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Sanctuary Agents


Goose

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Sanctuary Agents run a similar Agent core, but they also ran The Sanctuary in the Sky which unlocks extra abilities from Earth, Hyperion, Jupiter, and Uranus (of the played Agents).

 

In The Agent of Mystery - Earth, Sanctuary unlocks an extremely powerful ability to search Master Hyperion instead of an Agent monster.  Hyperion is the powerful boss for the deck, so you can imagine how much of an advantage searching him via three copies of Earth would be.  Now, realistically you would still want to search Venus first to pull of the strong Venus into Gachi Gachi Gantetsu or perhaps Trishula.  The second search would be able to go to Hyperion under most circumstances but the chances of drawing into two Earths and having a good time to Summon both is not so high.

 

Having now searched Master Hyperion with Earth (with the help of The Sanctuary in the Sky), you can summon him and use his effect to destroy a card on the field.  Then, since you have The Sanctuary in the Sky on the field you can use this effect again to destroy a second card of the field.  This doubles his strength to eliminate backrow threats or strong monsters.  In a format without Heavy Storm, destroying a second backrow card could be essential, but most of the backrow this format will either stop Hyperion from using his effect (either through negation or just removing him from the field before he can use his effect) or it will be chain-able.  None-the-less, one can never complain about destroying a second card.

Next there is The Agent of Miracles - Jupiter.  In my opinion, Jupiter without The Sanctuary in the Sky is a decent card at best.  2600 ATK for a Normal Summon is no laughing matter, but that's all he is.  With Sanctuary however, he becomes a source of Monster spam.  He can bring banished Earths back for Synchro Summons, revive a Venus that fell to a Bottomless Trap Hole or even bring back Master Hyperions.  With his ability to banish Agents from your grave, he can set up his own effect.  An excellent way to dispose of unwanted Shine Balls.  Having written all that, the ability is still only a +0 that relies on having both a banished Fairy and one in hand.  In Agents the former will be fairly common while the latter perhaps less so.

 

The Agent of Death - Uranus is the newest Agent to this line-up and it has a very nice effect.  Sending an Agent from your deck to your graveyard lets you set up for Hyperion (which is all the more important when you can search him and banish 2 Fairys a turn with his effect).  This is best used with Venus after you used Venus once because drawing more of them without any Shine Balls is really painful.  The issue is that it's level five meaning you need to tribute summon it.  This effect is good, but not great and certainly not worth a tribute.  That is where Sanctuary comes in.  With Sanctuary you are able to Special Summon it directly from your hand meaning you can go straight into a Synchro monster, straight into an Xyz monster or just summon a 2200 beater without using your normal summon on this card.

Beyond the secret powers that The Sanctuary in the Sky unlocks within Agents, it also allows you to play an incredibly powerful trap card called Divine Punishment.  This card requires a face-up The Sanctuary in the Sky to be activated, but in return it can negate the activation of a Spell, Trap, or Monster Effect.  While this is not quite as sweeping as Solemn Judgment, it comes awfully close without having a massive Life Point cost.  Most negation that you can run in an average deck is either extremely situational or it comes at a heavy cost.  This is neither. 

 

If any of this has convinced you to run Sanctuary Agents then there is one more card that cannot be forgotten about.  In Sanctuary Agents the goal is to have The Sanctuary in the Sky on the field from the very start and to keep it on the field so getting copies to your hand can be instrumental.  For most field spells, the solution is Terraforming, but for The Sanctuary in the Sky you have special access to Zeradias, Herald of Heaven.  Zeradias has the special benefit of not being dead weight if you have no copies of Sanctuary in your deck anymore, and that benefit is a 2100 ATK body which is extremely high for a level 4.  He can be combined with Jupiter (who can summon him from the Banished zone) to summon Starliege Paladynamo.  Overall, Zeradias is more useful in the Graveyard and harder to negate than Terraforming.

Even after writing all that I feel the need to remind you that Sanctuary Agents are not the ideal build. The benefits from The Sanctuary in the Sky do not make worth the running of a useless field spell that is practically never a useful draw on its own.  If you do insist on running Sanctuary Agents, I suggest running something like this as your core:
 

3 The Agent of Mystery - Earth
3 The Agent of Creation - Venus
1-2 The Agent of Miracles - Jupiter
1 The Agent of Death Uranus
3 Mystical Shine Balls
3 Master Hyperion
2 Zeradias, Herald of Heaven
2 The Sanctuary in the Sky
2 Divine Punishment
 

These 22 cards need, of course, to be supplemented with staple in Agents such as Honest, Herald of Orange Light, and Archlord Kristya as well as general staples of your choice.  If you have any questions or you disagree with anything I said do not hesitate to leave a comment and I will get back to you as soon as I can.  Thanks for reading.

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Not to seem like I'm nitpicking, but.....

Venus into Trishula-

Birdman@1 makes that play rather inconsistent.
Plus, given Earth's semi-weak stature(It only has 1000 ATK, shoosh), it's unlikely to survive by itself. Plus, assuming you have Sanctuary out, you would likely pick Hyperion, as you already mentioned, and try to go for the kill right away, because Hyperion can use his effect twice in a single turn from that standpoint.
Add to it, you could just swap Venus for Hyperion to give it +200/+400 more ATK to make it even more of a threat. Assuming, of course, you also did the Venus play in the same turn.
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Not to seem like I'm nitpicking, but.....Birdman@1 makes that play rather inconsistent.
Plus, given Earth's semi-weak stature(It only has 1000 ATK, shoosh), it's unlikely to survive by itself. Plus, assuming you have Sanctuary out, you would likely pick Hyperion, as you already mentioned, and try to go for the kill right away, because Hyperion can use his effect twice in a single turn from that standpoint.
Add to it, you could just swap Venus for Hyperion to give it +200/+400 more ATK to make it even more of a threat. Assuming, of course, you also did the Venus play in the same turn.

 

It's Earth -> Venus -> Trishula and in my experience (from years ago) a first turn Earth lives fairly often.

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  • 4 months later...
  • 2 weeks later...

I find it funny that people insist on using Uranus with Sanctuary just because of his lore says, when using Valhalla (which is just as searchable as Sanct) would work almost the same way and would be way more consistent and effective. But, then again, it wouldn't be as fun :(

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  • 2 weeks later...

3 Sancturary and 3 Zeradias actually clog I find its best to use two of each and honestly...you run so much control in the deck monster wise you don't really need the Divine Punishment...so I knock that down to two as well.

From a serious playing standpoint going Valhalla over Sanctuary is actually the smarter and better route. It gives you a lot more options and it makes Krystia much more hilarious. 

 

From a fun standpoint Sanctuary agents are awesome because Jupiter becomes disturbingly amazing. Special Summoning any Hyperion bullet almost has no down side. 

 

So far in testing I've seen the oh so classic artifact engine work best with them, Rank 5 with Uranus, level 5 for syncs, and they're fairies...which is just great. That with spamming the Reckless and Upstart/Supply Unit you get a pretty nice deck.

The only problem I'm having is other than Gachi, Herald of pure, and Leviair what other Xyz go in the extra deck?

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3 Sancturary and 3 Zeradias actually clog I find its best to use two of each and honestly...you run so much control in the deck monster wise you don't really need the Divine Punishment...so I knock that down to two as well.

From a serious playing standpoint going Valhalla over Sanctuary is actually the smarter and better route. It gives you a lot more options and it makes Krystia much more hilarious. 

 

From a fun standpoint Sanctuary agents are awesome because Jupiter becomes disturbingly amazing. Special Summoning any Hyperion bullet almost has no down side. 

 

So far in testing I've seen the oh so classic artifact engine work best with them, Rank 5 with Uranus, level 5 for syncs, and they're fairies...which is just great. That with spamming the Reckless and Upstart/Supply Unit you get a pretty nice deck.

The only problem I'm having is other than Gachi, Herald of pure, and Leviair what other Xyz go in the extra deck?

 

x of the 5 Rank 8s

101

Castel

102

103

Maestroke

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x of the 5 Rank 8s

101

Castel

102

103

Maestroke

101 and maestroke seem redundant

But more to the point how much room are you giving to you syncs. Also I found that you rarely get level 4's to press for you advantage (definitely not 3 of them). You could probably do some of the same controlling options with syncs.

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101 and maestroke seem redundant

But more to the point how much room are you giving to you syncs. Also I found that you rarely get level 4's to press for you advantage (definitely not 3 of them). You could probably do some of the same controlling options with syncs.

I ran 4/5/6/7/8/9/10 for Synchros back in the day. the Xyz are generic and you don't NEED all of them, I just answered your question of what else to add since they're all nice.
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