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  1. "Prophecy”, Yu-Gi-Oh's second Tarot-based archetype, codified in Return of the Duelist, is a slow-rolling counterpoint at odds with the methods of many other archtypes. Though the upcoming Forbidden & Limited List will Forbid Spellbook of Judgment, some enemies of the deck will also be dealt with (Number 16: Shock Master will be Forbidden: Eradicator Epidemic Virus and Thunder King Rai-Oh will be Limited). Further, a new monster released in Judgment of the Light can open up new, powerful plays. Your goal in the most common builds of this deck is to force the game into a long-term grind and identify and eliminate key opposing threats: your cards and combos almost always intend to recruit cards from your Deck, replenish your hand, costlessly eliminate cards your opponent controls, simplify the gamestate by making desirable even card-for-card trades with your opponent, or all of the above. While you can only use each “Spellbook” effect once per turn in most cases, your Deck will eventually let you play more and more cards each turn, solidifying your control over what will and will not happen in your game – you'll get to know the future, before it happens. We'll start our review with monsters. Core Monsters: 1. Batel, The Magician Arguably the most important monster in the entire Deck, Batel recruits “Spellbook” Spell Cards from the Deck, while also serving as a way to keep your Spellbooks of Power, Master, Tower, and Fate live. Never doubt the Magician. 2. Sisty, The Justice Play one Spellbook Spell, and you're set to recruit another Spell and a monster later. Activating Sisty's effect is optional, and the upside to this requires some esoteric rule knowledge: let's just say that if your opponent targets Sisty with Effect Veiler, you can always activate Sisty during that turn's End Phase, after Veiler's effect expires. Banishing Sisty is the cost of activating Sisty's effect, meaning that while she can't afterward serve as a chumpblocker or guarantee your Tower, Fate, or Life will be live, she also laughs at Fiendish Chain. Note also that her ATK becomes halfway respectable when supported by Power. 3. Temper, The Temperance Where Justice is all about turning a later profit after you play a Spell, Temper is all about using a Spell to call out someone to bring forth the heat right NOW – a Priestess or World can be an extremely forceful on-demand threat, and other variants like Miss Temper even more. Where Justice doesn't guarantee live Life, Fate, or Tower, Temper tries and often succeeds through resolving its effect. Where Justice has respectable ATK when backed by Power, Temper can be a bit lacking. Where Justice laughs at Veiler, Temper cries, but they both laugh at Fiendish Chain. Build your Deck with a proper mix between these two monsters. 4. Junon, The High Priestess Junon is throwing a Fahrenheit 451 party, and you're invited. While her inclusion in the Deck was often hotly debated in post-LTGY metagaming, the impending Forbiddings of Spellbook of Judgment and several other cards stand to change metagaming enough to make Junon a certain choice. As a Hyperion-esque Boss Monster, she specializes in tearing through opposing setups, especially when paired with Spellbook of Wisdom. Unlike World, she is relatively easily summoned both on her own and with help from Temperance, so she works extremely well with Justice. 5. La Monde, The World Newly released in Judgment of the Light, this what the Fool became after he became the Reaper - a true powerhouse. Is your hand low? Not anymore. Also, your opponent has a nice field: It'd be a shame if anything happened to it. Now, this doesn't come without drawbacks; At present, you never prefer to actually draw La Monde, you prefer to summon him with Temperance's effect. In the cases where we do draw him, we have cards like Phoenix Wing Wind Blast to set him up for Life, or Herald of Pure Light to recur a Graved monster and shuffle World away. Other Monsters: Kycoo the Ghost Destroyer This Spellcaster of old was essential to post-LTGY metagaming, with an excellent niche to fill against both “Dragon Rulers” and “Prophecy” at the time. With the Rulers and Prophecy both waning in strength enough for other decks to re-enter metagaming for Toronto and the upcoming new format, ,his main deck spot is no longer the definite meta-call it once was, but Kycoo is still certainly an option worth considering. 1800 ATK is respectable, and his effect still reliably hinders many things similar to the decks he just spent months fighting. After all, many of those decks folks are trying out again are decks that rely on either maintaining cards in-Grave, or banishing from the Grave, like how Dragons and Fate relied on both those factors – Hyperion, Malicious, Plaguespreader, Mezuki, so on: the list of things that Kycoo hurts is still a long list. Breaker the Magical Warrior     Breaker is another Spellcaster of old who, unlike Kycoo, saw little play last format: however, a new niche for it may exist with the new Forbidden & Limited List changing the nature of eliminating Spells and Traps – no longer can anyone count on Heavy Storm. There are many other Spellcasters to consider: For example, Injection Fairy Lily is excellent at applying pressure at a risk, and Stoic of Prophecy can easily help you find Temperance, Justice, or the Fool. Jowgen the Spiritualist, the monster that singlehandedly gave this deck a shot at the World Championship, is still something to consider even in a world without Judgment - some decks STILL can't handle Jowgen as a metacall! Now, on to Spells. (oh wow didn’t think there’d be any of those) Core Spells: 1. Spellbook of Secrets - Having access to Spellbook of Secrets every turn is immensely important, so that you can properly react to changes in the gamestate. Pay attention, kids: Secrets doesn't just find any “Spellbook” Spell Card, it finds any “Spellbook” card except another copy of itself. This means that it can recruit the Magician, just like how the Magician can recruit it. And you will definitely LIKE recruiting the Magician. Ensuring Secrets will be in your hand next turn is surprisingly important in the upcoming format: drawing two Secrets or drawing Magician and Secrets is by no means a deathknell to you. 2. Spellbook of the Master Remember how you're only able to use most Spellbook effects only once per turn? Let's bend those rules a bit, and open up a way to let you use effects of your in-grave Secrets, Power, Eternity, or (even) Crescent (for the builds electing to run it). 2X Secrets thins your deck like a madman and fills your Grave for Fate: 2X Power takes something as small as Magician or Temperance and makes it win nearly every fight in the game: 2X Eternity essentially gets you one to two thirds of the way along to priming another Fate. 3. Spellbook of Fate This is the only time bookburning is ever good. Meet the heart of how you control your opponent's actions with this Deck; you're about to get very acquainted with Fate. Is there something you dislike about the stuff on the field? Now it's dealt with, and the price for fixing it just depends on what it is. Do any of these effects target? NO. So, the only thing anyone's going to know about this card on its activation is “what effect is going to be used” - if they use or kick away the card you initially planned on hitting with Fate, then you won't care much, you'll just use it some other way. One clutch use is banishing 1 Spell during the opponent's End Phase to return to the hand one of their Spells or Traps set this turn: another is banishing 2 Spells to evade Veiler or Set a Mage targeted for an attack: another is banishing 3 Spells to laugh at anything. Knowing when and how to use Fate is HUGELY important. 4. Spellbook of Power Fuel the Grave for Fate, apply damage, deny your opponent their monsters, and replenish your hand a little. There's nothing bad about Power, used right – 1000 ATK is a large boost to be throwing around, and is downright fearsome on monsters with already-respectable ATK. Power and/or Master-copying-Power means your opponent's big monsters aren't always safe from your little monsters. 5. Spellbook of Wisdom   Now we get to laugh at your opponent's following cards: Mirror Force, Dimensional Prison, Compulsory Evacuation Device, Bottomless Trap Hole, Torrential Tribute, Dark Hole, Book of Moon, Power, Fate... the list goes on. That thing we said about even yet preferable card-for-card tradeoffs earlier on is DEFINED by Wisdom. 6. Spellbook of Eternity You're using Fate in some capacity, and you're almost certainly using Priestess too: now you can get back the books that they burn. And since you know you can get them back, you're going to plan ahead and think “I should banish THIS book, not THAT one, so I can get it back later...” planning ahead is instrumental. Opening the first turn of a Duel with a setup that has Fate, Tower, and Eternity all certain to be live is fantastic. 7. The Grand Spellbook Tower Hey, my hand size is low! Not anymore. Hey, I have Secrets but the thing I want it to fetch is in my Graveyard! Not anymore. Welcome to the Deck's key grind game: The Grand Spellbook Tower is “La Maison”, a magical institute of higher learning. Think X-Men, but with magic instead of mutants. Every one of those books you like so much are books borrowed from this school's halls. And eventually, you have to return what you borrow, so that you can borrow something new. Not only does this card ensure you can keep making plays: if an opponent crashes class and uses an effect to destroy the Tower, you'll get to summon another monster and punch them in the face. (But only if they don't know how to properly destroy the Tower – let's hope they don't know what “missing the timing” is.) 8. Spellbook Library of the Crescent By taking the risk of facing some late-game dead draws, you can use this card early-game to have a luckbased shot at getting the right books to your hand, before you spend your all-important Secrets. Fate, Tower, and Priestess can all help make this card usable mid-game and late-game, and something like Wing Blast can pitch dead copies. 9. Spellbook of Life Monster Reborn is due for Forbidding. We don't care as much as some other people. We'll use this to bring back Priestess or World, or Temperance to summon either of those two. Or we might bring back a Veiler w/ an increased Level, leading to Tempest Magician, Arcanite Magician, and other Synchros. Or maybe we might make an Xyz play. Other Spells: Pot of Duality Duality's impending Unlimitation is a happy moment for this deck, which depends on Special Summoning only some of the time, yet on finding the right cards all the time. Early-game, you are unlikely to be Special Summoning left, right, and centre. Grabbing three extra chances to get that crucial Magician/Secrets/Crescent/whatever to start the deck’s engine is valuable enough to merit consideration, even though it and Crescent can't be activated in the same turn. Upstart Goblin As Prophecy isn't about trying to threaten “magic numbers” of damage, Upstart's LP gift to the opponent is still something to consider, but it's less overtly harmful to your game plan than it would be in some other decks. While it (like Duality) conflicts with Crescent, Upstart also stands to help you find the cards you need – however, prior-format combos and concerns involving Upstart were often a mix of “yay Judgment” and “yay for digging for immensely important, gamechanging Limited cards”. Both of those factors are much smaller in the upcoming format: digging for the right card is important for keeping the engine rolling, but there are fewer cards that give you absolutely ridiculous reward for that digging now, so the digging serves a different purpose now. Book of Moon Old as the hills, still running strong. Is Veiler a problem for the Magician? Not as often. Are you playing in a mirror match? The opponent won't be using Fate/Master/Power unless they stop this sucker or Chain the Fate to it. Do you wanna randomly trade BoM for a Spellbook? Just have it Set a Magician. Outside the mirror, BoM isn't as indomitable – some decks being tested right now don't give much of a damn about it. Still, ways to mess with opposing monsters on-summon is worth its weight in gold right now, with Warning/Bottomless/Torrential/Compulsory all headed for Limitation. Mystical Space Typhoon     Needs no introduction. Truly essential, as Imperial Iron Wall, DNA Surgery, and a host of other fantastic cards serve as ideal targets.  Dark Hole, Messenger of Peace, Night Beam, and Dimensional Fissure are significant fringe choices to consider, especially in the Side. Traps: Your chosen variant's needed Monsters and Spells will determine how much room is left for Traps. There are no “Spellbook” Trap Cards worth using, so the best place to start is with generic ones. Warning, Bottomless, Torrential, Fiendish Chain, Compulsory, Wing Blast, Mirror Force, and Prison all merit consideration, among others. Dust Tornado also merits consideration as additional sided pseudo-MSTs, if necessary. Don't forget synergy! Traps like Wing Blast and Raigeki Break get stronger with the inclusion of other cards in your Main, like Crescent and World. Sample lists [Spoiler] 12 3 Temperance of Prophecy 3 Spellbook Magician of Prophecy 2 High Priestess of Prophecy  2 Effect Veiler World of Prophecy Justice of Prophecy   20   3 Pot of Duality 3 Spellbook of Secrets 3 Spellbook Library of the Crescent 2 Spellbook of Fate 2 Grand Spellbook Tower 2 Spellbook of the Master 2 Spellbook of Wisdom Spellbook of Power Spellbook of Eternity Spellbook of Life   8   3 Phoenix Wing Wind Blast 2 Fiendish Chain Torrential Tribute Solemn Warning Bottomless Trap Hole   15   Gachi Gachi Gantetsu Herald of Pure Light Daigusto Phoenix Shining Elf Abyss Dweller Maestroke the Symphony Djinn Gem Knight Pearl Number 11: Big Eye Heirophant of Prophecy Mist Valley Clausolaus T.G. Hyper Librarian Ally of Justice Catastor Arcanite Magician Scrap Dragon Crimson Blader   15   3 Breaker the Magical Warrior 2 Kycoo the Ghost Destroyer 3 Mystical Space Typhoon Spellbook of Power Dimensional Fissure 2 Needle Ceiling 2 Rivalry of Warlords Soul Drain   [/spoiler] This is mostly Sqirmy's writing. Urthor just fixed it up so we can actually have a discussion posted, and Atem's added a second edit.     -------------------   UPDATE 09.03.2013   YCS Toronto Decklists   [spoiler]   Top 16 Frazier Smith (Spellbook)   Monsters (10) 3 Spellbook Magician of Prophecy 3 Temperance of Prophecy 2 High Priestess of Prophecy 1 World of Prophecy 1 Justice of Prophecy   Spells (22) 3 Pot of Duality 3 Spellbook Library of the Crescent 3 Spellbook of Secrets 2 Spellbook of Fate 2 Spellbook of Wisdom 2 Spellbook of Eternity 2 Grand Spellbook Tower 2 Spellbook of the Master 1 Spellbook of Power 1 Spellbook of Life 1 Book of Moon   Traps (8) 3 Fiendish Chain 1 Compulsory Evacuation Device 1 Phoenix Wing Wind Blast 1 Bottomless Trap Hole 1 Torrential Tribute 1 Solemn Warning   Side Deck (15) 3 Effect Veiler 3 Rivalry of Warlords 3 Mystical Space Typhoon 2 Kycoo the Ghost Destroyer 2 Mind Crush 1 Dimensional Fissure 1 Soul Drain   Extra Deck (15) 1 Gachi Gachi Gantetsu 1 Daigusto Phoenix 1 Shining Elf 1 Herald of Pure Light 1 Hierophant of Prophecy 1 Mecha Phantom Beast Dracossack 1 Number 11: Big Eye 1 Arcanite Magician 1 Mist Bird Clausolas 1 Thought Ruler Archfiend 1 Red Dragon Archfiend 1 Crimson Blader 1 Colossal Fighter 1 Scrap Draon 1 Ancient Sacred Wyvern   Top 16 Loukas James Peterson (Spellbook) Monsters (11) 3 Spellbook Magician of Prophecy 3 Temperance of Prophecy 2 Effect Veiler 2 High Priestess of Prophecy 1 World of Prophecy   Spells (25) 3 Spellbook Library of the Crescent 3 Spellbook of Secrets 3 Spellbook of Fate 2 Spellbook of the Master 2 Spellbook of Wisdom 2 Spellbook of Eternity 2 Grand Spellbook Tower 2 Spellbook of Power 1 Spellbook of Life 1 Spellbook Star Hall 2 Mystical Space Typhoon 1 Book of Moon 1 Dark Hole   Traps (4) 2 Phoenix Wing Wind Blast 2 Mirror Force   Side Deck (15) 2 Maxx "C" 2 Consecrated Light 2 Kycoo the Ghost Destroyer 1 Dimensional Fissure 2 Rivalry of Warlords 1 Royal Decree 1 Soul Drain 2 Mind Crush 2 Retort   Extra Deck (15) 1 Gachi Gachi Gantetsu 1 Daigusto Phoenix 1 Shining Elf 1 Herald of Pure Light 1 Wind-Up Zenmaines 1 Hierophant of Prophecy 1 Mecha Phantom Beast Dracossack 1 Mist Bird Clausolas 1 Armades, Keeper of Boundaries 1 Tempest Magician 1 Arcanite Magician 1 Black Rose Dragon 1 Angel of Zera 1 Scrap Dragon 1 Crimson Blader   Top 32 Kareem Quincy O'Brien (Spellbook)   Monsters (11) 3 Spellbook Magician of Prophecy 3 Temperance of Prophecy 2 High Priestess of Prophecy 2 Justice of Prophecy 1 World of Prophecy   Spells (23) 2 Spellbook Library of the Crescent 3 Spellbook of Secrets 2 Spellbook of Fate 2 Spellbook of the Master 2 Spellbook of Wisdom 1 Spellbook of Eternity 1 Spellbook of Life 2 Grand Spellbook Tower 2 Spellbook of Power 2 Pot of Duality 3 Upstart Goblin 1 Book of Moon   Traps (6) 2 Vanity's Emptiness 1 Torrential Tribute 1 Fiendish Chain 1 Phoenix Wing Wind Blast 1 Mirror Force   Side Deck (15) 2 Mind Crush 2 Mystical Space Typhoon 1 Breaker the Magical Warrior 1 Debunk 1 Dark Hole 3 Maxx "C" 2 Royal Decree 3 Imperial Iron Wall   Extra Deck (7) 2 Gachi Gachi Gantetsu 1 Herald of Pure Light 1 Wind-Up Zenmaines 1 Number 30: Acid Golem 1 Number 17: Leviathan Dragon 1 Temtempo the Percussion Djinn   Top 32 Peter Paul Martino (Spellbook)   Monsters (11) 3 Spellbook Magician of Prophecy 3 Temperance of Prophecy 2 High Priestess of Prophecy 2 Justice of Prophecy 1 World of Prophecy   Spells (23) 3 Spellbook Library of the Crescent 3 Spellbook of Secrets 3 Spellbook of the Master 2 Spellbook of Fate 2 Spellbook of Wisdom 2 Spellbook of Eternity 2 Grand Spellbook Tower 1 Spellbook of Life 1 Spellbook of Power 3 Pot of Duality 1 Book of Moon   Traps (6) 2 Fiendish Chain 2 Mirror Force 1 Bottomless Trap Hole 1 Solemn Warning   Side Deck (15) 2 Kycoo the Ghost Destroyer 3 Maxx "C" 1 Dimensional Fissure 1 Nobleman of Crossout 3 Mystical Space Typhoon 2 Rivalry of Warlords 2 Royal Decree 1 Soul Drain   Extra Deck (7) 1 Gachi Gachi Gantetsu 1 Herald of Pure Light 1 Daigusto Phoenix 1 Shining Elf 1 Wind-Up Zenmaines 1 Number 20: Giga-Brilliant 1 Number 30: Acid Golem 1 Number 17: Leviathan Dragon 1 Chronomaly Crystal Chrononaut 1 Muzurythm the String Djinn 1 Temtempo the Percussion Djinn 1 Melomelody the Brass Djinn 1 Maestroke the Symphony Djinn 1 Master of Blades 1 Hierophant of Prophecy[/spoiler]
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