skip to content
Kerry Wang

Yugioh SPYRALs

/ 3 min read

Table of Contents

SPYRALs Archetype Guide

SPYRALs is a combo deck, aimed at getting out a bunch of materials to create powerful boards. Common first-turn setups:

  • SPYRAL Sleeper to pop two cards
  • Know one card in opponent’s hand, and one card in their deck
  • A trap set by Knightmare Gryphon and sent by Curious, the Lightsworn Dominion, usually a flood gate or hand rip
  • Tri-gate wizard for omni-negate
  • Apollousa, Bow of the Goddess for monster negates
  • Necrovalley or Secret Village of the Spellcasters activated by Ancient Fairy Dragon
  • Hand traps / spells drawn by Magician’s Souls, Knightmare Griffin, etc.

Members

Quik-Fix

  • Great normal summon
  • Often summoned off of Double Helix
  • Revives by discarding a card
  • Searcher for GEAR cards (ideally search every single one)
  • Avoid banishment by overlaying two for XYZ monster
  • Requires Super Agent on field for self revive

Master Plan

  • Revive with GEAR - Big Red or summon with Double Helix
  • Searches Resort
  • Searcher for SPYRAL monster, usually go for Sleeper and Super Agent and have GEAR cards be searched by Quik-Fix
  • Searcher for MISSION cards (ideally search for every single one before banishing itself as cost for summoning Sleeper)

Double Helix

  • Summons any SPYRAL monster, usually Quik-Fix (or Master Plan if not in rotation)
  • Name is Super Agent when on field

SPYRAL Super Agent

  • A name for Quik-Fix revival effect
  • SS itself by calling top card of opponent’s deck
  • Pops a S/T on SS by SPYRAL card (including itself)

SPYRAL Sleeper

  • Summons by banishing 3 SPYRAL cards from GY
  • Pops two cards on as once per turn quick effect (with cost of destroying SPYRAL card, target itself if equipped with Last Resort)
  • Self field destruction effect on destruction

SPYRAL GEAR - Last Resort

  • Usually equipped to Sleeper
  • Equipped monster cannot be destroyed by battle or card effects
  • Send a card you control to graveyard (usually a MISSION to use their GY effects) and equipped monster can attack directly this turn

SPYRAL GEAR - Drone

  • Reorders top 3 cards of opponent’s deck
  • Tribute to give SPYRAL monster ATK (use this to dodge on-field negates)
  • Banish itself and a SPYRAL card to add a Super Agent from GY to hand (rarely used)

SPYRAL Resort

  • Searcher for SPYRAL monster, usually go for Sleeper and Super Agent and have GEAR cards be searched by Quik-Fix
  • Protects other SPYRAL cards from being targeted by card effects
  • Maintenance effect to shuffle a SPYRAL monster from GY to deck (usually shuffle drone as it can reorder for next turn)

SPYRAL GEAR - Big Red

  • Revives a SPYRAL monster from GY (usually Master Plan)

SPYRAL MISSION - Assault

  • Main effect is to banish itself in GY to SS a SPYRAL monster from hand (usually Drone to prep for Double Helix or Super Agent)

SPYRAL MISSION - Rescue

  • Main effect is to banish itself in GY to SS a SPYRAL monster from GY (usually Master Plan to search another MISSION)

Starters

Generally any way to get Master Plan from field to GY results in combo.

Revival + Master Plan in GY

  • Magicians’ Souls / Foolish Burial send Master Plan to GY + Big Red / Monster Reborn