#SPYRAL Sleeper
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valmeme · 2 years ago
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just a funny
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yugiohcardsdaily · 4 months ago
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Posted Cards Master List - 56.0
February 2024, 1st thru 20th
Herald of Ultimateness
Invocation
Invoked Augoeides
Invoked Caliga
Invoked Cocytus
Invoked Elysium
Invoked Magellanica
Invoked Mechaba
Invoked Purgatrio
Invoked Raidjin
Magical Meltdown
Magistus Invocation
Magistus Theurgy
Magistus Vritra
Ninaruru, the Magistus Glass Goddess
Omega Summon
Spellbook of Judgment
Star Drawing
The Book of the Law
Trismagistus
Vahram, the Magistus Divinity Dragon
Zoroa, the Magistus of Flame
Additional Mirror Level 7
Aratama
Armed Neos
Babysitter Goat (Master Duel, I think???)
Arms Regeneration
Baby Spider
Mother Spider
Battlefield Tragedy
Black Mamba
Blackwing - Sharnga the Waning Moon
Cattycorn
Courageous Crimson Chevalier Bradamante
Daidaratant the Ooze Giant
Dark Magician the Knight of Dragon Magic
D/D/D Super-Dimensional Sovereign Emperor Zero Paradox
Dimensional Fissure
Divine Arsenal AA-ZEUS - Sky Thunder
Don't Slip, the Dogs of War
Duality
Elemental HERO Flame Wingman - Infernal Rage
Favorite Hero
Extox Hydra
Final Cross
Ghost Fusion
Ghost Lancer, the Underworld Spearman
Ghost Sleeper, the Underworld Princess
Ghost Wyvern, the Underworld Dragon
Golden Rule
Guard Mantis
Herald of Pure Light
Junk Archer
Lamia
Link Decoder
Mathmech Equation
Mathmech Sigma
Mysterion the Dragon Crown
Numbers Last Hope
Odd-Eyes Rebellion Xyz Dragon
Performapal Barokuriboh
Performapal Classikuriboh
Performapal Odd-Eyes Butler
Performapal Odd-Eyes Valet
Photon Jumper
Praying Mantis
Protection of the Elements
Promotion
Puppet Pawn
Puppet Rook
RGB Rainbowlution
Rokket Coder
Rose Shaman
Sage of Benevolence - Ciela
Sage of Strength - Akash
Sage of Wisdom - Himmel
Shadow's Light
Sky Striker Ace - Azalea
SPYRAL Quik-Fix
Synchro Zone
Tri-Edge Master
Urubonus, the Avatar of Malice
Viper's Grudge
Xyz Bento
Archfiend Giant
Baby Raccoon Ponpoko
Baby Raccoon Tantan
BIG Win!?
Blue Duston
Burst Rebirth
Celestial Wolf Lord, Blue Sirius
Chain Ignition
Chow Chow Chan
Divine Dragon Knight Felgrand
Dragard
Dragon Shield
Gagagatag
Giganticastle
Granmarg the Mega Monarch
Grisaille Prison
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fyeahygocardart · 3 years ago
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SPYRAL Sleeper
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prettycottonmouthlamia · 6 years ago
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I keep thinking about SPYRAL like
You know the new Shaggy memes
That’s full power SPYRALs
They didn’t have Tri-Gate Wizard, or Linkuriboh, or Knightmares, or Gumblar, or Summon Sorceress, and yet they immediately destroyed the meta
This was a meta with fucking Master Peace True Draco, which were barely a blip on the radar
This was in a deck who didn’t have ANY of the traditional power cards we typically associate with Link spam decks except for Firewall Dragon, and the deck would just end on boards of like, double Firewall Dragon + Sleeper + Utility Wire and nothing could deal with it 
The cards can never move off the banlist. SPYRALs ability to defy the First Law of Thermodynamics and create card advantage out of nothing will never grow old. It’ll never age out. You move Resort to 3 or Drone to 3 and the deck is like, immediately meta again
SPYRAL be like that
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whothefuckiscassandracain · 6 years ago
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Batman & Robin Eternal Vol 1 17: Let's All Go to the Lobby
We skip two issues before the next Cass mention, so here’s what happened:
Tim infiltrated the sacred city of St. Dumas, Gnosis, by drugging Jason and handing him over to Azrael as a prisoner. I’d like to think that this was all just a ploy, but Tim later admits that he received some kind of religious brain-washing from the Order. Jason eventually got out with the help of an explosive mini-batarang, while Tim got an audience with the real St. Dumas, who shilled Tim to the heavens and wanted him to be his new angel. Azrael objected, so St. Dumas ordered them to fight to the death. Meanwhile, Jason got some info out of a St. Dumas goon: the cult is using a bio-programming algorithm called Ichthys that essentially mindjacks people.
Unfortunately, St. Dumas forced Jason under the influence of Ichthys, which made him flash back to his death at the hands of the Joker and rewrote his memory to make him believe he managed to defeat Joker. Tim talked him back into accepting the fact that he died and reliving his death again in order to overcome the programming. Too bad that what could have been a moment of genuine healing was quickly swept under the rug for more wise-cracking. With Azrael holding back St. Dumas’s forces, Jason and Tim escaped and headed out to rendezvous with Dick, broadcasting to all Spyral channels that they have found the source of Mother’s brainwashing.
Meanwhile, in B&R Flashback Land, Crane told Mother that Batman was essentially driven by fear and loss and that was the only mother he had. Cain raised his concerns about Scarecrow, insisting that the formula St. Dumas was preparing would be more than enough, but Mother shot him down and sent him to Egypt while she prepared the child for Bruce Wayne. Batman & Robin confronted Crane in Egypt and took him down. While Robin returned to Arkham with Crane, Batman picked up a gun Mother had left for him and shot the parents of the child Mother had picked out for him, as seen in the first issue.
In issue 17, we find out that Bruce used non-lethal ammo and the child he “orphaned” was actually one of Mother’s sleeper agents, who confirms that neither of the parents are dead. Mother tries to have Orphan kill Batman; he tries to apprehend Mother. Both fail. Orphan informs him that the child Bruce requested as a replacement Robin is in Gotham and is about to become an orphan. Mother uses the Egyptian child’s life as leverage to escape with Orphan in tow.
Back in Spyral HQ, Dick tries and fails to get info out of Cain. Red Hood and Red Robin arrive (and the continuity issues continue with Dick saying they arrived unannounced), while Harper sneaks into the interrogation room to call out Cain and accidentally let’s slip that it was Sculptor who helped them. Pretty sure the poor woman will be dead soon. In any case, Cain’s dialogue here “reveals” that Cass was the assassin Mother had sent to Gotham that night…
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ygoreviews · 7 years ago
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SPYRAL Double Helix ———————————————— 2 "SPYRAL" monsters This card's name becomes "SPYRAL Super Agent" while on the field or in the GY. You can declare 1 card type (Monster, Spell, or Trap); reveal the top card of your opponent's Deck, and if you do, and its type matches the declared type, take 1 "SPYRAL" monster from your Deck or GY, and either add it to your hand or Special Summon it to your zone this card points to. You can only use this effect of "SPYRAL Double Helix" once per turn. ———————————————— Can Be Found In: Circuit Break (CIBR-EN099)
The addition of Link Monsters affected the most known mechanics arround the Extra Deck in different ways. Their introduction was to mitigate the abuse of Extra Deck strategies over the recent years, requiring their pressence to bypass the heavy restriction implemented by the new Extra Monster Zone. However, due the majority of them having very simple summon conditions along effects to assist players, Link Monsters themselves will greatly help the user as long they can manage their arrows wisely to swarm the field with powerful creatures.
"SPYRAL Double Helix" is the only Extra Deck creature the SPYRAL archetype provides to their strategy, but undoubtly one of the core cards to achieve most of their setups and goals with. "Double Helix" will be treated as "SPYRAL Super Agent" while in either our field or Graveyard, becoming a substitute of the most important SPYRAL card as many of their effects require his pressence in some way or another. Like many other SPYRALs "Double Helix" has an effect which makes us guess which kind of card is on the top of our opponent's Deck, and if we guess correctly we can obtain a SPYRAL monster from our Deck or Graveyard to either be added to our hand or be summon in an area "Double Helix" points with its arrows. While far from being one of the strongest members in the build, "Double Helix" abilities gratly assists the archetype by either taking the role of the lead SPYRAL card or using its effect to gather key members in some way or another.
Obviously exclusive to work along SPYRALs due its effects and materials needed, "Double Helix" is quickly available to assist us from early to late game. "SPYRAL Super Agent" and "SPYRAL Tough" can let us guess the opponent's top card to Special Summon themselves, and as long the opponent doesn't rearrange it we can make consecutive summons (Specially "Tough" as has no restrictions for this ability) to gather atleast two monsters for the Link Summon. This method is further improved with the help of "SPYRAL GEAR - Drone", banishing itself from the Graveyard to retrieve a "Super Agent" or substitute to our hand to once again try using their Special Summon effect. To further assure materials, "SPYRAL GEAR - Big Red" and "SPYRAL MISSION - Rescue" will revive SPYRALs in mid to late game to work on the arrival of "Double Helix". Remember that "Double Helix" is treated as "Super Agent" while in the Graveyard, assuring its return after being defeated or used as material by the help of cards like "SPYRAL Gear - Fully Armed" or "SPYRAL Sleeper". Also don't forget that "Double Helix" itself can revive its own copies with its effect, providing us more Link Monsters to work with our Extra Deck.
"Double Helix" pretty much works similarly to "Super Agent" while on the board, but with the big extra of allowing us to search of summon SPYRALs from the Deck and Graveyard. While being treated as "Super Agent", "Double Helix" will gain the assistance of cards like "SPYRAL GEAR - Utility Wire" and "SPYRAL GEAR - Fully Armed" to heavily disrupt the opponent's board. Otherwise its mere pressence will let us revive "SPYRAL Quik-fix" and obtain both a SPYRAL GEAR and a material for other summons (Preferably Xyz Summon to ignore his banishing demerit). Like other SPYRAL effects "Double Helix" might require some luck to guess the opponent's top card in their Deck, but if we haven't used other excavating effects beforehand to know the answer shouldn't be difficult to guess correctly as many Decks carry more Monster cards than any other type. Once we guess correctly pretty much every other SPYRAL monster becomes available for any position and purpose, ranging from summoning or reviving their heaviest members like "SPYRAL Master Plan" and "SPYRAL Sleeper" to adding to our hand "SPYRAL GEAR - Last Resort" and "SPYRAL Super Agent" to either help with their effects from the hand or in case we run out of arrows to summon them. This summoning ability can also be of great help to work along "Double Helix" so we can Link Summon a creature with a higher Link Rating.
"SPYRAL Double Helix" is far from being a tough creature despite its position as a Link Monster, but its abilities greatly assist the whole archetype on their setups from early to late game. Being treated as "SPYRAL Super Agent" gives "Double Helix" the same supporting tools to improve its pressence on the board, including being revived by its own copy if we need to. Its second effect might rely in some luck to obtain it, but once we guess correctly we will gain one of the strongest searching effects in the game by letting us obtain any SPYRAL monster from anywhere to be used in any way needed. But despite its many possibilities "Double Helix" is more limited than it looks as summoning the SPYRALs we'll look by its effect can only be brought close to one of its arrows, and in most cases only one or none of them will become available due their positions in the card. Yet although has some small shortcomings, with the great flexibility of its effects as well easily becoming material for bigger Link Monsters makes "Double Helix" a powerful card to strength board with little to no effort.
Personal Rating: A+
+ Is treated as "SPYRAL Super Agent" on the field or Graveyard + If we guess the card on the top of the opponent's Deck we can summon or add to the hand a SPYRAL monster from our Deck or Graveyard + Several setups and options to work arround its effects
- Below average ATK - We will rely on luck or other effects to guess the opponent's card to obtain its effects - Its summoning effect is dependant of a single arrow if any
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ygo-news · 7 years ago
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[OP05] OTS Tournament Pack 5 Foils Zoodiac Whiptail (Ultimate Rare) Terraforming (Ultimate Rare) Ghost Ogre & Snow Rabbit (Ultimate Rare) Lost Wind (Super Rare) Disciples of the True Dracophoenix (Super Rare) Zoodiac Ramram (Super Rare) Ultimate Ancient Gear Golem (Super Rare) Swing of Memories (Super Rare) Dogoran, the Mad Flame Kaiju (Super Rare) Fairy Tail – Sleeper (Super Rare) Fairy Tail – Snow (Super Rare) True Draco Apocalypse (Super Rare) SPYRAL Quikfix (Super Rare)
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ycgpodcast · 8 years ago
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Card Review: SPYRAL Sleeper
Card Review: SPYRAL Sleeper
A TCG exclusive from MACR. (more…)
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fantasystyle · 8 years ago
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The Sleeper Beneath The Sewers by DarthFar //  A dubious... spyrale
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yugioh-cards-hourly · 3 years ago
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fyeahygocardart · 3 years ago
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SPYRAL GEAR - Fully Armed
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8000lp · 8 years ago
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Images from Konami’s own Facebook page
Sorry I’m so late! Konami unveiled the new SPYRAL cards a week or so ago and I’ve been hard at work testing them all, because they’re all quite good!
First up is SPYRAL Sleeper, a true behemoth of a card with an incredibly destructive effect and a relatively easy to access summoning procedure. Destroying two cards on either player’s turn is incredibly powerful, and destroying your own SPYRAL cards is usually beneficial to you as well! The SPYRAL MISSIONs all have great graveyard effects, and SPYRAL Master Plan will get her effect to search Resort and another SPYRAL monster when sent to the graveyard too! As for his self-destruct effect, although dangerous, I have yet to have it ever go off. It’s a matter of playing this card with the right support cards, namely SPYRAL Resort and the next card on the list:
SPYRAL Last Resort is a monster akin to Gwenhwyfar, in that it can equip from the hand to any SPYRAL monster and protect it from being destroyed by battle, and destroyed or targeted by card effects (mind you, the targeting is only from your opponent’s card effects, so you can still use cards like Drone or Sleeper on your SPYRALs). This card is most powerful when equipped to Sleeper, who can then target himself for his effect to destroy two cards and safely avoid nuking your own field. It also means your opponent will have a really hard time getting rid of your SPYRAL monsters, as usually you will also have SPYRAL Resort up on the field as well, protecting Last Resort from being targeted as well. It has one final effect, allowing you to send another face-up card you control to the graveyard in order to allow the equipped monster to attack directly. This is great for two reasons: the first is that, with Drone and the next equip card, your SPYRALs can reach pretty phenomenal levels of attack, so a direct attack can be lethal pretty quickly. The second is that it means, like Sleeper, you can send your SPYRAL cards to the graveyard in order to trigger their effects. You can also send an opponent’s monster you’ve taken with Recapture to the graveyard, which is very nice indeed.
The next card is SPYRAL GEAR - Fully Armed, an equip Spell only for Super Agent or Tough, granting a 1000 boost, banishing anything it destroys in battle along with 1 other card your opponent controls and floating into Agent when it’s destroyed. The card is pretty good, allowing Agent to beat over a great number of things, and non-targeting, non-destroying removal is always a great thing. Given it’s high searchability via Quik-Fix, the card is a definite good addition to the deck.
The final card is SPYRAL MISSION - Rescue, which I underestimated at first but definitely provides a lot of utility to the deck and enables some pretty fun plays. The on-field effect is a tremendous resource engine, adding back a SPYRAL monster each turn, including your opponent’s. It’ll be hard for you to ever be without cards in your hand with you adding back cards like Agent or Quik-Fix or Sleeper each turn, meaning you’ll have plenty to summon or even just use as discard fodder for Quik-Fix. The grave effect is where it really shines, however, allowing you to special summon SPYRAL monsters on your opponent’s turn. This allows you to summon Agent and destroy spells/traps during your opponent’s turn, as well as trigger Recapture and take an opponent’s monster before they can get any use out of it.
I’ll go ahead and make a separate post regarding builds, the direction the deck is heading and how competitively viable I think the deck is going to be in the upcoming future, but short version: I’m excited and optimistic~
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fyeahygocardart · 5 years ago
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SPYRAL Double Helix
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ygoreviews · 7 years ago
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SPYRAL Super Agent ———————————————— If this card is in your hand: You can declare 1 card type (Monster, Spell, or Trap); reveal the top card of your opponent's Deck, and if you do, Special Summon this card if it is a card of that type. If this card is Special Summoned by the effect of a "SPYRAL" card: You can target 1 Spell/Trap Card your opponent controls; destroy it. You can only use each effect of "SPYRAL Super Agent" once per turn. ———————————————— Can Be Found In: The Dark Illusion (TDIL-EN086)
The main focus of the SPYRAL archetype is to support a specific monster with all sorts of cards and effects it will provide. Although depending in a single card might seem riskful, SPYRAL not only provides several substitutes to work with but also a powerful card management of other members and tools to be on the lead without focusing on their main goal. From gathering SPYRAL Gear to support their monsters to guessing opponent's cards in their Deck to obtain additional benefits, SPYRAL quickly became target of a banlist update due the powerful results that can obtain without much effort required.
"SPYRAL Super Agent" is the core card of the archetype, and where most of their effects will go to obtain most of their setups and outcomes. "Super Agent" allow us to guess the type of card on the top of the opponent's Deck, and if we guess correctly he will be Special Summoned from our hand. But no matter if is Special Summoned by this effect or one from another SPYRAL card, as a result "Super Agent" will destroy a Spell or trap on the opponent's field. Therefore, not only we have a chance to Special Summon a monster from the hand but also deal with any dangerous backrow and setups in the process. As the lead monster of the build "Super Agent" is pretty much the most supported member in the archetype, with a variety of resources to not only summon him but also  give him various purposes depending of the situation and focus besides dealing with opponent's cards upon arrival.
While "Super Agent" has his own Special Summon effect, we don't need to wait for him to be in our hand and try to guess opponent's cards. While effects from cards like "SPYRAL Master Plan" and "SPYRAL Resort" will easy add "Super Agent" to our hand, others such as "SPYRAL Sleeper" and "SPYRAL Double Helix" will simply summon this monster straight from our Deck. If not brought by other effects "Super Agent" will arrive on his own, and while relies on some luck to do so is not that difficult to reduce the odds to guess right. Nowadays most Decks have a huge focus on Monster cards so they'll become the most prominent choice to play "Super Agent", while more specialized Decks will have a bigger number of Spells or Traps depending of their strategy (Like the Paleozoic archetype being mostly Trap Cards). A "Super Agent" in our Graveyard is far from being unsupported, as if is not quickly revived by a card like "SPYRAL GEAR - Big Red" or "SPYRAL GEAR - Fully Armed", he can be retrieved by an effect such as "SPYRAL GEAR - Drone" or "SPYRAL MISSION - Rescue" to be summoned once again from our hand by his own effect.
The results arround "Super Agent" will vary from his own arrival to the other SPYRAL cards that will interact with. No matter if is summoned by his own ability of by the listed cards before, "Super Agent" already provides a benefitial outcome by dealing with any Spell or Trap on the opponent's field. The Special Summon effect of "Super Effect" is useful even if we fail to guess the opponent's top card, as will give us the correct answer to follow the effects of other members like "SPYRAL Double Helix" and "SPYRAL Tough" (Both also working as substitutes of "Super Agent"). While the summon of "Super Agent" is enough to work as material of any Extra Deck summons he gains a pool of cards to improve his pressence on the board. Cards like "SPYRAL GEAR - Big Red" and "SPYRAL Resort" will restrict the opponent's options against "Super Agent", while others like "SPYRAL MISSION - Assault" and "SPYRAL GEAR - Fully Armed" will improve our offense with a variety of benefits. But among the cards "Super Agent" will work along with will get the most from "SPYRAL Quik-fix", a monster with not only a searching effect but also able to revive himself under the pressence of "Super Agent" or his replacements.
As the lead monster of the archetype, "SPYRAL Super Agent" obviously has a big importance to run the whole Deck. While has his own Special Summon effect, that doesn't stop us from summoning him by other SPYRAL cards without depending on the opponent's Deck to guess correctly. Then once on the field the route we can take with him will vary from one Duel to another, as if is not taking advantage of his Special Summon to destroy cards and work as material it will be supported by several SPYRAL cards to make him a threatening creature on his own. Obviously with various cards relying on the pressence of "Super Agent" sometimes it can become rough to obtain the full potential of the archetype, but fortunately we have reliable substitutes to play with if this monster isn't available at the moment or we fail to guess the opponent's top card. Compared to other SPYRAL monsters might not be the toughest member, but his mere pressence and all the cards interacting with him assures the best results no matter the conditions of the Duel.
Personal Rating: A
+ Special Summons himself from the hand if we guess the card's type on the top of the opponent's Deck + Destroys an opponent's Spell or Trap if summoned by a SPYRAL effect including his own + Greatly supported as the lead monster of the archetype
- Special Summon effect might rely on luck - Relies on support as well other cards depending on his pressence
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darkshadowduelist · 8 years ago
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Maximum Crisis Supers
MACR-EN017 Supreme King Gate Zero MACR-EN018 Supreme King Gate Infinity MACR-EN025 Metaltron XII, the True Dracombatant MACR-EN030 Zefraath MACR-EN033 Pendulumucho MACR-EN038 Fairy Tail – Luna MACR-EN041 Lyrilusc – Independent Nightingale MACR-EN042 The Phantom Knights of Cursed Javelin MACR-EN043 Lyrilusc – Assembled Nightingale MACR-EN046 True King of All Calamities MACR-EN078 Waterfall of Dragon Souls MACR-EN082 Subterror Fiendess (TCG EXCLUSIVE) MACR-EN086 SPYRAL Sleeper ( TCG EXCLUSIVE) MACR-EN093 Sylvan Princessprite (OCG EXCLUSIVE)
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