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Clockwise from top: "SPYRAL Tough", "SPYGAL Misty" and "SPYRAL Super Agent" in the artwork of "SPYRAL MISSION - Recapture"
Clockwise from top: "SPYRAL Tough", "SPYGAL Misty" and "SPYRAL Super Agent" in the artwork of "SPYRAL MISSION - Recapture"
  • SPYRALスパイラル
  • SPYRAL (base)
  • スパイラル (ruby)
  • Supairaru (romanized)
  • SPYRAL스파이럴
  • SPYRAL (base)
  • 스파이럴 (ruby)
  • E.S.P.I.R.A.L.

"SPYRAL" (SPYRALスパイラル Supairaru) is one of two formerly TCG-only archetypes that premiered in The Dark Illusion, with the other being "Subterror". It includes the "SPYRAL GEAR" and "SPYRAL MISSION" sub-archetypes.




The "SPYRAL" cards seem to be based loosely on the James Bond spy series as well as potentially the Metal Gear video game series.


"SPYRAL" is a play on the words "spy" and "spiral". The archetype's name may also be a reference to Spyral, a DC Comics espionage agency.

Members and Support[edit]

Monster Class Origin
James Bond Metal Gear
SPYRAL GEAR - Drone Gadget Espionage device Cypher/Metal Gear MK. II
SPYRAL GEAR - Big Red Various cars from James Bond series Cardboard Box
SPYRAL GEAR - Fully Armed
SPYRAL GEAR - Utility Wire Grappling hook
SPYRAL GEAR - Last Resort Mech suit Metal Gear REX
SPYRAL Resort Location MI6 FOXHOUND/Philanthropy
SPYRAL Master Plan Supporting character M Courtney Collins
SPYRAL Quik-Fix Q Hal "Otacon" Emmerich
SPYRAL Sleeper Agent Alec Trevelyan/Sleeper agent Revolver Ocelot/Liquid Snake
SPYRAL Super Agent James Bond Solid Snake/Naked Snake
SPYRAL Tough Felix Leiter Gray Fox/Raiden
SPYRAL Double Helix Double O Agent The Twin Snakes
Charming Resort Staff Supporting character Miss Moneypenny Naomi Hunter
SPYGAL Misty Bond girl Meryl Silverburgh

Playing style[edit]

The "SPYRAL" archetype's intended playstyle is a broadly control focused playstyle, focused on summoning "SPYRAL Super Agent" and maintaining it on the field to gain advantage from its support cards. Though played as such at release, the archetype's playstyle shifted into a combo playstyle following the release of Link Monsters in New Master Rule, taking advantage of the archetype's ability to generate massive amounts of advantage in a single turn to build boards with high-power (and often non-"SPYRAL") Link boss monsters. Specifically, "SPYRAL Master Plan" and "SPYRAL Quik-Fix" lack hard once per turn clauses on their searching effects, allowing players to repeatedly summon them and gain advantage from them, and use the searched out cards to Special Summon large amounts of monsters for Link plays.

The archetype's core cards (i.e. excluding those from the "SPYRAL GEAR" and "SPYRAL MISSION" sub-archetypes) can be broadly divided into "Spy" cards and "Spy support" cards.

"Spy" cards consist of "SPYRAL Super Agent", "SPYRAL Tough", "SPYGAL Misty", and "SPYRAL Double Helix"; all of them involve a card-guessing mechanic, where the player must declare 1 card type from Monster, Spell, or Trap, and reveal the top card of the opponent's Deck to see if it matches the declared card type. If the player declares correctly, all the "Spy" cards will activate an advantageous effect.

SPYRAL "Spy" Summary
SPYRAL Card Type Card-Guessing Effect Other Effect
SPYRAL Super Agent Effect Monster (HOPT) Guess the opponent's top Deck; if correct, Special Summon this card from hand. (HOPT) If it's Special Summoned by "SPYRAL" card effect (including its own), destroy 1 enemy Spell/Trap.
SPYRAL Tough Effect Monster (OPT) Guess the opponent's top Deck; if correct, destroy 1 enemy card. Its name becomes "SPYRAL Super Agent" on the field/in the GY.
SPYGAL Misty Effect Monster If summoned: Guess the opponent's top Deck; if correct, draw 1 card. (OPT, Quick Effect) Return 1 friendly "SPYRAL Super Agent" and 1 enemy monster to the hand.
SPYRAL Double Helix Effect Link Monster (HOPT) Guess the opponent's top Deck; if correct, take 1 "SPYRAL" monster from Deck or GY, and either add it to hand or Special Summon it (with zone restriction). Its name becomes "SPYRAL Super Agent" on the field/in the GY.

These "Spy" cards are the main board presence in the archetype's intended control playstyle, with "SPYRAL Super Agent" in particular being its centerpiece that many "SPYRAL" cards require to use their effects. In "SPYRAL" combo decks, "Super Agent" is not strong enough as a boss monster, and is instead usually used as a required stepping stone to enable the needed "SPYRAL" card effects, then used as a Link Material for stronger Link boss monsters. "SPYRAL Double Helix", the archetype's Link 2 monster, is extremely important for both the control and combo playstyle, as it is a "SPYRAL Super Agent" name and provides both searching and revival capability, and greatly increases the combo deck's consistency by being able to access "SPYRAL Master Plan" and "SPYRAL Quik-Fix" directly from the Deck.

"Spy support" cards consist of the other cards in the archetype's core cards. These include "SPYRAL Master Plan", "SPYRAL Quik-Fix", "SPYRAL Sleeper", "Charming Resort Staff", and "SPYRAL Resort".

SPYRAL "Spy support" Summary
SPYRAL Card Type Effects
SPYRAL Master Plan Effect Monster
  1. (OPT) Search 1 "SPYRAL MISSION".
  2. (HOPT) If sent from field to GY, search 1 "SPYRAL Resort" and 1 "SPYRAL" monster, except itself.
SPYRAL Quik-Fix Effect Monster
  1. If summoned, search 1 "SPYRAL GEAR".
  2. If you control "SPYRAL Super Agent", discard 1 card to Special Summon itself from GY (banished when it leaves field).
SPYRAL Sleeper Nomi Effect Monster
  1. (Summon condition) Banish 3 "SPYRAL" cards from GY.
  2. (OPT, Quick Effect) Destroy 1 friendly "SPYRAL" card and up to 2 enemy cards.
  3. If destroyed and sent from field to GY, destroy all friendly cards and Special Summon 1 "SPYRAL Super Agent" from hand, Deck, or GY (mandatory).
Charming Resort Staff Effect Monster
  1. When "SPYRAL Super Agent" battles an enemy face-up monster, change the enemy monster's ATK to 0.
  2. If destroyed, Special Summon 1 "SPYRAL Super Agent" from Deck.
  3. If a friendly "SPYRAL Super Agent" is destroyed by battle or sent to GY while this card is in GY, banish this card to return 1 "SPYRAL Super Agent" from GY to hand.
SPYRAL Resort Field Spell
  1. The opponent can't target other friendly "SPYRAL" cards with effects.
  2. (OPT) Search 1 "SPYRAL" monster.
  3. Maint. cost: In your End Phase, shuffle 1 monster from GY to Deck or destroy this card.

Within these cards, "SPYRAL Master Plan" and "SPYRAL Quik-Fix" are both extremely important for being able to search "SPYRAL MISSION" and "SPYRAL GEAR" cards. Their main searching effects are also notably not hard once per turn effects, meaning that they can be looped if they are repeatedly sent to the GY and re-summoned back to the field to generate massive amounts of advantage, including with "Quik-Fix"'s own effect; though it banishes itself if it leaves the field after Special Summoning itself from GY, this can be avoided (so it can be looped further) by overlaying it into a Rank 1 Xyz monster and then detached from that monster as material.

"SPYRAL Resort" searches "SPYRAL" monsters (including "Master Plan" and "Quik-Fix") and provides targeting protection to them, which is good both for the control playstyle and for combo-making, preventing the opponent from disrupting the combo. "SPYRAL Sleeper" meanwhile is an in-archetype boss monster that can be made in the later stages of a "SPYRAL" combo to provide additional disruptions in the opponent's turn.

The "SPYRAL GEAR" sub-archetype is searchable by "SPYRAL Quik-Fix", and provides additional support to "SPYRAL" monsters.

SPYRAL GEAR Card Type Effects
Drone Effect Monster
  1. If summoned, look and set the order of the top 3 cards on the opponent's Deck.
  2. (Quick Effect) Tribute this card; 1 friendly "SPYRAL" monster gains 500 ATK for each enemy card.
  3. Banish this card and 1 "SPYRAL" card from GY, add 1 "SPYRAL Super Agent" from GY to hand.
Last Resort Effect Monster
  1. Equip to a "SPYRAL" monster. It can't be destroyed, and can't be targeted by enemy card effects.
  2. (OPT) As an equip card, send 1 other friendly card to GY; the equipped monster can attack directly this turn.
Big Red Equip Spell (HOPT) Special Summon 1 "SPYRAL" monster from GY, and equip this card to it. It can't be destroyed by battle.
Fully Armed Equip Spell
  1. Equip to "SPYRAL Super Agent". It gains 1000 ATK.
  2. If the equipped monster destroys a monster by battle, banish the destroyed monster and 1 other enemy card.
  3. When it's destroyed and sent from face-up field to GY, Special Summon 1 "SPYRAL Super Agent" from GY.
Utility Wire Trap (HOPT) If you control "SPYRAL Super Agent", spin 1 enemy face-up card.

Within these cards, "Drone" is used to set up the opponent's top deck so that the "Spy" cards' effects will always be able to resolve. "Big Red" is a searchable revival spell that can be used to loop "Master Plan" and "Quik-Fix". "Last Resort" can be used to give a hefty defensive boost to any "SPYRAL" monster, especially "Sleeper". "Utility Wire" is one additional piece of interruption that some decks can include as a part of the "SPYRAL" end board.

The "SPYRAL MISSION" sub-archetype consists of Continuous Spell/Traps that reward the player for making "SPYRAL" plays, and provide additional support to "SPYRAL" monsters. They all have the condition that they're destroyed in the player's 3rd End Phase after activation. They each have an on-field effect and a GY effect, the latter being activated by banishing them from GY. They are searchable by "SPYRAL Master Plan".

SPYRAL MISSION Card Type Field Effect GY Banish Effect
Assault Continuous Spell (OPT) If an enemy card is destroyed by a friendly "SPYRAL" monster, draw 1. Special Summon 1 "SPYRAL" monster from hand.
Recapture Continuous Trap (OPT) If a friendly "SPYRAL" monster is Special Summoned, take control of 1 enemy monster for 1 turn (with attack restriction). If a friendly "SPYRAL" monster would be destroyed, banish this card from GY to protect it.
Rescue Continuous Trap (OPT) Add 1 "SPYRAL" monster from GY to hand. Special Summon 1 "SPYRAL" monster from GY.

In "SPYRAL" combo decks, the field effects of the "SPYRAL MISSION" cards are largely ignored in favor of their immediately activatable GY effects, most notably the effects of "Assault" and "Rescue", which can be used for setups and to further loop "Master Plan" and "Quik-Fix".

With these cards and their effects in mind, the general game plan of a "SPYRAL" combo deck is to gain access to "Master Plan" and "Quik-Fix", summon and re-summon them to use their effects as many times as possible and gain as much resources as possible (through cards such as pre-Errata "Firewall Dragon", "SPYRAL GEAR - Big Red", "Machine Duplication", or "SPYRAL MISSION - Rescue"'s GY effects), and finally use the generated resources to swarm the field with monsters and make Link Summoning plays, ending on boss monsters such as "Tri-Gate Wizard".


  • In the TCG, the limits placed on the archetype's key cards, "SPYRAL Master Plan" and "SPYRAL Quik-Fix", means that the deck is significantly less capable at generating endless amounts of advantage, greatly restricting the ceilings of its combos.
  • The deck's reliance on deck searching to make its combos means that anti-searching floodgates, such as "Droll & Lock Bird" or "Mistake", can completely shut down the deck's combos.
  • Situationally, some cards can change the order of the player's deck (e.g. searchers) after a "SPYRAL" opponent has gained information on the player's top deck with the effect of "Drone", which can disrupt the opponent's ability to correctly guess the player's top deck and fully resolve their "SPYRAL" monsters' card-guessing effects.
  • "Ghost Reaper & Winter Cherries" can completely cut off a "SPYRAL" player's access to "Double Helix", preventing them from making consistent plays.
  • Anti-Special Summoning floodgates, such as "Summon Limit" or "Maxx "C"", can force a "SPYRAL" player to stop their combos.

Recommended cards[edit]

Official Decklist[edit]