Saturday, December 31, 2011

The Agent




This is another one of my favorite series. It consist of only light fairy type monster with name The Agent in front. Consist of 1 beatstick that doesn't share The Agent name in it, which is Master Hyperion with 2700 ATK and the ability to destroy 1 card on the field by removing 1 light fairy type monster in your grave once per turn (twice if The Sanctuary in the Sky is active)

Since that all The Agent monster is a light fairy type monster including Master Hyperion and Mystical Shine Ball, so, running Solidarity, Rivalry of Warlords or Gozen Match in your deck is recommended. However, putting these cards may affect your hand while if not included in your deck, a better card would have been drawn. Solidarity is for ATK boost, which is usually good, but I personally think that The Agent deck doesn't require overwhelming ATK to own the duel. While Rivalry of Warlords and Gozen Match is usually used to harden opponent from swarming, synchro and xyz which by the way doesn't quite helpful. This is due to most deck nowadays only include cards of the same type or attribute. If facing such opponent, those 2 cards are pretty useless, though you can use them as bait to cards like Mystical space Typhoon or Heavy Storm.

The Agent uses remove from play style. This often goes with cards like The Agent of Miracles, Jupiter which with the ability to remove 1 The Agent monster in your grave to increase 1 face up light fairy type monster by 800 until end phase. If The Sanctuary in the sky is in play, you can discard 1 fairy monster to special summon 1 light fairy type monster that is removed from play. Another is Master Hyperion of course, with is destruction effects, you can destroy monsters like Marshmallon or possible threat from face down cards such as Ryko, The Lightsworn Hunter and Night assailant or Mirror Force and Dimensional Prison.


Standard The Agent deck

Master Hyperion
The Agent of Miracles, Jupiter
The Agent of Mystery, Earth
The Agent of Wisdom, Mercury
The Agent of Force, Mars
The Agent of Judgment, Saturn
Zeradias Herald of Heaven
Marshmallon
Honest
Archlord Kristya
Shining Angel
Nova Summoner
Cards from the Sky
Monster Reborn
The Sanctuary in the Sky
Call of the Haunted
Divine Punishment
Miraculous Descent
Mirror Force
Ally of Justice Catastor
Brionac, Dragon of the Ice Barrier
Trishula, Dragon of The Ice Barrier
Magical Android
Iron Chain Dragon
Heavenly wolf Blue King Seirios


As I said, The play style of Agent is remove from play. So, anti-meta deck that has cards like Dimensional Fissure, Macro Cosmos and maybe even Necro Valley is not much of a threat. But it is still a threat though if it is played on the very first turn. So, you might want to reserve some copies of Mystical Space Typhoon in your extra deck. Even though there are synchro monster in this deck, it doesn't quite focused to it. Due to the speed to swarm low level monster is quite slow. But, since that The Agent of Mystery, Earth is a tuner, and by far The Agent doesn't have its own synchro monster yet, so putting some other synchro monster can maximize the ability of The Agent of Mystery, Earth. Cards from the Sky banish 1 light fairy type monster from your hand to draw 2 cards in exchange for disabling your ability to attack and special summon during that turn. You can remove even Archlord Kristya or Master Hyperion for the cost, and special summon it next by using Miraculous Descent or The Agent of Miracles, Jupiter while having The Sanctuary in the Sky which is not quite recommended as both Archlord Kristya and Master Hyperion has the ability to be special summon easily, especially Archlord Kristya since that it returns 1 fairy type monster from your grave after special summon by its effect. That fairy type monster is definitely should be Honest or other possible fairy monster that you might want to recycle such as Marshmallon, The Agent of Miracles, Jupiter or The Agent of Mystery, Earth.

You might want to minimize the number of copy of The Agent of Judgment, Saturn and The Agent of Force, Mars though, as I do it, I only put 1 copy each in the deck. This is due to The Agent of Judgment, Saturn is a level 6 monster, which requires a tribute to be summon, so if you happen to draw 3 of them in your very first draw, you might lose the duel especially against a fast deck like Blackwing and Six Samurai. Plus, The Agent of Judgment, Saturn effect is more like a finishing move, which should only be used once when your life points are double or more than your opponent. While for The Agent of Force, Mars, it is a level 3, but due to its 0 ATK, you might have the trouble to fight back if you are in a pinch which means you don't have The Sanctuary in the Sky or your life points are lower then your opponent. Most duelist like to use The Agent of Creation, Venus which have the ability to summon Mystical Shine Ball from hand or Deck. However, since that it is commonly used for synchro or xyz, so, I decided not to include it. Plus, paying 500 life points each time to special summon Mystical Shine Ball will lower the effectiveness of cards like The Agent of Judgment, Saturn and The Agent of Force, Mars. It depends on you whether to use The Agent of Creation, Venus or The Agent of Judgment and The Agent of Force, Mars. The above deck uses The Agent of Judgment and The Agent of Force, Mars, so, I will post another deck for The Agent of Creation, Venus later.

Another non-favorite card in this deck is The Agent of Wisdom, Mercury. It has 0 ATK, and its DEF is only 1700 and most level 4 power houses like Blackwing, Shura of the Blue Flame, Jain, The Lightsworn Paladin, Garoth, The Lightsworn Warrior, Ehren, The Lightsworn Monk, Brron, Mad King of Dark World and many more can destroy it. But, why I still include it, first of all of course to maintain the originality of The Agent Deck, another is to draw more cards while in a pinch due to this deck that have many Shining Angel and Nova Summoner, so that you can control when to summon this card by those cards' effect. which supposedly when all of their monsters have attacked of course. Plus, having The Agent of Wisdom, Mercury in your grave while give you the ability to summon Master Hyperion or activate The Agent of Miracles, Jupiter's effect to boost your monster ATK.



Synchro TA deck

Master Hyperion
The Agent of Miracles, Jupiter
The Agent of Mystery, Earth
The Agent of Creation, Venus
Mystical Shine Ball
Zeradias Herald of Heaven
Marshmallon
Honest
Archlord Kristya
Shining Angel
Nova Summoner
Genex Ally Birdman
Cards from the Sky
Pot of Avarice
Monster Reborn

The Sanctuary in the Sky
Call of the Haunted
Divine Punishment
Miraculous Descent
Mirror Force
Ally of Justice Catastor
Brionac, Dragon of the Ice Barrier
Trishula, Dragon of The Ice Barrier
Mist Wurm
Magical Android
Iron Chain Dragon
Heavenly wolf Blue King Seirios

This deck is of course focused on synchro summoning. Some trick to this deck is having The Agent of Creation, Venus along with Genex Ally Birdman in your hand, allows you to synchro Trishula, Dragon of the Ice Barrier or other possible level 9 synchro monster. How? first, play The Agent of Creation, Venus and activate its effect thrice, to summon 3 Mystical Shine Balls from your deck at the cost of 500 life points each. Then, return The Agent of Creation, Venus to your hand using Genex Ally Birdman's effect to special summon it. After that, tune 3 Level 2 Mystical Shine Balls with 1 Genex Ally Birdman to summon Trishula, Dragon of the Ice Barrier. The Agent of Creation, Venus is returned to your hand, so you can use its effect again if you can return Mystical Shine Balls to your deck. You can use Pot of Avarice to return 3 Mystical Shine Balls along with 2 other monsters in your grave to your deck to draw 2 cards and for set up to use The Agent of Creation, Venus' effect again. However, since that on March 2012, Trishula, Dragon of the Ice Barrier is banned, you might want to use this trick to summon Mist Wurm instead where you can return 3 troublesome cards opponent's control to their hand.

Monday, December 26, 2011

Dark World



This is another one of my favourite non-synchro archtype. Dark World play style is by discarding your hand to trigger the monster's effect, almost the same as fabled but the different is, Fabled effect can be activate if discard for a cost to activate or not as a cost while Dark World effects only trigger when it is discarded not as a cost such as Lightning Vortex, Raigeki Break etc. Thus, only a few cards can trigger the effect of Dark World monsters. Card that send cards to the grave such as Hand Destruction will also not trigger Dark World effects as the description says that it send to grave, not discard. It is quite hard to differentiate between cards that can trigger Dark World effects with cards that doesn't. So, here is the list of cards that will trigger the effects of Darkworld monsters:

Beckoning Light
Card Destruction
Clear Vice Dragon
Dangerous Machine Type-6
Dark Deal
Dark Smog
Dark Scheme
Dark World Dealings
Dark World Lightning
Depth Amulet
Dragged Down into the Grave
Drill Warrior
Extra Gate
Fabled Dianaira
Fabled Raven
Fine
Gate of the Dark World
Graceful Charity
Infernity Inferno
Into the Void
Mind Crush
Morphing Jar
Rigorous Reaver
Royal Tribute
The Cheerful Coffin
The Supremacy Sun
Trance Archfiend

Seeming that Dark World play style is by discarding card from hand, you'll need a massive draw power to maintain your hand so that you will have a lot of option if you tactics are countered by opponent. So, a favourite choice here is definitely Morphing Jar. Morphing Jar does just trigger Dark World efects, but also will give you 5 new cards. Though, opponent will also gain new cards by this effects. Another favourite choice is of course the exclusive field spell for Dark World itself, Gate of the Dark World, which discard Dark World monster and draw 1 card.

Its not easy to maintain hand control, but thanks to Grapha, Dragon Lord of Dark World, hand control is no longer a problem. The reason why I love this deck is because of Grapha, Dragon Lord of Dark World's ability to be special summon easily from the grave by returning 1 Dark World monstrer you control to your hand which can be discarded later to trigger its effect.

Dark World Virus

Grapha, Dragon Lord of Dark World
Goldd, Wu-Lord of Dark World
Sillva, Warlord of Dark World
Scarr, Scout of Dark World
Snoww, Unlight of Dark World
Reign-Beaux, Overlord of Dark World
Ceruli, Monk of Dark World
Beiige, Vanguard of Dark World
Broww, Huntsman of Dark World
Kahkki, Guerilla of Dark World
Gren, Tactician of Dark World
Sangan
Morphing Jar
Card Destruction
Dark World Dealings
Dark World Lightning
Gate of the Dark World
Gateway to the Dark World
Monster Reborn
Foolish Burial
Eradicator Epidermic Virus
Deck Devastation Virus
Tiras, Keeper of Genesis
Adreus, Keeper of Armageddon

Thursday, December 22, 2011

Lightsworn




Lightsworn is an archtype that mainly use self mill. consist of only light monsters and focus on sending cards from your deck to your grave.

Usually the idea is to either deplete opponents life points or drill their deck until no cards left, but Lightsworn monster focus on milling your own deck. This is due to their effects that either activate when sent to grave like Wulf, The Lightsworn Beast, or that can access card in the grave like Lumina, The Lightsworn Summoner or Rinyan, The Lightsworn Rogue or even that require cards to be in grave for extra ATK such as Gragonith, The lightsworn Dragon or Shire, The lightsworn Spirit.

Lightsworn consist of one & only beatstick with 3000 ATK Judgment dragon which up till march 2011 ban list, it is semi-limited but it is unlimited when the Sept 2011 ban list is released. Being unlimited, the odds of drawing this card is of course increased and not to mention that it can be special summon by having 4 or more Lightsworn monster with different name in your grave which the condition is quite easy to set if you ask me.

Lightsworn is considered as a speedy OTK deck that doesn't focus at defense at all. Therefore, in order to build a strong Lightsworn deck, defensive cards is not quite needed, except for one which is Necro Gardna. Since that Almost all except for Wulf, The Lightsworn Beast and Rinyan, The Lightsworn Rogue, will mill deck during end phase or when to activate their effects, high chance that Necro Gardna will be sent to grave before it is added to your hand. Other cards that activate effects, from the grave like Plague Spreader Zombie and Necro Defender is also recommended though Necro Defender is not quite a favorite choice to run in this deck. All these 3 non-Lightsworn cards are dark monsters. Thus, you can run a chaos (Light & Dark attribute) deck instead,by having such cards and a lot of Lightsworn, another favorite option for an additional beatstick beside Judgment Dragon is Black Luster Soldier - Envoy of the Beginning since it is now relieved of it ban list on Sept 2011, certainly is a better option to run in chaos Lightsworn deck.



Chaos Lightsworn Deck

Jain, The Lightsworn Paladin
Ehren, The Lightsworn Monk
Lumina, The Lightsworn Summoner
Lyla, The Lightsworn Sorceress
Wulf, The Lightsworn Beast
Ryko, The Lightsworn Hunter
Garoth, The Lightsworn Warrior
Honest
Plague Spreader Zombie
Necro Gardna
Sangan
Junk Synchron
Night Assailant
Snipe Hunter
Gorz, Emissary of Darkness
Dark Armed Dragon
Judgment Dragon
Black Luster Soldier - Envoy of the Beginning
Charge of the Light Brigade
Solar Recharge
Foolish Burial
Monster Reborn
Reinforcement of the Army
Card Destruction
Warrior Returning Alive
Solemn Judgment
Mirror Force
Beckoning Light
Tech Genus Hyper Librarian
Heavenly Wolf Blue King Seirios
Ally of Justice Catastor
Black Rose Dragon
Junk Berserker
Brionac, Dragon of the Ice Barrier
Trishula, Dragon of the Ice Barrier

Even though there are quite a number if synchro monsters listed and the fact that Junk Synchron is included in this deck, it doesn't focus on synchro that much. The purpose of Synchro monsters in this deck is to come back in a pinch in case if you are unable to draw either Judgment Dragon or Black Luster Soldier - Envoy of the Beginning to your hand which is rarely happen due to Beckoning Light and The Warrior Returning Alive. Night Assailant effects can recover Ryko, The Lightsworn Hunter from the grave after activating Card Destruction and Beckoning Light or used for the cost of activating Lumina, The Lightsworn Summoner, Snipe Hunter and Brionac Dragon of the Ice Barrier's effect, or can be used in addition to Ryko, The Lightsworn Hunter for extra destructive effect. Since that this deck does not have continuous spells or traps, running Gorz, The Emissary of Darkness is certainly a better option because its attribute is dark & can be summoned easily when you take damage while you control no cards.

As you can see, most of the spells and traps are the kind that send cards to grave and draw power, so, this deck is focus a lot on monster effect especially to summon either Judgment Dragon, Black Luster Soldier - Envoy of the Beginning or Dark Armed Dragon.

A pure Lightsworn deck is also strong enough to not be taken lightly. As they have a lot of destruction effects from Ryko, The Lightsworn Hunter, Lyla, The Lightsworn Sorceress, Celestia, The Lightsworn Angel and Judgment Dragon and also power houses such as Gragonith, The Lightsworn Dragon, Wulf, The Lightsworn Beast & Shire, The Lightsworn Spirit.

Another few cards that support Lightsworn is Painful choice and Gozen Match. If you decide to run a pure Lightsworn deck that only has light monsters, Gozen Match is not a bad choice as it prevent most synchro and xyz deck from synchro and xyz summon. Painful choice is definitely the greatest choice as you can send 4 Lightsworn to grave and add 1 to your hand. By activating this card, you can summon at least 2 Wulf, The Lightsworn Beast in one turn. That's if you can use this card, seeming that Painful Choice is banned for many years and still banned up till March 2012. So, this card is definitely can't be used. Plus, I doubt that this card will be unbanned in the future. Due to Painful Choice, the possibility to summon Judgment Dragon on your first turn is very high.