Advanced duel academy
Welcome to ADA where the best meets. Join our community today and duel all your friends. Enjoy taking a part in our events! To know more about us and to understand everything well, visit ADA GUIDE: http://www.advancedduelacademy.com/?pid=3..
Respectfully Snakedoc(Lord)
Advanced duel academy
Welcome to ADA where the best meets. Join our community today and duel all your friends. Enjoy taking a part in our events! To know more about us and to understand everything well, visit ADA GUIDE: http://www.advancedduelacademy.com/?pid=3..
Respectfully Snakedoc(Lord)



 
HomeADA PortalLatest imagesRegisterLog in

Share
 

 Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck

View previous topic View next topic Go down 
AuthorMessage
Kaiza
Article Team
Article Team
Kaiza

Posts Posts : 1008

Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck Empty
PostSubject: Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck   Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck Icon_minitimeMon May 09, 2011 2:25 pm

At the moment fairy decks are an underrated, and well overlooked deck, and one people reject until agents come out as when they do, they'll be one of the best decks known. While it saddens me to see such a well appreciated deck be used in such a manner, I cant be helped but to start my work early, on not just this deck, but for all fairy decks known

we shall start with the 1st deck that placed Fairies on the map as a playable deck: Agents

1. AG - AP: Agents - Archlord Prototype

This is probably the 1st fairy deck that was used on a competitive/semi competitive scale. This deck made its debut in the duelist pack Ancient Sanctuary, and revolved around 1 of 3 tactics

1. create a lifepoint gap between you and your opponent, and using that lifepoint gap to fuel the agent of force - mars to large amounts of attack points while the sanctuary in the sky is face up on the field. Safe from spell cards, which was the danger back then, as well as on huge amounts of attack points, it was close to unstoppable

2. create a lifepoint gap between you and your opponent, and using that lifepoint gap, use the agent of judgment - saturn, to do huge damage to your opponent. Once you had sanctuary in the Sky on the field, and 2x the amount of lifepoints your opponent had, you basically won the duel, as there was no way to stop summons outside of solemn judgment

3. Summon Archlord Zerato to the field, and use his effect to continuously clear your opponent's field of monsters, allowing you a direct assault at his lifepoints. This was done by adding the sanctuary in the sky to your hand with terraforming, using reinforcement of the army to search out warrior of zera, and using d.d. capsule at the time, to acquire archlord zerato. With this done, the assault can begin

Due to ban list changes, this deck became outdated and forgotten, as the assault became increasingly harder and harder to perform as new cards were made. However, with the release of new cards, a renewed version of the founder of fairy decks can be remade

Strengths: the deck can be very aggressive with its assaults, and can perform massive damage and field wipes in oen go

Weaknesses: One must be careful of dead draws, as well as be very wary of traps

And here is the deck

AG-AP

Monsters (23)

Archlord Zerato x2
Archlord Kristya x1
Master Hyperion x2
The Agent of Judgment-Saturn x2
Zeradias, Herald of Heaven x2
The Agent of Creation-Venus x2
Honest x1
The Agent of Mystery-Earth x3
Mystic Shine Ball x3
Herald of Orange Light x2
Warrior of Zera x3

Spells (11)

Dark Hole x1
Giant Trunade x1
Monster Reborn x1
Cards from the Sky x2
Pot of Duality x3
The Sanctuary on the Sky x2
Mystical Space Typhoon x1

Traps (6)

Mirror Force x1
Torrential Tribute x1
Beckoning light x2
Royal Decree x2

The royal decree is meant for trap protection, as that is the new worry for all aggression/combo decks now. The deck has been updated to function in today's format, where one can perform massive amounts of assaults in one go. Earth can search out Venus and perform the standard trishula assault the deck loves to perform, or saturn inf you're ahead to do the end assault the old agent deck performed. In the event one can, or has no choice, it can also be used to search out hyperion with the sanctuary in the sky on the field, allowing one to do destruction almost on the same scale as archlord zerato himself

2. AG - HT: Hyperion Turbo

this deck is a result of the 20th structure deck, lost sanctuary, meant to boost agent decks in ways they needed for years. The deck capitalizes on sanctuary in the sky and the agent of mystery-earth to search out most of what the deck needs, including the new master of them all, master hyperion, or as I call it, the Sun. The ease at which it can be summoned and its effect makes for perfect grave control and field control as one clears the field of anything they want, with all restrictions on its effect gone as the sanctuary in the sky is here to remove it. In the event one wants a lost monster back, the agent of wonders-jupiter is here to collect, capable of becoming a 2600 beater that's an easy out to stardust dragon at the cost of an agent in the grave, or allowing one to recover a lost fairy at the cost of one in their hand, all of which can be brought back as the deck has no nomi monsters, or even semi nomi monsters. At first this deck was more unused around agent decks, but with a change in ban list, one simply doesn't know anymore, especially with the continuous abuse of field spells, which, sanctuary in the sky deals with easily

Strengths: this card can search out master hyperion directly, and start its assaults with it early, allowing for swift control of the field as well as recycling abilities using the agent of wonder-jupiter

Weakness: the field spell card is key to this all, not to mention that its a single type and attribute deck. One greatest worry is not skill drain, but light imprisoning mirror. Without an agent, master hyperion is dead, one has to worry about tossing him as well, as the only way to get it back is jupiter.

Monsters (20)

Archlord Kristya x2
Master Hyperion x3
The Agent of Judgment - Saturn x1
Zeradias- Herald of Heaven x2
The Agent of Wonders - Jupiter x2
Nova Summoner x3
Honest x1
The Agent of Mystery - Earth x3
Marshmallon x1
Herald of Orange Light x2

Spells (12)

Dark Hole x1
Monster Reborn x1
Cards from the Sky x3
Pot of Duality x2
Book of Moon x1
Mystical Space Typhoon x2
The Sanctuary in the Sky x2

Traps (Cool

Mirror Force x1
Torrential tribute x1
Dimensional Prison x2
Call of the Haunted x1
Solemn Judgment x1
Solemn Warning x2

3. AG - SD: Standard Design

This deck was the standard build before the march 2011 ban list. Very aggressive and defensive at the same time, this deck was not only capable of massive assaults and even OTKs with ease, but was one of the few decks that could stand up to, and even defeat, the legendary six samurai decks, who, at the time, were one of the strongest decks known. This strength gave this deck rank 4 in japan before the march 2010 ban list, which saw this deck as such a threat that archlord kristya finally got a place on the ban list, marked down as semi limited, while honest, who's destructive potential was already portrayed by lightsworns, took an even bigger hit, and was moved from semi limited, to limited. Nonetheless, the deck still lives, and can still perform its assaults, despite the slowdown, just harder to perform now, as their protection, honest, is much harder to get now. The deck OTKed with this fixed format

3 cards in hand: agent of mystery-earth, master hyperion, archlord kristya

turn 1 starts, summon earth, earth searched venus, turn 1 ends
keep earth alive for turn 2
turn 2, summon venus, pay 1500 lifepoints and acquire 3 mystic shine balls on the field. Synchro summon stardust dragon using earth and the 3 balls. Remove venus from play to summon master hyperion, then, with 4 fairies in the grave, special summon archlord kristya

2500+2800+2700= 8000, with no fear of gorz, battle fader, even mirror force. Only swift attacking scarecrow could save someone from this

Strengths: this deck can OTK on a whim, maintain field presence well, and has accelerated draw power thanks to cards from the sky. As all assaults starts 2nd turn, 1st turn inability to attack or special summon does them nothing

Weakness: the assaults were not started by sanctuary in the sky, but by earth, which is even harder to search for. It also has to endure 1 turn, which can be a huge problem with only 1000 attack. Outside of the assault, and possibly cards from the sky, mystic shine ball is not even usable as stall, and one would want them to stay in the deck. March 2011 ban list made this deck quite difficult to use.

Monsters (20)

Archlord Kristya x2
Master Hyperion x3
Soul of Purity and Light x1
The Agent of Wonder-Jupiter x2
The Agent of Creation-Venus x2
Honest x1
The Agent of Mystery-Earth x3
Mystic Shine Ball x3
Herald of Orange Light x2
Marshmallon x1

Spells (12)

Dark Hole x1
Giant trunade x1
Monster Reborn x1
Cards from the Sky x3
Pot of Duality x2
Book of Moon x1
Mystical Space Typhoon x2
Forbidden Lance x1

Traps (Cool

Mirror Force x1
Torrential Tribute x1
Dimensional Prison x2
Call of the Haunted x1
Solemn Judgment x1
Solemn Warning x2

4. CF - ACA: Agents of Chaos: type A

With Konami deciding No common archlord Kristya for anyone, a cheaper, more chaotic version of the agent deck was built as a result; 2 versions: the 1st version utilizes the fact that the shine balls, that venus summoned in the standard design were all lv 2 monsters, making it the perfect target for an all time favorite, junk synchron. With that said, and junk synchron being dark, while almost all the others were light, it was only expected for chaos sorcerer to find some use here. Hence, the creation of the 1st chaos agent deck, agent junk

Strengths: the deck can still perform alot of the assaults from the standard design agent deck, while allowing for repeated assaults using junk synchron and chaos sorcerer

Weaknesses: the deck doesn't have the negation abilities as the hyperion turbo design, and doesn't use archlord kristya, making it unable to inhibit special summons
CF - ACA

Monsters (20)

Master Hyperion x2
The Agent of Creation - Venus x2
Honest x1
The Agent of Mystery - Earth x3
Mystic Shine Ball x3
Marshmallon x1
Gorz the Emissary of Darkness x1
Caius The Shadow Monarch x1
Chaos Sorcerer x2
Junk Synchron x3
Sangan x1

Spells (12)

Dark Hole x1
Foolish Burial x1
Mind Control x1
Monster Reborn x1
Reinforcement of the Army x1
Gold Sarcophagus x1
Pot of Duality x2
Book of Moon x1
Burial From a Different Dimension x1
Mystical Space Typhoon x2

Traps (Cool

Mirror Force x1
Torrential Tribute x1
Bottomless Trap Hole x2
Dimensional Prison x2
Call of the Haunted x1
Solemn Judgement x1

even now, its impossible to find this deck on youtube. Try looking for it, please. The deck uses gold sarcophagus to get to master hyperion, alot. Junk Synchron is used as the secondary assault after one has already done the earth venus assault, which can still end games if allowed to be pulled off. The deck is aggressive, but not very capable of negation, which can be a problem. Another problem is not having a shine ball in the grave as venus was destroyed by solemn warning, etc, which is even a bigger problem with priority going

5. CF - ACB: Agents of Chaos: type B

This deck utilizes the fact that one often cannot keep earth alive enough to perform the assault commonly performed by these decks, as well as the fact that the shine balls, even venus, is useless on its own. With that said it did the next best thing; recycle them with a special summon, to continue the assault even when it was already stopped. Translation: Genex ally birdman is used to return a shine ball to allow a lv 8 synchro summon using itself, venus and 1 shine ball, or even returning venus to allow for lv 5 to lv 9 synchro summons with 1-3 shine balls, allowing for the agents to be reused, as well as for the assault to continue even when the initial one was halted.

Strengths: can do repeated assaults in the same manner as the type A deck, but can perform them a turn faster in the event earth is destroyed

Weaknesses: playing chaos sorcerer is a bit difficult as genex ally birdman is sent to the RFG, making the summoning of the secondary assault, slower
CF - ACB

Monsters (20)

Master Hyperion x2
The Agent of Creation - Venus x2
Honest x1
The Agent of Mystery - Earth x3
Mystic Shine Ball x3
Gorz the Emissary of Darkness x1
Chaos Sorcerer x2
Ally Genex Birdman x3
Sangan x1
Spirit Reaper x2

Spells (12)

Dark Hole x1
Foolish Burial x1
Mind Control x1
Monster Reborn x1
Gold Sarcophagus x1
Monster Reincarnation x1
Pot of Duality x2
Book of Moon x1
Burial From a Different Dimension x1
Mystical Space Typhoon x2

Traps (Cool

Mirror Force x1
Torrential Tribute x1
Bottomless Trap Hole x2
Dimensional Prison x2
Call of the Haunted x1
Solemn Judgement x1

Also would like to see this deck on youtube. Was an idea invented by a friend of mine who also made chaos agents. With difficulty to getting dark monsters in the grave, caius and marshmallon were abandoned in place of 2 spirit reapers, which can be used for stalling and synchro fodder for what would be a lonely earth on the field

6. COF - AA: Artemis Agents

Having one of the strongest counter traps released in some time since solemn warning, its only expected that a counter fairy version of the deck would be generated. Of Course, the counter trap also requires that the sanctuary of the sky be face up on the field in order for it to be used, which resulted in the use of bountiful artemis, and its other counterpart, meltiel, sage of the sky. With these 2, not only does one draw every time a counter trap is used, but one now increases their lifepoints, as well as destroy cards your opponent may have. Master Hyperion can also see some use here due to the presensce of the field spell, which would lead to the use of earth, and a teched in Mars due to the constant lifepoint gap

Strengths: the deck can counter off many cards with the counter trap, which isn't specific as to what it stops, allowing for better field control

Weaknesses: the counter trap requires the presence of the field spell, without it, it cant work

COF - AA

Monsters (16)

Master Hyperion x2
Zeradias, Herald of Heaven x3
The Agent of Wonders, Jupiter x2
Bountiful Artemis x3
Meltiel, Sage of the Sky x2
Honest x1
The Agent of Mystery - Earth x3

Spells (10)

Dark Hole x1
Monster Reborn x1
Pot of Duality x3
Mystical Space Typhoon x2
The Sanctuary in the Sky x3

Traps (14)

Mirror Force x1
Torrential Tribute x1
Dimensional Prison x2
Solemn Judgment x1
Solemn Warning x2
Divine Punishment x3
Black Horn of Heaven x2
Forced Back x2

This deck uses 3 of the sanctuary in order to make sure to see at least one, and pot of duality over cards from the sky as it needs its fairies for field presence, and already lacks on monsters. 2 Master Hyperion is better than 3 here due to the lack of monster count, and since spell, trap, even monster effect negation is already covered via divine punishment, the counter traps remaining can focus on what cant be stopped, monster summons




Last edited by Kaiza on Wed Jul 13, 2011 12:21 pm; edited 3 times in total
Back to top Go down
Red
Beginner
Beginner
Red

Posts Posts : 59

Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck Empty
PostSubject: Re: Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck   Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck Icon_minitimeMon May 09, 2011 5:46 pm

nice article...makes me want to remake my fairy deck from scractch using agents


Back to top Go down
death-coder
Beginner
Beginner
death-coder

Posts Posts : 689

Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck Empty
PostSubject: Re: Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck   Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck Icon_minitimeMon May 09, 2011 7:27 pm

my heart is still in fairies <3
and in scraps
and in flamvells XD ...


Back to top Go down
http://hackrules.com/
Norton-Security
Advanced Duelist
Advanced Duelist
Norton-Security

Posts Posts : 676

Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck Empty
PostSubject: Re: Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck   Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck Icon_minitimeMon May 09, 2011 8:18 pm

My heart is with Black Wings not this white wings omg Razz
But nice article, but i'll never use fairies again unless they get tier 1 Very Happy


Back to top Go down
Kaiza
Article Team
Article Team
Kaiza

Posts Posts : 1008

Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck Empty
PostSubject: Re: Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck   Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck Icon_minitimeWed Jul 13, 2011 12:22 pm

more agent decks for everyone: 2 chaos fairy and 1 counter fairy

@Norton: guess you'll be using agents too, and they were out long before blackwings were a thought


Back to top Go down
Lunar Zero
Beginner
Beginner


Posts Posts : 25

Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck Empty
PostSubject: Re: Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck   Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck Icon_minitimeSun Aug 14, 2011 4:51 pm

Very nice guide, thanks. =D

I'm drawn towards the Agent Ritual Angel variant of the deck, which you haven't gotten to yet. XD


Back to top Go down
Norton-Security
Advanced Duelist
Advanced Duelist
Norton-Security

Posts Posts : 676

Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck Empty
PostSubject: Re: Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck   Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck Icon_minitimeSun Sep 04, 2011 2:53 pm

w/e I was born straight after Agents and exactly 1 day before BWS xD


Back to top Go down
WilBer
Beginner
Beginner


Posts Posts : 1859

Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck Empty
PostSubject: Re: Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck   Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck Icon_minitimeSun Sep 04, 2011 5:46 pm

fairy fanboy ... tell me about TG agents now -.-


Back to top Go down
Sponsored content




Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck Empty
PostSubject: Re: Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck   Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck Icon_minitime



Back to top Go down
 

Kaiza's Guide to the Tower in the Sky - Designing an Agent Deck

View previous topic View next topic Back to top 
Page 1 of 1

 Similar topics

-
» Kaiza's Guide to the Tower of Corruption and Purification - Designing a Chaos Fairy deck
» Kaiza's Agent Guide
» Angels of Chaos Ex - Guide to the Tower of Stars
» agent deck
» "The Agent" Deck, First Try

Permissions in this forum:You cannot reply to topics in this forum
Advanced duel academy :: The Academy :: Articles-