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The Agents: deck recipe [Sept 13 2019 Updated]

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update 13/09/2019

Overview

Light and Dark Version

Master HyperionMaster HyperionMaster HyperionThe Agent of Mystery - EarthThe Agent of Mystery - EarthThe Agent of Mystery - Earth
Zeradias, Herald of HeavenZeradias, Herald of HeavenZeradias, Herald of HeavenDark ValkyriaDark ValkyriaThe Agent of Entropy - Uranus
The Agent of Entropy - UranusThe Agent of Entropy - UranusThe Agent of Miracles - JupiterDark Rose FairyThe Sanctuary in the SkyThe Sanctuary in the Sky
The Sanctuary in the SkyTreacherous Trap Hole----
Vermillion Dragon MechScrap DragonScrap DragonHTS PsyhemuthHTS Psyhemuth
[Skill] descriptionUser
Light and Dark
Choose 1 of the following: -Return 1 DARK monster from your hand to your Deck. Then, add from your Deck to your hand, 1 LIGHT monster with the same Level and Type as the monster you returned. -Return 1 LIGHT monster from your hand to your Deck. Then, add from your Deck to your hand, 1 DARK monster with the same Level and Type as the monster you returned. This Skill can only be used once per turn, and twice per Duel.
Umbra & Lumis
Umbra & Lumis

Divine Punishment Version

Master HyperionMaster HyperionMaster HyperionThe Agent of Mystery - EarthThe Agent of Mystery - EarthZeradias, Herald of Heaven
Zeradias, Herald of HeavenThe Agent of Entropy - UranusThe Agent of Entropy - UranusThe Agent of Entropy - UranusThe Agent of Miracles - JupiterThe Agent of Miracles - Jupiter
Enemy ControllerEnemy ControllerThe Sanctuary in the SkyThe Sanctuary in the SkyThe Sanctuary in the SkyDivine Punishment
Divine PunishmentDivine Punishment----

Set Skill

[Skill] descriptionUser
Switcheroo
Can be used each time your Life Points decrease by 1000. Return 1 card in your hand to your Deck and draw another. This skill can only be used once per turn and twice per Duel.
Bandit Keith
Bandit Keith

How to Use (Light and Dark Version)

The Agent of Mystery - Earth

When it’s Normal Summoned, The Agent of Mystery - Earth allows you to add 1 “Agent” monster from your Deck to your hand. If The Sanctuary in the Sky is face-up on the field, you can add 1 Master Hyperion from your Deck to your hand instead.

Use Zeradias, Herald of Heaven to search The Sanctuary in the Sky, activate it and Normal Summon The Agent of Mystery - Earth. While The Sanctuary in the Sky is face-up on the field, you can safely leave The Agent of Mystery - Earth in Attack Position since you won’t be taking any battle damage.

Master Hyperion

You can Special Summon Master Hyperion by banishing 1 “Agent” monster from your hand, field or Graveyard. Once per turn, by banishing a LIGHT Fairy monster from your Graveyard, Master Hyperion allows you to target a card on the field and destroy it. If The Sanctuary in the Sky is face-up on the field, you can activate this effect twice per turn.
Use The Agent of Entropy - Uranus’s effect to fill your Graveyard with multiple LIGHT Fairy monsters (The Agent of Mystery - Earth and The Agent of Miracles - Jupiter).

You could Special Summon Master Hyperion via Valhalla, Hall of the Fallen, but that would require you to control no monsters, which obviously can’t be the case if you used The Agent of Mystery - Earth’s effect to search it.

The Agent of Entropy - Uranus

If The Sanctuary in the Sky is on the field, you can Special Summon The Agent of Entropy - Uranus from your hand. Thanks to its ability to change its Level, Uranus is quite versatile when it comes to Synchro Summoning.

The Agent of Miracles - Jupiter

Jupiter can be used to remove “The Agent” monsters from your Graveyard and then, if the Sanctuary in the Sky is on the field, to Special Summon them. You could use Jupiter’s effect to Special Summon a Master Hyperion, since it is a LIGHT Fairy, but you would have to banish it via another Hyperion’s effect or maybe via Gold Sarcophagus or Cards from the Sky first. Cards from the Sky would prevent you from Special Summoning monsters the turn you activate it, but it’s still an option to increase consistency.

How to Use (Divine Punishment Version)

The Sanctuary in the Sky

Like many Fairy archetypes The Agents need The Sanctuary in the Sky to function at maximum potential. The Sanctuary in the Sky itself is not a very good card but it will unlock your The Agent monsters' full effect. It also gives you access to a powerful negation card in Divine Punishment.

Zeradias, the Herald of Heaven searches The Sanctuary in the Sky and discarding Zeradias also loads your graveyard for Master Hyperion's effect. Lastly, if you already control The Sanctuary in the Sky, Zeradias can be a good beater or Synchro Material.

Master Hyperion

Easy to summon with a powerful removal effect makes Master Hyperion a deadly boss monster. Any monster in this deck except Zeradias, the Herald of Heaven can be used as Master Hyperion's Special Summon cost. And any monster in this deck except The Agent of Entropy - Uranus can be used as Master Hyperion's removal cost. Summoning multiple Master Hyperions to your field while The Sanctuary in the Sky is up can let you clear your opponent's board if you have enough graveyard setup.

The Agent of Mystery - Earth

Primarily used to search Master Hyperion but can also be useful searching The Agent monsters. Since this monster is level-2 while other non-Tuner monsters in this deck are level-4, you will be using The Agent of Mystery - Earth to make level-6 Synchro monsters after using her search effect.

The Agent of Entropy - Uranus

Can be Special Summoned for no cost when The Sanctuary in the Sky is on the field making it a good beater. Sending The Agent monsters to the graveyard to adjust Uranus' level is good because it loads your graveyard with monsters to use for Master Hyperion's removal effect.

Being a Tuner that can adjust its own level makes Uranus very versatile for making Synchro plays. At his base level you will use him with a level-4 monster from this deck to make Vermilion Mech Dragon. You can pitch The Agent of Miracles - Jupiter to the graveyard and Make Uranus a level-4 monster. Combined with another level-4 monster gives you access to level-8 Synchros, one of the best Synchro level pool.

The Agent of Miracles - Jupiter

The Agent of Miracles - Jupiter's first effect is not worth using most of the time because it means less to use for Master Hyperion's effect. If you do want to use Jupiter's first effect banish a The Agent of Entropy - Uranus as cost. Jupiter's second effect can be used to revive monsters you banished for Master Hyperion.

Jupiter's best use it to be pitched to the graveyard via Uranus' effect or used as Synchro material.

Additional Notes

Skills

[Skill] descriptionUser
Light and Dark
Choose 1 of the following: -Return 1 DARK monster from your hand to your Deck. Then, add from your Deck to your hand, 1 LIGHT monster with the same Level and Type as the monster you returned. -Return 1 LIGHT monster from your hand to your Deck. Then, add from your Deck to your hand, 1 DARK monster with the same Level and Type as the monster you returned. This Skill can only be used once per turn, and twice per Duel.
Umbra & Lumis
Umbra & Lumis

This Skill allows you to add The Agent of Mystery - Earth and Zeradias, Herald of Heaven to your hand by shuffling Dark Rose Fairy and Dark Valkyria respectively back into the Deck.

[Skill] descriptionUser
Beatdown!
This turn, the Atk of all Level 5 or higher face-up monsters on your field increases by the number of monsters of Level 5 or higher on your field times 300.
Jack Atlas
Jack Atlas

You can sacrifice consistency for more offensive power. Take advantage of how easy it is to Summon Master Hyperion and Uranus.

Weaknesses

  • This deck lacks a solid Turn 1 play. While it’s true that The Sanctuary in the Sky can prevent some battle damage, allowing you to survive, your opponent could still get rid of the Field Spell or the monsters you have on the field.
  • Little to no interaction with your opponent during their turn.
  • Master Hyperion’s effect requires a lot of resources, especially if you want to activate it twice per turn.
  • Six Style - Dual Wield, Treacherous Trap Hole, and The Sanctified Darklord can be quite devastating cards to run into. You can try and remove them from the field using Hyperion’s effect, but your opponent can always chain them.

Comments

Sturmfried 5days ago
Diese Deck spiele ich seit der Veröffentlichung der neuen Karten. Es ist kein Metadeck, hat trotz alledem einen riesigen Spaßfaktor. Der Spaßfaktor kommt besonders gut, wenn man mit Geschick und Glück gegen ein Metadeck gewinnt. Freue mich schon auf die Karte Aufrichtig, dann wird es besonders werden:)
Anonymous 6days ago
Only thing this deck needs now is bls envoy of the beginning.
<< Anonymous
Anonymous 6days ago Reply
This deck only? Any deck that could put it on board would play it.
Anonymous 8days ago
Since Earth is a Tuner....any good Synchro for this deck?
<< Anonymous
Anonymous 8days ago Reply
the level 6 hyper psychic synchro isn’t a bad card
<< Anonymous
Anonymous 8days ago Reply
Angel of Zera so you can banish via Hyperion's effect later on. Spring right back to the field next turn!
Siyuliandaru 9days ago
What about an option to special summon Master Hyperion if it destroyed? Trying to build something around hyperion and Valhalla with counter trap too, but it seems it still lack of consistency when there are no protection and no cards in hand
<< Anonymous(Siyuliandaru)
Anonymous 9days ago Reply
I guess that's not the goal of this deck. If he gets destroyed you're still able to summon your 2nd or 3rd copy. And this deck seems to revolve around OTKing your opponent so a more aggressive play style seems to be better.

Commens and feedback

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