SPYRAL Deck #773879 — Yu-Gi-Oh! Master Duel
46 Main, 15 Extra, incl. Imsety, Glory of Horus x3, Magicians' Souls x3, Mulcharmy Fuwalos x3. Created Oct 25, 2026 by YGO Mod.
Created by: YGO Mod (20517634)
Created On: 10/25/2026
Main Deck (46)
- Droll & Lock Bird x2
- Duamutef, Blessing of Horus x1
- Hapi, Guidance of Horus x1
- Imsety, Glory of Horus x3
- Magicians' Souls x3
- Maxx "C" x1
- Mulcharmy Fuwalos x3
- Qebehsenuef, Protection of Horus x1
- SPYRAL GEAR - Drone x1
- SPYRAL GEAR - Last Resort x1
- SPYRAL Master Plan x1
- SPYRAL Quik-Fix x2
- SPYRAL Sleeper x1
- SPYRAL Super Agent x1
- Illusion of Chaos x1
- Ash Blossom & Joyous Spring x3
- Crossout Designator x1
- Forbidden Droplet x3
- King's Sarcophagus x2
- Monster Reborn x1
- One for One x1
- SPYRAL GEAR - Big Red x1
- SPYRAL MISSION - Assault x1
- SPYRAL Resort x2
- The Gaze of Timaeus x1
- Walls of the Imperial Tomb x3
- Infinite Impermanence x1
- SPYRAL MISSION - Rescue x3
Extra Deck (15)
- Dark Magician of Destruction x1
- Magistus Chorozo x1
- Red-Eyes Dark Dragoon x1
- Accesscode Talker x1
- Barricadeborg Blocker x1
- Dragunity Lord - Georgius x1
- I:P Masquerena x1
- Linkuriboh x1
- S:P Little Knight x2
- Selene, Queen of the Master Magicians x1
- SPYRAL Double Helix x1
- Dragunity Knight - Luin x1
- Number 90: Galaxy-Eyes Photon Lord x1
- The Zombie Vampire x1
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Deck — Deck Power Evaluation
Final Contextual Deck Power: 49/100 (±6 · Confidence: Medium)
| Overall score | Value |
|---|---|
| Structural Deck Power | 56 |
| Going First | 58 |
| Going Second | 62 |
| Meta Power | provisional |
| Tournament Reliability | 52 |
- Primary strategy: Toolbox
- Secondary strategies: Midrange, Stun
- Format: master-duel
Legality
Main 46 / Extra 15 / Side 0 — status: Legal.
Identity & game plan
- Win condition: Link and Xyz boss monsters (SPYRAL Sleeper, Zombie Vampire, Imsety, Dark Magician of Destruction if reachable) reached through SPYRAL searches and graveyard recursion, with Horus monsters revived via King's Sarcophagus or Walls of the Imperial Tomb as a secondary route; Mulcharmy draw-engine card advantage converted into a late-game board
- Turn 1 (going first): Search a SPYRAL monster with Walls or SPYRAL Resort, use SPYRAL Quik-Fix or Super Agent to reach a board, and hold Ash Blossom and Droll for the opponent's first pressure
- Turn 2 (going second): Use Ash Blossom, Droll & Lock Bird, Maxx C, Infinite Impermanence and Forbidden Droplet to stop the opponent's first board, then rebuild through GY recursion (Master Plan, Quik-Fix, Super Agent)
- Recovery: Recover from interaction by revives from the graveyard (SPYRAL Super Agent, Quik-Fix, Horus monsters with a Sarcophagus) and searches from SPYRAL Master Plan and Mission
- After siding: Not applicable: the deck carries 0 side cards, so there is no sided plan to evaluate
Why it scores here
The deck opens most hands with a searcher (P of at least one searcher in a 5-card hand is about 0.90, Inferred) but reaches a live SPYRAL engine on turn one far less reliably, since the two Quik-Fix copies and Super Agent are the only on-engine starters (about 0.21 for at least one Quik-Fix, Inferred). Its strongest quality is interaction: seven hand traps, two Droll & Lock Bird, Maxx C, Crossout Designator, Forbidden Droplet and Monster Reborn give it several answers to an opposing first board. Conversion and median output cannot be measured because no combo boards were recorded, so those scores rest on text reads and are Inferred. The deck splits across several shells (SPYRAL, Horus, Dark Magician, Dragunity, Galaxy-Eyes, Magistus) with only 15 of 61 cards carrying the exact SPYRAL name, and several Extra Deck monsters have no visible material in the Main Deck, which costs points on consistency, Extra efficiency and pilotability. Popularity and usage-stat inclusion were not used as power, and the score was not built by averaging individual card scores.
Dimension scores
| # | Dimension | Score | Evidence |
|---|---|---|---|
| D1 | Engine Accessibility & Consistency | 62 | P(at least one Quik-Fix in 5-card hand) = 0.21 and P(at least one searcher in 5) = 0.90; on-engine starter access is thinner than the searcher count suggests (Inferred) |
| D2 | Opening-Hand Quality & Brick Management | 52 | Walls, Big Red, Last Resort and the Horus monsters are dead without their enablers, offset by seven hand traps (Inferred) |
| D3 | Combo Conversion & Ceiling | 58 | No recorded boards; the ceiling is read from text as Sleeper, Zombie Vampire and Imsety reaching 2800-3000 ATK through SPYRAL and Horus lines (Inferred) |
| D4 | Combo Floor & Median Output | 45 | No recorded boards, so median and floor are text-only inference with no power distribution (Inferred) |
| D5 | Interruption Resilience & Route Redundancy | 60 | Graveyard recursion through Quik-Fix, Super Agent and Master Plan plus seven hand traps give several independent restart routes (Inferred) |
| D6 | Resource Economy, Recovery & Grind | 66 | Mulcharmy, Magicians' Souls and three Walls supply draw and search; recursion keeps the graveyard usable (Inferred) |
| D7 | End-Board & Interaction Quality | 74 | About 13 interaction cards including Ash x3, Droll x2, Maxx C, Infinite Impermanence, Droplet, Crossout and Dragoon removal text (Inferred semantic read) |
| D8 | Going-Second & Board-Breaking Power | 66 | Going-second hand traps (P of at least one Droll in a 6-card hand is about 0.65) and removal from Crossout and Droplet give a real answer to an established board (Inferred) |
| D9 | Offensive Pressure & Closing Power | 62 | 3000-ATK Imsety and Zombie Vampire plus 2800-ATK Sleeper provide closing power, but the bosses need resources to reach the field (Verified stat, Inferred conversion) |
| D10 | Main Deck Efficiency & Flexibility | 50 | 46 main with 28 distinct cards and seven 3-ofs; several cards are off-engine tech (Monster Reborn, One for One, Crossout), limiting compactness (Verified composition, Inferred consequence) |
| D11 | Extra Deck Efficiency & Coverage | 48 | 15 Extra cards, nine of them Link; Galaxy-Eyes, Magistus Chorozo and Dragunity Luin lack visible Main Deck material, so some slots are dead (Inferred) |
| D12 | Side Deck Adaptability | 25 | Zero side cards, so no post-side plan exists and the score is low on that basis (Verified) |
| D13 | Matchup Coverage & Format Fit | 50 | No dated metagame and no tournament link; archetype share context only (Provisional) |
| D14 | Pilotability & Error Tolerance | 35 | Multiple engines and many branching decisions across hand, GY and Extra Deck lines make the deck hard to pilot (Inferred) |
How the score was computed
Strategy profile: Toolbox primary with Midrange secondary; weights taken from the Toolbox row. Structural ≈ 56, Going First ≈ 58, Going Second ≈ 62, Meta = provisional, Tournament Reliability ≈ 52. Modifiers: Engine conflicts (-4); Dead Extra Deck enablers (-2). Final formula: 0.80*Structural + 0.20*TournamentReliability + ContextModifiers (Meta provisional)
Probability & combo summary
- Opening a starter: P(≥1) ≈ 0.21 · key two-card combo ≈ — · full-brick estimate ≈ — (all Inferred)
- Combo output: best PowerIndex —, median —, board-per-starter —
- Turn order: 0 going-first lines vs 0 going-second lines
Strengths
- Seven hand traps plus several Limited and Semi-Limited answers give broad interaction
- Searcher density (16 copies) keeps most hands connected to a SPYRAL or Horus line
- Graveyard recursion gives several restart routes after an interruption
- Compliant with the Master Duel size and copy limits
Weaknesses
- The SPYRAL engine has only two Quik-Fix starters and one Super Agent, so on-engine turn-one access is low
- Multiple shells dilute the core and leave several Extra Deck monsters without visible material
- No side cards, so there is no way to adapt between games
- Hard to pilot across branching hand, GY and Extra Deck decisions
Critical choke points
- Quik-Fix and Super Agent are the main on-engine starters and are few in number
- Horus lines depend on King's Sarcophagus or Walls of the Imperial Tomb being on the field
Recommended changes
| Priority | Remove | Add | Reason |
|---|---|---|---|
| 1 | One for One | A second SPYRAL starter or a Horus enabler | Converts a 1-of conditional tech into more consistent engine access; the starter count is the weakest point |
| 2 | Extra Deck slots for Galaxy-Eyes Photon Lord and Magistus Chorozo | Cards whose material is in the Main Deck | Removes dead Extra Deck slots and reduces the number of shells competing for space |
Evidence & confidence
- Verified: Legal status: 46 Main, 15 Extra, 0 Side within Master Duel size rules; Copy limits satisfied, including Limited cards at 1 copy and Droll & Lock Bird at 2 copies; Inclusion stats: Maxx C, Droll and several SPYRAL cards are core in the archetype
- Inferred: Turn-one engine access about 0.21 for Quik-Fix and about 0.90 for at least one searcher; Hand traps and removal give a broad interaction layer; Dead Extra Deck slots and multiple shells lower consistency
- Provisional: Meta Power is null and matchup fit is provisional without a dated metagame sample
- Data gaps: no combos supplied, so combo floor, median and ceiling are text-only inference no tournament link, so archetype meta-share and match records are absent no win-rate telemetry, so going-first and going-second splits are Inferred Meta Power is Provisional unless a dated metagame sample is supplied Dark Magician, Dragunity Tuner and Galaxy-Eyes material are not visible in the Main Deck list
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