Mystical Shine Ball tricksSeptember 2, 2011
The agent hype continues.
It is the most popular deck in OCG now. T.G. Agent took the top spots in both Japan and Singapore tournaments.
One of the best openings for Agent is to summon Agent-Venus. It provides tempo, field advantage and set up for Master Hyperion and Archlord Kristya.
Under normal circumstances, it is better to summon two Mystical Shine Ball instead of three in opening. If three are summoned, two Mystical Shine Ball are used for exceed summon, while the 3rd ball on the field doesn’t generate much advantage. If two are summoned, there is an option to summon a Mystical Shine Ball with Agent-Venus in the future (provided you don’t draw the third one), which can used to summon Archlord Kristya etc.
Generally, this can only be stopped by Effect Veiler or Orange Light if the Agent player starts first. It seems to me that it is more worthy to use Effect Veiler or Orange Light on Agent-Venus when it attempts to summon the 2nd Mystical Shine Ball. There is no good follow up move after that, so there will be a Mystical Shine Ball with/without an Agent-Venus. (depending on whether an Effect Veiler or Orange Light is used)
The difference of using it on Agent-Venus’s 2nd activation compared to 1st activation is that, there’s one Mystical Shine Ball on the field. The key isn’t the extra ball on the field, but it’s one less ball in the deck. Every Agent deck (no matter what build you play) plays three Mystical Shine Ball, and the chance of drawing one or more Mystical Shine Ball in the starting hand is 39.43%. If there is a 40% chance to have one (or more) Mystical Shine Ball in hand, then there’s a 40% chance that there are only two Mystical Shine Ball in the deck. If there are really two Mysticall Shine Ball in the deck, and Agent-Venus’s effect is interrupted on its 2nd activation, then there is only 1 Mystical Shine Ball left in the deck instead of two. Clearly, there is a big difference whether there is one or two Mystical Shine Ball left in the deck. It is because the player can no longer use Agent-Venus’s effect to summon two Mystical Shine Ball and exceed summon easily if there is only one in the deck.
EDIT: I should explain this further. Agent-Venus can special summon Mystical Shine Ball from deck and hand. Therefore, even if there is one Mystical Shine Ball in deck, and one in hand, the player still can summon both. If the second activation is interrupted instead of the first, the player has to summon a Mystical Shine Ball from his hand and not both from the deck. Certainly, an Agent player will prefer not to summon the Mystical Shine Ball from hand if he has a choice, as it is less beneficial. The Mystical Shine Ball can be saved for Orange Light instead.
What if all three Mystical Shine Ball are in the deck to begin with? The difference of having three Mystical Shine Ball (interrupt Agent-Venus’s effect on its first activation) or two (interrupt on its second activation) in deck has less effect on the game compared to one or two. Therefore, even if there are three Mystical Shine Ball in the deck, it is alright to interrupt on Agent-Venus’s 2nd activation. However, when there are only two Mystical Shine Ball in the deck, it is better to interrupt on Agent-Venus’s 2nd activation.
One may argue that this allows opponent to thin his deck by one card,and also reduce the chance of him drawing into a Mystical Shine Ball (which sucks). Compare to this, I believe that the 40% chance of leaving just one Mystical Shine Ball in his deck is more beneficial.
There is an additional bonus for Gladiator Beast to abuse this, whereby there’s a Mystical Shine Ball as attack target for monsters like GB Murmillo. It is also a prey for Jurrac Guaiba and BF-Shura when the Mystical Shine Ball is in defend mode. There is a risk of Honest if they were to attack Agent-Venus instead (after using Effect Veiler).
An example of interrupting the 2nd activation
The next trick is an innovative tactic which can be used in Agent mirror match. Credit goes to Clover who told me this.
It is an open secret to side in Chain Disappearance against Agent. It can be used on Mystical Shine Ball, Agent-Earth or even T.G. Striker. There is this functional fixedness that Chain Disappearance is only used on opponent’s monster.
Look at the card again: You can only activate this card when a monster(s) with an ATK of 1000 or less is Normal Summoned, Flip Summoned or Special Summoned.
It does not restrict to just opponent’s summon. You can summon a monster with <1000ATT and activate Chain Disappearance on it.
The next sentence is Remove from play those Summoned monster(s), and your opponent removes from play all monsters of the same name in their hand and Deck.
It did not state that the owner of the monster has to remove from play all monsters of the same name in his hand and deck, but it is your opponent who has to remove them.
So here is the scenario. Summon Agent-Venus and activate its effect to summon one Mystical Shine Ball, then use Chain Disappearance on it. The Mystical Shine Ball that is summoned will be removed from play along with all of opponent’s Mystical Shine Ball in his hand and deck. Continue to summon two more Mystical Shine Ball and carry on with the game that the opponent has no more Mystical Shine Ball in his hand and deck.
Of course, one may want to save the Chain Disappearance and for opponent to summon it instead.
P.S. Can someone count how many ‘Mystical Shine Ball’ have I typed in this post?