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[Written] D-Agent Archetype [9/?]


DuelSpectre

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D-Agents (Double Agents) is an archetype of EARTH Warrior-type monsters whose focus revolves around giving your opponent control of your monsters in exchange for various effects. The deck is very control based and can easily whittle down an opponent's resources. The Deck employs Pendulum Summoning to swarm the field with "D-Agents", then using their various effects to gain field advantage.
 
Strengths:
 - Efficient field control.
 - Pendulum Summoning.
 
Weaknesses
 - Reliance on Monster Effects.
 - Monsters have low ATK and DEF.
 - To activate their effects, you must control another "D-Agent" monster.
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MONSTERS
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D-Agent 001 | *1 S:1
Warrior / EARTH / Pendulum / Effect
100/100
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Pendulum Effect:
You cannot Pendulum Summon monsters, except "D-Agent" monsters. If you successfully Pendulum Summon: destroy this card, and if you do, "D-Agent" monsters you currently control are unaffected by your opponent's Spell/Trap Cards.
 
Monster Effect:
During either player's Main Phase, you can target 1 Spell/Trap card on the field; destroy it, and if you do, switch control of this card to your opponent. You must control another "D-Agent" card to activate and to resolve this effect. If this card is Pendulum Summoned while you control another "D-Agent" monster, you can draw 1 card. You can only use 1 "D-Agent 001" effect per turn, and only once that turn.
 
D-Agent 002 | *2
Warrior / EARTH / Effect
200/200
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During either player's Main Phase, you can target 1 Special Summoned monster your opponent controls; return it to the hand, and if you do, switch control of this card to your opponent. You must control another "D-Agent" card to activate and to resolve this effect. If this card is Pendulum Summoned while you control another "D-Agent" monster, you can add 1 "D-Agent" monster from your Deck to your hand, except "D-Agent 002". You can only use 1 "D-Agent 002" effect per turn, and only once that turn.
 
D-Agent 003 | *3
Warrior / EARTH / Effect
300/300
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During either player's Main Phase, you can target 1 card in either player's Graveyard; banish it, and if you do, switch control of this card to your opponent. You must control another "D-Agent" card to activate and to resolve this effect. If this card is Pendulum Summoned while you control another "D-Agent" monster, you can add 1 "D-Agent" monster from your Graveyard to your hand, except "D-Agent 003". You can only use 1 "D-Agent 003" effect per turn, and only once that turn.
 
D-Agent 004 | *4
Warrior / EARTH / Effect
400/400
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During either player's Main Phase, you can target 1 monster your opponent controls; switch control of this card to your opponent, and if you do, that monster's effects are negated. You must control another "D-Agent" card to activate and to resolve this effect. If this card is Pendulum Summoned while you control another "D-Agent" monster, all monsters your opponent currently controls cannot attack, also their effects are negated.
 
D-Agent 005 | *5 S:5
Warrior / EARTH / Pendulum / Normal
500/500
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Pendulum Effect:
You cannot Pendulum Summon monsters, except "D-Agent" monsters. If you successfully Pendulum Summon a "D-Agent" monster: destroy this card, and if you do, "D-Agent" monsters you currently control cannot be destroyed by battle, also you take no battle damage involving battles with those monsters.
 
Monster Effect: (Place flavor text here)
 
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SPELLS / TRAPS
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D-Agent U2
Spell / Equip
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Equip only to a "D-Agent" monster. The equipped monster is unaffected by other card effects, except from "D-Agent" cards. The owner of the equipped monster must reveal all the cards in his or her hand.
 
D-Agent Sabatoge
Spell / Quick-Play
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Target 1 "D-Agent" monster your opponent controls; take control of it, and if you do, destroy 1 monster your opponent controls. Then, your opponent takes 1000 damage. During your Draw Phase, instead of conducting your Normal Draw, you can add this card from your Graveyard to your hand instead. You can only activate 1 "D-Agent Sabatoge" per turn.
 
D-Agent Interception
Trap / Continuous
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When this card is activated: You can Special Summon 1 "D-Agent" monster from your Deck, but it is destroyed during the End Phase. During either player's turn, you can destroy this card: take control of 1 "D-Agent" monster your opponent controls.
 
D-Agent Search and Destroy
Trap / Normal
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Target 1 "D-Agent" monster your opponent controls; take control of that target, and if you do, send 2 cards from their Extra Deck to the Graveyard. You can only activate 1 "D-Agent Search and Destroy" per turn.

 

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No but on a serious note, I really like this archetype. I don't really care for pendulums but something about this really makes it unique from all its former archetypes. I especially like how each monster has its own pendulum summon effect and regular effect. I would say this is overpowered, but I cant really do that since the pendulum cards are destroyed after you summon with them. The only problem i have with the archetype is: I don't know if there are EARTH monster searchers or not, so if you don't get your pendulum cards on ur first draws, all you have is a monster that can bounce, pop, change control, etc., but they are super weak. Especially if ur opponent swarms on the first turn, you'll have to set your monsters because if you normal summon and pop a monster, you'll still get raped by the other ones. Also, the monsters are sooooooo weak. Like, if I dont get the pendulum cards, I have a level 4 monster with 400 atk and 400 def, thats horribly weak. Plus, all the monsters have effects that require you to switch control after you use the efffect, so if i pop a card, that's good, but my opponent still gets my monster, and possibly a free tribute for a tribute summon! That's all I wanted to say, sorry for the long post XD

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Yeah, it's true that the monsters are really susceptible on their own, but I didn't want to make them splashable in decks outside of the archetype. Adding the LVL 1 Pendulum shouldn't be too hard with 3 RoTA, and I am still not done with the support (I comtemplated making 005 Normal Type, but that would've been pushing it). When I finish making the monsters, Spells, and Traps, the archetype should have a reliable way to get its necessary pieces to get going.
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