I adore this as a Commander or adjunct in the 99, it's also a Five Color essential
"Agent" allows for resource recovery, commonly retrieving previous "Fire" or "Geek Boy" to extend plays or for later turns
Locker Room X SPELL Quick-Play (This card is always treated as a "F.A." card.) Target 1 "U.A." or "F.A." monster you control or in your GY
LAND (39) Blood Crypt Bojuka Bog Crosiss Catacombs Crumbling Necropolis Island 6 Izzet Boilerworks Jwar Isle Refuge Mountain 5 Reliquary Tower Shizo, Deaths Storehouse Spinerock Knoll Steam Vents Swamp 14 Tainted Isle Tainted Peak Temple of the False God Watery Grave This deck has in it the flexibility to be the beatdown and enough elements of control to play the long game
For the rest of this turn after this card resolves, you cannot Set Spells/Traps, also you can only activate one more card or effect
Its free to include, it stops shenanigans, it comes in untapped, and it taps for mana