I may be a little biased, but I'm fairly certain this is the greatest SPYRAL decklist ever created. Here's the quik card-by-card:
MAIN DECK MONSTERS:
Magicians' Souls is the best starter in the deck. Getting Master Plan in your GY is step 1 of your mission, and this is the best way to get her there. It's on field effect is also great for draw power. You're almost always getting at least 1 draw from sending Big Red, and in the best case scenario you're sending up to 2 of your SPYRAL Mission cards to the GY to set up their effects and draw 2.
Quik-Fix is your main searcher, and ideally what you want to use your normal summon on. It's search effect is a soft once-per-turn (I'll be saying that a lot in this guide) that allows to add any SPYRAL GEAR card and activates on both normal and special summon. Your ideal search target is Big Red, the archetypical Premature Burial, so we can use it to revive Master Plan and start using her search effects ASAP and link both of them off for Double Helix. You can also search out Drone and Last Resort. He also has a GY effect which allows us to discard a card (not really a downside in this deck) to revive it and trigger its effect again in the same turn if Super Agent (or Double Helix) is on the field, but banishes when it leaves the field (but there's a way around that we'll get to later). We would be playing 3 Quik-Fix if we could.
Master Plan is our other searcher. She has a non once-per-turn ignition effect that allows you to search for a SPYRAL MISSION card: Either the spell, SPYRAL MISSION Assault, or the trap, SPYRAL MISSION Rescue, which both have powerful effects that activate in the GY. She also has a hard once-per-turn effect that searches for any SPYRAL monster AND the field spell when she is sent from the field to the GY. 2 is standard because she's bricky, an ideally you want to send her from deck to GY.
Drone allows you to stack the top 3 cards of your opponents deck on normal or special summon, which is crucial for making sure the effects of Double Helix and Super Agent resolve. Ideally you want to search it with the field spell: Resort, or with Master Plan's hard once-per-turn search, then special summon it from the hand by discarding Assault and banishing Assault from the GY. Its 2 other effects are only occasionally useful. 1 Drone is necessary, but personally I think 2 feels right. Builds that play Machine Duplication will opt to play 3.
Super Agent is a free special summon of the hand if you can successfully name the card type of the top card of your opponents deck. Ideally you want to trigger this effect after Drone so you aren't blind guessing. Having Super Agent on board is important because of Quik-Fix's GY effect, but since Double Helix's name is treated as Super Agent while on the field, it's not the end of the world if you can't stick him on board. 1 is necessary, but some people play up to 3.
Sleeper is your main deck boss monster. He must be special summoned by banishing 3 SPYRAL cards from your GY. He's a 2800 body that can pop 1 of your SPYRAL cards (we can get around this) in order to pop 2 of your opponents cards during either players turn. Sleeper is not a necessary inclusion and can be a bit bricky, but I think he's worth the risk.
Last Resort is a monster that equips itself to a SPYRAL monster to give it destruction protection, and targeting protection from your opponent. This card is meant to be played with Sleeper. Sleeper can target the monster Last Resort is eqipped to (usually itself) to pop 2 of your opponents cards with no drawback. Last Resort is a 1-of, and is only good when paired with Sleeper.
We're playing a small Danger engine of 2 Jackalope and 3 Tsuchinoko. 4 reasons why: draw power, link climbing, putting our SPYRAL Mission cards/a bricky Master Plan in the GY, and they are excellent Small World bridges.
MAIN DECK SPELLS/TRAPS:
Small World is the search spell of choice. Where Arf Thou used to be the standard way of searching Magicians' Souls/Quik-Fix, but I find Small World to be the far superior choice. This deck has fantastic bridges. If you plan on trying this deck out, I advise you to take the upload the .ydk to the Small World Deck Optimizer and familliarize yourself with the bridges. 3 copies are necessary.
SPYRAL Resort is an incredible field spell. It gives your SPYRAL monsters targeting protection, and searches a monster on a soft once-per-turn. 3 copies are necessary.
SPYRAL Mission: Assault special summons a monster from the hand. One is necessary to get your plays going.
SPYRAL Mission: Rescue is one of the most important cards in the deck. It revives a SPYRAL monster by banishing itself from the GY. This is the card that will allow you to keep extending your plays until you have a full board. You need 3.
The above 2 cards are ALWAYS meant to be going from your hand to the GY. They are useless on field.
Chicken Game plays SO nicely with this deck. Because Resort is so searchable and Magicians' Souls can send it to the GY to draw a card, there are a multitude of ways to get it off the board. Chicken Game not necessary, but I think the consistency boost is worth the risk.
One For One is great. It's one of the best ways to summon Quik-Fix or Drone from the deck and set up follow-ups and to send an unwanted Master Plan from hand to GY.
Monster Reborn is the universal extender.
I think the rest of the cards in the Main Deck are pretty self explanitory. 1 Terraforming, 2 Ash Blossom, 2 Maxx "C", 2 Called by the Grave. Don't even think about cutting Ash and Maxx "C", you need them as Small World bridges.
EXTRA DECK:
Double Helix is the only archetype specific Extra Deck monster. It must be made using 2 SPYRAL monsters. Ideally you want to use Drone to stack your opponents deck before using the effect, since you're required to correctly call the card type of the top card of your opponent's deck on order to summon a monster from your deck. Usually you'll be using this to summon a Master Plan or Quik-Fix so you can start cycling their effects. It's very important that you leave this card on board until you're done cycling through your Quik-Fix's because you need a card that treats its name as "Super Agent" on board to activate Quik-Fix's GY effect.
Sylvan Princessprite is the sole non-link monster in our Extra Deck. You'll want to make this card with a SPYRAL Quik-Fix that has already used its GY effect to revive itself once. At this point, Quik-Fix would banish itself if it left the field, but Sylvan Princessprite allows us to dodge this by detatching Quik-Fix for cost and place it back in the GY for an extra use. The effect itself isn't hugely important, but it does pay off occasionally.
The Knightmare monsters are very important in this deck, not just because of their generic usefulness, but because they discard your SPYRAL: Mission cards to the GY to allow for follow ups. Barricadeborg Blocker is good for the same reason.
The rest is pretty standard link-spam goodstuff.
Curious can be used to send any card to the GY, most likely Master Plan or a SPYRAL Mission card. If you're making Curious, you're likely using some combination of Linkuriboh, Magicians' Souls, Jackalope and Tsuchinoko. Selene can be made with Master Plan and/or magicians souls for an easy Link-4 with the proper setup. Tri-Gate Wizard is our omni-negate. We can make a 3-4 material Apollousa quite consistently. Accesscode and Underworld Goddess are what we use to clear boards going second. I:P Masquerena and Linkuriboh do what the usually do. Saryuja is pretty win-more but it's cool when it pops-off.
OTHER TECH OPTIONS:
Historically, Machine Duplication has been a pretty powerful tech option in this deck. While Machine Duplication is certainly not as good as it was when Quik-Fix was unlimited, it can still be a pretty explosive card, allowing you to summon 1 additional Quik-Fix from the deck, or putting 2 extra copies of Drone on the board for link plays. Obviously you want to play 3 coplies of Drone if you choose to play Machine Duplication. Personally I'm not a fan because it can lead to a lot of bricky hands due to the overall lack of Machines in the deck.
The Winged-Beast engine is a pretty popular choice. By playing Lyrilusc - Recital Starling as your Rank 1 and Simorgh, Bird of Sovereignty in your Extra Deck, as well as D.D. Crow and Mist Valley Apex Avian in your Main Deck, You can summon Apex Avian during your End Phase for an omni-negate on your opponents turn, while grabbing yourself a D.D Crow in the process. This also gives you the option of playing the incredibly oppressive Harpie's Feather Storm, which can negate monster effects if you have a Winged-Beast monster on the field.
Knightmare Gryphon is another powerful Link-4 this deck can play. Like the other Knightmares, you can use Gryphon to send your SPYRAL Mission cards to the GY in order to trigger their effects. Its effect can be used to set any trap card sent to the GY with Curious: The most popular choices include Anti-Spell Fragrance, Appointer of the Red Lotus, and the aforementioned Harpie's Feather Storm. Gryphon pairs particularly well with the Winged-Beast package.
You can play a copy of Mecha Phantom Beast Auroradon in your Extra Deck and Mecha Phantom Beast O-Lion in your Main Deck for Synchro plays. Borreload Savage Dragon is the most popular option due to its incredible omni-negate.
If you choose to play any of the above Main Deck Packages, I advise you to cut Sleeper and Last Resort, since they are the brickiest cards in the main package, and arguably the least important.
Mekk-Knight Crusadia Avramax is one of the most difficult to deal with boss monsters in the game with its great battle protection and targeting immunity. It becomes even nastier if you can bring it out on your opponents turn with I:P Masquerena for additional destruction protection.
I didn't have space for it above, but Firewall Dragon is always a good option with it's generic bounce effect. It will always be co-linked to Tri-Gate Wizard at the very least.
Proxy Dragon is the best Link-2 you can play if you want to U-Link with this deck. It's L/R arrows are great and it's incredibly generic, requiring only 2 monsters. The protection effect can be occasionally useful, I've used it to pop Tri-Gate Wizard in order to protect my Apollousa on multiple occasions.
Card Destruction isn't bad in this deck. Obvously it activates the discard effects of Jackalope and Tsuchinoko, as well as putting your SPYRAL Mission cards in the GY, but it can also be used to take the 'Maxx "C" Challenge'. For those unfamilliar, the Maxx "C" Challenge is when you special summon enough monsters in one turn to make your opponent draw more than half of their deck, then resolve Card Destruction to make them discard their entire hand and draw the same number of cards, instantly decking them out, resulting in an FTK. Going first against a 40 card deck, this is done by special summoning 18 times after Maxx "C" resolves, something that SPYRALS are certainly capable of doing under the right circumstances. It's gimmicky and I wouldn't recommend it, but it's an option.
And of course, you can always cut cards like Chicken Game for extra interruptions and hand traps.
CONCLUSION:
The last thing I want to say about this deck: BE MINDFUL OF THE TIMER. This deck is infamous for its incredibly long combos, and even though I can play the deck at a reasonable speed, I will often pass turn with less than 30 seconds remaining on the clock, and I've timed out/been forced to pass on a sub-optimal board many times. Keep in mind that your time doesn't increase until the end of your opponents turn, so you will need to manage that small amount of time well when the clock passes back over to you.
Have fun!
<b>03/11/2023 EDIT: 3 Chicken Game have been swapped out for a third Jackalope and 2 copies of Danger! Nessie.</b>