Spyral Power: Situational Mix

Deck Information
Deck Type: Non-Meta Decks
Deck Master: SPYRAL Double Helix
TCG/OCG: TCG
Submission Date: May 12th 2022
Author: HitlerJr
YGOPRODeck File Download

A Spyral deck can work at it's best when a good balance of cards are on the field and in the graveyard.
It can survive against meta-decks that can negate your ass multiple times and with the right luck, you can still have some resources to still have a strategy to win.

The main first move strategy is to have 2 Spyral cards on the field to summon Double Helix. Use Spyral Drone to find out the top card on your opponent's deck is so you can correctly activate other Spyral cards' effects. After summoning Spyral Drone, you should hope that you have Super Agent in your hand to special summon on the field or cards that can bring him to your hand like Reinforcement of the Army or Spiral Resort.
There is other tricks to manage to have other Spyral cards special summoned on your first turn:

-One for One can have you have 2 Drones on the field (if something happens that would have O.F.O. negated, the monster would still be discarded. Managing to discard a Spyral Rescue can special summon the monster from the grave yard.

-Magicians' souls can send a Spyral Master Plan to the graveyard and send Spyral Rescue in your hand (and one other spyral trap) to the grave yard so you could use Spyral Rescue in the graveyard to special summon Master Plan. (This is probably the best way since it could burn out your opponent's hand traps Like Effect Veiler or Ash Blossom and the result of sending cards in the grave yard would still happen, though obviously you wont draw cards from Magician's Souls' effect.)

-Managing to discard a Spyral monster and having Big Red in your hand can special summon that Spyral Monster. Most people would like to keep Big Red for an emergency, but its good material to special summon Spyral Sleeper. With the right cards and with this strategy, you can have a good collection of cards in your hand so having Sleeper and with multiple Spyral cards already in the graveyard, you could also have Spyral Sleeper on the field on your first turn.

-Before summoning Drone, summon Quick Fix instead. Activate his effect by adding Big Red to your hand then sacrifice him to summon Linkuriboh. Using his effect in the graveyard can have Quick Fix special summon himself by discarding a card in your hand (you need to discard a spyral monster). After gaining another card from Quick Fix, use Big Red to special summon that discard Spyral Monster from the graveyard. (Warning: Quick Fix would be sent to the Banishment during Link Summoning)

Those are just few ways to get a head start on the first or second turn.
By the end of your turn, you'd want Spyral Double Helix and Spyral Resort on the field.
In a situation where you have no cards left and just managed to summon Spyral Double Helix, have his effect special summon Spyral Master Plan. After gaining a card from Master Plan, preferably Spyral Rescue, Link Summon another Double Helix to activate Master Plan's effect in the grave yard to draw a Spyral Resort and any Spyral Monster to your hand. 
Depending on hand you started out with, you should have the right card to prepare for your opponent's next turn:
-If you haven't used Super Agent's effect to be special summoned, draw him and summon him.
-If you only have Double Helix on the field, draw Spyral Gear: Last Resort to keep Double Helix from dying.
-If you have a good amount of cards on your spell and trap zone, draw Spyral Sleeper
-If you already have a Spyral Resort and you summoned Master Plan, you don't have to make the extra link summon unless to have an extra Resort and a extra Spyral Monster.
-If you managed to special summon Master Plan without Double Helix's effect, special summon Quick Fix to add Utility Wire and/or Fully Armed. (You could have both by link summoning Quick fix for Linkuriboh , then using Quick Fix's effect to bring him back from the graveyard. However he will be banished next time he is destroyed.
There are other back up strategies in case your opponent negates you hard enough to almost run out of options with your Spyral Cards.
-The Numeron Network and the Numeron XYZ monsters is good for a last ditch comeback.

-Underworld Goddess and Mekk-Knight is used as move to destroy your opponent's nearly invincible monster depending on the situation. Even if the Numeron XYZ monsters can't be used to attack, they can still be used as material.

-Security Dragon can be used to send your opponent's nearly invincible monster back to their hand. By the off chance that you were unable to summon Double Helix but still have 2 effect monsters on the field, Code Breaker Virus Swordsman can be used to link together with Security Dragon.

-Slifer is good to have during matches that are drawn out. Spyral Resort, Master Plan, Spyral Mission: Assault, and Double Helix regularly draw cards to your hand to generate Slifer's attack points (once I managed to have it up to 12,000atk) and the ways to have monsters on your field can be used as materials to tribute summon Slifer to the field.

-Big Eye would be used on a rare occasion if you'd managed to have both Master Plans on the field.

Thats everything I can think of for strategy off the top of my head and the more you practice with your deck, the more flexible your own strategy can be. Its my first time adding a deck to this website and its already waaaaaaaaaay too long to read, but this deck has brought me to Platinum Rank 1.
Any feed back and ways I can improve this deck would be awesome.



Toggle Deck List
MonsterEffect Veiler x2
SPYRAL GEAR - Drone x2
Magicians' Souls x2
Maxx "C" x1
Charming Resort Staff x2
Ash Blossom & Joyous Spring x2
SPYRAL Super Agent x3
SPYRAL Tough x2
SPYRAL GEAR - Last Resort x1
SPYRAL Master Plan x2
SPYRAL Sleeper x1
Slifer the Sky Dragon x1
SpellsRaigeki x1
Harpie's Feather Duster x1
Monster Reborn x1
Lightning Vortex x2
Reinforcement of the Army x1
Machine Duplication x1
Terraforming x1
One for One x1
Foolish Burial Goods x1
Numeron Calling x1
SPYRAL GEAR - Big Red x2
SPYRAL GEAR - Fully Armed x2
SPYRAL Resort x3
Numeron Network x1
SPYRAL MISSION - Assault x2
TrapsMirror Force x2
SPYRAL GEAR - Utility Wire x2
Ice Dragon's Prison x3
SPYRAL MISSION - Recapture x2
SPYRAL MISSION - Rescue x3
ExtraNumber 1: Numeron Gate Ekam x1
Number 2: Numeron Gate Dve x1
Number 3: Numeron Gate Trini x1
Number 4: Numeron Gate Catvari x1
Number C1: Numeron Chaos Gate Sunya x1
Number 11: Big Eye x1
Divine Arsenal AA-ZEUS - Sky Thunder x1
Linkuriboh x1
SPYRAL Double Helix x2
Security Dragon x1
Codebreaker Virus Swordsman x1
Mekk-Knight Crusadia Avramax x1
Underworld Goddess of the Closed World x1
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