Despite the initial hype people kind of stopped talking about The Agent of Entropy - Uranus. And that, to me, is kind of weird considering Uranus is really spectacular. As far as I know the only person from TCGplayer that came up with a list featuring it was Zach way back in July, which you can check out here.

Of course, while Zach's deck list was great, he was - as per his column - restrained by a budget. It's difficult enough coming up with solid builds for any strategy, but throwing a monetary limit over it makes it nearly impossible. Uranus is versatile and creates a ton more plays for Agents, and so I thought today I'd take the time to show you guys an awesome Low Key option for your local tournaments that might not be littered with Burning Abyss, Shaddolls, and Satellarknights.

Remember When Earth Was Semi-Limited and Spellbook of Judgment Was Unlimited?
For the uninitiated, Agents are all Fairy monsters as well as Lights, with Uranus being the only Dark of the bunch. The Agent of Mystery - Earth is your searcher, adding any other Agent to your hand from your deck for free. If you happen to have The Sanctuary in the Sky on field - which you most likely will - you can just grab Master Hyperion instead. While Sanctuary is kind of lackluster for its effect, it does unlock some pretty cool stuff for the Agent monsters themselves.

Anyway, when you don't have Sanctuary your prime target is probably going to be The Agent of Creation - Venus. This Level 3 monster is actually quite useful, and for every 500 Life Points you pay you can Special Summon a Mystical Shine Ball from your deck. One Venus gets you to Gachi Gachi Gantetsu and a spare Mystical Shine Ball - perfect for Uranus. From there you can just Special Summon Uranus for free if you've got Sanctuary up, and that gets you to Leo, Keeper of the Sacred Trees. Additionally you can change the Dark Agent's level to that of any Agent in your deck. That's swell because it means with the same set-up for Leo you can alternatively go into any Level 8 Synchro, any Level 7 Synchro, and any Level 5 Synchro.

Remember: you can't have too many options!

What I found Agents really needed was that extra push of stopping power. The Artifact suite seemed to accomplish that nicely, so in came Artifact Moralltach and Artifact Sanctum. You might've not noticed but Moralltach is actually a Fairy monster, which gives it some interesting synergy with Agents. For example, a dead drawn Moralltach can simply be discarded for Herald of Orange Light, which is way better than using Artifact Ignition to destroy your own card. It's also Level 5, which means you can overlay it with Uranus to bring out some of the powerful Rank 5 monsters like Number 61: Volcasaurus. Let's check out the list:

DECKID=101265One of the hurdles in creating this deck was that Uranus just claims so many deck spots if you want to consistently use it. It's not just something you can run by itself because you've got to include The Sanctuary in the Sky and stuff to search it - in our case that's Zeradias, Herald of Heaven.

The Artifact suite demands five or six slots too, so once you add in the all the standard Agents you're not looking at a lot of wiggle room. As a result I didn't get a chance to fit in some other engines I wanted to try out, but hopefully I can show you guys a different Agent build next week…

Piling On The Damage
Generally speaking, Agents have never been amazing at swiftly ending games. Sure, sometimes you'll just sack your opponent with multiple Master Hyperions and Archlord Kristya, but usually you're going to just slow roll pressure throughout a few turns. However, with Uranus in the mix you've got an extra free 2200 damage. Combined with Venus, Hyperion, and a Gachi Gachi boost you're looking at a clean 7700 direct shot. That's stellar considering the minimal investment put into that field.

Uranus also opens up a path to Beelze of the Diabolic Dragons, one of the most threatening mid-game Synchro Monsters of all time. It's not the safest first turn play, what with Shaddoll Dragon, Phoenix Wing Wind Blast, Karma Cut, and Castel, the Skyblaster Musketeer, but when both players are down on resources it's a real pain in the butt for your opponent. Side note: isn't it strange how a card that literally can't be destroyed by battle or card effects and has 3000 ATK and DEF is only considered decent these days?

Like, that's crazy. This card would've been 200 dollars if it was printed as a Secret Rare when The Duelist Genesis was released.


Another one of the reasons I like this deck, even on a competitive Level, is that it has a tendency to just lock people out of the game. Archlord Kristya is the original Royal Oppression imitator, restricting both players from Special Summoning. The difference between the infamous Royal Oppression or Vanity's Emptiness and Kristya is that Kristya's packing a hefty 2800 ATK. The popularity of cards like Vanity's Fiend have skyrocketed in recent metagames and Kristya is essentially just a better version of Fiend for all intents and purposes.

The best part? Between Artifact Sanctum, Call Of The Haunted, Uranus, and The Monarchs Stormforth your Kristya isn't going to be completely useless if you have way more than four Fairies in graveyard. You've got so, so many ways to put two Tributes on board it's unfair. Speaking of, Call Of The Haunted is brutal in this deck. You can chain it to attempted Special Summons and bring back Kristya, or you can pop cards with Artifact Moralltach. If I could find the space for three copies I'd definitely max out on them, but with three separate, spacious engines taking up most of the deck cuts had to be made. (Spoiler alert, next week's build will find the space.)

I've mentioned it before, but I'll go into further detail now: Agents have access to some of the best Extra Deck monsters. We've already discussed Beelze of the Diabolic Dragons, but there are way more niche picks like Armades, Keeper of Boundaries, Thought Ruler Archfiend, and Constellar Pleiades. You might not be able to beat the Big Three on a consistent basis, but if you do you're probably going to do it through your amazing Extra Deck choices. Armades is particularly great against Shaddolls and Burning Abyss, and Thought Ruler Archfiend is on pair with Leo, Keeper of the Sacred Tree in terms of how much much it screws over Burning Abyss pilots.

So I'm not exactly sure where Agents stand right now. They've got a bunch of neat tricks, but lack the explosiveness or consistency of current top archetypes. Personally I think they're an excellent choice for a local event, and maybe - with a smart pilot behind them - a Regional Qualifier. Next week we'll hopefully be looking at an entirely different way to play them, and maybe that'll give you some ideas on how to play this aged theme. If you have any questions or comments please let me know!

I'd also like to mention that there's a $10K TCGplayer Championship this weekend in Indianapolis! Fellow writer Kelly Locke and I will be there the entire weekend doing feature matches and coverage, and if you live in the area it's definitely an event you don't want to miss. I hope to see you all there; make sure to say hello!

-Doug Zeeff