This card's name becomes "SPYRAL Super Agent" while it is on the field or in the Graveyard. Once per turn: You can declare 1 card type (Monster, Spell, or Trap) and target 1 card your opponent controls; reveal the top card of your opponent's Deck, and if you do, destroy the targeted card if the revealed card is the declared type.
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Date Reviewed: Mar. 3, 2017
SPYRALs at the moment remind me of Kozmos before
they got the really good stuff. They’re gonna need
another round of good support to make them truly
relevant, but they are on the cusp. SPYRAL Tough has
all the makings of filler, but he’s probably going
to be important to the theme once it gets its last
round of TCG exclusives, simply because the rest of
the SPYRALs post pitifully low ATK figures.
What’s interesting to note is that the SPYRAL theme,
much like its TCG exclusive brother Kozmo, has
significant potential in the upcoming Link Monster
format. Both archetypes have little use for the
extra deck, which gives them an edge considering
Link Monsters should conceivably slow the game down
and make it harder to abuse the extra deck. SPYRALs
could have an empty extra deck and be just fine.
They really only summon generic Rank 4’s from time
to time (Sylvan Princessprite hasn’t been released
in the TCG yet). I think that gives them a real edge
in 2017 since I don’t expect any of the cards to be
restricted or banned any time soon. Once Zoodiacs
bite the dust, I’d bet on SPYRALs to be a leading
contender to take over the mantle of top dog. And
SPYRAL Tough will most likely have a significant
part to play. And his future potential is enhanced
even further by his non-theme specific effect. He’s
a wind/warrior with 1900 ATK and an effect that has
a more than fair shot to pop a card on the field,
since the majority of most top decks are monsters.
What’s not to like?
Future Potential: 4/5
Hello Pojo Fans,
SPYRAL Tough may be for the SPYRAL archetype, but he
can fit into several other decks.
As a Warrior, Level 4, he can fit into several
variations of Warrior builds, and the high ATK for a
4-star is another plus. The call a card, target a
card on the field, reveal top card of your opponents
deck, potential kill effect Tough has is fantastic.
At the very least you know what is coming next.
There isn't any penalty or cost for calling the card
wrong, and the card isn't going to the bottom or
being shuffled. Knowing what's up next gives you a
step on their strategy, and if you call it right,
you get rid of a card. Decks play uneven amounts of
monster, spell, trap cards, but others do it more
than others. The later the game, the easier it may
be to predict their card. You can also pair Tough
with other cards to make sure you are calling the
Good effect, no downside to the effect, good stats,
searchable, the only thing going against Tough is
his WIND Attribute as a Warrior.
Put that Switch and Zelda down, it's Yu-gi-oh!
I get what this deck is trying to do, but I don't
think it will work. SPYRAL Tough is a Level 4 Wind
Warrior-type monster with 1900 Atk and 1500 Def. The
stats are good for Level 4, but SPYRALs need to
learn how to swarm more efficiently before they
could take advantage of "beaters" like Tough here.
The effects are pretty nice, and I like the multiple
Attributes within the archetype.
So this card is SPYRAL Super Agent while on the
field or in the grave. That's handy, but again
doesn't server the core principle of the deck. Well
yes it does because so many cards name Super Agent
directly. It's just such a combo oriented deck that
it will either brick completely, or not have all the
necessary pieces to function. At least the activated
effect is free. Just declare any type of card and
hope that what they reveal from the deck is the same
as what you target on the field. You can do this
multiple times per turn if you have multiple Tough
on the field. If you get it wrong the first time,
just call it right the second time. In general, if
Tough was tougher, this card would score better. As
an extra Super Agent that can actually remove
problems, it scores high enough.
Score: 3.5/5 60 card decks make prediction difficult
on its own.
Art: 4/5 Mission Accepted.
Spyral's have all of those annoying little "Sypying"
abilities, which if successful allow additional
effects, and this one is probably one of the better
Spyrals this card doesn't have a "Once per turn"
clause, meaning that this guys effect can be used as
many times as you have copies of Tough, and probably
more importantly, this makes the Summon of SPYRAL
Super Agent far more consistent (by its own effect).
The ability to "Pop" cards is what makes this card
useful, and combined with the knowledge of the next
card that your opponent will draw, making the most
informed decision possible for what to do for the
remainder of your turn is certainly to your
Since SPYRAL Tough is treated as "SPYRAL Super Agent
when in the Graveyard or on the Field, this card
makes it easier to use the effect(s) of other SPYRAL
cards and increases the amount of times that you can
recover SPYRAL Super Agent each and every turn.
I'm personally not that much of a fan of SPYRAL'S,
but this card is certainly an important card to the
Rating: 3.5 I rate this card higher since it is such
an important card for SPYRALS, but in real terms,
it's probably worth a Rating of 2 - 2.5.
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