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New Agents and Sub-Archtype (Carriers)


Colddy Shadow

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Hello everyone o/ I have just register here because I want you to analyze my cards ideas.

I'm a kind of Angel fan (mainly the Fallen ones) and I decided to create my own missed The Agents (Uranus and Neptune) and the sub-archtype named The Carriers, based on the Dwarf Planets.

 

So here we go:

 

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The Agent of Restriction - Uranus

·         LV: 5

·         ATK: 1300

·         DEF: 2200

·         Attribute: LIGHT

·         Type: Fairy

·         Effect: While you control “The Sanctuary in the Sky” Level 4 or lower Fairy-Type monsters you control are not affected by your opponent’s Trap effects.

 

 

The Agent of Control - Neptune

·         LV: 7

·         ATK: 2400

·         DEF: 2100

·         Attribute: LIGHT

·         Type: Fairy

·         Effect: Once per turn you can banish a “Carrier” monster from your hand, field or graveyard to select a face-up “Carrier” monster and double it ATK until the end phase, other monsters you control cannot declare an attack the turn this effect is activated.

 

 

The Agent of Destruction - X

·         LV: 8

·         ATK: 2500

·         DEF: 0

·         Attribute: DARK

·         Type: Fairy/Synchro

·         Effect: The Agent of Mystery – Earth + 2 Fairy-Type Monsters. When this card is Synchro Summoned and you controlled “The Sanctuary in the Sky” at that time, you can pay half of your life point to destroy all other cards on the field. This card effect cannot be negated.

 

 

The Carrier of Isolation - Ceres

·         LV: 1

·         ATK: 500

·         DEF: 800

·         Attribute: DARK

·         Type: Fairy

·         Effect: If this card in graveyard is banished, while you control “The Sanctuary in the Sky”, each player select a face-up monster on the opponent side of the field, then send the other monsters to graveyard.

 

The Carrier of Death - Pluto

·         LV: 3

·         ATK: 1300

·         DEF: 1000

·         Attribute: DARK

·         Type: Fairy

·         Effect: When this card destroys a monster by battle, while you control “The Sanctuary in the Sky”, you can banish a “Carrier” monster from your side of the field to destroy a monster on your opponent's side of the field.

 

The Carrier of Disaster - Eris

·         LV: 3

·         ATK: 1400

·         DEF: 1000

·         Attribute: DARK

·         Type: Fairy

·         Effect: If this card is banished you can banish another “Carrier” or “Agent” monster except “The Carrier of Disaster - Eris” from your hand, field or graveyard to randomly discard a card from your opponent’s hand.

 

The Carrier of Salvation - Makemake

·         LV: 1

·         ATK: 0

·         DEF: 0

·         Attribute: DARK

·         Type: Fairy

·         Effect: If this card is banished from field or graveyard, while you control “The Sanctuary in the Sky”, Special Summon one of your banished Fairy-Type Monster.

 

The Carrier of Birth - Haumea

·         LV: 2

·         ATK: 1000

·         DEF: 1400

·         Attribute: DARK

·         Type: Fairy/Tuner

·         Effect: When this card is banished from field or hand, while you control “The Sanctuary in the Sky”, you can Special Summon a LV 4 or lower Fairy-type monster from hand or deck.

 

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TRIVIA:

  • The Agent of Destruction - X is based on the hypothetical planet  (bigger than Jupter) know as Planet X, Hercolubos or Nibiru, that could colide with Earth and, obviously, destroy it. So it is you have to use The Agent of Mystery - Earth as the Tuner and the effect to destroy all other cards in field, hurting you in the process.
  • The Carriers are all DARK because most of Dwarf Planets are located far from Sun.
  • The effect of The Agent of Control - Neptune are focused on the Carriers because the most of Dwarf Planets are on trans-neptunian zone.

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So what do you think? Too OP?

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I really like the set, but there are some useless cards.


The highlight best card is definately "X". Good design, good effect. Very useful, and supports Sanctuary, which I like to see more of. 9/10 very amazing card

 

The rest, except Eris and Makemake, are useless & Reduntant. They all score a 5/10, just for being there and having OK OCG

 

Eris - Very powerful when you take into consideration banishing another eris and triggering its effect. It seems very loopy, though. The fact that you could play this with macro and do something like, return from the different dimension to pop their entire hand, is scary. Also, this would probably be insane with cards like Cyber Valley with draw power. Just, lots of potential, but handloops are always scary and abusive. If its able to drop more than 2 cards without ease, it's broken.

 

Makemake - Very powerful aswell. I think that it would be very practical with some sort of lightsworn, or milling variant of agents. Using this with BLS or Chaos Sorc makes it very very useful. It can get back honest and the card just generally fits in very well with the decks. I do like that it is a setback when you draw it, though. 

 

Overall, 7/10. 3 good cards, rest just useless IMO.
 

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Oh thanks for the review!
 
I would like to do some considerations
 
Eris can't banish another Eris to prevent the looping.
 
Neptune effect is much to help Pluto. Doubling it atk to 2400 making its effect viable, banishing another Carrier in process. The fact it is LV 7 and requires two tributes can be easy avoided using cards like Gellenduo, Valhalla, Photon Lead, Athena, Celestial Transformation or even cards that Special Summon from banished zone since you will be using a Master Hyperion based deck.
 
I admit Haumea and Ceres are pretty useless since I wanted to have effects of Ceres and Haumea matching with the respective dwarf planet (Ceres is the only dwarf planet located between Mars and Jupiter, so it is isolated and Haumea is the goddes of fertility and birth) and I run out of ideas XD
 
I wanted an Agent preventing the abuse of Traps, so I give this effect to Uranus, if you look to The Agent of Force - Mars that is imune to Spell you'll give it virtually invincibility, also if Uranus is in defense position when you declare an attack even Mirror Force can't destroy your Lv 4 or lower Fairy monsters. However I think this effect is to powerfull so it is I limited it a lot.
 
Maybe if I change the Uranos DEF and remove the normal summon limitation it would be more useful.
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