but it did see a lot of play a year ago, as it opens up a lot of potential OTK plays. The only times this card would ever really be summoned is when you are able to spam Earth + Venus + Shine Balls to the field. 1 Earth, 1 Shine Ball, and 1 Venus will Synchro Summon this guy. The 2 remaining Shine Balls can go into Daigusto Phoenix. Ideally, you'd be at 6500 Life Points to your opponent's 8000 at this point. Daigusto Phoenix would knock them down to 5000, with Wyvern following up for an additional 3600, boosting itself to 7200 ATK afterward. One other monster on the board with at least 1400 ATK, and you would have OTK'd quickly (Birdman and Hyperion both come to mind). A lot of people find this as an unnecessary Synchro, due to over-extension fears, but if you have the extra deck space, there are likely times where it can win you a game you wouldn't have otherwise won. [b]Other Extra Deck Options:[/b] Armory Arm Ally of Justice Catastor Magical Android Gaia Knight Force of the Earth Black Rose Dragon Scrap Dragon Stardust Dragon Mist Wurm Wind-Up Zenmaines Leviair the Sea Dragon Leviathan Dragon Number 30: Acid Golem of Destruction Temtempo the Percussion Djinn Gaia Dragon the Thunder Charger [center][size=6][b]Successful Builds of the Format[/b][/size][/center] With the development of the September 2012 format, we've found that the format itself has become very diverse, allowing many different deck types and builds to be successful. As this relates to Agents, it leaves us with several successful builds as well. The deck has performed very well at local and regional levels, but more recently has become a mainstay at the YCS level as well, helping to boost this deck to the upper-tiers of the format. Alistar Albans was the first person to pilot the deck to success TCG-side in this format, with a top 32 finish at YCS Indianapolis. More recently, however, was the blowout of YCS Providence, which brought us as many as 5 Agent decks in the top 16, with a top 8 finish from both Simon He and Daniel Vrabel, with Simon He taking first place in Swiss. In this section, I'll be showing the successful builds as they become available. Alistar Albans - Top 32 YCS Indianapolis [spoiler] 3x The Agent of Creation - Venus 3x Mystical Shine Ball 2x The Agent of Mystery - Earth 2x Card Trooper 1x Maxx "C" 3x Herald of Orange Light 1x Honest 3x Thunder King Rai-Oh 3x Master Hyperion 2x Archlord Kristya 1x Pot of Duality 1x Heavy Storm 1x Dark Hole 1x Monster Reborn 3x Mystical Space Typhoon 2x Solemn Warning 2x Torrential Tribute 2x Dimensional Prison 1x Solemn Judgment 3x Call of the Haunted 2x Diagusto Phoenix 2x Gachi Gachi Gantetsu 1x Number 96: Dark Mist 1x Number 30: Acid Golem of Destruction 1x Number 17: Leviathan Dragon 1x Wind-Up Zenmaines 1x Armory Arm 1x Ally of Justice Catastor 1x Magical Android 1x Ancient Sacred Wyvern 1x Stardust Dragon 1x Scrap Dragon 1x Mist Wurm 2x Dust Tornado 2x Different Dimension Ground 3x Gozen Match 2x System Down 2x Nobleman of Crossout 1x Maxx "C" 3x Gemini Imps [/spoiler] Simon He - Top 8 YCS Providence [spoiler] 3x The Agent of Creation - Venus 3x Mystical Shine Ball 2x The Agent of Mystery - Earth 3x Master Hyperion 1x Archlord Kristya 1x Herald of Orange Light 1x Honest 1x Thunder King Rai-Oh 1x Black Luster Soldier - Envoy of the Beginning 2x Effect Veiler 2x Maxx "C" 2x Tour Guide from the Underworld 1x Sangan 1x Chaos Sorcerer 2x Spirit Reaper 1x Gorz the Emissary of Darkness 2x Tragoedia 3x Mystical Space Typhoon 1x Mind Control 1x Forbidden Lance 1x Enemy Controller 1x Creature Swap 1x Heavy Storm 1x Dark Hole 1x Monster Reborn 1x Treacherous Trap Hole 1x Number 96: Dark Mist 1x Daigusto Phoenix 1x Gachi Gachi Gantetsu 1x Wind-Up Zenmaines 1x Leviair the Sea Dragon 1x Number 30: Acid Golem of Destruction 1x Hieratic Sun Dragon Overlord of Heliopolis 1x Gem-Knight Pearl 1x Number 17: Leviathan Dragon 1x Temtempo the Percussion Djinn 1x Ally of Justice Catastor 1x Armory Arm 1x Stardust Dragon 1x Gaia Knight, Force of the Earth 1x Black Rose Dragon 2x Gozen Match 1x Effect Veiler 1x Cyber Dragon 1x Chimeratech Fortress Dragon 2x Electric Virus 1x System Down 2x Shadow-Imprisoning Mirror 3x Gemini Imps 2x Royal Decree [/spoiler] Daniel Vrabel - Top 8 YCS Providence [spoiler] 3x The Agent of Creation - Venus 3x Mystical Shine Ball 2x The Agent of Mystery - Earth 3x Thunder King Rai-Oh 3x Master Hyperion 3x Herald of Orange Light 2x Archlord Kristya 2x Card Trooper 2x Tour Guide from the Underworld 1x Sangan 1x Honest 1x Black Luster Soldier - Envoy of the Beginning 3x Mystical Space Typhoon 1x Heavy Storm 1x Dark Hole 1x Monster Reborn 2x Torrential Tribute 3x Call of the Haunted 2x Solemn Warning 1x Solemn Judgment 1x Mist Wurm 1x Scrap Dragon 1x Stardust Dragon 1x Black Rose Dragon 1x Ancient Sacred Wyvern 1x Ally of Justice Catastor 2x Gachi Gachi Gantetsu 1x Number 96: Dark Mist 1x Daigusto Phoenix 1x Wind-Up Zenmaines 1x Temtempo the Percussion Djinn 1x Leviair the Sea Dragon 1x Number 17: Leviathan Dragon 1x Number 30: Acid Golem of Destruction 2x Maxx "C" 1x Snowman Eater 2x Nobleman of Crossout 2x Soul Taker 2x Dimensional Prison 2x Dust Tornado 2x Gozen Match 2x Shadow-Imprisoning Mirror [/spoiler] Kevin Rubio - Top 16 YCS Providence [spoiler] 3x The Agent of Creation - Venus 3x Mystical Shine Ball 2x The Agent of Mystery - Earth 2x Archlord Kristya 3x Herald of Orange Light 3x Master Hyperion 3x Jurrac Guaiba 2x Thunder King Rai-Oh 2x Maxx "C" 1x Honest 3x Forbidden Lance 2x Mystical Space Typhoon 1x Monster Reborn 1x Book of Moon 1x Heavy Storm 1x Dark Hole 2x Torrential Tribute 2x Dimensional Prison 2x Call of the Haunted 2x Solemn Warning 1x Bottomless Trap Hole 1x Raigeki Break 1x Compulsory Evacuation Device 1x Starlight Road 1x Magical Android 1x Ally of Justice Catastor 1x Black Rose Dragon 1x Stardust Dragon 1x Scrap Dragon 2x Gachi Gachi Gantetsu 2x Daigusto Phoenix 1x Wind-Up Zenmaines 1x Leviair the Sea Dragon 1x Number 39: Utopia 1x Number 96: Darkmist 1x Evolzar Laggia 1x Evolzar Dolkka 1x Shadow-Imprisoning Mirror 1x Dimensional Prison 1x Bottomless Trap Hole 3x Gozen Match 2x Dust Tornado 1x Mystical Space Typhoon 2x Banisher of the Radiance 2x Gemini Imps 1x Maxx "C" 1x Thunder King Rai-Oh [/spoiler] Nick Amato - Top 16 YCS Providence [spoiler] 3x The Agent of Creation - Venus 3x Mystical Shine Ball 2x The Agent of Mystery - Eath 3x Master Hyperion 1x The Agent of Miracles - Jupiter 2x Card Trooper 1x Honest 3x Herald of Orange Light 2x Archlord Kristya 2x Thunder King Rai-Oh 2x Mystical Space Typhoon 2x Forbidden Lance 2x Pot of Duality 1x Dark Hole 1x Heavy Storm 1x Monster Reborn 2x Solemn Warning 1x Solemn Judgment 2x Torrential Tribute 2x Bottomless Trap Hole 3x Call of the Haunted 2x Gachi Gachi Gantetsu 1x Daigusto Phoenix 1x Number 96: Dark Mist 1x Leviair the Sea Dragon 1x Number 30: Acid Golem of Destruction 1x Wind-Up Zenmaines 1x Number 17: Leviathan Dragon 1x Armory Arm 1x Ally of Justice Catastor 1x Gaia Knight, the Force of the Earth 1x Ancient Sacred Wyvern 1x Black Rose Dragon 1x Scrap Dragon 1x Stardust Dragon 2x Soul Taker 2x Maxx "C" 2x Prohibition 2x Mind Crush 1x The Transmigration Prophecy 2x Shadow-Imprisoning Mirror 3x Royal Decree 1x Mystical Space Typhoon [/spoiler] Thomas Chacko - Top 16 YCS Providence [spoiler] 3x The Agent of Creation - Venus 3x Mystical Shine Ball 2x The Agent of Mystery - Earth 3x Cardcar D 2x Thunder King Rai-Oh 2x Archlord Kristya 3x Master Hyperion 3x Herald of Orange Light 1x Gorz the Emissary of Darkness 1x Honest 1x Dark Hole 1x Heavy Storm 1x Monster Reborn 3x Mystical Space Typhoon 2x Pot of Duality 2x Compulsory Evacuation Device 2x Dimensional Prison 2x Solemn Warning 1x Solemn Judgment 2x Torrential Tribute 2x Cyber Dragon 2x Doomcaliber Knight 2x Gemini Imps 2x Nobleman of Crossout 2x Soul Taker 1x Dimensional Prison 1x Dust Tornado 2x Gozen Match 1x The Sanctuary in the Sky 1x Chimeratech Fortress Dragon 1x Armory Arm 1x Ally of Justice Catastor 1x Ancient Sacred Wyvern 1x Black Rose Dragon 1x Gaia Knight, Force of the Earth 1x Magical Android 1x Scrap Dragon 1x Stardust Dragon 1x Daigusto Phoenix 2x Gachi Gachi Gantetsu 1x Number 96: Dark Mist 1x Wind-Up Zenmaines 1x Number 17: Leviathan Dragon [/spoiler] Simon He - Top 8 YCS Seattle/Tacoma [spoiler] 3x Mystical Shine Ball 3x The Agent of Creation - Venus 2x The Agent of Mystery - Earth 3x Master Hyperion 2x Tragoedia 2x Tour Guide from the Underworld 1x Sangan 2x Thunder King Rai-Oh 2x Maxx "C" 2x Effect Veiler 1x Herald of Orange Light 1x Honest 1x Gorz the Emissary of Darkness 1x Black Luster Soldier - Envoy of the Beginning 1x Chaos Sorcerer 1x Archlord Kristya 1x Spirit Reaper 3x Mystical Space Typhoon 1x Enemy Controller 1x Creature Swap 1x Forbidden Lance 1x Mind Control 1x Monster Reborn 1x Dark Hole 1x Heavy Storm 1x Treacherous Trap Hole 1x Armory Arm 1x Ally of Justice Catastor 1x Gaia Knight, the Force of Earth 1x Black Rose Dragon 1x Stardust Dragon 1x Gachi Gachi Gantetsu 1x Daigusto Phoenix 1x Number 96: Dark Mist 1x Wind-Up Zenmaines 1x Leviair the Sea Dragon 1x Number 17: Leviathan Dragon 1x Temtempo the Percussion Djinn 1x Number 30: Acid Golem of Destruction 1x Hieratic Sun Dragon Overlord of Heliopolis 1x Superdreadnought Rail Cannon Gustav Max 2x Gemini Imps 2x Nobleman of Crossout 2x Royal Decree 2x Gozen Match 2x Soul Drain 1x Leeching the Light 1x Cyber Dragon 1x Chimeratech Fortress Dragon 1x Electric Virus 1x Dark Magician [/spoiler] Julian Wong - Top 8 YCS Seattle/Tacoma [spoiler] 3x Mystical Shine Ball 3x The Agent of Creation - Venus 2x The Agent of Mystery - Earth 3x Master Hyperion 1x Archlord Kristya 1x Black Luster Soldier - Envoy of the Beginning 1x Chaos Sorcerer 2x Tragoedia 1x Gorz the Emissary of Darkness 2x Thunder King Rai-Oh 1x Honest 2x Maxx "C" 2x Effect Veiler 1x Herald of Orange Light 1x Spirit Reaper 2x Tour Guide from the Underworld 1x Sangan 3x Mystical Space Typhoon 1x Creature Swap 1x Enemy Controller 1x Forbidden Lance 1x Monster Reborn 1x Dark Hole 1x Heavy Storm 1x Mind Control 1x Treacherous Trap Hole 1x Gachi Gachi Gantetsu 1x Daigusto Phoenix 1x Number 96: Dark Mist 1x Wind-Up Zenmaines 1x Leviair the Sea Dragon 1x Temtempo the Percussion Djinn 1x Number 17: Leviathan Dragon 1x Number 30: Acid Golem of Destruction 1x Hieratic Sun Dragon Overlord of Heliopolis 1x Armory Arm 1x Ally of Justice Catastor 1x Gaia Knight, the Force of Earth 1x Black Rose Dragon 1x Stardust Dragon 1x Scrap Dragon 2x Cyber Dragon 1x Chimeratech Fortress Dragon 2x Gemini Imps 2x Electric Virus 1x The End of Anubis 2x Gozen Match 2x Soul Drain 2x Royal Decree 1x Nobleman of Crossout [/spoiler] Adam Belohradsky - Top 16 YCS Seattle/Tacoma [spoiler] 3x Mystical Shine Ball 3x The Agent of Creation - Venus 2x The Agent of Mystery - Earth 3x Master Hyperion 2x Archlord Kristya 1x Black Luster Soldier - Envoy of the Beginning 1x Tragoedia 2x Tour Guide from the Underworld 1x Sangan 3x Thunder King Rai-Oh 1x Honest 3x Herald of Orange Light 2x Maxx "C" 2x Card Trooper 2x Mystical Space Typhoon 1x Monster Reborn 1x Dark Hole 1x Heavy Storm 1x Mind Control 2x Solemn Warning 2x Torrential Tribute 3x Call of the Haunted 1x Armory Arm 1x Ally of Justice Catastor 1x Gaia Knight, the Force of Earth 1x Black Rose Dragon 1x Stardust Dragon 1x Scrap Dragon 1x Chimeratech Fortress Dragon 1x Gachi Gachi Gantetsu 1x Daigusto Phoenix 1x Number 96: Dark Mist 1x Wind-Up Zenmaines 1x Temtempo the Percussion Djinn 1x Leviair the Sea Dragon 1x Number 17: Leviathan Dragon 1x Number 30: Acid Golem of Destruction 2x Cyber Dragon 2x Snowman Eater 2x Bottomless Trap Hole 2x Dimensional Prison 2x Soul Drain 2x Debunk 1x Dust Tornado 1x Mystical Space Typhoon 1x Creature Swap [/spoiler] Robert Strohl - Top 32 YCS Seattle/Tacoma [spoiler] 3x Mystical Shine Ball 3x The Agent of Creation - Venus 2x The Agent of Mystery - Earth 3x Master Hyperion 1x Archlord Kristya 3x Herald of Orange Light 2x Maxx "C" 1x Honest 2x Card Trooper 2x Thunder King Rai-Oh 2x Tour Guide from the Underworld 1x Sangan 1x Night Assailant 1x Genex Ally Birdman 1x Gorz the Emissary of Darkness 2x Tragoedia 1x Ryko, Lightsworn Hunter 1x Black Luster Soldier - Envoy of the Beginning 1x Chaos Sorcerer 2x Mystical Space Typhoon 1x Heavy Storm 1x Dark Hole 1x Monster Reborn 1x Mind Control 3x Call of the Haunted 1x Gachi Gachi Gantetsu 1x Daigusto Phoenix 1x Number 96: Dark Mist 1x Wind-Up Zenmaines 1x Temtempo the Percussion Djinn 1x Number 17: Leviathan Dragon 1x Number 30: Acid Golem of Destruction 1x Leviair the Sea Dragon 1x Number 20: Giga-Brilliant 1x Armory Arm 1x Ally of Justice Catastor 1x Gaia Knight, the Force of Earth 1x Black Rose Dragon 1x Stardust Dragon 1x Ancient Sacred Wyvern 1x Mist Wurm 1x Neo-Spacian Grand Mole 2x Effect Veiler 2x D.D. Crow 1x Mystical Space Typhoon 3x Night Beam 2x My Body as a Shield 2x Dimensional Fissure 2x Royal Decree [/spoiler] Timothy William - Top 32 YCS Seattle/Tacoma [spoiler] 3x Mystical Shine Ball 3x The Agent of Creation - Venus 2x The Agent of Mystery - Earth 3x Master Hyperion 1x Archlord Kristya 3x Herald of Orange Light 2x Banisher of the Radiance 2x Tour Guide from the Underworld 1x Sangan 2x Thunder King Rai-Oh 1x Tragoedia 1x Gorz the Emissary of Darkness 1x Black Luster Soldier - Envoy of the Beginning 1x Honest 2x Mystical Space Typhoon 2x Forbidden Lance 1x Heavy Storm 1x Dark Hole 1x Monster Reborn 2x Dimensional Prison 2x Compulsory Evacuation Device 2x Solemn Warning 1x Solemn Judgment 1x Torrential Tribute 1x Chimeratech Fortress Dragon 1x Armory Arm 1x Ally of Justice Catastor 1x Black Rose Dragon 1x Ancient Sacred Wyvern 2x Gachi Gachi Gantetsu 1x Daigusto Phoenix 1x Number 96: Dark Mist 1x Leviair the Sea Dragon 1x Wind-Up Zenmaines 1x Temtempo the Percussion Djinn 1x Number 30: Acid Golem of Destruction 1x Gagaga Cowboy 1x Maestroke the Symphony Djinn [/spoiler] Robert Baca - Top 32 YCS Seattle/Tacoma [spoiler] 3x Mystical Shine Ball 3x The Agent of Creation - Venus 2x The Agent of Mystery - Earth 3x Master Hyperion 1x Archlord Kristya 2x Card Trooper 1x Thunder King Rai-Oh 1x Tragoedia 1x Gorz the Emissary of Darkness 2x Herald of Orange Light 1x Effect Veiler 2x Maxx "C" 1x Honest 1x Spirit Reaper 2x Tour Guide from the Underworld 1x Sangan 1x Black Luster Soldier - Envoy of the Beginning 1x Chaos Sorcerer 3x Mystical Space Typhoon 1x Pot of Avarice 1x Monster Reborn 1x Mind Control 1x Dark Hole 1x Heavy Storm 1x Creature Swap 1x Forbidden Lance 2x Call of the Haunted 1x Armory Arm 1x Ally of Justice Catastor 1x Gaia Knight, the Force of Earth 1x Black Rose Dragon 1x Scrap Dragon 1x Gachi Gachi Gantetsu 1x Daigusto Phoenix 1x Number 96: Dark Mist 1x Wind-Up Zenmaines 1x Temtempo the Percussion Djinn 1x Leviair the Sea Dragon 1x Number 17: Leviathan Dragon 1x Number 30: Acid Golem of Destruction 1x Muzurhythm the String Djinn 1x Number 39: Utopia 2x Compulsory Evacuation Device 2x Dust Tornado 2x Gozen Match 2x Royal Decree 2x Soul Drain 1x Spirit Reaper 2x System Down 1x Threatening Roar 1x Thunder King Rai-Oh [/spoiler] If anyone has any other card mentions, deck options, or deck builds that they feel should be in the first post, please share them and I'll be sure to add them. I'll also try to get some good Extra Deck and Side Deck choices up in the next few days. Previous format's discussion can be found here: [url="http://duelistgroundz.com/index.php?showtopic=137299"]http://duelistground...howtopic=137299[/url]
  12. Tardy Agents

      Monsters; 25 Little Fairies - 17 1 Honest 2 Hecatrice 2 The Agent of Mystery - Earth 3 The Agent of Miracles - Jupiter 3 The Agent of Creation - Venus 3 Mystic Shine Ball 3 Herald of Orange Light   Big Fairies - 6 3 Tepthys, Goddess of Light 3 Master Hyperion 2 Archlord Kristya   Spells; 16 3 Valhalla, Hall of the Fallen 3 Transtarn 3 Upstart Goblin 1 One Day of Peace 1 Heavy Storm 1 Dark Hole 1 Monster Reborn   Traps; 3 3 Reckless Greed   Extra; 15 1 Herald of Faithful Light 1 Gachi Gachi Ganetsu 1 Number 96; Dark Mist 1 Wind-up Zenmaines 1 Fairy Cheer girl 1 Maestroke, the Symphony Djinn 1 Number 39; Utopia 1 Photon papilloperative 1 Starliege Paladynamo 1 Armory Arm 1 Ally of Justice Catastor 1 Gaia, the force of Earth 1 Black Rose Dragon 1 Ancient Sacred Wyvern 1 Crimson Blader   I originally was testing out Transtarn with tepthys in a herald of perfection build, but it was lacking power plays and could get dead hands due to the herald cards. So I decided to ditch the herald engine and have been testing this. The agent engine is great, the card transtarn opens up the deck to be a complete toolbox. The idea is simple, summon tepthys and draw a shit ton with her effect, then control the field with giant fairy's like kristya and hyperion.    *Please ignore side deck, just a bunch of left over cards from herald side.   Some choices I've made; 3 Jupiter to fuel level 4's for the transtarn > tepthys play, but also as a potential ophion out (locks this deck down hard), helps also towards 3 hyperion easy and makes the deck 41 for slightly less dead hands as well fueling the decks win condition more. 3 orange lights for synchro plays, rank 2 plays and stopping ophion. Wanted to maximize draw power so ran the less situational draw cards as an engine, hence the reason why no cards to the sky, trade-in etc. For the extra, It was really hard to find room for alot of cards since agents can do so many things with their extra. I'm running herlad of faithful due to being another fairy to fuel hyperion and kristya and to manage hands, as I found I have never really made daigusto phoenix in agents. The lone zenmaines is a good defensive card and transtarn makes double venus into rank 3 plays much easier. A venus in hand and transturn can = gachi + zenmaines. Fairy Cheer girl was chosen over daigusto phoenix and lavalval chain because of her effect fueling tepthys effect, and like herald of faithful fuels other cards in the deck more. As for maestroke, utopia, starliege and papill, I am currently testing them all out, however I feel I will probs cut utopia due to me not using him much again for a gagaga cowboy to potentially steal wins and beat over monsters. I do not use Abyss Dweller due to running no waters, and the fact I can not protect him enough to run him.  The synchro monsters are pretty standard, Ancient Sacred Wyvern is used for random otks and in this deck you transtarn a useless wyvern into a archlord kristya or hyperion. Crimson Blader is being tested over scrap dragon and stardust due to its ability to shut down some match-ups.      After Thoughts. I am thinking of adding 2 Athena's to the deck due to her effect, however only Valhalla can bring her out and she could possibly make the deck more inconsistent. I was also thinking of the card call of the haunted but once again can not find space and am un-sure if its needed. Might bump the deck to 42 and add a pot of duality.    So that's the deck, please let me know what you think thanks.        
  13. So this is the decklist Im going to be working with in the upcoming format. I don't understand why more people don't use Agents. The deck is extremely explosive and has a ton of power plays.   Monsters: 26   Master Hyperion x3 Agent Venus x3 Herald of Orange Light x3 Mystical Shine Ball x3 Agent Earth x2 Archlord Kristya x2 Genex Ally Birdman x2 Thunder King Rai-Oh x2 Tour Guide of the Underworld x2 Honest Night Assailant Gorz, the Emissary of Darkness Black Luster Soldier   Spells: 8   Forbidden Lance x2 Mystical Space Typhoon x2 Heavy Storm Dark Hole Monster Reborn Mind Control   Traps: 10 Dimensional Prison x2 Bottomless Trap Hole x2 Call of the Haunted x2 Torrential Tribute x2 Solemn Warning Solemn Judgment   Side: Soul Drain x3 Consecrated Light x2 Kycoo the Ghost Destroyer x2 Soul Taker x2 Mind Crush x2 Dust Tornado x2 Tsukyomi Mystical Space Typhoon   Extra: Catastor Magical Android Gaia Knight Black Rose Ancient Sacred Wyvern Stardust Dragon Scrap Dragon Gachi Gachi Daigusto Phoenix Dark Mist Leviair Leviathan Dragon Temtempo Acid Golem Zenmaines   The first things you might have noticed is that I'm playing 44 cards. This might seem farfetched but it really isn't. First, opening shine balls lowers your chance of winning no matter hwo you look at it. yes you can special it from hand and you can pitch it with herald but its still a vanilla and essentially gives you less playable cards. I feel that if I open a hand without shine balls, I probably winning that game since basically every other card in the deck is a power card. So to minimize me drawing shine balls, you have a 44 card deck. Also with the whole argument of not getting to your power cards fast enough, you can get the shine balls from deck to lower the deck count; while also earth searching and tour guide plays lower the deck count as well.     Another odd thing you might see is that I am running Genex Ally Birdman. I don't understand why Agent players refuse to run this card. I was at first scepticle of the card but after testing, it interacts with the entire deck in a great way. The obvious Venus plays are amazing, you can tour guide into tour guide, then bounce birdman and use the tour guide again with your in deck night assilant(which is the reason i run the one assilant), you can reuse power cards like BLS and Hyperion (and occasionally Gorz), you can reuse Earth if you want the extra search or if it got veilered/chained to reuse it next turn. And I've even brought back Hyperion multiple times to clear the board and drop Kristya while having too many Fairies in grave. Or just using good ol' mind control and synchroing with their monster.   Another thing that might not have been very popular is the Forbidden Lance in the main deck. My reasoning for this card outside of allowing my pushes to go through (which is a good enough reason in itself to warrant running the card) is that this deck's Fire Fist Matchup is virtually unwinnable without lances and prisons(And i'm talking about decent builds, not the ones that don't run backrow outside of the formations lol). That deck can jsut steamroll through all your plays since you have to first summon earth to search venus and even with venus, any of their dmg step shenanigans runs it over and gets their engine rolling. And if you draw a subpar hand to start off, you're basically gonna lose if you let them get the ball moving. It's also helpful in other matchups like Dino Rabbit etc.   A very popular choice in Agents is the use of Trooper. I have run trooper in the deck for soem time and I hate the idea of random milling (Yes, I know, good players mill only when they have to). But even then I still hate the card cause I lose resources out of my deck and when I mill tour guides or useful traps it just gets my mad lol It's nice when you mill the 4th fairy for Kristya or get your Agent in grave for Hyperion but it's just like the idea of Lightsworn: It's great when it works, and sucks when it doesn't. Most of the time I drew it I just set it to draw a card, and thats too passive for such an aggresive deck such as this one.   And since I'm not using trooper in the deck, I dropped the Calls to 2. Call is still a magnificent card since you do run triple herald in the deck and can give you more explosive plays later in the game or just start making momentum in the early game if you drew it in conjunction with Herald and Hyperion/Kristya. It also helps with synchro plays or just bringing back a Venus that was torrentialed or warning'd.   I like Agents with traps as oppossed to the trapless version since I can't run a deck without traps and the ability to disrupt your opponent's plays in conjunction with the power this deck's engine has can be pretty devastating.   So yeah rate and fix the deck and give any suggestions that come to mind and please give some kind of explanation with your criticsm so that we can all learn from the comment. Hope you guys enjoy the deck and my apologies for the wall of text lol
  14.   Monsters: Mystical Shine Ball x 3 Archlord Kristya x 2 Black Luster Soldier - Envoy of the Beginning x 1 Card Trooper x 2 Herald of Orange Light x 2 Honest x 1 Master Hyperion x 3 The Agent of Creation - Venus x 3 The Agent of Wisdom - Earth x 2 Thunder King Rai-Oh x 2 Tour Guide of the Underworld x 2 Tragoedia x 2   Spells: Dark Hole x 1 Heavy Storm  x 1 Monster Reborn x 1 Mystical Space Typhoon x 3   Traps: Bottomless Trap Hole x 2 Call of the Haunted x 3 Solemn Judgment x 1 Solemn Warning x 1 Torrential Tribute x 2   Side Deck: Banisher of the Radiance x 2 Effect Veiler x 2 Herald of Orange Light x 1 Forbidden Lance x 2 Mind Crush x 2 Overworked x 2 Royal Decree x 2 Soul Drain x 2   Extra Deck: Ally of Justice Catastor Ancient Sacred Wyvern Armory Arm Black Rose Dragon Gaia Knight, The Force of Earth Mist Wurm Scrap Dragon Stardust Dragon Daigusto Phoenix Gachi Gachi Gantetsu Leviair the Sea Dragon Number 17: Leviathan Dragon Number 96: Dark Mist Temtempo the Percussion Djinn Wind-Up Zenmaines   This is my take on Agents for the new format. Currently still working with the side and I feel that the Herald of Orange Light is awkward in the side, but I don't know what I'd replace it with.
  15.   Monsters - 26 3x Mystical Shine Ball 1x Archlord Kristya 1x Black Luster Soldier - Envoy of the Beginning 2x Card Trooper 1x Chaos Sorcerer 1x Gorz the Emissary of Darkness 2x Herald of Orange Light 1x Honest 3x Master Hyperion 1x Sangan 2x Spirit Reaper 3x The Agent of Creation - Venus 2x The Agent of Mystery - Earth 2x Tour Guide of the Underworld 1x Tragoedia Spells - 8 1x Book of Moon 1x Dark Hole 1x Heavy Storm 1x Monster Reborn 2x Mystical Space Typhoon 2x Pot of Duality Traps - 6 3x Call of the Haunted 1x Solemn Judgment 2x Solemn Warning   Extra Monsters - 15 1x Ally of Justice Catastor 1x Gaia Knight, the Force of Earth 1x Mist Wurm 1x Scrap Dragon 1x Stardust Dragon 1x T.G. Hyper Librarian 1x Daigusto Phoenix 1x Gachi Gachi Ganetsu 1x Hieratic Sun Dragon Overlord of Heliopolis 1x Leviar the Sea Dragon 1x Number 17: Leviathan Dragon 1x Number 30: Acid Golem of Destruction 1x Number 96: Dark Mist 1x Temtempo the Percussion Djinn 1x Wind-up Zenmaines   Side Deck - 15 1x Tsukuyomi 1x Mystical Space Typhoon 1x Night Beam 2x System Down 3x Imperial Iron Wall 1x Overworked 2x Soul Drain 1x Summon Limit 1x Xing Zhen Hu 2x Macro Cosmos   Now, I feel the obligation to explain much of what I have here, because that's what everyone else is doing. I'll start with the Side Deck.   Tsukuyomi - Can be helpful for a deck that constantly brings out monsters with high attack and low defense. I've been thinking about switching this out for something else.   Mystical Space Typhoon - Extra S/T removal can be useful if the deck is spell/trap heavy, such as Evilswarms or Dino-Rabbits, or Wind-ups.   Night Beam - This card is in there for any deck that bases around chains, such as Chain Burn or Exodia.   System Down - Geargias, although they haven't made a very big splash competitively, can be challenging to counter once they get rolling. Same with Offering Gadgets.   Imperial Iron Wall - Agents can have major problems with Macro Cosmos, but Imperial Iron Wall deflects that. Also, it kills Chaos Dragons, rouge D.D. decks, and other banish-centric decks like Plant Synchro. I might take out 1-2 of these, since it can conflict with Master Hyperion.   Overworked - A weapon against Noble Knights, and also Inzecters. If I don't want to side in Macro Cosmos, or need more stuff against them, this is the substitute/addition. Sadly, it can conflict against Card Trooper.   Soul Drain - Mermails and Madolches cry in despair when they see this hit the field. It's also a defense against Dark Worlds.   Summon Limit - A defense against Wind-Ups to take out their Magician-Shark combo. A great anti-meta for anything that likes to summon more than twice a turn.   Xing Zhen Hu - Also a defense against chain burn and exodia. Can be helpful in tough times or when you want to OTK.   Macro Cosmos - Anti-meta against anything that does... anything. Amazing card against Fire Fists, Wind-Ups, Mermails, Gishki- Seriously it kills almost everything.   So, that's my explanation of that. Any other suggestions would be appreciated!
  16. Circles

    <iframe width="420" height="315" src="http://www.youtube.com/embed/tLiUAR5wzrM" frameborder="0" allowfullscreen></iframe>   [25] /// Mystical Shine Ball // Archlord Kristya / Black Luster Soldier - Envoy of the Beginning // Card Trooper /// Herald of Orange Light / Honest /// Master Hyperion / Sangan /// The Agent of Creation - Venus // The Agent of Mystery - Earth // Thunder King Rai-Oh // Tour Guide From the Underworld   [5] / Dark Hole / Heavy Storm / Monster Reborn // Mystical Space Typhoon   [10] // Bottomless Trap Hole /// Call of the Haunted // Solemn Warning / Solemn Judgment // Torrential Tribute   [15] / Ally of Justice Catastor / Ancient Sacred Wyvern / Armory Arm / Black Rose Dragon / Gaia Knight, the Force of Earth / Scrap Dragon / Stardust Dragon / Daigusto Phoenix / Gachi Gachi Gantetsu / Leviair the Sea Dragon / Number 17: Leviathan Dragon / Number 30: Acid Golem of Destruction / Number 96: Dark Mist / Temtempo the Percussion Djinn / Wind-Up Zenmaines   Been fucking with this one and the trapless version..and just agents in general since forever and I have a regional coming up, I'm pretty set on playing this. Things I'm not sure about would be 3rd MST, 3rd TKRO, and BTH vs DPrison with whichever I don't use in the side. My extra deck is kind of wonky ATM because I'm testing shit, I've found myself never making Stardust anymore, but once in a blue moon you can do some savage shit with it + Phoenix. Calling Kristya on specials /TKRO on search cards is just brutal, I've probably won at least 100 games by calling Honest, putting it back in my hand and putting the smack on something ignorant for game. No matter what deck I play or for how long, I always come back to this. Love this deck.
  17. Cudder

    <iframe width="560" height="315" src="http://www.youtube.com/embed/13NvmPybDfs" frameborder="0" allowfullscreen></iframe> -23- 3 Master Hyperion 3 The Agent of Creation - Venus 3 Mystical Shine Ball 3 Herald of Orange Light 2 Archlord Kristya 2 Thunder King Rai-Oh 2 The Agent of Mystery - Earth 2 Card Trooper 1 The Agent of Miracles - Jupiter 1 Honest 1 Sangan -9- 2 Pot of Duality 2 Mystical Space Typhoon 1 Dark Hole 1 Monster Reborn 1 Heavy Storm 1 Book of Moon 1 Mind Control -8- 2 Solemn Warning 2 Dimensional Prison 2 Call of The Haunted 1 Torrential Tribute 1 Solemn Judgment
  18. Ol' reliable

    [img]http://i2.ytimg.com/vi/-Wy5DfuzW0Q/mqdefault.jpg[/img][right][b]> 28[/b][/right][right][b][color=#ff8c00]2 Tragoedia[/color][/b][/right][right][b][color=#ff8c00]2 TGU[/color][/b][/right][right][b][color=#ff8c00]1 Sangan[/color][/b][/right][right][b][color=#ff8c00]1 Reaper[/color][/b][/right][right][b][color=#ff8c00]1 BLS[/color][/b][/right][right][b][color=#ff8c00]1 Kristya[/color][/b][/right][right][b][color=#ff8c00]2 Troops[/color][/b][/right][right][b][color=#ff8c00]3 TKRO[/color][/b][/right][right][b][color=#ff8c00]3 Venus[/color][/b][/right][right][b][color=#ff8c00]2 Earth[/color][/b][/right][right][b][color=#ff8c00]3 Basketballs 2 Heralds[/color][/b][/right][right][b][color=#ff8c00]3 Hyperions[/color][/b][/right][right][b][color=#ff8c00]1 Honest[/color][/b][/right][right][b][color=#ff8c00]1 Maxx "C"[/color][/b][/right][right][b]> 5[/b][/right][right][color=#ff8c00][b]1 Reborn[/b][/color][/right][right][color=#ff8c00][b]1 Hole[/b][/color][/right][right][color=#ff8c00][b]1 Storm[/b][/color][/right][right][color=#ff8c00][b]2 MST[/b][/color][/right][right][b]> 8[/b][/right][right][color=#ff8c00][b]2 COTH[/b][/color][/right][right][color=#ff8c00][b]2 BTH[/b][/color][/right][right][color=#ff8c00][b]2 TT[/b][/color][/right][right][color=#ff8c00][b]2 Warnings[/b][/color][/right][left]Thoughts? Suggestions?[/left]
  19. Dem Angels

    3 Mystical Shine Ball 3 Master Hyperion 3 The Agent of Creation - Venus 2 The Agent of Mystery - Earth 2 Effect Veiler 2 Tour Guide of the Underworld 2 Thunder King Rai-Oh 2 Tragoedia 1 Gorz the Emissary of Darkness 1 Sangan 1 Black Luster Soldier - Envoy of the beginning 1 Chaos Sorcerer 1 Maxx "C" 1 Herald of Orange Light 1 Archlord Kristya 1 Honest 1 The Agent of Miracles - Jupiter 3 Mystical Space Typhoon 2 Forbidden Lance 1 Mind Control 1 Book of Moon 1 Dark Hole 1 Monster Reborn 1 Heavy Storm 1 Treacherous Trap Hole 1 Armory Arm 1 Ally of Justice Catastor 1 Gaia Knight, the Force of Earth 1 Black Rose Dragon 1 Stardust Dragon 1 Mist Wurm 1 Gachi Gachi Gantetsu 1 Daigusto Phoenix 1 Number 59: Dark Mist 1 Leviair the Sea Dragon 1 Number 17: Leviathan Dragon 1 Wind-Up Zenmaines 1 Number 30: Acid Golem 1 Temtempo the Percussion Djinn 1 Gem-Knight Pearl 3 Gemini Imps 2 Electric Virus 1 Maxx "C" 1 Thunder King Rai-Oh 1 System Down 3 Royal Decree 2 Chain Disappearance 2 Gozen Match
  20. Agents.

    http://www.youtube.com/watch?v=6SCQyBcHeDg [IMG]http://i48.tinypic.com/22f8t3.jpg[/IMG] [IMG]http://i46.tinypic.com/zr7o3.jpg[/IMG] [IMG]http://i47.tinypic.com/ir3ps9.jpg[/IMG] [IMG]http://i45.tinypic.com/30djg5w.jpg[/IMG] [IMG]http://i50.tinypic.com/a4cgx.jpg[/IMG] [IMG]http://i49.tinypic.com/1pe5xf.jpg[/IMG] 3x The Agent of Creation - Venus 3x Mystical Shine Ball 2x The Agent of Mystery - Earth 3x Thunder King Rai-Oh 3x Master Hyperion 3x Herald of Orange Light 2x Archlord Kristya 2x Card Trooper 2x Tour Guide from the Underworld 1x Sangan 1x Honest 1x Black Luster Soldier - Envoy of the Beginning 2x Mystical Space Typhoon 1x Heavy Storm 1x Dark Hole 1x Monster Reborn 3x Call of the Haunted 2x Fiendish Chain 2x Torrential Tribute 2x Solemn Warning 1x Mist Wurm 1x Scrap Dragon 1x Stardust Dragon 1x Black Rose Dragon 1x Ancient Sacred Wyvern 1x Ally of Justice Catastor 2x Gachi Gachi Gantetsu 1x Number 96: Dark Mist 1x Daigusto Phoenix 1x Wind-Up Zenmaines 1x Temtempo the Percussion Djinn 1x Leviair the Sea Dragon 1x Number 17: Leviathan Dragon 1x Abyss Dweller 3x Banisher Of the Radiance 1x Tsukiyomi 2x Maxx "C" 2x Soul Taker 1x Mystical Space Typhoon 2x Dimensional Prison 2x Dust Tornado 2x Gozen Match
  21. So this will be my first regional report for the site so please take it easy on me. I wish I could say I had credentials but sadly I have yet to finish better than x-3 at a regional. I seem to consistently go x-3 for some reason but oh well you live and learn, now onto the report. So on Saturday morning I left with a few of my teammates to go to Gaming Etc. in Stratford, CT. As Steffon (Gavii Akuma) mentioned, they have a pre-registering option that I must recommend. We all ended up pre-registering and we were so glad we did. I was debating between running heroes and trooper agents but I was having more consistency issues with heroes so I opted to run trooper agents. As we get to the store around 8:30, we barely have to wait outside and we get in rather quickly. While I am on line, I chat with my friend Nick who came to the event with his friend Anna (known on youtube as SecretAgentAnna) who he met at YCS Philly. He got a ride from her after spending the night at her house. I find out they are both running trooper agents as well but their build is slightly different from mine. After much discussion they convince me to run their build but I chose to run a reaper over the 3[sup]rd[/sup] t-king. I love t-king but 3 seemed excessive and he wasn’t help when my opponent already exploded. The specific changes I made were taking out the 2 tour guide, sangan, and 1 mst for 2 lance, Jupiter, and reaper. Once registration is done I find out about they capped the event at around 266 people and about 50-70 people did not get in, which is a shame. I go to check my pairings and head to my table already knowing who I am playing. Let’s get started… Round 1 v. Trooper Agents (Evan Petre) I met Evan at an ETC regional last December. I recognized his name from when he topped YCS Columbus. He’s a nice guy and a good player. We talk a bit before the match gets started and he mentions that he remembers me as well. Game 1: I am never really able to establish control and he keeps my plays under control thanks to call of the haunted with kristya in grave. I am fortunate enough to draw 2 warning but when he flips his 2[sup]nd[/sup] call I am put in a tough spot. By the time I am able to deal with kristya he then just beats me down with hyperion. I try to get over it with venus and honest but he has herald for the honest. Game 2: I will say it now I should not have won this game. He has a field of hyperion and kristya but I happened to have my only out, dark hole. I clear the field then beat him over 2 turns for game as kristya just becomes a dead draw for him. Game 3: I thought I was gonna lose very quickly. I at one point thought I might win with hyperion and t-king but he has the backrow and herald to hold me back. We just grind it out and eventually he beats me down with a hyperion. He also had another herald, which helped him when I again tried to push back. But after how game 2 went I was glad he won. 0-1 Round 2 v. Geargia (w/ machina and karakuri) Game 1: I establish control quickly with earth and reaper. I force out his backrow, then play hyperion and beat him down from there. Game 2: I start beating him with card trooper lol, but then he drops fortress on me. Fortunately I have the cydra and make chimeratech and just beat him down for 3 turns while he draws no cards that can help him. When he finally draws a monster I have the nobleman to banish it and attack for game. 1-1 Round 3 v. Agents Knew what the guy was playing since I randomly saw him playing a hero player the round before. Game 1: I get greedy and play right into a torrential when I have game on board. He capitalizes and kills me from there. Game 2: Don’t really remember this game, just that I won and had to play around his gellenduo. Game 3: I noticed he was siding level limit area b and imperial iron wall. He plays level limit then flips decree, I end up blowing up the level limit with hyperion and start beating him down but he draws his own hyperion, but I am able to deal with it by using d-prison and chaining mst to decree. It then becomes a topdecking war and he draws into gorz which I am unable to deal with. I was sure he didn’t have it and I couldn’t deal with it because my hand was herald with no other cards. He explained why he kept it in but if you’re siding level limit, iron wall and you main call of the haunted, seems like you’d be better off siding it out, oh well. 1-2 I consider dropping but I decide to stay since I enjoy these events so much and I wasn’t gonna sit around doing nothing for 6 rounds Round 4 v. Heros Kid was 13 and knew how the deck worked but misplayed quite a bit. Game 1: He opens access to stratos to search bubbleman, miracle fusion, and (insert four random backrow here). I am eventually able to grind it out and drop hyperion to win from there. Game 2: He opens the same hand as game 1 but things play out a bit differently. He uses judgment and warning on my 2 earth. I try to stall with reaper but he eventually kills it with gemini spark. He tries to push for game but I call back earth and drop honest, which he assumes only lasts for the battle so he mistakenly attacks with zero. I almost kill him with a shine ball but he then mistakenly uses hero blast during the main phase instead of the battle phase so I just reborn earth and attack for game. 2-2 Round 5 v. Machina Gadgets This was the only match I did not enjoy at all. The guy seemed like he didn’t even want to be there and wouldn’t even shake my hand when the match was over. Game 1: I start with earth into venus and set 2 calls. He summons gearframe and when he uses the effect I herald pitching kristya. He sets 2 backrow and ends. My turn I summon venus bring out 3 shine balls and make mist wurm bouncing his cards, he chains one of them, mst. I then drop hyperion and call kristya in battle phase to otk him for exact game. Game 2: I control the game with card trooper and reaper and eventually hyperion as well, he is unable to deal with my field and scoops pretty quickly. For some reason he thought he could dd crow my agent when I tried to summon my hyperion but the judge explained to him that banishing is a cost so he cannot do that. 3-2 Round 6 v. Chaos Dragons Game 1: He is unable to gain momentum and I beat him down quickly with venus and daigusto phoenix. Game 2: He explodes and does the usual chaos dragon herp derp. I wish the game was eventful but he just dropped a bunch of chaos monsters and that was it. Game 3: I went first turn earth into venus. He goes tour guide into sangan suicides with earth to get veiler. I go venus he goes veiler but I drew herald so I use to negate herald realizing I can otk from here. I make phoenix drop the 2 hyperion I have in hand pop his tour guide and attack for 8400 damage. Needless to say I opened the nuts, especially since I opened all 3 hyperion and earth. 4-2 Round 7 v. Heros Game 1: I misplay early wasting my solemn judgment on his dark hole since I have no other monsters, would have been better if I wasn’t only using it to protect 1 thunder king. He heavy storms plays miracle for ab zero, I am able to get over it but he just kills me with alius after that. Game 2: I grind it out and beat him down with cydra and t-king. It didn’t help him that I had ryko to deal with alius and I had call when he tried to reborn my thunder king. Game 3: Once again I grind it out and he is unable to deal with my gachi gachi for a while. Eventually I get him down to topdecking with 2 useless spell/trap cards while I have a field of venus and Jupiter 5-2 Round 8 v. Machina Gadgets (Hansel Aguero) One of my more enjoyable matches of the day. Hansel was very nice and we had a great conversation after the match, I was definitely happy I got to meet him, and yes I was aware I was facing a former national champion Game 1: I misplay playing heavy into his 3 backrow and of course he has the starlight road. I try to mount a comeback with kristya, which I revive with call, but sadly he has an answer. I opened very poorly this game so it was annoying. Game 2: Again I open very poorly and he swarms me with gadgets, the deck will be so broken once chain and emerald become legal, plus tinplate goldfish. So I got my third loss, sucks but what can you do, winning 4 rounds in a row felt good though. I was more annoyed that I drew very poor hands both games of what ended up being my toughest match of the day. Regardless I didn’t think I would make top 32 if I went x-3 but I was gonna try anyway. Round 9 v. Machina Geargia Game 1: I herald his geargiarmor and he isn’t able to gain any momentum after that, he almost makes a comeback with machina fortress but I summon kristya so he cannot summon it and he cannot deal with kristya. Game 2: I deal with one of is geargiarmors but he draws into another one after dropping gorz and because I can only deal with gorz, he is able to start exploding. I have reaper but he just makes papilloperative and kills it. Game 3: I am able to deal with his first geargiarmor and fortunately when he makes ggx I use herald on the effect. Eventually the game starts to go back and forth but I have more card advantage then him and I am able to force him into topdecking mode with no cards in hand or on the field. I end up topping hyperion but even he knew the odds of him winning were slim at that point specially with only 1500lp left. So I finished 6-3 and get 42[sup]nd[/sup] place. Bunch of X-3's made it but my tie breakers sucked, Evan dropped after round 6, my round 3 opponent got his third loss after losing to my teammate and Hansel gave his opponent the win in round 9 so yeah. Here is my list: Monsters 23 2x Earth 3x Venus 3x Shine Ball 3x Herald 3x Hyperion 2x Kristya 1x Jupiter 1x Honest 2x Thunder King 2x Card Trooper 1x Spirit Reaper Spells 7 2x MST 2x Lance 1x Reborn 1x Dark Hole 1x Heavy Storm Traps 10 3x Call 2x D-Prison 2x Torrential 2x Warning 1x Judgment Overall, I liked the deck but am considering going back to running the tour guides and sangan. Tour guide allows for more consistent hands and sets up very stupid plays with call. I would definitely take Jupiter out because I did not feel like it made a big difference in any of my games even though it was an additional search target for earth. Lance is the only last minute change that I would definitely continue to use; I now understand why it is so good in agents. Props: Not getting turned away like my last regional experience Talking to players I have not seen in a while Meeting new people like Hansel and Anna Not totally scrubbing out lol Most importantly, hanging out with my teammates and having a great time as always, it’s why I try to go to as many regionals as I can Slops: Finishing X-3 in Swiss for the 4[sup]th[/sup] Regional in a row Almost doubting my abilities as a player, thanks to my friend Jeremy for snapping me out of it Once again showing I cannot seem to do better than X-3 at a regional I should have more regional reports ready but next tournament I will be attending is YCS Providence so I will see you all there.
  22. Agents for Upcoming Regional

    Main Deck: 40 Monsters 24 3 Master Hyperion 3 The Agent of Creation - Venus 3 Mystical Shine Ball 3 Herald of Orange Light 2 The Agent of Mystery - Earth 2 Archlord Kristya 2 Card Trooper 2 Thunder King Rai-oh 2 Tour Guide From The Underworld 1 Sangan 1 Honest Spells 6 3 Mystical Space Typhoon 1 Heavy Storm 1 Monster Reborn 1 Dark Hole Traps 10 3 Call of the Haunted 2 Solemn Warning 2 Dimensional Prison 2 Torrential Tribute 1 Solemn Judgment Extra Deck 15 1 Gachi Gachi Gantetsu 1 Number 96: Dark Mist 1 Daigusto Phoenix 1 Number 17: Leviathan Dragon 1 Leviair the Sea Dragon 1 Wind-Up Zenmaines 1 Temtempo the Percussion Djinn 1 Stardust Dragon 1 Scrap Dragon 1 Armory Arm 1 Magical Android 1 Ally of Justice Catastor 1 Ancient Sacred Wyvern 1 Black Rose Dragon 1 Mist Wurm Side Deck: 2 Gemini Imps 2 Kinetic Soldier 1 Cyber Dragon 1 Chimeratech Fortress Dragon 1 Ryko, Lightsworn Hunter 2 Nobleman of Crossout 1 System Down 3 Gozen Match 2 Shadow-Imprisoning Mirror Build is pretty standard but I opted to play 2 tour guide which many people don't like. I find that I don't mill very much and even though tour guide can be dead at times when I take sangan with the first one, it can make my calls live instantly which players don't see coming. It's also another great card to open with. Planning on playing this at regionals this coming weekend but I want feedback. Also, might want to make room for 1 dust tornado in the side.
  23. Out of Place Agents

    So I love playing the Chronomaly archetype and I love Agents, so I decided to mash them into one and the combos this deck make are explosive. Feeel free to critique and give your advice. thanks! [img]http://i.imgur.com/Kj9Z3.png[/img] 41 Monsters 30 3 Shine ball 1 Black luster soldier 3 Chronomaly Crystal Bones 3 Chronomaly Crystal Skull 2 Chronomaly Golden Jet 2 Chronomaly Moai 2 Effect Veiler 1 Gorz 3 Master Hyperion 1 Sangan 3 The Agent of Creation - Venus 2 The Agent of Mystery - Earth 2 Tour Guide From The Underworld 2 Tragoedia Spells: 11 1 Book Of Moon 1 Dark Hole 1 Heavy Storm 2 Mini-Guts 1 Monster Reborn 3 Mystical Space Typhoon 2 Pot Of Duality Side Deck: 15 2 Cyber Dragon 1 Honest 2 Snowman Eater 2 Thunder King Rai-Oh 1 Instant Fusion 2 Prohibition 1 Malevolent Catastrophe 2 Royal Decree 1 Chimeratech Fortress Dragon 1 Reaper On The Nightmare Extra Deck: 15 1 Catastor 1 Armory Arm 1 Black Rose 1 Gaia Force 1 Stardust 1 Adreus 1 Chronomaly Crystal Chrononaut 1 Gachi Gachi 1 Leviair 1 Leviathan Dragon 1 Chronomaly Machu mech 1 Photon Strike Bounzer 1 Tiras 1 Zenmaioh 1 Zenmaines The combos this deck has amazing to me, whether it be just a basic agent play like Earth or Venus, or a Chronomaly Crystal Bone. The deck itself has been testing very well and I haven't had too many issues. the side is merely just last minute things thrown together and can use some work. Mini-Guts works well and combos with Machu Mech, or to just get rid of the excess Shine Ball or even Sangan to deal extra damage. any thought of what to take out or add in are welcome as I'm trying to perfect this idea.
  24. Overdrawn

    [url="http://www.youtube.com/watch?v=iNFmPmciSQc"]http://www.youtube.com/watch?v=iNFmPmciSQc[/url] Monsters: 28 3 Master Hyperion 3 The Agent of Creation - Venus 3 Mystical Shine Ball 2 The Agent of Mystery - Earth 2 Effect Veiler 2 Maxx "C" 2 Tragoedia 2 Herald of Orange Light 2 Tour Guide From The Underworld 1 Sangan 1 Night Assailant 1 Honest 1 Chaos Sorcerer 1 Genex Ally Birdman 1 Black Luster Soldier - Envoy of the Beginning 1 Gorz the Emissary of Darkness Spells: 12 3 Mystical Space Typhoon 2 Pot of Duality 2 Forbidden Lance 1 Mind Control 1 Monster Reborn 1 Heavy Storm 1 Dark Hole 1 Allure of Darkness Sideboard 2 Gemini Imps 2 Thunder King Rai-Oh 2 Leeching the Light 2 System Down 2 Compulsory Evacuation Device 2 Torrential Tribute 2 Royal Decree 1 Kinetic Soldier Extra 2 Gachi Gachi Gantetsu 1 Daigusto Phoenix 1 Leviar the Sea Dragon 1 Number 17: Leviathan Dragon 1 Wind-Up Zenmaines 1 Ally of Justice Catastor 1 Ancient Sacred Wyvern 1 Armory Arm 1 Black Rose Dragon 1 Gaia Knight, The Force of Earth 1 Magical Android 1 Mist Wurm 1 Scrap Dragon 1 Stardust Dragon
  25. Ice Cold

    [center]<iframe width="560" height="315" src="http://www.youtube.com/embed/jDr__JmOtqE" frameborder="0" allowfullscreen></iframe>[/center] [size=2][color=#DAA520][font=tahoma, geneva, sans-serif][25:][/font][/color] [color=#DAA520][font=tahoma, geneva, sans-serif]\\\ Mystical Shine Ball[/font][/color] [color=#DAA520][font=tahoma, geneva, sans-serif]\ Archlord Kristya[/font][/color] [color=#DAA520][font=tahoma, geneva, sans-serif]\ Black Luster Soldier - Envoy of the Beginning[/font][/color][/size] [size=2][color=#DAA520][font=tahoma, geneva, sans-serif]\ Chaos Sorcerer[/font][/color][/size] [size=2][color=#DAA520][font=tahoma, geneva, sans-serif]\\ Effect Veiler[/font][/color] [color=#DAA520][font=tahoma, geneva, sans-serif]\\ Genex Ally Birdman[/font][/color] [color=#DAA520][font=tahoma, geneva, sans-serif]\ Gorz the Emissary of Darkness[/font][/color] [color=#DAA520][font=tahoma, geneva, sans-serif]\ Honest[/font][/color] [color=#DAA520][font=tahoma, geneva, sans-serif]\\ Master Hyperion[/font][/color] [color=#DAA520][font=tahoma, geneva, sans-serif]\ Night Assailant[/font][/color] [color=#DAA520][font=tahoma, geneva, sans-serif]\ Sangan[/font][/color] [color=#DAA520][font=tahoma, geneva, sans-serif]\\\ The Agent of Creation - Venus[/font][/color] [color=#DAA520][font=tahoma, geneva, sans-serif]\\ The Agent of Mystery - Earth[/font][/color] [color=#DAA520][font=tahoma, geneva, sans-serif]\\ Thunder King Rai-Oh[/font][/color] [color=#DAA520][font=tahoma, geneva, sans-serif]\\ Tour Guide From the Underworld[/font][/color] [color=#008000][font=tahoma, geneva, sans-serif][8:][/font][/color] [color=#008000][font=tahoma, geneva, sans-serif]\ Book of Moon[/font][/color] [color=#008000][font=tahoma, geneva, sans-serif]\ Dark Hole[/font][/color] [color=#008000][font=tahoma, geneva, sans-serif]\ Heavy Storm[/font][/color] [color=#008000][font=tahoma, geneva, sans-serif]\ Mind Control[/font][/color] [color=#008000][font=tahoma, geneva, sans-serif]\ Monster Reborn[/font][/color] [color=#008000][font=tahoma, geneva, sans-serif]\\\ Mystical Space Typhoon[/font][/color] [color=#EE82EE][font=tahoma, geneva, sans-serif][7:][/font][/color] [color=#EE82EE][font=tahoma, geneva, sans-serif]\\ Bottomless Trap Hole[/font][/color] [color=#EE82EE][font=tahoma, geneva, sans-serif]\ Solemn Judgment[/font][/color] [color=#EE82EE][font=tahoma, geneva, sans-serif]\\ Solemn Warning[/font][/color] [color=#EE82EE][font=tahoma, geneva, sans-serif]\\ Torrential Tribute[/font][/color] [color=#FFFFFF][font=tahoma, geneva, sans-serif][15:][/font][/color] [color=#FFFFFF][font=tahoma, geneva, sans-serif]\ Ally of Justice Catastor[/font][/color] [color=#FFFFFF][font=tahoma, geneva, sans-serif]\ Armory Arm[/font][/color] [color=#FFFFFF][font=tahoma, geneva, sans-serif]\ Black Rose Dragon[/font][/color] [color=#FFFFFF][font=tahoma, geneva, sans-serif]\ Gaia Knight, the Force of Earth[/font][/color] [color=#FFFFFF][font=tahoma, geneva, sans-serif]\ Mist Wurm[/font][/color] [color=#FFFFFF][font=tahoma, geneva, sans-serif]\ Scrap Dragon[/font][/color] [color=#FFFFFF][font=tahoma, geneva, sans-serif]\ Stardust Dragon[/font][/color] [color=#FFFFFF][font=tahoma, geneva, sans-serif]\ T.G. Hyper Librarian[/font][/color] [color=#FFFFFF][font=tahoma, geneva, sans-serif]\ Daigusto Phoenix[/font][/color] [color=#FFFFFF][font=tahoma, geneva, sans-serif]\ Gachi Gachi Gantetsu[/font][/color] [color=#FFFFFF][font=tahoma, geneva, sans-serif]\ Levair the Sea Dragon[/font][/color] [color=#FFFFFF][font=tahoma, geneva, sans-serif]\ Number 17: Leviathan Dragon[/font][/color] [color=#FFFFFF][font=tahoma, geneva, sans-serif]\ Number 96: Dark Mist[/font][/color] [color=#FFFFFF][font=tahoma, geneva, sans-serif]\ Temtempo the Percussion Djinn[/font][/color] [color=#FFFFFF][font=tahoma, geneva, sans-serif]\ Wind-Up Zenmaines[/font][/color][/size] [size=2][color=#FFFFFF][font=tahoma, geneva, sans-serif]Testing this deck for the new format, other than awkward shine ball hands and the classic Chaos Dragon problem of a hand full of undroppable boss monsters, it's pretty awesome. Has a huge potential for OTK with Daigusto Phoenix and Birdman+Venus combos. Unsure what to put in the side other than the obvious (i.e. Shadow-Imprisonings, etc..) any input would be awesome. Also looking for input regarding Pot of Duality being run in this deck and potentially different trap line-ups. Was also tentative on finding room in the extra for Ancient Sacred Wyvern for different types of OTK's and Ancient Fairy Dragon for GK hate, which I feel might be necessary this format due to their recent spike in popularity and this deck's inability to get around Necrovalley.[/font][/color][/size]
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