#Agents (June 21, 2024)

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regal jewel
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With the absolutely overkill banlist that has been announced on June 21st, I can personally say that this deck is now officially rogue at most. Konami has decided to, very maliciously, destroy a deck that was perfectly capable for the crimes of running a floodgate. So godspeed Invicil turbo, the forn you could have taken afterwards is one I'll sadly miss.

Powerful synchro deck with access to (sadly) every white and green floodgate this game has to offer. You wouldn't think the deck based around angels does something else than be evil, but no it's exactly what it does.

The Skill - Tuning in the Sky

Agents are basically what happens when Konami wants to break a deck around a relaxed mechanic. It’s Constellars on supercrack basically.

  • Keep in mind the restriction. It is going to come up at the end of the combo. For most of what you’re going to run, you will basically not be able to Special Summon anything that’s not a Synchro or an Agent/Hyperion monster.

  • With the second part of the skill, you will mostly dump your Venuses into the GY. There are legitimate variations to this action that you will encounter playing this deck, but it is mostly going to boil down to that for the most. You can then return a Hyperion monster or one of your 3 Mystical Shine Balls to the deck to add up a monster. Most of the time, it’s going to be Neptune, which you should rush in any way you can.

  • The third part of the skill lets you return any monster to Deck to make 2 fairies tuners. This is the part that is a relaxed mechanic and will net you a fourth proc of Venus. and 2 free tuners.

https://cdn.discordapp.com/attachments/1247340773729505280/1247340774178426920/dgdw43b-6dd1a312-a273-4fb7-9ad2-68a021dbb311.png?ex=6664495f&is=6662f7df&hm=6d7367fc9f9aa776399fde7973282aaf427ca19bbe44887ff9656639aebece16&

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Main Deck (Archetypal)

The Main deck is extensive. Due to the cards that have dropped in Borrelload Slash on top of the skill, you have access to a deck that has a very, very easy time starting up its main combo.

The Agent of Creation - Venus (x2) & Mystical Shine Ball (x3)
The stars of the deck. For a measly 500LP, you get a Mystical Shine Ball on the Field. You should be ready to play around this card getting disrupted. It’s the main power of the deck.

The Agent of Life - Neptune (x2-3)
The uh, moon to the stars? Neptune lets you recover the Venus you send off the skill, and then gets banished to give you access to Sanctuary in the Sky. I really meant it when I compared this deck to Constellars and called it that on crack. This card is what you will rush with all you can, as it makes Venus crazy simple to put on the board.

The Agent of Mystery - Earth (1-2x)
An additional searcher for the deck that will either get you access to a Hyperion or to Mercury most of the time.It’s also a Level 2 tuner so it’s pretty decent. It’s additionally a good card to dump with the next card.

The Agent of Entropy - Uranus (0-1x)
If the Sanctuary in the Sky hits the field, this is a free special summon that sends an Agent to the GY to modulate its level. It’s a decent search, a great extender, but is not as necessary as other cards. It’s still a welcome addition in a deck that does not struggle to set it up, and it further fuels most other effects that want to banish Fairies.

The Agent of Destruction - Venus (0-1x)
An extender that gives you even more Shine Balls. I see this more as a recovery extender than a Turn 1 play and have honestly never summoned it and resolved the card’s effect. It is a card that enables an alternative combo that ends on a Charles with a Roland in the GY, so keep it in mind if you know what you’re against.

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Master Hyperion (3x)
DaD if DaD had the world’s least telling art. Master Hyperion Special Summons itself by banishing an Agent, and can then banish any Fairy to target and destroy 1 card on the Field (2 if Sanctuary is on the Field). It is a decent card to see all the time due to the skill letting you trade it for any Agent.

Majesty Hyperion (1x)
You send this card to the GY with Moon, it banishes Neptune, makes your actual boss, is a banish 1-2 from either GY that has the same condition as Master? This card is perhaps the world’s greatest glue.

The Sacred Waters in the Sky (3x)
Boy if this deck doesn’t have enough searchers. The Sacred Waters in the Sky searches you an Agent, protects you from battle, and can, very rarely, activate Sanctuary. It is an additional card into Mercury, which makes your deck comedically consistent. It also heals you for up to 1.5k LP, which WILL come up easily as every Shine Ball is 500 LP.

The other Agents are not worth running for the most. I could be wrong, but they are mostly beaters that do very little.

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Main Deck (Techs)

I will not mention blowout cards such as Dark Hole, and non-Fairy hand traps. those can be ran, have been ran competitively, but do so at your own discretion, and adjust your list around those as you see fit. You do have the space to run them, and you can easily go to 30 mostly without bricking.

Normal Summon Monster Searches

These Fairy-Type cards are cards that you can search at the end of the combo to strengthen your board. You will run mostly one and Normal Summon these cards. If you can’t, get something else. You can’t special summon these cards due to the skill, I’ll remind you again.

Sky Scourge Imbecil
You will tribute Moon and Normal Summon this to put an Imperial Order on the field. Ergo, a continuous spell negate. Keep in mind it will also negate Sanctuary in the Sky, that could come up against the likes of PK and Raidraptors that can Arc you for game. The good choice for ladder, but one I personally don’t find proactive enough.

Banisher of Light
Macro Cosmos, or banish anything that goes to GY as a continuous effect. Nothing much to say about the card, it has mediocre stats otherwise, but its effect is honestly really annoying to deal with.

**Forbidden Witch **+a Forbidden Quick Play such as Chalice and Lance, or Droplet
The Sensible Choice:™:. Forbidden Witch will search you a Forbidden spell, then let you have a more lax line into Charles or Ancient Fairy Dragon as it’s a level 4. Keep in mind your skill will lock you out of running non-Agent level 4s to summon off of this card’s second effect, so it’s just a Forbidden QP searcher and a body, it will not float.

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Searchable Fairy techs

Herald of Green Light (x3)
Remember Drytrons? No? Lucky bastard. This card is a hand trap that negates a spell activation from your opponent by pitching it and another fairy in your hand. Keep in mind it is incompatible with Banisher of Light. The usage of this card is directly contingent to your opponent’s deck, so carefully think about what your opponent is playing before adding this choice.

Artifact Lancea (x3)
A powerful card that, in this meta, completely stuns certain decks into submission. Decks such as PK cannot play against it or otherwise puts your opponent at an insane disadvantage link in the Agent Mirror or against Rokkets. Keep in mind it only activates on your opponent’s turn and stuns you too, so make Charles if you're planning to Lancea your opponent early.

Spells

Summon Breaker (x1)
A Field Spell that you will search off of destroying your Sanctuary with Ancient Fairy Dragon. It’s a stupid card that limits your opponent to 3 summons. Don’t expect it to last, honestly.

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Extra Deck

Protector of the Agents - The Moon
The uh, moon to the moon and stars? Protector of the Agents doubles as an oppressive piece to keep on board (as its continued presence and the protection from the Sacred Waters in the Sky make it annoying to remove), Its first effect will mostly send Majesty Hyperion to make it easy for you to get Sanctuary off of Neptune and make Masterflare Hyperion. You can also tribute it for Invicil.

Masterflare Hyperion & Celestial Knightlord Parshath
Oh man, where to begin. Just so you understand, you can’t make Parshath, it only exists to be sent off by the first effect of Masterflare, which lets it copy its effect. Its effect for you will be two pronged. You will first be able to search any Fairy if Sanctuary in the Sky is on the Field for a discard, which lets you access the Normal Summons we talked about before. The second effect lets you banish a Fairy to summon one from hand. Just remember your skill locks not to clog your board, which is really easy to do.
Finally, Masterflare doubles as a Draco Berserker that targets, as on any effect activation, it will target then banish 1 card from your opponent’s Field.

Roland and Charles

Charles and Roland function as a small engine here. They are easy to make thanks to the myriad of 2s you can run, and let you have access to an easy targetless pop and a beater of considerable size. There’s nothing much to say about the cards otherwise, they are a neat addition that gives you an additional tool.

**Ancient Fairy Dragon ** (+ Summon Breaker)
Man AFD abuse am I right? Ancient Fairy Dragon is a Level 7 Synchro that will destroy the Field Spells on the Field to add one from Deck. You will mainly make it climbing from Roland to Charles, and it will add Summon Breaker.

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The Executor of the Underworld - Pluto
Molehu got a Beherit. That’s all really. This is a level 5 Synchro Tuner that functions as a quick play Book of Moon on legs by banishing a Fairy as cost. It adds Sanctuary by banishing itself from GY, if it ever hits there.

Flex Spot (Cyberse Quantum Dragon or Clear Wing Synchro Dragon or more to come)
It’s your pick here, really. One is more aggressive and wants Moon to stay on the field, the other protects your Masterflare and Pluto from targeting effects of certain monsters. They are both valid choices.

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Combos

Main Combo

Your main combo will want you to search for Mercury, then set up Venus in the GY.
Assume Access to Neptune.

  • Special Summon Venus using Neptune, summon 2 Shine Balls.
  • Make Moon using the 2 Shine Balls, send Majesty.
  • Majesty will Banish Neptune, which adds you Sanctuary.
  • Summon a third Shine Ball, use the third part of the Skill to make Venus and your third Shine Ball a tuner. Return a Shine Ball.
  • Activate Sanctuary in the Sky.
  • Make Masterflare, then send Parshath. Use that effect to add your Fairy Normal Summon or a Herald/Lancea.
  • Summon your fourth Shine Ball, make Pluto.
  • Normal Summon your monster.
    That’s the end of the main combo. Your best End Board is Moon/Invicil + Pluto + Masterflare.
regal jewel
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Example list

Due to consistent the deck is, you can easily get away with playing 30 cards. Here is my current list, as you can notice, I have enough tech space to play a lot of hand traps.

regal jewel
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Agents (June 21, 2024)

regal jewel
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