Master Hyperion – #GFP2-EN047
You can Special Summon this card (from your hand) by banishing 1 “The Agent” monster from your hand, field, or GY. Once per turn: You can banish 1 LIGHT Fairy monster from your GY, 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.
Date Reviewed: June 9th, 2022
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Master Hyperion is our Throwback Thursday choice for Fairy-Types, and fits with “The Agent” theme we’ve been following, though I wouldn’t have minded Archlord Kristya.
Easily Special Summoned through Valhalla or by its own means, Hyperion cemented Fairy decks with a boss monster that could provide removal they were lacking. While it has to be a “The Agent” monster you banish, you can banish from anywhere, and that is pretty good for a 2700ATK Level 8. The easiest way to summon Hyperion has always been searching it with Earth and then banishing Earth immediately, the reason why both of them were such a devastating combo when they were released together. Banishing any LIGHT Fairy from the grave for spot removal 1-for-1 is an even trade and you’ll likely have a few targets in the grave for Hyperion. If your themed Field Spell is on the field (Sanctuary in the Sky) you get double the spot removal, a good added bonus.
Master Hyperion remains one of the best Fairy monsters you can run, even if you don’t search it with Earth. If you have LIGHT Fairy monsters in the grave Hyperion has fuel to get rid of things for you. Its banish can trigger Neptune and get you a search for Sanctuary in the Sky, and if you search Hyperion off Earth, and have a “The Agent” somewhere to be banished you’ll have Hyperion and Earth ready to make tomorrow’s card. Hyperion will always be a pretty good option for Fairy players.
Until Next Time
Throwback Thursday this week brings us back to the classic boss monster for the Agent archetype: Master Hyperion.
Master Hyperion is a Level 8 LIGHT Fairy with 2700 ATK and 2100 DEF. Great stats and a nice combo of LIGHT and Fairy. You get to Special Summon this card from the hand by banishing a The Agent monster from your hand, field, or graveyard, meaning it’s super easy to get out. You are likely using your Agents for Synchro or Link plays, so getting them in grave is easy enough to meet the requirement to beam this on out super fast. Second effect is a once per turn, which becomes a twice per turn if The Sanctuary in the Sky is face-up on the field, letting you banish a Fairy from your graveyard to target a card on the field and destroy it. Nice destruction effect still, also helps trigger the effect of a copy of Neptune in your graveyard to get to your The Sanctuary in the Sky to make the effect live again. Stings it doesn’t work with Sanctuary in the grave like the modern cards do, but that’s not something you saw often in 2011. Also no Quick Effect because that would of been insane in 2011, but at least it’s still good now. Master Hyperion does age pretty well with no hard once per turns anywhere, letting you summon as many as you want and pop multiple cards. It helps make stronger Synchros, Rank 8s, or Links with great ease as well when you need to. Master Hyperion is honestly still a staple for The Agent strategy.
Advanced Rating: 4/5
Art: 5/5 One of the coolest artworks for the archetype honestly.
Master Hyperion is still a great option for Fairy players, clocking in as a Level 8, Light/Fairy Monster, with 2700 atk and 2100 def. I’ve said before, I think the cutoff for Level 8 atk should be 2800, but Hyperion is quite good regardless. Insanely easy to Special Summon simply by removing an Agent Monster from any of your (Hand, Field, or Graveyard) though note this only can Special Summon Hyperion here from your Hand. Once a Turn, you can Target and destroy a card on the Field (any card, belonging to either player, regardless of position, but note Target) simply by removing a Light/Fairy Monster from your Grave. Everyone knows I’m a fan of 1-for-1 Effects, and you destroying a card (likely an opponent’s card) should always be worthwhile. Said Effect can be activated twice a Turn, if you desire, if Sanctuary is on the Field. I mean, more destruction is good, granted if you’re shooting for twice a Turn, this guy probably is better mid to late game as you umm need to have the Fairies in the Grave to remove (though that kinda screams for play with Lightsworn, save the risk of milling itself, unless it’s all ready in your Hand) but Judgement Dragon > this. (Not a knock on Hyperion, just…it is). Anyway, note too, that Sanctuary just has to be on the Field, not even YOUR Field, so that’s a plus you…may get to take advantage of now and then.
Art: Umm…I like and dislike varying aspects of this. I think I like most of the background here more than the art on Hyperion himself, so…
This Throwback Thursday should’ve been pretty obvious, the featured boss of the original Agent structure deck, Master Hyperion. It’s a level 8 LIGHT Fairy monster, which is a pretty common combination. While a little low, its stat spread of 2700 attack and 2100 defense is fairly solid. How does the original Agent boss fare in the modern age?
Hyperion’s effects are pretty simple; you can Special Summon from your hand by banishing any The Agent monster from your hand, field, or Graveyard, so you should be able to field it after finishing all of your combos without wasting too many resources. If you really need to, The Agent of Mystery – Earth can summon this card immediately, though it’s not really recommended in the modern meta since you’d rather search for more combo pieces. Hyperion’s other effect is a soft once per turn, though you can use it twice per turn if The Sanctuary of the Sky is on the field; by banishing a LIGHT Fairy from your Graveyard, you can target and destroy any card on the field. This effect was pretty hype back in the day when on-demand destruction for relatively little cost was strong, though nowadays destruction is a dime a dozen. Combined with the fact that it has no protection whatsoever and needs outside resources to revive or recycle itself, Hyperion isn’t exactly a boss you want to stay on the field for very long, at most using its effect to clear the board before using it as Synchro fodder. Alongside Majesty Hyperion, it can be a level 8 body for level 10 Synchro plays with Earth, allowing you to make Baronne de Fleur, Swordsoul Supreme Sovereign – Chengying, or tomorrow’s very special guest monster. Overall, despite its age, it’s still a fine monster to use in Agent decks, even if its role as a boss has been diminished by a stronger boss monster. Gee, I wonder what it could be?
Art: 3.5/5 Most of it is pretty cool, especially the fire parts, but I have to question his fashion sense with that skirt thing.
Today’s Throwback Thursday brings us the original boss monster of the Agent archetypes. Back in the day he was quite potent – let’s see how well he’s aged, shall we?
MH can easily Special Summon himself, a crucial effect to have on a Main Deck boss monster. He can only drop himself from the Hand, but there are a lot of ways to add LIGHT targets from the Grave back to Hand. This Summon does come at the cost of Banishing an “Agent” from anywhere – which is a fair cost. It also helps to trigger some effects like Neptune’s.
Besides packing a hefty 2700 ATK points, Hyperion can Banish a Light Fairy from the GY in order to pop a card on the Field. With “Sanctuary in the Sky” on the Field, he can do this up to twice per Turn.
Moder players will probably be reading this effect and wonder why it is so underwhelming. First of all, this effect Targets (something more and more monsters are gaining immunity to). Second, it only “destroys”.
In short, Hyperion’s effect was quite nice back in the day, but has been severely powercrept. Basically, it would be nice if Hyperion’s effect either Banished his Target and/or didn’t Target and/or was a Quick Effect in order for it be somewhat relevant in today’s game.
Not only that, but being a Main Deck monster that can only Summon himself from Hand means you need a lot of Draw power and/or Searching power in order to bring this guy out reliably.
One last thing to note is that he has not inherent protection from anything. He can be easily Negated, Destroyed, or what have you.
Time has NOT been kind to this guy and that’s shocking to say considering how blown away I was of this card back when he was released. He was so strong and I couldn’t imagine a time in which I’d say he’s genuinely not a good card.
If only he got a retrain…
Advanced Rating – 2/5
Art – 5/5 (He looks like a boss to me!)
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