Cool... Cool McCool!💥

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Cool... Cool McCool!💥
Inspired by @mistergaslow’s post of super agents becoming henchmen, and Miranda’s arc. Also took it as practice for body types.
I really hope we get to see her being incredible again in Evil Genius 2 and that she’s living her best life. I’m HYPED!!
Bring Quake/ DAISY Johnson (Chloe Bennett) into the MCU!!
In the comics, her in human physiology rivaled Caps
She has super powers, is advance in hand to hand combat, and espionage. She has history with multiple main characters in the MCU, plus it's just a good move and would be easy with her relationship w iui th Coulson, or her inhuman status which works with Mrs. Marvel.
Although Beatrix has been missing for the past eight months, the first thing she does upon seeing Alan is bring him into a hug. "Hey Allie," she murmurs into his hair, "I heard about Havoc and Thunderbird 3, it must have been scary. I'm glad you're safe."
Alan blushed a little at the hug, but gave her a quick squeeze back. “Well, a little.” Alan shrugged still embarrassed he had lost his bird. “When you see your only ride leaving without you there’s gonna be a bit of panic there. Especially when you’re in space!”
He chuckled a little and smiled up at her. “Really the worst part of it was being stuck in Havoc’s ship with those space pirates piloting. I definitely got some bruises from that! Though I’m sure you’re used to dealing with stuff like that all the time. Did you do anything exciting while you were gone?”
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
choco biscuit: when was the first time that you broke your own heart?
I’m a pretty upbeat guy, so I usually don’t regret things that i do. So, the first time I broke my own heart was pretty recent. In fact it was when we found out that Dad could still be alive.
When Brains pointed out the contrail and that the explosion was really the engines taking off--yeah, something definitely broke a little then. I realized that I had given up on him.
I’m pretty ashamed about it too, I bet I’m the only one that had. It’d been so long ago, we’d gotten ourselves into a pretty good routine, we were our own team. I missed him, yeah, but I had stopped looking for him.
I’ve been pretty gung-ho about going to get him to try and cover up that ache, it doesn’t help much, though.
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
With Alan being the baby of the family and occasionally staying home to do homework rather than go out on rescues, everyone feels a sense of pride when he gets the chance to step up to the plate on rescues, when he gets into his stride and he's GOT THIS.
((Aw man yes. I see Alan as hating to be left behind cause being the youngest he got left behind a lot. So when he is on a rescue it’s all business.
Look at Deep Search. I think a lot of people think Alan is a little dense when he’s like “Gordon gets to go on all the good missions” when they have to go to Europa, like how is he going to get there? Slingshot kinda proved that with deep space missions you need someone onboard with experience. Gordon doesn’t have much, if any, space experience so he wouldn’t be able to take charge. Alan assumes that they’re not going to let him go, and that someone with more experience would go instead, like John, and he’ll have to go and man Five while they’re gone. Possibly cause he still sees Slingshot as a bit of a failure even though he did save Ted and Gladys, not a moment to be proud of at least.
So, when Scott give him command he takes it seriously. Normally he’d laugh and joke with Gordon, but no, he’s all serious and worried about what Scott would do, or what Scott would think because he’s so afraid of failure and doesn’t get many chances to prove himself.
So yeah, Alan takes any chance he can get to show his brothers how good he is, cause he wants them to be proud of him. But that sometimes overshadows what he’s really capable of because he’s so worried about what his brother’s, especially Scott and John, will think.
I love that Gordon reminds him in that episode that he’s not Scott and that he needs to do what he himself thinks is best and stop trying to be Scott. It helped him grow up a little. XD ))