Saturday, April 27, 2013

What Would a Uranus Agent Card Look Like?

So if you're an Agent player like me, you're probably 1) pretty excited for the release of Transturn in Judgment of the Light, but also 2) pretty disappointed that there were no new actual Agent cards. Part of the reason for this is that the Agent cards are based on the classical conception of the planets - Even though JOTL is a Light set, in ancient Greece it's very unlikely that people had any idea Uranus or Neptune even existed. But Yugioh is just a card game, and should they feel like it, Konami can do whatever they please with any given archetype. (Thanks to World Premiere cards, we've seen it time and time again.) So this begs the question: If Agent cards were made for Uranus and Neptune, what would they look like?

Today, I'll give a couple of basic impressions of what I think a Uranus Agent could possibly look like. These ideas are all inspired by the mythology of Uranus, the Greek God of the sky. In Yugioh, "the sky" could relate to either the Wind or the Light Attribute, but since the Agents are all Light monsters so far, it makes sense to go with Light for this new card.

Traditionally, the Light attribute has been seen to support or represent themes of prosperity - things like drawing cards (Cards from the Sky, Iris the Earth Mother) that represent material wealth, or gaining life points (Guardian Angel Joan, Royal Knight) that represent wealth of health. Light can also be seen as exhibiting themes of judgment, which can translate to in-game effects like destroying cards (Archlord Zerato, Celestia, Lightsworn Angel) or negating their effects (Herald of Perfection, Number 102: Holy Lightning Glorious Halo). There's even a marriage of both that I'm sure you're all familiar with... Bountiful Artemis! (And it's no coincidence that I was able to provide all of these distinct examples strictly from the bounds of Fairy-Type monsters - they're called Angel-Type in the OCG for a reason, yknow.)

So with all of that groundwork down, we have several different directions to go in when conceptualizing this new Agent (which we'll call The Agent of Weather - Uranus). I'll list one idea for each of my interpretations of the Light attribute, starting with my personal favorite:

The Agent of Weather - Uranus
Light / 4 / Fairy / 1700 / 1500
When this card is Summoned: if you have a "The Agent" or "Hyperion" card banished or in your Graveyard, you can activate this effect; draw 1 card. While you have 3 or more cards in your hand: This card's original ATK becomes 2000.

This is my favorite concept so far - it's sleek, simple and not too powerful, but with a strong effect that helps Agent decks maintain advantage and combo even better with Transturn than before. Thanks to its draw, it even prevents the new Spell from causing you to take a -1. It provides depth to the theme of prosperity by not only providing for you, but growing stronger as a result of it. And it's a strong low-level attacker for the deck which is something Agents need more of, but that you have to deploy with a tiny bit of setup to really get the total package. But even if your deck fails you and opens a little slow, you still have the subtle option of Normal Summoning a 2000 beater, which is a great asset you didn't have before. A real winner in my book!

The Agent of Weather - Uranus
Light / 4 / Fairy / 1700 / 1500
Once per turn: You can reveal 1 LIGHT Fairy-Type monster in your hand; gain 900 Life Points. While you have 6000 or more Life Points: This card's original ATK becomes 2400.

For the concept of health prosperity, we have this concept. Although not as powerful as the first one, this  can be useful to Fairy decks in general, especially those that focus on gaining and maintaining life point totals. And if your opponent can't get it off the field quickly, it can get you a lot of Life Points. Since life points are precious and can often be hard to get back, I decided to bump up the ATK gain on this idea.

The Agent of Weather - Uranus
Light / 4 / Fairy / 1700 / 1500
When your opponent activates a Spell/Trap Card and you have a "The Agent" or "Hyperion" card banished or in your Graveyard: You can activate this effect; negate the activation and destroy that card. Your opponent cannot activate cards or effects in response to the activation of this effect. The effect of "The Agent of Weather - Uranus" can only be activated once per Duel.

Here we have the famous theme of judgment that runs through the pure blood of so many Light monsters. This version of Uranus gives you a once-per-game Legendary Shi En type effect, which can easily win games if played skillfully. I'd hate to be on the receiving end of this guy backed up by a couple of Hyperions - ouch. And no Effect Veilers are welcome, either!

The Agent of Weather - Uranus
Light / 4 / Fairy / 1700 / 1500
If this card is banished and you have a Light Fairy-type monster in your graveyard: Target one card on the field; destroy that target.

This take on the judgment theme makes a deadly combo with Hyperion.  It's balanced out a bit by its requirement, but it allows you to make big swings in momentum and helps solve the "naked Hyperion" problem that Agents often face (if you don't know, "naked Hyperion" refers to summoning a Hyperion without anything to banish for its effect because you'd lose if you didn't bring him to the table.)

So that's about it for now, guys. Soon I'll do some research on Neptune and see what kinds of ideas I can come up with for him. Thanks for reading!

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