Jump to content

Agents - Discussion for the New TCG Deck Discussion Forum


Recommended Posts

Hey. DevilsAdvocate here with another thread about Agents. But in light of the new TCG Deck Discussion Thread, I will say that I am honored to have one of the first threads here and will start with one of my favorite Decks of all time.

First things first, the Deck runs a lot on power cards and has a lot of bosses that the Deck can easily put out to punish smaller Decks. Sitting at their Tier 2 status, they are a great force to be reckoned with then properly built and put together.

There are many different builds for Agents, but I'll start with the most basic build, and that is Pure Agents.

[u][size=5][b]I. PURE AGENTS[/b][/size][/u]

Obviously, this part of the Discussion Thread focuses primarily on Pure Agents.

[b]The Necessities: Monsters[/b]

[img]http://images3.wikia.nocookie.net/__cb20121011221661/yugioh/images/thumb/7/76/TheAgentofCreationVenus-LCYW-EN-SR-1E.jpg/300px-TheAgentofCreationVenus-LCYW-EN-SR-1E.jpg[/img]

Venus can do so much for an Agents Deck. Thinning the Deck? Check. Making an instant Gachi/Black Mist? Check. Discard fodder for Herald or Banish Fodder for Hyperion even after you dead draw it? Check.

A necessity in all Agent Decks. Run at 2-3.

[img]http://images3.wikia.nocookie.net/__cb20120929062861/yugioh/images/thumb/1/14/MysticalShineBall-LCYW-EN-SR-1E.jpg/300px-MysticalShineBall-LCYW-EN-SR-1E.jpg[/img]

This guy right here is the reason Agents can be such a great force to be reckoned with. An absolute 3, so even if you draw it during your opening hand or whatever, you still have discard fodder for Herald.

[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]

The main destruction catalyst of the Deck and one of the many boss monsters Agents have access to. Main 2-3.

[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]

Another boss Agents easily have access to, getting Kristya and Hyperion on the field is essentially GG. And with how easily Hyperion can make way for Kristya, it's way easy for Kristya to get on the field. Main 2.

[img]http://images3.wikia.nocookie.net/__cb20110616072845/yugioh/images/thumb/3/30/TheAgentofMiraclesJupiterSDLS-EN-SR-1E.png/300px-TheAgentofMiraclesJupiterSDLS-EN-SR-1E.png[/img]

Like Hyperion, Jupiter can easily set up Kristya plays, and can make itself a 2600 Beater that can run over Stardust/Dolkka/Laggia. Main 1 and Side 1, or Main 2.

[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]

Extremely versatile. It can fill your Graveyard with Agent monsters so you can clear the road for Kristya/Hyperion, and you get to take out an opponent's monster along with it. Main 2-3.

[img]http://images4.wikia.nocookie.net/__cb20110616071621/yugioh/images/thumb/7/73/TheAgentofMysteryEarthSDLS-EN-SR-1E.png/300px-TheAgentofMysteryEarthSDLS-EN-SR-1E.png[/img]

The ace of the Deck. Searches your best combo piece, Venus, or your beatstick, Jupiter (if you run it), and if you run a Sanctuary Build, you can add your boss straight from your hand. Main 2.

[img]http://images4.wikia.nocookie.net/__cb20120928172251/yugioh/images/thumb/2/2e/Honest-DT07-EN-DRPR-DT.png/300px-Honest-DT07-EN-DRPR-DT.png[/img]
Can buff your monsters to incredible values, and having 1900 DEF means you can set it, and TKRO won't be able to get over it.

[b]The Necessities: Spells[/b]

[img]http://images2.wikia.nocookie.net/__cb20110610082538/yugioh/images/thumb/d/d4/CardsfromtheSkySDLS-EN-C-1E.jpg/300px-CardsfromtheSkySDLS-EN-C-1E.jpg[/img]

The draw power of the Deck, and can lead to Miraculous Descent/Return from the Different Dimension plays. Main 1-2.

[img]http://images3.wikia.nocookie.net/__cb20110617070006/yugioh/images/thumb/1/1c/Valhalla%2CHalloftheFallenSDLS-EN-C-1E.png/300px-Valhalla%2CHalloftheFallenSDLS-EN-C-1E.png[/img]

Like the blunt force approach? Now you can instantly put down a Hyperion without having to go through the extra trouble of Banishing stuff. Main 2-3.

[img]http://images1.wikia.nocookie.net/__cb20121006011360/yugioh/images/thumb/9/94/MysticalSpaceTyphoon-LCYW-EN-ScR-1E.png/300px-MysticalSpaceTyphoon-LCYW-EN-ScR-1E.png[/img]

Since most Agents builds are designed to OTK, this card is a necessity at 3.

[img]http://images3.wikia.nocookie.net/__cb20110616072561/yugioh/images/thumb/5/52/TheSanctuaryintheSkySDLS-EN-C-1E.png/300px-TheSanctuaryintheSkySDLS-EN-C-1E.png[/img]

Not only does this negate all the damage done to you, it paves the way for Agents to use some brand new abilities, mainly searching a boss monster or Special Summoning a Banished monster. This is, of course, a purely techable card, and if you do run it, run it in 2s.

[b]The Necessities: Traps[/b]

[img]http://images4.wikia.nocookie.net/__cb20110617064335/yugioh/images/thumb/d/dd/DivinePunishmentSDLS-EN-C-1E.png/300px-DivinePunishmentSDLS-EN-C-1E.png[/img]

Sanctuary Agents have their own Solemn Judgment, in essence, in the form of Divine Punishment. Use only if you are running a Sanctuary build, then Main 2-3, depending on Deck size.

[img]http://images3.wikia.nocookie.net/__cb20110617065220/yugioh/images/thumb/2/24/MiraculousDescentSDLS-EN-C-1E.png/300px-MiraculousDescentSDLS-EN-C-1E.png[/img]

Now, your Hyperion fodder is no longer useless. Depending on what you bring back, you can go into a Synchro play, or Banish that monster again for another Hyperion, whatever the case may be. Run it in 2s.

And then of course, you have your staples, which include Pot of Duality for searching power, Dark Hole, Reborn, Sangan, Veiler, and Maxx "C".

[b]Possible Techs:[/b]

[img]http://images2.wikia.nocookie.net/__cb20110617072147/yugioh/images/thumb/5/5d/ReturnfromtheDifferentDimensionSDLS-EN-C-1E.png/300px-ReturnfromtheDifferentDimensionSDLS-EN-C-1E.png[/img]

A great finisher, mid to late-game. It brings back all of your Hyperion fodder to reuse again, mainly for synchro plays.

[img]http://images3.wikia.nocookie.net/__cb20120530134260/yugioh/images/thumb/d/d9/CardTrooper-BP01-EN-C-1E.png/300px-CardTrooper-BP01-EN-C-1E.png[/img]

Now, you can easily mill monsters for Hyperion/Kristya plays. But be careful about milling Shine Balls!

[img]http://images2.wikia.nocookie.net/__cb20120607001058/yugioh/images/thumb/2/2e/Tragoedia-BP01-EN-SFR-1E.png/300px-Tragoedia-BP01-EN-SFR-1E.png[/img]

Given the high amount of Levels the Deck has, Tragoedia will hardly be dead in this Deck. It can also make room for Heliopolis, another possible Tech.

[img]http://images3.wikia.nocookie.net/__cb20110422060947/yugioh/images/thumb/5/51/GenexAllyBirdmanHA04-EN-SR-1E.jpg/300px-GenexAllyBirdmanHA04-EN-SR-1E.jpg[/img]

Return a Shine Ball for an instant Rank 3 Xyz, or Synchro for a Level 6 or 8, depending on how many balls you have on the field.

[img]http://images.wikia.com/yugioh/images/1/13/HieraticSunDragonOverlordofHeliopolis-GAOV-EN-ScR-1E.png[/img]

Two Hyperions on the field? Go for it. Another applicable, techable boss monster that Agents have access to. And you can easily Reborn your Detached Hyperions and use them again later.

As I have said before, there are many different variants of Agents, and I will cover one more, and it happens to be my personal preference, and that is T.G. Agents, which combine the searching-and-adding-to-your-hand power of T.G. monsters and the brute force of Agents.

[u][size=5][b]II. T.G. AGENTS[/b][/size][/u]

Everything that you have taken from the Pure Agents build can be put to use here.

[b]The Necessities: Monsters[/b]

[img]http://images2.wikia.nocookie.net/__cb20120609012404/yugioh/images/thumb/0/0b/TGRushRhino-DT06-EN-DNPR-DT.jpg/300px-TGRushRhino-DT06-EN-DNPR-DT.jpg[/img]

Serves primarily for getting Warwolf/Striker in your hand when it is destroyed, but can also function as a 2000 ATK beatstick. Main 1-2.

[img]http://images2.wikia.nocookie.net/__cb20110819212811/yugioh/images/thumb/4/4f/TGStrikerEXVC-EN-R-1E.jpg/300px-TGStrikerEXVC-EN-R-1E.jpg[/img]
Can lead to massive Synchro plays in the Agents Deck when combined with Warwolf. Run the 1.

[img]http://images1.wikia.nocookie.net/__cb20110819213435/yugioh/images/thumb/b/b7/TGWarwolfEXVC-EN-C-1E.jpg/300px-TGWarwolfEXVC-EN-C-1E.jpg[/img]

Now, along with making a Gachi, you can make a Zenmaines/Leviathan/Leviair to fit in with your situation. Plus ,it's also DARK for Chaos Fodder. Main 3.

[img]http://images2.wikia.nocookie.net/__cb20120928191105/yugioh/images/thumb/2/2d/TGHyperLibrarian-REDU-EN-SR-LE.png/300px-TGHyperLibrarian-REDU-EN-SR-LE.png[/img]

Having a 2800 ATK +1 draw engine every time you Synchro Summon in this Deck is quite nice, considering you can easily Synchro with Earth and Striker.

[img]http://images.wikia.com/yugioh/images/3/30/TourGuideFromtheUnderworld-EXVC-EN-ScR-UE.jpg[/img]

Remember this whore? I think I've pretty much said all that needs to be said. Combine it with Sangan, and if you have a Warwolf in the hand, you can then play Earth afterwards, get a search, and then Synch into a Level 5.

[img]http://images3.wikia.nocookie.net/__cb20121006004744/yugioh/images/thumb/1/17/BlackLusterSoldierEnvoyoftheBeginning-LCYW-EN-ScR-1E.png/300px-BlackLusterSoldierEnvoyoftheBeginning-LCYW-EN-ScR-1E.png[/img]

The two main targets for this card in your Deck are your used-up Shine Balls, and Warwolf. It is incredibly easy to get out in this Deck, and if you aren't running it, you're bad.

[b]The Necessities: Traps[/b]

[img]http://images4.wikia.nocookie.net/__cb20120612103633/yugioh/images/thumb/9/96/CalloftheHaunted-GLD5-EN-GUR-LE.jpg/300px-CalloftheHaunted-GLD5-EN-GUR-LE.jpg[/img]

Can be used to get back Earth or Striker, and if you do so, can combo well with Warwolf. Main 2-3.

I'll add more about Agents later on, but for now, I'll go ahead and skip to the Extra Deck and Side Deck sections.

[u][size=5][b]III. EXTRA DECK[/b][/size][/u]

Since the Deck is both synchro-centric and boss-centric, it's basically a win-win situation! Most of the Extra Deck is generic, but you'll be relying more on your high level Synchros than your lower level ones, most of the time.

[img]http://images3.wikia.nocookie.net/__cb20120104022202/yugioh/images/thumb/7/77/AllyofJusticeCatastor-TU07-EN-UtR-UE.jpg/300px-AllyofJusticeCatastor-TU07-EN-UtR-UE.jpg[/img][img]http://images4.wikia.nocookie.net/__cb20111224073955/yugioh/images/thumb/b/b4/MagicalAndroid-DT05-EN-DNPR-DT.jpg/300px-MagicalAndroid-DT05-EN-DNPR-DT.jpg[/img][img]http://images2.wikia.nocookie.net/__cb20110807012927/yugioh/images/thumb/0/01/OrientDragonGENF-EN-ScR-1E.png/300px-OrientDragonGENF-EN-ScR-1E.png[/img]
[img]http://images2.wikia.nocookie.net/__cb20100723074449/yugioh/images/thumb/4/45/BlackRoseDragon-CT05-EN-ScR-LE.png/300px-BlackRoseDragon-CT05-EN-ScR-LE.png[/img]
[img]http://images2.wikia.nocookie.net/__cb20090829150016/yugioh/images/thumb/d/d0/AncientSacredWyvernANPR-EN-UR-1E.png/300px-AncientSacredWyvernANPR-EN-UR-1E.png[/img]
[img]http://images2.wikia.nocookie.net/__cb20110904222535/yugioh/images/thumb/7/77/StardustDragonTU06-EN-R-UE.jpg/300px-StardustDragonTU06-EN-R-UE.jpg[/img]
[img]http://images2.wikia.nocookie.net/__cb20120911220346/yugioh/images/thumb/e/e9/ScrapDragon-CT09-EN-SR-LE.png/300px-ScrapDragon-CT09-EN-SR-LE.png[/img]
[img]http://images3.wikia.nocookie.net/__cb20100723091555/yugioh/images/thumb/d/d2/MistWurmHA01-EN-ScR-LE.png/300px-MistWurmHA01-EN-ScR-LE.png[/img]
[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]
[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]
[img]http://images.wikia.com/yugioh/images/7/7d/LeviairtheSeaDragonGENF-EN-UR-1E.png[/img]
[img]http://images3.wikia.nocookie.net/__cb20120911220349/yugioh/images/thumb/a/ab/WindUpZenmaines-CT09-EN-SR-LE.png/300px-WindUpZenmaines-CT09-EN-SR-LE.png[/img]

There are other possibilities as well, like Gaia Knight for Level 6s, Avenging Knight Parshaath for a Level 8, and, before it's banning, Trishula for the Level 9.

[u][size=5][b]IV. SIDE DECK[/b][/size][/u]

Agents aren't too terrible to side against. They rely on Graveyard mostly, but also have some Banished plays that you can do. Keeping that in mind, Macro/D-Fissure will be your worst enemies. As well, Light-Imprisoning Mirror, although more uncommon, will wreck your plays dramatically. And, just like all Decks, Skill Drain hampers this deck by quite a lot.

But what about what YOU should be siding? Besides the obvious Needle Ceiling for Wind-up plays, System Down for Geargias, and Gemini Imps for Dark Worlds, there are other things to consider:

[img]http://images4.wikia.nocookie.net/__cb20120616113406/yugioh/images/thumb/2/29/DoomcaliberKnight-BP01-EN-C-1E.png/300px-DoomcaliberKnight-BP01-EN-C-1E.png[/img]

Halts your opponent's plays in a heartbeat and is DARK for Chaos Fodder. Side 1-2.

[img]http://images4.wikia.nocookie.net/__cb20120330212945/yugioh/images/thumb/d/dd/EffectVeiler-ORCS-EN-SR-LE.png/300px-EffectVeiler-ORCS-EN-SR-LE.png[/img]

Maining 2 and siding 1 is a personal preference of mine, but you can side 2 of these and main 1 if you so choose.

[img]http://images2.wikia.nocookie.net/__cb20120704193751/yugioh/images/thumb/d/da/NoblemanofCrossout-DL14-EN-R-UE-Blue.png/300px-NoblemanofCrossout-DL14-EN-R-UE-Blue.png[/img]

Not only does it stop Geargiarmor, but it allows you to see your opponent's Deck and decipher their strategy before they get the chance to play it. Side 2.

[img]http://images2.wikia.nocookie.net/__cb20121006004745/yugioh/images/thumb/9/9a/ChainDisappearance-LCYW-EN-C-1E.png/300px-ChainDisappearance-LCYW-EN-C-1E.png[/img]

Use mainly with the Rabbit matchup. It feels good Banishing both Tour Guide and Rabbit with this card, but mainly, if you can Banish Tour Guide, you'll stop the Leviair plays.

Other Side Deck possibilities exist, but mostly Side to stop your opponent's combo plays and make it difficult for them to bring out their boss monsters.

Thank your for your time, and I hope this article will give you all a better understanding about the play style of Agents, and how brilliant they are.

Link to comment
Share on other sites

Agents are my favorite as well, Actually all fairies bar Cloudians and Arcana force are my favorites nevertheless:

In a pure agent build you still don't need Sancturary and Divine punishment. Because Sanctuary DOESN'T DO ANYTHING!! It urks my soul that it does not net you anything for playing and it just unlocks the other potential of Earth, Jupiter, and Hyperion. Miraculous you would also side. It can dead draw that is all and when they try to side macro against agents (for some odd reason) its the hilarious replacement for Call. You don't really need Valhalla or Cards from the sky either if you have card trooper with him, Earth, and Venus you get your set up very quickly so you don't need to forgo SSing that and Valhalla is great if your deck is boss fairies where every turn you just drop beatsticks if you can lol in agents where you really only have 5 main deck bosses you don't need Valhalla.


But all in all I love agents they are the kings of the undermeta and top stack of tier 2 (1.8 maybe lol) Finally....WHY YOU NO MENTION HONEST?

Link to comment
Share on other sites

[quote name='Beginning446' timestamp='1351879160' post='6059561']
In a pure agent build you still don't need Sancturary and Divine punishment. Because Sanctuary DOESN'T DO ANYTHING!! It urks my soul that it does not net you anything for playing and it just unlocks the other potential of Earth, Jupiter, and Hyperion. Miraculous you would also side. It can dead draw that is all and when they try to side macro against agents (for some odd reason) its the hilarious replacement for Call. You don't really need Valhalla or Cards from the sky either if you have card trooper with him, Earth, and Venus you get your set up very quickly so you don't need to forgo SSing that and Valhalla is great if your deck is boss fairies where every turn you just drop beatsticks if you can lol in agents where you really only have 5 main deck bosses you don't need Valhalla.[/quote]

It's true that the two are different builds, but for the moment, I merged them together. I'll add another section about Sanctuary Agents later on tonight, because they are still a Deck.

[quote]But all in all I love agents they are the kings of the undermeta and top stack of tier 2 (1.8 maybe lol) Finally....WHY YOU NO MENTION HONEST?
[/quote]

O.o I can't believe I forgot him. I knew I was missing something...

Link to comment
Share on other sites

With Earth at 2, I think you can say that Agents are actually tire 1.5-2. An effective budget deck can be made out the structure decks and other techs here and there. The fact that they are powerful, easy to set up, and just boss is something one must not underestimate as a well placed Hyperion WILL be game breaking (which is why it should be semied imo). Back when Striker, Earth and Trish rulled, T.G. Agents was just...insane.

Link to comment
Share on other sites

[quote name='みゆきサン' timestamp='1351884432' post='6059638']
NEG REPS PLEASE!

How is Cards from the Sky bad? It's basically a +1 if you combo it with Miraculous Descent. And who doesn't love more draw power?
[/quote]Besides the fact that there are better cards you can run instead of BOTH those cards?

Link to comment
Share on other sites

Agents have a lot of good matchups because of how Gachi screws up offensive plays. They have problems against Necrovalley though.

Also. Some people run Gellenduo, for the Dino Rabbit matchup and to speed out Hyperion and Kristya.

[quote name='みゆきサン' timestamp='1351882222' post='6059638']
basically a +1
[/quote]
I don't think so, Tim.

Link to comment
Share on other sites

Cards from the sky isn't bad it's just out of place in most fairy builds where bosses need to hit the field then smack. I use Cards from the sky in boss fairies because most of the time you just need the draw power and you have access of bosses to pitch for it and it does set up descent nicely.

Both of those cards have beautiful love synergy with lightrays. Nothing is more fun than cards from the sky into lightrays it just bleeds set-up.

Link to comment
Share on other sites

Your necessities are pretty bad, Jupiter, Valhalla, Cards from the Sky, Sanctuary and Traps are all not needed.

T.G. engine is inferior to the Card Trooper/Dimensional Alchemist Engine as it gets wrecked by Thunder King and makes you lose a lot more hand advantage.

Needle Ceiling is an amazing card to side.

Tourguide is great because it just lets you pull out a rank 3, it baits out stuff so you can then drop Hyperion/Kris/BLS and it's a solid opener.

Daigusto Phoenix is necessary in side as it helps you OTK and can get 6500 damage on the board with just Venus and Birdman.

Guaiba is horrible and I don't know how the guy at the YCS did it.

BLS is amazing.

Link to comment
Share on other sites

  • 2 weeks later...
  • 8 months later...

I mained Jupiter before it was cool. :cool:   Ran them before Earth got hit and kept running them for a while even after Earth was hit.  I was always alone in my decision to run Sanctuary Agents, but it was really strong.  I had much quicker access to Hyperion than the other Agent decks.  Sanctuary boosted Jupiter so much it was crazy.  I also could play 3 Zeradias who was an awesome beatstick and could be used to manipulate my graveyard for Krystia plays or to set up Hyperion.  Add on that trap that negates everything and it was really strong. 

 

I understand that it wasn't really the best build, but the utility it gave me was awesome.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...