
This is the second part of a multiple-part discussion about the metagame for the TCG side of Yu-Gi-Oh! However, I would like to elaborate on exactly what the TCG side means. Originally, this simply meant the difference in card pools between the TCG and the OCG. However, quite recently this all changed. The changes which created such a difference were the OCG adapting a new rule about how monsters no longer retain priority on ignition effects, and the TCG counting XYZ material as being on the field. Due to the latter ruling, the card Tour Guide from the Underworld became a Tier 0 card. What this meant was that any deck that didn't include Tour Guide in it basically suffered an auto loss. Effect Veiler as a result became even more of a staple than it was, and the game between the OCG and the TCG were completely different. However, a week ago the XYZ ruling was revoked, helping to bridge the gap between the 2 game states. Previously, I stated how i was going to talk about Tour Guide, however, I do not feel it needs to be talked about right now, and therefore will approach a different subject: Agents.
Agents are a deck which has become incredibly strong because of 3 aspects. The first of these was "Structure Deck 20: Lost Sanctuary" being released, bringing with it a plethora of insane cards for the archtype. The second aspect was the release of the XYZ monsters, namely Gachi Gachi Gantestu, even turning Mystical Shine ball into a card to be feared. The third and final aspect was, of course, the September 2011 banlist. While the banlist didn't really help Agents by giving them any real new tricks to use (save for Black Luster Soldier), it definitely didn't take anything away from them. With the banlist basically weakening every deck of the previous meta, Agents now have been able to come forwards and show their true dominance. There is a fourth aspect that may have helped, however I do not see it as much of a defining factor. This aspect is the fact that Agents captured first place at the World Championships. This may have made people even more aware of the decks power, but I do not believe it had any real impact on there current dominance.

So what makes Agents so powerful. Without any hesitation, I will say Master Hyperion. In my personal belief, this card makes Black Luster Soldier seem like any other card, and the reason for this is simply the fact that Hyperion exists at 3. While this may seem like random bias, this card does not have a difficult summoning condition. In fact, it can be simply tribute summoned for 2 tributes if need be. But nobody is going to do that. For the small price of banishing a "The Agent" monster from your hand , field or, the most likely scenario, graveyard, this boss of a card comes crashing down, ready to end the game. How does it do that you may ask? With its second ability. By banishing a Light Fairy-type monster from your grave, you can select 1 card on the field and destroy it. While this IS a once per turn ability, it usually would not matter. However, this cards nature is even more deceptive than it seems, mainly due to 1 other card that is commonly played in most Agent builds. The graveyard manipulating effect Hyperion only helps to allow free reign for another Juggernaut: Archlord Kristya. I could go WAY into depth about this card, but there is really no point. You simply manipulate your graveyard with Hyperion, then when you have 4 fairy-type monsters in your grave, you play this card for free, banning all special summons until it leaves. If summoned by its own effect, you also get to add a Fairy-type monster from your grave to your hand. And finally, if Kristya IS somehow destroyed, if it would then hit the graveyard, it would simply place itself back on top of the deck, ready to be played again. These 2 cards are obviously completely idiotic, however, what makes them truly idiotic is how easy they are to sustain.

The final pieces of the puzzle rest in the hands of The Agent of Mystery - Earth, and The Agent of Creation - Venus. Earth's role in the deck is simple: Search out Venus, then either be used as fodder for the Herald of Orange Light (A Spell Speed 2 monster version of Divine Wrath for this deck), or as a level 2 tuner for tuning with. Venus on the other hand is a deceptively powerful card. By paying 500 life points, you can special summon 1 Mystical Shine Ball from your hand or deck to the field. At first this seems not all too powerful, however, it can be. If all 3 balls are in your deck, by paying 1500 life points, you can decrease your deck count by 3, allowing you quicker access to your boss monsters, as well as giving yourself an advantage of already getting 4 fairy-types on the field. This is a number Kristya likes a lot. From here, if you have a The Agent of Mystery - Earth on the field, you could make a Trishula. If this is not the case, you could overlay 2 of them into a Gachi Gachi Gantestu. This would give you a 2000 Attack Venus, as well as a much stronger defence which can give you time to gather a game winning hand.
The cards I have mentioned today are simply the core of an Agent deck. there are many other aspects that help Agents become as strong as they are, however, I feel these are the main points that needed to be discussed. I apologise for how long this post is, but it was personally what I felt needed to be mentioned. This deck is probably going to be the number 1 deck to watch out for, and I hope this post has helped you understand too.