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Master Hyperion
“You can Special Summon this card (from your hand) by banishing 1 ‘The Agent’ monster from your hand, field, or Graveyard. Once per turn: You can banish 1 LIGHT Fairy-Type monster from your Graveyard, then target 1 card on the field; destroy that target. While ‘The Sanctuary in the Sky’ is on the field, you can activate this effect up to twice per turn.”
You guys wouldn't believe me if I said it.
But I've been working on it and found a good Agent build.
Here's a hint: I've completely cut Venus and Shine Ball
"i sets then i ends" "your move"
Master Hyperion
———————————————— You can Special Summon this card (from your hand) by banishing 1 "The Agent" monster from your hand, field, or Graveyard. Once per turn: You can banish 1 LIGHT Fairy-Type monster from your Graveyard to target 1 card on the field; destroy that target. While "The Sanctuary in the Sky" is face-up on the field, you can activate this effect up to twice per turn. ———————————————— Can Be Found In: Structure Deck 20: Lost Sanctuary (SDLS-EN001), Gold Series: Haunted Mine (GLD5-EN027)
Agents is a great example of how an Archetype can change with just a few changes. When they were released in "Ancient Sanctuary", Agents promoted a strategy almost no players bases their decks: Life Recovery. As more life you had, more poweful the Agents becomes. The Agents were forgotten until the release of the Structure Deck "Lost Sanctuary", and with just two of four new cards in that deck turned Agents one of the most devastating decks. "Master Hyperion" is one of them.
This titan is extremely easy to summon for what he gives. By just banishing a single Agent monster from basically anywhere, "Hyperion" descends for execute our enemies. No matter the situation you are facing in the game, once you get this celestial being, can descend and make sentence.
Once "Master Hyperion" is on the field, prepare to gain massive field advantage. By banishing a Fairy monster from the graveyard, "Hyperion" will destroy any card. This effect becomes insane if "Sanctuary in the Sky" is on the field, due we can use the effect twice.
Setting up for summon the Titan is very easy as checking the structure deck he was released. "The Agent of Mistery - Earth" turns into "Hyperion"'s searcher and summon cost if the previously mentioned "Sanctuary" is on the field. "Sanctuary in the Sky" itself can be simply searched with "Zeradias, Herald of Heaven" or "Terraforming".
Obviusly, is not a good idea to summon such a powerful creature without graveyard resources for his use. "Zeradias" is a good choice because already discards himself for search "Sanctuary in the Sky". "The Agent of Creation - Venus" will summon for a low costs various fairies in the form of "Mystical Shine Ball", which can be used for our summons in the Extra Deck.
Usually summoning "Master Hyperion" in the right moment or various copies of him will give us an easy victory, but there's a way to use all those banished monsters we'll have soon or later. "Miraculous Descend" will summon back any banished monster. If you are using "Hyperion" in a variant of the Counter Fairy deck, "Layard the Liberator" will return us cards to the hand as long we keep negating the opponent's cards.
"Master Hyperion" marked the metagame for a very long while and still does even when "Earth" appears in the banlist. His extremely cheap summon condition and effect, makes him a monster we must beware when fighting any deck with angelic looks.
Personal Rating: A+
Ocean of Light
Monsters: 25
3 Master Hyperion
1 Agent of Mystery - Earth
3 Agent of Creation - Venus
3 Mystic Shine Ball
1 Agent of Miracles - Jupiter
2 Archlord Kristya
3 Effect Veiler
3 Tour Guide from the Underworld
1 Sangan
1 Gorz, the Emissary of Darkness
2 Dimensional Alchemist
1 Honest
1 Black Luster Soldier - Envoy of the Beginning
Spells: 10
3 Pot of Duality
2 Mystical Space Typhoon
1 Heavy Storm
1 Dark Hole
1 Monster Reborn
1 Book of Moon
1 Trade-In
Traps: 5
2 Torrential Tribute
2 Solemn Warning
1 Solemn Judgment
Several Key Points:
The deck is STILL IN ROUGH DRAFT MODE
I don't like Jupiter at all....but I feel you need 1 of him if you're running triple Hyperion, and I think Hyperion is really critical in most matchups
Kristya sucks against Inzektors, but auto-win against Dragons. I'm still deciding on the number
D-Alch honestly should be Cardcar, but since I don't have access to those, D-Alch works decent
Toying hard with the Duality number. 3 def clogs, but the deck struggles sooo hard without Venus that I want ways to see it as much as possible
Trade-In is pro tech. Does stuff with dead Kristya/Hyperion and goes through the deck faster (and no where near as limiting as CFTS)