AGENT DECK PROFILE
AND DISCUSSION.

How’s it going guys? This is slopy of course, and this will be my very first article I’ll be posting, and there will be more to come. Let’s just jump right into it!
Monsters (23)
3- The Agent of Creation-Venus
3- Mystical Shine Ball
2- The Agent of Mystery-Earth
3- Master Hyperion
2- Tour Guide from the Underworld
1- Sangan
1- Night Assailant
2- Card Trooper
1- Spirit Reaper
1- Black Luster Soldier-Envoy of the Beginning
2- Effect Veiler
1- Honest
1- Gorz the Emissary of Darkness
Spells (10)
1- Monster Reborn
1- Dark Hole
1- Heavy Storm
3- Mystical Space Typhoon
2- Pot of Duality
2- Creature Swap
Traps (7)
2- Solemn Warning
1- Solemn Judgment
2- Bottomless Trap Hole
2- Compulsory Evacuation Device
Extra Deck (Incomplete)
2- Gachi Gachi Gantetsu
1- Leviair the Sea Dragon
1- Wind-Up Zenmaines
1- Ally of Justice Catastor
1- Black Rose Dragon
This first paragraph simply explains the main engine and plays of agents, so if you’re already acquainted with this deck feel free to skip to the next one. The most optimal play for first turn is to summon an Agent of Creation-Venus, then special summoning 2-3 Mystical Shine Balls, then overlaying two of them for a Gachi Gachi Gentetsu. Gachi boosts all monsters you control, including itself, by 200 for each material attached. He can also prevent himself from being destroyed by detaching a material, and has a whopping 1800 ORIGINAL defense. You end the turn with a 2000 beat stick and a 2200 wall that boosts your monsters and can protect itself. Plus you have deck thinned by 2-3 cards. After a few turns you’ll be set up to special summon Master Hyperion, a 2700 beater by banishing your Agent and have Mystical Shine Balls to banish to use his effect to pop a card.
You probably have noticed I do not use Maxx “C” or Herald of Orange Light. I do however side the Maxx “C”, while testing main decked on average I would just go neutral with it and not stop many big plays. And when I did use it to stop big plays, I already had other outs such as Hyperion and Compulsory. But with Wind-up, Hieratic, etc it’s to necessary for the side. Now about Herald, yes it can make that Shine Ball I drew useful, but all around Herald wasn’t working for me. It was a dead draw, and I had better outs just like with Maxx “C”. There have been many times I wish I had Herald, but I had even more times where it was dead or it wasn’t worth it.
The next interesting choice was the Card Troopers. You may ask “Why Trooper without the whole Kristya, Call, and Herald?” Card Trooper is still amazing without the entire deck around Kristya. It allows me to mill Agents/fairies for Master Hyperion just the same as in the Kristya build and it gives me an additional first turn summon. At 1900 it can get over many monsters, such as Thunder King, and after he gets the job done I get a draw.It maintains my resources and assists in gaining advantage.
Now for the card I bet all of you are wondering about: Creature Swap. I personally think this card is absolutely broken. Yes it’s an initial negative 1, but the pluses you can create from it are incredible. Creature Swap in this deck makes great plays even better, and makes going second an advantage. My first thought for adding creature swap was Earth. She gives me plus one by fetching Venus allowing me to go into a powerful play next turn, but after that she just sits there with low attack. Creature Swap can snag me that powerful monster from my opponent and gives them my tiny monster that I can then run over. Next it made my dead Shine Balls and Veilers in my hand useful and depending on the monster my opponent gives me, great advantage. Other good combos with it is your standard Venus play, but with the third Shine Ball in attack position and then swapping it. Another is TGU into Sangan, then swapping Sangan. Unless Thunder King’s on board and it goes through, you have 2 monsters, a search, and you’re opponents down a monster.
Finally I’ll talk about other cards I could have played. Genex Ally Birdman can turn my Venus/Shine Ball Combo into Stardust and a Gachi for the cost of 2000 life points, and more options with TGU. It’s very useful; however it could have done more. It was dead and at many points not giving me any advantage. Another strong card is Thunder King, however I do side it. The two reasons I chose not to play it was the fact that it could sometimes hurt me a lot more than my opponent. It would cause a slower game and I would draw into dead cards like Shine Ball and Duality.
The main point of my build was to try to maintain resources, make it more consistent/making dead cards live, and making going second more optimal. I plan on running this at an upcoming regional if the team can make it. Look out for other deck profiles from the rest of the team and hopefully a regional report. Feel free to ask unanswered questions about card choices and leave constructive criticism/comments.
-SLOPY

