Jump to content

Search the Community

Showing results for tags 'Prophecy'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Announcements/Important News
    • DuelistGroundz Announcements
    • Welcome/Farewell
    • Help Desk
  • General
    • General Groundz
    • Tech Support
    • Travellers Groundz
    • Health, fitness, exercise, and nutrition
    • Social interaction
    • Mafia
  • Entertainment
    • Sports
    • Anime
    • TV, Films, and Books
    • Music
    • Video Games
  • War League & Tournaments
    • Team Wars & Ranked Games
    • Teams and Private Forums
    • Official Duelistgroundz Tournaments
    • LackeyDGZ Official Discussion
    • The Archive
  • Heart of the Cards
    • Yu-Gi-Oh! Rulings and Organized Play
    • Yu-Gi-Oh! Theory and Philosophy
    • Yu-Gi-Oh! General Groundz
    • Yu-Gi-Oh! Duel Links
    • Other TCGs/Tabletop Games
  • Pokémon
    • General + Video Games
    • TCG
  • Other Groundz
    • Crazy Spam Kingdom
    • Politigroundz
    • Permanent Threads
    • SMASH'D


  • Community Calendar

Found 34 results

  1.     Monsters:   2x Shaddoll Beast 1x Dragon 2x Squamata 3x Magical Abductor - Free Scales 2x Damage Juggler 1x Hat Tricker 3x Plushfire 2x Hedgehog 1x Falco 3x Magician   Spells:   1x Spellbook of Power 1x Wisdom 1x Life 1x Eternity 2x Tower 2x Master 2x Fate 2x Crescent 3x Shaddoll Fusion 3x Secrets 1x El Fusion 1x BoM   Side:   1x Effect Veiler - Searchable 1x Droll & Lock Bird - Searchable 2x Maxx "c" 1x Damage Juggler 1x Dragon 3x MST 3x Wavering Eyes 3x Decree   Extra: Rank 2s Rank 4s Synrhos   So I heard that Magical Abductor SBs was a fun thing to try, at first I tried builds with Majespecters and Magicans and such but they didn't feel that great. I also tried the Luster Dracoslayer thing but I didn't really care for that either. In the end I decided I didn't like most of the Spellcaster based pendulum engines so I went with Performages since they fit fairly well with Spellbooks in previous builds I had tried and they had thier own scale as well. The deck still felt like it was missing something though, so I tried one of my favorites and threw in a sorta small Shaddoll engine. For now this is what I'm messing around with but it does still need work. If you have any questions or suggestions please let me know~.
  2. Teh Terrible Spellbook Deck

      Monsters - 12 2x Priestess - She can get a bit cloggy and it's bad to have her stuck in hand vs Trish 3x Kycoo - Long time standing Anti-meta monster that fits in really well with the deck 2x Justice - Basically a psuedo Magician can help get you out of bricked hands 3x Magician - This card is so staple that you could sale it to staples 2x Maxx "c" - origionally I was running 2 Duality but with all the SS going on in the format I feel like "c" is a better choice   Spells - 18 1x Power - This deck is made to reuse and recycle, I don't like having the potential to draw multiple cards in a hand that I can't use so I'd prefer to only run 1 of this and search it when I need it instead of possibly having two in hand and having that one dead. 1x Life - You only really need one, never want to draw it and it's often a dead card 1x Wisdom - Same as power though you can use multiples I'd rather search it when I need it and not have it dead vs decks like Infernoids and Nekroz and Kozmo n such. 1x Star Hall - I'm still a fan of this card, when you open the "god" hand and are able to get Fate, Tower, Eternity and still have a search its a nice card to grab and can really stack up. Opening it isn't terrible and drawing it later is fine. 2x Eternity - Pretty much staple with all the ways to banish the first one. You need the card to play the game. 2x Tower - Tower is a wierd card, in essense you only need one but if it gets destroyed while Fate is in grave then you're dead until you get a Priestess. Two has been staple for a long long time. 2x Master - I wish I could run three but the potentail for this to clog and the restrictions make me worry. 3x Crescent - The deck was built to work together and this card is no exception you can easily use 2 without worry and the third if it should come up rarely clogs. Sets up first turn Fate for three and adds more consistancy. 3x Secrets - Obviously staple 1x Book of Moon - Obviously staple 1x Fate - Can I get a second plox?   Traps - 10 2x Mirror Force - As it's been said hundreds of times people trying to play around Fate will run into this and it nets you a fair advantage. Tempted to play three. 2x Lose 1 Turn - Since this card came out I've been a fan of it in Spellbooks it's basically an alternitive to Feindish Chain that protects your monsters for a turn while negating effects. Can come in huge vs all the spam heavy decks of the past few years. 3x Fiendish Chain - Card really helps in ways that L1T can't. I'm wishy washy on this card but It's more helpful then it is hurtful. 1x Solemn Warning - There are a lot of cards that can hurt this deck and this simply says no. 1x Torrential Tribute - One of the best trap cards ever released 1x Bottomless Trap Hole -  Same with TT I almost always play this card   Side - 15 2x Temperance 1x World - This basically is good vs backrow heavy decks, the combo of Temp + World and a potential board wipe +2 can easily swing grindy backrow games into your favor 3x MST - We hate Mistake and tihs card says no 1x Dimensional Fissure - Was maining this card at one point just cuz it's such a good counter to basically everything right now 2x Debunk - Fairly decent side deck card that can help out in a number of match ups 2x Mind Drain - Kinda techy but it has many uses 3x Mind Crush - So I heard you like to search 1x Soul Drain - The better Mind Drain.   Extra - Irrelevant   I mean this is a fairly standard build. I was thinking of implamenting the hands but I'm not sure how to. The deck is slow and out dated but it still has its advantages. I'd like to see it played some more. There are tons of techs and fun options for this deck and I feel like with a second Fate this deck could be a solid anti meta choice.
  3. "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. 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   Carl Manigat ARGCS Nashville [spoiler] 3 Spellbook Magician of Prophecy 3 Temperance of Prophecy 2 High Priestess of Prophecy 1 World of Prophecy 1 Justice of Prophecy   3 Upstart Goblin 3 Mystical Space Typhoon 3 Spellbook library of the Crescent 3 Spellbook of Secrets 2 Spellbook of the Master 2 The Grand Spellbook Tower 1 Spellbook of wisdom 1 Spellbook of Power 1 Spellbook of Life 1 Spellbook of Fate 1 Spellbook of Eternity 1 Book of Moon   2 Raigeki Break 2 Fiendish Chain 1 Bottomless Trap Hole 1 Torrential Tribute 1 Solemn Warning 1 Compulsary Evacuation Device   Side Deck: 3 Effect Veiler 2 Maxx " C" 3 Overworked 2 Black Horn of Heaven 2 Mirror Force 1 Soul Drain 1 Dark Hole 1 Dimensional Fissure   Extra Deck: 1 Colossal fighter 1 Scrap Dragon 1 Crimson Blader 1 Angel of Zera 1 Stardust Dragon 1 Daigusto Phoenix 1 Herald of Pure Light 1 Hierophant of Prophecy 1 Wind-Up Zenmaines 1 Number 17: Leviathan 1 Gachi Gachi Gantetsu 1 Shining Elf 1 Number 11: Big Eye [/spoiler]   Adrian Silmi  YCS Sidney   [spoiler]Monsters (11) 3 Spellbook Magician of Prophecy 3 High Priestess of Prophecy 3 Justice of Prophecy 2 Maxx "C" Spells (23) 3 Pot of Duality 3 Mystical Space Typhoon 3 Spellbook Library of the Crescent 3 Spellbook of Secrets 2 Spellbook of the Master 2 The Grand Spellbook Tower 2 Spellbook of Eternity 1 Spellbook of Wisdom 1 Spellbook of Power 1 Spellbook of Life 1 Spellbook of Fate 1 Book of Moon Traps (6) 3 Fiendish Chain 1 Bottomless Trap Hole 1 Torrential Tribute 1 Solemn Warning Side Deck (15) 2 Cyber Dragon 2 Effect Veiler 1 Maxx "C" 2 Overworked 3 Dust Tornado 2 Rivalry of the Warlords 2 Retort 1 Soul Drain Extra Deck (15) 2 Chimeratech Fortress Dragon 1 Tempest Magician 1 Armory Arm 1 Scrap Dragon 1 Crimson Blader 1 Armored Kappa 1 Daigusto Phoenix 1 Herald of Pure Light 1 Hierophant of Prophecy 1 Wind-Up Zenmaines 1 Mecha Phantom Beast Dracossack 1 Gachi Gachi Gantetsu 1 Shining Elf 1 Number 11: Big Eye[/spoiler]
  4. Time to Say Goodbye

    [media]https://www.youtube.com/watch?v=MiYAtpsxWiQ[/media]   -12-   3 High Priestess of Prophecy 3 Justice of Prophecy 3 Maxx "C" 3 Spellbook Magician of Prophecy   -21-   2 Mystical Space Typhoon 3 Spellbook Library of the Crescent 2 Spellbook of Eternity 1 Spellbook of Fate 1 Spellbook of Life 1 Spellbook of Power 3 Spellbook of Secrets 2 Spellbook of the Master 1 Spellbook of Wisdom 2 The Grand Spellbook Tower 3 Upstart Goblin   -7-   1 Bottomless Trap Hole 1 Needle Ceiling 3 Reckless Greed 1 Solemn Warning 1 Torrential Tribute     2 Kycoo the Ghost Destroyer 1 Dark Hole 1 Dimensional Fissure 1 Mystical Space Typhoon 3 Black Horn of Heaven 3 Debunk 3 DNA Surgury 1 Soul Drain       1 Armored Kappa 2 Daigusto Phoenix 3 Downerd Magician 2 Gachi Gachi Gantetsu 2 Herald of Pure Light 2 Mecha Phantom Beast Dracossack 1 Number 11: Big Eye 2 Shining Elf     So this is my current Prophecy build. For the most part, I like it. The only thing I don't like about this deck is it has a big weakness to Excition (Since it tends to maintain a lot of card advantage). I really am not in love with Crescent, because drawing it after turn 1 can be disastrous, but if you do draw it turn one it can potentially win games. I'd really like to see a playset of pot of duality in here, but other than that I am pretty content with the current card choices in the main deck.      I really can't say anything for the extra deck since I have never actually summoned a card from my extra deck.      So that's it. Any input would be great.
  5. Flower Dance

    https://www.youtube.com/watch?v=p7PMJfAT6fk   [spoiler] [/spoiler] [spoiler] [/spoiler] [spoiler] [/spoiler] 40 Cards   10 Monsters   2 High Priestess of Prophecy 2 Cardcar D 3 Spellbook Magician of Prophecy 3 Justice of Prophecy   19 Spells   2 Upstart Goblin 1 Pot of Duality 3 Spellbook of Crescent 3 Spellbook of Secrets 2 Spellbook of the Master 2 Spellbook of Eternity 2 Spellbook Tower 1 Spellbook of Power 1 Spellbook of Wisdom 1 Spellbook of Life 1 Spellbook of Fate   11 Traps   3 Reckless Greed 3 Fiendish Chain 2 Mirror Force 1 Torrential Tribute 1 Solemn Warning 1 Bottomless Trap Hole   So I've been interested in playing prophecy since... January but soon after playtesting I realized that the deck just kept losing to its own brick hands and I gave up on it. I decided to play the +1 Firefist and I had a lot of fun with that deck until I noticed the Justice Build of Prophecy was experiencing mild success. Being the rarity whore that I am, I jumped on the opportunity to play books again with super wisdom and eternity now. I played the deck with 3 reckless and Justice and I enjoyed it a lot, however I noticed some of the same errors that the original 2 world experienced too.   The first problem was not having a Spellbook of Secrets or Blueboy to begin with. This wasn't a major issue as it didn't happen very often HOWEVER: The second problem was very similar to when I played the temperance build: if you only had access to your blueboys and secrets you would get nowhere.   Sure you can keep plussing off tower and fate, but if you only get to summon 500 attack monsters the good decks will surely keep bouncing back and destroy you. Sometimes I would had almost 6 cards in my hand every turn with a live fate but wouldn't threaten my opponent at all like a Bear or Tenki would. They would keep taking the attacks until they pushed back. I knew I was never going to win if I never got to my justice/temperance/priestess fast enough. I remember one duel I was down to my last 14 cards and couldn't do anything because in there was 3 justice and 2 priestess.   So I decided that 8 monsters wasn't enough. I wanted to fit in some more monsters for sure, but what? Apparently Kycoo wasn't that great right now even though it gets over Bear becauseother than that it was almost irrelevant in that matchup. Breaker was a possibility, but it still doesn't help you early game. So thats when I decided to try Cardcar D. (best decision I've made actually)   It's one of the BEST openings you can do in this deck. Using this and setting some traps will put you in a very good position. It also digs through your deck for the cards you DO want to see. It plays around Skill Drain.   Its a level 2. It fills your graveyard to make Herald easier to drop. It helps when your opponent has a Rai-Oh/or Mistake.   This helps covers a lot of the decks weaknesses. If they veiler it first turn, you'd 100% rather have them do that then a Blueboy. Then, if you can keep it on the field you can summon blueboy get a search and then overlay!!   Secondly, I find myself being passive a lot. Even during mid game I find many opportunities to summon him rather than attack with a blueboy. If you have priestess you can still pop a card, and then summon him for a +1.   Another neat thing was that I found Herald quite hard to drop before playing cardcar. This card going to the grave first turn makes your herald live, where as if you didn't play cardcar you'd need to be on your third magician to even consider making herald, and that makes it very rare as there aren't THAT many good opportunities to make herald.   Best of all, game 2 and 3 it will help you against mistakes that were sided in.   Due to all of that, I decided that cardcar prophecy was the way to go with the deck.   Also want to note that I'm considering taking out the reckless greeds. Rarely does it ever help me unless I draw multiples. I haven't had a situation where I was losing and reckless helped me actually. I also play 2 mirror force because I find that opening cardcar and justice can be very dangerous and opens yourself up to an easy OTK by mermails. I wanted to up the defense in the deck, and I might take reckless out for some more defensive traps though I'm still unsure as there aren't any more cards I'd like to play.        
  6. Hey DGz welcome to my first tournament report. Last weekend I went up to Fargo with a few friends. Of all the places we travel to Fargo by far has the smallest regionals. But what it lacks in competitiveness it makes up for in…uh, being easy to top. Anyway, enjoy :D I wasn’t sure what deck to play. I didn’t have access to a lot of the top decks, but I did have a prophecy deck my friend lent me, so I didn’t have much of a choice I guess. This was exciting though, because unlike mermails and fire fists, there hasn’t been a pro player to show everyone how to play the deck. This meant it was on me to figure out how to build the deck to get the most out of it. Unfortunately, I don’t feel I ended up with a completely optimal build, but I believe I made some key changes that made it a lot better. Anywhere here is the build I ended with: Monsters(9) 1: World of Prophecy 2: High Priestess of Prophecy 3: Temperance of Prophecy 3: Spellbook Magician of Prophecy   Spells(21) 3: Spellbook Library of the Crescent 3: Spellbook of Secrets 2: The Grand Spellbook Tower 2: Spellbook of Wisdom 1: Spellbook of Fate 1: Spellbook of the Master 1: Spellbook of Eternity 1: Spellbook of Power 1: Spellbook of Life 3: Upstart Goblin 2: MST 1: Book of Moon   Traps(10) 3: Reckless Greed 2: Fiendish Chain 1: Torrential Tribute 1: Bottomless Trap Hole 1: Solemn Warning 1: Compulsory Evacuation Device 1: Mirror Force   Extra (all 1-of) Shining Elf Gachi Gachi Gantetsu Daigusto Phoenix Armored Kappa Herald of Pure Light Wind-up Zenmaines Temtempo the Percussion Djinn Number 30: Acid Golem of Destruction Number 17: Leviathan Dragon Dowenerd Magician Ally of Justice Catastor HTS Psyhemuth Black Rose Dragon Scrap Dragon Crimson Blader   Side 3: Maxx "c" 2: Effect Veiler 2: Breaker the Magicial Warrior 1: MST 2: Rivalry of Warlords 2: Overworked 2: Light Imprisoning Mirror 1: Soul Drain Choices that may need explanation: 2 Priestess 1 World: the reason people play 2 World is so that if they draw one they can still go into the other one with Temperance. However, I believe Priestess is good enough that if I draw my one World I can still win a large enough percentage of my games with Priestess plays alone. Not to mention I significantly reduce my chances of drawing World, and completely eliminate my chances of drawing 2 Worlds :P. Did I mention playing Priestess from the hand is busted? 2 Wisdom: Idk if it’s standard or not, but I love it at 2. I want it all the time. Gets blue boy through fiendish, gets Spellbook of Power plays through (which I learned are actually really important), and, of course, it gets your game winning Temperance and Priestess plays though. 1 Master: I simply don’t see why people played 2 to begin with. You only want it when you search it off of secrets or crescent, right? No seriously, am I missing something here? If you know why everyone is playing 2 let me know. I mean I understand there’s a few mid-late game situations it can come in handy, but really 90% of this decks problems are in the early game. I have yet to miss the 2nd and the one I do play is still clogging my opening hands now and again. 1 Eternity: same as Master, but it should be more obvious. This deck struggles in the early game. From my experience you will lose more often to brick hands (which Eternity LOVES to create) than you will to getting the cycle cut off. 3 upstart: This one I really don’t know…It’s an improvement from duality which conflicts with Temperance, Priestess and Crescents, whereas this just conflicts with Crescents, but it’s still frustrating at times. 2 MST: I kept losing the mirror to people who mained it…but mostly it’s just kinda filler. Worked out pretty well though. 3 reckless: another one that’s really tough to say. Whenever my hand was decent, it became busted. But if it was bad, it stayed bad and I couldn’t draw for 2 turns… No discard outlets: this one is tough to explain. Discard traps are bad in general, especially if you don’t draw World. If you do draw World there’s a very good possibility you won’t have the discard for it. And even if the stars align and you draw both World of Prophecy AND a discard trap, well, it’s not even a game winning combo. You’re still a long way from winning the duel. Simply not worth It IMO, I’ll just take the dead card every 5 games or so. Extra deck is whatever, apparently all you need is Shining elf, daigusto phoenix and downerd. I actually kinda wish I had the rank 7’s. There were a few games I wish I had Big Eye or Dracosack, but I’m pretty sure I won those games anyway so...idk. Also I would have played the good rank 4s since you can make plays with breaker and using life on a blue boy banishing another blue boy, but I was letting someone use mine. Side deck was pretty abysmal except for maxx “c” and rivalry. I completely missed the fact that light-imprisoning hurts me too. Ya de da heres the report; 120 people showed. Round 1 vs evilswarm. Unfortunately this tournament kinda has a lame start for me...this kid just started filling out his decklist when the round started. About 5 minutes into the match I felt I had to take the game 1 win. I know how evilswarm vs prophecy games can drag on for a while, and I didn't feel like taking a draw early on just to avoid being a jerk. With 31-32 minutes left we start shuffling and get to playing. I go second by default and open World of Prophecy. Luckily the rest of my hand was decent, and the kid wasn't super experienced and didn't know how to counter my plays. 1-0 Round 2 vs mermail. This one I remember very few details. Game 1 I’m pretty sure I won easy, game 2 a little back and forth but he mst’d my warning or something and puts a lot of pressure on me. Game 3 I opened double maxx “c” so I had to hope I wouldn’t die before I could use the cards I get from them. Things worked out though. 2-0 Round 3 vs Geargia Game 1: he sets Armor and 4 backrow. On my turn I make fate live right away with crescents and immediately banish his Armor. He flips geargia-gear in the end phase. All I had left for defense was book of moon, but it ends up being enough to push it into a grind game where Tower does its thing and I come out on top. Game 2: not much to say here, all he opened with were tuners and Redox, I take the game quickly. 3-0 Round 4 vs Evilswarm. Game 1: I opened Torrential, 2 Priestess, Temperance, Tower, and Master. I set Torrent and pass. He plays castor->heliotrope, I torrential but he has infection. Then he attacks, makes ophion, searches, sets 1 and activates Kaiser colosseum. I topdeck into power, Temperance+power+master attack. Then I go into World, blow the field and he can’t come back. Game 2: He just gets going so fast I can’t keep up. Game3: similar to G2 I would have won with bottomless but he opened the infection again. I lose with a priestess and no spellbooks in hand…   I was a little salty after this one but I kind of deserved it. I didn't prepare for the matchup, knowing full well that at the regional level and lower evilswarms are a very common deck. 3-1 Round 5 vs frogs Game 1: He drops Mega-Mobius turn 2 and then another turn 3. Luckily I am able to play around them like you play around night beam or gyokkou. I would have probably lost if he made felgrand but he didn’t. After that we go into like a 20 minute grind game but spellbooks do it better than frogs and eventually I win. Game 2: I keep him from ever summoning mega-mobius. Frogs are just no match for tower+Fate. Oh yea I also had bottomless for his ronintoadin->inferno reckless summon-> des frog play :) 4-1 Round 6 vs mermails. This guy is my friend I came up with and he is the one person I didn’t want to play. Game 1: he goes first summons spike discard gunde for undine sets 3 and passes. My first 5 cards were pretty lousy with 2 crescent and an upstart, but my 6th card is Temperance. I have wisdom for his torrential, then I go into World to blow up his last 2 backrow, but they are both reckless greed. He ends up drawing his controller and I win a couple turns later. His opening hand was really quite good, shame to see it go to waste like that :/ Game 2: like game 1 but my hand is much better and his is worse. He goes spike discard tidal for undine and sets 2. This time I opened temperance secrets, so I blow his field and this time his backrows were not reckless greed, but sphere and something else. He chains sphere gets megalo, I atk over it, set soul drain, flip it in his standby and he scoops. 5-1 Round 7 vs Bujins. This guy goes to locals with me and has been playing for a long time, longer than me. This was going to be his first top 8…or not :D Game 1: I go second and open World :/ I get it to a grind game but it’s really eating away at our time, and since my hand was bad I decide to scoop like 18 minutes in. Game 2: I opened World AGAIN. But my hand was otherwise solid so between Fate and traps I get in control. Then he flips decree when I have like 3 traps and I can’t do anything about it for like 2 turns until I can drop my priestess and destroy it to regain control. At one point he had a DNA surgery, I can’t remember if it was game 2 or game 3, but I feel like it was game 2 and I popped it with priestess. Game 3: He opens yamato for the third time good for him. I didn’t open world but I am pretty sure I am going to lose anyway. I’m taking damage and can’t take control of the field. I grind it out for a while until at one point I have a temperance and need to top a secrets. Well, I top a secrets, and then another one off tower. Obviously I temperance into World and blow the field, he uses hare, so I use Power on World and atk Yamato, knowing his 2 in hand cards are both Crane. After that his deck decides to give him an incredibly ironic topdeck: Honest. Doesn’t matter though I’m in control and win. 6-1 End up getting 6th place. nice. Props 3 people from my locals got their first top 8. They have been going at it hard for a while so good for them Austin getting first Chillin with friends before and after Pulling exciton in my prize packs Got my 8th regional top 8.   slops the drive up Mark not being there my side deck, as usual
  7. The Way We Move (:

    Probably the most consistent (and definitely the fastest) version of Prophecy I've ever played. And I've played a lot of Prophecy. Basically set up Azure-Dragon w/ Priestess + Fate / Emptiness and style on your opponents. Also BlueEyes+Azure+Priestess is 8000. 3 MST helps you demolish the field spell war (combined with Fate) and multiple Priestess really is a win condition that can't be understated. Justice is probably the best card in the deck.   <iframe width="420" height="315" src="//www.youtube.com/embed/FEyZIrbySSI" frameborder="0" allowfullscreen></iframe>   Monsters: 13 3 Justice of Prophecy 3 High Priestess of Prophecy 1 Blue-Eyes White Dragon 3 Maiden with Eyes of Blue 3 Spellbook Magician of Prophecy   Spells: 22 3 Mystical Space Typhoon 3 Spellbook of Secrets 3 Spellbook of the Master 3 Spellbook Library of the Crescent 2 Spellbook of Fate 2 Spellbook of Power 2 Spellbook of Eternity 2 The Grand Spellbook Tower 1 Book of Moon 1 Spellbook of Wisdom   Traps: 5 2 Mirror Force 3 Vanity's Emptiness  
  8. Wanderlust

    I actually wanted to use Wanderlust by the Weeknd but I can't find the song on youtube.   But seriously, go listen to wanderlust.   Found it   http://www.youtube.com/watch?v=1yelpPJPcHI   imo the original is better but whatever i still <3 pharrell.   Monsters [10]:   3 Spellbook Magician of Prophecy 3 Temperence Magician of Prophecy 2 High Priestess of the Prophecy 1 Justice of Prophecy 1 World of Prophecy   Spells [22]:   3 Spellbook of Secrets 3 Spellbook Library Crescent Bullshit thing 2 Spellbook of Wisdom 2 Spellbook of Eternity 2 Spellbook of Fate 2 Spellbook of Master 2 Grand Spellbook Tower 2 Pot of Duality 1 Spellbook of Life 1 Spellbook of Power 1 Book of Moon   Traps [8]:   3 Fiendish Chain 2 Phoenix Wing Wind Blast 1 Solemn Warning 1 Torrential Tribute 1 Bottomless Trap Hole   Side Deck [15]:   3 Mystical Space Typhoon 3 Kycoo the Ghost Destroyer 2 Breaker the Magical Warrior 2 Rivalry of Warlords 2 Mirror Force 1 Dimensional Fissure 1 Soul Drain 1 Star Hall   Reasoning time!   Okay so for starters I fucking hate maining veiler because there is no reliable way to search it currently (although i may just side the other 2 post g1). This monster line up has been good to me so far, but if I had to cut something, it would definitely be the Justice. Most of my normal summons will be used up on temperance/magician, and this has been weak in every situation I've drawn it. It has its uses, but it may not stay in the main for that much longer. I don't think I really need to explain the rest of the monster count.   Spells! I watched the deck profile for that Loukas dude and noticed he said he hated duality and I thought he was crazy for it. After more testing, I realized that the nigga caught on super fast and I was the one wrong, somewhat. Duality is really good when you have those shitty hands where you really need to see a defensive card/monster/spellbook asap. 3 has been to cloggy but I found 2 to be the perfect number. I'm a little iffy about book of moon right now, because it's really only good vs Dragons. This card won't stop mermail from pushing your shit in/making angineer combos into reality. Other than that, I really like my spell line up currently. 2 eternity is perfect, 2 wisdom has been clutch to make sure my World can resolve freely, etc.   Traps. 3 Fiendish because I am not maining Effect Veiler. This card is always amazing to have in hand and I always want to see it vs Mermail/the mirror. It also prevents Megaman from getting destroyed so you can usually power over shit the next turn. 2 PWWB because I can discard world/dead priestess of course, but this card can be dead @ 3. 2 has been really swell over here. Torrential, Bottomless, and Warning are fucking ridiculous everyone should be playing all of these cards.   As for the side, it's still a work in progress every fucking time I summon Kycoo I win. I think this card is currently more important than breaker is in the side, so I run 3 so I can attempt to see that nigga every game. The rest is just pretty standard stuff, but I may devote more of my side to Mermail shit seeing as everyone in my area seems like they'll be taking that deck to regs/the open.
  9. Break From Toronto

    <iframe width="560" height="315" src="//www.youtube.com/embed/K6GEAQSC6HE" frameborder="0" allowfullscreen></iframe>   This is probably what I would run for the last event of the format. Has a pretty strong matchup against basically everything but Constellar's i'd like to say? But who the fuck runs that shit. Pretty much the entire main is set in stone. Only card I've considered is a 2nd Jowgen over the Defender simply because Jowgen + Shield is the stones against Dragons.    1 Defender, the Magical Knight 1 Jowgen the Spiritualist 3 Kycoo the Ghost Destroyer 3 Spellbook Magician of Prophecy   1 Book of Moon 3 Spellbook Library of the Crescent 1 Spellbook of Eternity 3 Spellbook of Fate 3 Spellbook of Judgment 2 Spellbook of Power 3 Spellbook of Secrets 2 Spellbook of the Master 2 Spellbook of Wisdom 2 Spellbook Star Hall 2 The Grand Spellbook Tower   2 Gagaga Shield 3 Phoenix Wing Wind Blast 1 Solemn Judgment 1 Solemn Warning 1 Starlight Road
  10. Spellbook Deck Help

    Here's the deal: Nationals are in about 1 week, and for the first time in a while I went to locals and didn't get first place. I ended up losing to a Dragon Ruler deck in the cut. I sided in 3 Mind Drain and a second Jowgen, he sided in Last Day of Witch and some Fusiliers for a first turn EEV. Now, for the other rounds, I won BUT I noticed a lot of dead drawing into Drolls (I main deck 2). So, here's what I need help with: I like my Spellbook deck for the most part, but in Nationals, bad hands just won't cut it. I'd like to accomplish a few things:   -I'd like a monster option in my deck other than Droll and Lock (I may not even side them, since most good Spellbook players can play around it) but on the other hand I want people's opinions on this card.   -I'd like side options that can counter Dragon Rulers more efficiently, since if I don't open Mind Drain I'm kinda wide open.   -One of the reasons I lost was he was able to Tsukuyomi my Hall'd up Kycoo. I realize that Tsuk is a problem for me, so I'd like more options for it other than Solemns.   -And if there's anything else wrong with the deck, let me know. (For example, I've been told Upstarts are better than Crescents, but I'm not really sure which one I'd like to go with yet.)   Here's my build:    (If the link doesn't work, let me know and I'll just type my build). In any case, thanks for reading and (hopefully) helping me out. :)
  11. It's been a while since I've written a tournament report so I'll try and take a shot at one again now that I've actually done something lol   Anyways, earlier this week I finally got a hold of two Judgment from my good friend brighteyes and also got ahold of the Crescents I needed, so instead of just sitting around like I have the last couple of regionals, actually play again like I said I wouid if I could finish Prophecy no matter how out of the circle I felt in this game recently. But naturally I have the urge to play in the worst times in this game, so I went ahead and put it together. I got there with not even an hour of sleep, realizing I left my wallet at my house, so with some friends help, I was able to register, get the 3rd Judgment for my deck and we started.   Round 1    Prophecy vs Agents    Game 1: I start off with Judgment + Secrets and Jowgen really takes his toll on him. By the time he actually gets rid of it, I could swing for game, but I'm reading Honest so I end up going into Tempest Magician, remove all the counters from Star Hall and burn him for 5500 for game.    Game 2: I open pretty mediocre and he gets several hits on me eventually getting me down to 100, but the following turn I can finally start get things going and he can't inflict that last 100 damage for game as I come back with Kycoo + Jowgen + Star Hall.    He was a really cool guy, I have to say that, I think starting off with a person that was just a chill legit player looking to have fun was a good start for me to get back into competitive ygo before I deal back into the shit pile.    1-0     Prophecy vs Prophecy   Game 1 : As I sat down, I had two of my dice in my pocket from last round, so I took them out and put them in my box and he immediately guessed I was playing Prophecy, which was a perfectly valid guess but I just played it off and I think he actually believed me the first turn, because he didn't make a play at all. The thing is as well, that he was using the Prophecy regional mat, and I didn't figure it was coincidence as well. I started off with Judgment + Secrets + Star Hall and he wasn't surprised in the bit as my guys became huge. He went and of course he was playing Prophecy as well, he opened up pretty solid, and ended with 2 Star Halls that were huge as he banished mine, and I was slowly whittled away in the following turns from there.    Game 2 : It already hit about the 35 minute mark from game 1, going back and forth when realistically I probably should have scooped, but I didn't have too much experience in the mirror so it was really straining on me. I end my first turn with  Priestess + Jowgen+Fate+Tower+Wisdom+ Roar, and after the next few turns he scooped right before we hit time, so we ended with a draw.    He apologized for taking so long, but I didn't feel he was stalling at all and I didn't mind, so we just said we would win out for each other and continued to the next round.    1-0-1     Prophecy vs Lancer/Frogs   Game 1: He opens with Slushy + Swap Frog to get set up, and summoning Kycoo and well timing a Spellbook of Wisdom sealed it for me.    Game 2: I He pretty much goes with the same play, but this time I open up Kycoo+Rivarly+Star Hall+Power and some other cards and get him.    I felt bad for him that he really didn't get to play, but I couldn't let it get to me as I went to the next round. I was really grateful that all my opponente were cool and were actually making me want to play this game.    2-0-1   Prophecy vs Blaster Fire Fists   Game 1: I won the dice roll and opened up Library of the Crescent and Blue Boy that turned into Jowgen+Star Hall+ Blue Boy+Wisdom and he tried to activate Onslaught of the Fire Kings and I reminded him of Jowgen and in a few turns from then he scooped.    Game 2: He seemed to open not so great, and as I control him with Kycoo+Jowgen with protection, he never really gets a chance to get going.    I really wanted to see more of this guy's deck, as it looked interesting, but I had to keep my interest out of it as I was using every ounce of my being to continue to focus at this point.    3-0-1   Prophecy vs Mermail   Game 1: I opened up weird, but was able to get set up off of Judgment and set Roar. He seemed to have a bad hand as he summoned Genex Controller tried to crash as I roared and next turn I summoned another Blue Guy as Star Hall started getting huge, he scooped as we went to game 2.   Game 2: I remember opening really awkward this game, and while roar stalled him one turn, I could never get my engine rolling and he otked me in the 2nd or 3rd turn.   Game 3: I open up another really awkward hand, and while I continued to stall with Roar he got set up, and when he flipped Imperial Iron Wall it sealed the deal.    This guy was cool though so I didn't mind it as much, even though I started feeling like I lost my shot, I continued to keep going.   2-1-1   Prophecy vs Frog Monarchs?   Game 1+2: These games aren't even mentioning because he literally looked at his hand first game and second game and scooped.    This was really a terrible feeling that he didn't have any level of interaction, but he took the loss like a man and I respected him for that. I was really meeting a lot of cool players today.   3-1-1   Prophecy vs Dragon Rulers   This was my good friend Tim and he promised all of our group that he ended up playing any of us, he would give us the win as he already had his invite and wanted us to go to Nats this year. We ended up playing it out and he beat me 2-1 game 2 and 3 opening Eradicator but he gave me the win, as I moved into the next round. I don't think he realized how much I appreciate that, as my invite seemed to be getting closer and closer.    4-1-1   Prophecy vs Evilswarm    Game 1: He opens up Rabbit and I have no Veiler in sight as he immediately goes for Ophion set 3, but by Fates ability to force out Pandemic, I was able to slowly wittle down his resources and beat with Kycoo+Star Hall.   Game 2: He opens Rabbit+4 backrows so I was immediately scared to death of Virus and to a lesser extent Imperial Iron Wall, but as I attempted to fight back I eventually did the same thing I did the first game and he couldn't handle it.    This guy showed me his like 2 Eradicator, 2 Iron Wall and something else as he was clearly frustrated he didn't draw any of them, but he accepted he hand shake as I wished him luck in the final round.   5-1-1   Prophecy vs Fire Fist    Game 1: I won the dice roll and started with Secrets+Judgment+Priestess as there was no Veiler in sight, and after I figured out what he was playing the next turn I controlled him with Judgment during his turns and I won from there.   Game 2: He goes all in the first turn and I didn't open up so strong as he eventually got me to 800 the second turn, I believe. I was able to summon Kycoo+Power+Master search 2 set Fate and Judgment, flip it during his draw phase and the advantage was too much to overbear as I took the victory.   This guy didn't say so much, but he still shook my hand and I appreciated that as I waited for standings.   6-1-1   After that, I sat around and played a friend of mine a few games, and as standings were posted my friend ran over to me and told me that I snuck in at 8th place and I was ecstatic. Apparently the top 8 was 4 Dragons, 2 Evilswarm and 2 Prophecy, and I'd be facing against the guy that was 1st in swiss with Dragons.    Top 8   Prophecy vs Dragon Rulers   Game 1: He opened the standard play into Dracossack and passed. I drew into Secrets in addition with Blue Boy+Judgment and Star Hall so I knew I was going off, and eventually I'm able to clear his whole field and end with Jowgen+Wisdom+Fate and he scoops.    Game 2+3: He opens up super broke both games, and as soon as he goes into Big Eye and sets one, I know what's going to happen as I draw and he eradicators and with no Tower in sight I scoop.    I didn't have much experience with playing Dragons, so it was definitely a learning experience and I know I need to playtest against them much more than I did. The kid said that he was the first person to beat him g1 today, so I felt kinda good about that, but I went ahead and picked up my mat and left as I felt I could be out as soon as I sat down in the car on the way home.    Props - Awesome friends -Finishing Prophecy to use in the event -Deck for being broke -Top 8 and getting that sick ass Dracossack mat -Pulling Constellar Sombre, Gauntlet Launcher (for Reaper.dek) and Redox   Slops -Misplaying against Dragons in Top8 -TNLG for being hot and nasty as early as the 2nd round -no sleep and my side deck being very close to useless throughout the day                
  12. I really did no testing with exchange main deck I just wanted to try it at this regional and test it for nationals. It turned out being really amazing surprisingly anyway.... We got there pretty early since my friend Marcus was judging the event and had to help setup the tables etc. I handed in my deck list and lent out + looked for cards for my mate AJ. I was a little hung over from the night before so I didn't feel completely amazing since we had to leave super early because I live 1.5 hours away from the store :(.   Round 1 vs Evilswarm (dun didly chapa) I'm pretty sure he stacked my deck so I notified the judges after our match, he shuffled my deck and handed it back to me after I watched him shuffling my deck very suspiciously, he looks away and I look at my opening hand expecting it to be stacked. 2x priestess, 2x master, 2x tower. Na fuck that cut my deck and draw a real hand.   Game one: He opens rabbit into ophion. I also opened well and just grinded down his resources with fate+tower. he got me really low on LP though and the game dragged out for ages Game two: He opens rabbit into ophion. We go into time and I JD his dp he goes 2nd oph attacks then passes. I mst his pandemic (super fucking bendy half pipe) he chains then I chain fate and win from the + JD + jowgen. 1-0 Round 2 vs Darkworld Game one: I open pretty broken with secrets + JD + exchange so I do the usual + exchange giving him my priestess and taking his gates since he had a hand full of DW and no discard outlet. Game two: He eevs me I chain JD and reveal bottomless + blue guy for game. 2-0 Round 3 vs Elemental dragons Game one: He opens baby + discard but i had maxx c so he had to stop and rejuv EP. I go into an early jowgen + priestess summon to lock him out Game two: He card destruction's me at one point with 3 in hand but luckily doesn't hit a rejuv. Later in the game I exchange him a priestess for his tidal, overlay 2 blue guys for daigusto detach and summon the tidal to exactly game him was pretty cool :D 3-0 Round 4 vs Evilswarm Game one: I watch the guy shuffling my deck and looking at the bottom card the whole time, draw a hand of garbage. lucky for me he also draws double helio i think with no castor so i just eventually draw into a secrets and win. Game two: I ask the judge to cut the deck instead of my opponent and draw a reasonable hand surprisingly. He opens rabbit but i have veiler next turn heavy him for +2, summon kycoo double power with master and proceed to win. 4-0 Round 5 vs Spellbooks Game one: we both open terrible and it turns into a kycoo grind match. eventually I exchange him and steal his tower which wins me the game. Game two: he opens JD + secrets but i have the droll. I JD then exchange to steal his droll giving him a jowgen and pretty much win from there. 5-0 Round 6 vs Spellbooks Game one: I cant really remember too much but he opens busted and I get out paced. Game two: I open secrets JD but just set the JD and secrets-blue-master-star hall and pass with a set retort. I chain my JD to his and hes forced to pass. eventually he JDs and I resolve retort for the win. Game three: I open an unplayable hand of kycoo, tower, life, eternity, wisdom and warning. he goes first with JD + toon table and I lose. 5-1 Round 7 vs Evilswarm  We get deck checked and my opponent unfortunately gets a game loss for a deck infringement, he was a nice guy and I felt bad + I knew he was playing evilswarms after watching one of his previous rounds which is one of the easier matchups Game two: We both open slow but I start with an early starhall which wracks up about 12 or so counters. eventually he gets me really low on LP with a helio + ophion on board with no cards in hand and no backrow, I top deck the 3rd spellbook in hand secrets into blue search a book, use my set fate he chains pandemic and i chain book of moon on his oph then drop double priestess for game. 6-1 Conclusion: I end up coming 4th and receive $100 store credit + the playmat which I sold on the spot + the deckbox which i was happy with. My friend Jimmy came 1st also playing spellbooks and got $350 store cred which was cool. Like 5 of my friends top 8'ed which I was really happy about + AJ got his qualification for WCQ. Exchange worked out really well despite me vsing 3 evilswarms thoughout the day which its horrible against, ill definitely consider using it for WCQ. We went to get hooters for dinner after everything was done (standard post regional procedure). Pros: - Going 14-2 in games - AJ getting qualification - jimmy winning - exchange - another regional top - Limin finally getting his dam qualification Cons: - getting stacked twice - Horse dick misplaying MST and losing to some penrith guy Deck:  
  13. You don't know

    http://youtu.be/emIx1o_s038   [spoiler]     [/spoiler] 3 Spellbook Magician of Prophecy 3 High Priestess of Prophecy 1 Justice of Prophecy 1 Jowgen the Spiritualist 1 Kycoo the Ghost Destroyer 2 Effect Veiler 3 Spellbook of Secrets 3 Spellbook of Judgment 2 Spellbook of Masters 2 Spellbook of Fate 2 Spellbook of Wisdom 1 Grand Spellbook Tower 1 Spellbook of Eternity 1 Spellbook of Life 1 Spellbook Starhall 1 Spellbook of Power 3 Upstart Goblin 1 One Day of Peace 1 Book of Moon 1 Dark Hole [cutting for second Tower once I get it] 1 Heavy Storm 1 Monster Reborn   2 Waboku 1 Solemn Warning 1 Solemn Judgment   Oh, and the Tsukuyomis are probably coming out for Drolls.
  14. So I travelled 3 hours without reception to play at a regionals in some dodgy cafeteria. Had 3 hours sleep because the people I stayed with decided to stream max volume porn all night. I had intended to play water for the last time but the last minute, they called LTGY to be legal at the tournament so I just pulled out Prophecy and worked off that. Travel was shit, floor was hard as fuck to sleep on but when I was awake and everybody else was still passed out, I pulled off their blankets and started playing hopscotch around the house. More like hopstomp.   Before tournament, we went for a Maccas run !! And bought like 24 bottles of energy drinks for $10. Value.   Round 1 Geargia. Roll 1-6 G1 + G2: I don't think this is a deck anymore cause he couldn't do anything despite opening armor both games. 1-0 Round 2 Elemental Dragons.  Roll 6-2 So here I am sitting down in front of Tingy again, my only loss at the previous regionals. And this is time to avenge myself. Although I agreed to scoop already as he had the pressure of his team and a mutual friend on him G1: I open TToC , Toon Gemini and Storm and just scoop t2. G2: So like I opened Dfissure, and Kycoo and a strong hand in general G3: He made T1 Big Eye and EEV for a +4, except hits a tower so I get a Kycoo out. Then I draw another Tower. Second Kycoo. Then I draw Jowgen for the icing on top. Story of how I won but didn't really win. 1-1 Round 3. Lightsworns Roll 5-4 G1: He opens CotlB and Recharge but nothing much else after G2: He summons aurkus and ends milling Gorz and Honest so I just go wild 2-1 Round 4. Chaos Dragons Roll 4-2 G1: On T1 I use 3 TToC and 3 Upstart without Jday, so Im sad. He drops me to 1.4k on his turn with DAD in hand and I just play around the DAD and win eventually after grinding G2: He opens TkRO with Warning for my High PRiestess and I lose after drawing 2 Magicians in a row G3: I open D-Fi he opens bosses 3-1 Round 5 Rescue Rabbit Roll 1-6 G1: He only sees a Saber so I win over time and using a well timed Solemn Judgment G2: He plays Saber beat down and BTH on my Justice in End Phase and I never see a High Priestess ever. G3: I take 2 hits from Saber in time, but I clear his board and am ahead by last turn 4-1   Round 6 Fire Fist.   G1: He gets game loss for not siding out G2: He opens Tiger King 4 back row, and has SLR and I have no plays really. G3: He storms my Tower + Fate, so next turn I activate tower, set 5 back row, priestess on field and offer him a handshake. 5-1. Conclusion: So thats how I went 5-1 (6-0) but like instead of coming second, this place uses some garbage technology that puts me 4th. Like 2nd place lost to 13th and 3rd place lost to 6th so there was no way I could have been 4th if my only loss came 1st. Prizes were distributed as 36/24/10/5/.....3 so i felt gutted only getting 5 packs but its all good cause it came from a fresh box and I got a Dracosex and TORRENTIAL REBORN!!! We have a few more invites etc. and like I topped first day using Prophecy. Wish I played Starhall.   Pros -BEATING TINGY. -MHMM FOOOD -SO much personal space     Cons - 6 hour return travel -Sleeping was hell -Not much else   1 Effect Veiler 3 High Priestess of Prophecy 1 Injection Fairy Lily 1 Jowgen The Spiritualist 1 Justice of Prophecy 3 Spellbook Magician of Prophecy 1 Toon Gemini Elf   1 Book of Moon 1 Heavy Storm 1 Spellbook of Eternity 2 Spellbook of Fate 3 Spellbook of Judgment 1 Spellbook of Life 1 Spellbook of Power 3 Spellbook of Secrets 2 Spellbook of the Master 2 Spellbook of Wisdom 2 The Grand Spellbook Tower 3 Toon Table of Contents 3 Upstart Goblin   1 Solemn Warning 1 Solemn Judgment 2 Waboku   Extra Deck Used 1 Gachi Gachi Gantetsu 1 Daigusto Phoenix   Other Extra Deck 1 Ally of Justice Catastor 1 Ancient Sacred Wyvern 1 Armory Arm 1 Black Rose Dragon 1 Crimson Blader 1 Scrap Dragon 1 Stardust Dragon 1 TG Hyper Librarian 1 Tempest Magician 1 Gem Knight Pearl 1 Mecha Phantom Beast Dracossack 1 Number 11: Big Eye 1 Shining Elf   2 Kycoo the Ghost Destroyer 1 Medium of the Ice Barrier 3 Dimensional Fissure 3 Mystical Space Typhoon 2 Compulsory Evacuation Device 2 Rivalry of Warlords 2 Royal Decree     Criticize away.     ADDING ON: 10 GUYS WATCHING MAX VOLUME PORN 4AM DEF NOT HOMO. CHRIS SHORT LIVES FUCKING NOWHERE. NAMBIRI DQ FOR CHEATING. ETC.
  15. This is the deck i want to play at our nationals, and cause of our country not yet having the newest edition it is till without judgment and can't be played at our nationals. Could I maybe get any advice for the deck I want to add 1 more power but dont know what to remove for it. Or any other god advice would be awsome.   Monsters 15: 3 Spellbook Magician of Prophecy 1 Justice of Prophecy 1 Temperance of Prophecy 3 High Priestess of Prophecy 2 Tragoedia 3 Effect Veiler 3 Madolche Magileine Spells: 20 2 Mystical Space Typhoon 2 Spellbook of the Master 1 Heavy Storm 1 Dark Hole 2 Spellbook of Fate 2 Spellbook of Wisdom 2 Spellbook of Eternity 2 Spellbook of Power 3 Spellbook of Secrets 1 Spellbook of Life 1 The Grand Spellbook Tower 1 Monster Reborn   Traps: 5 2 Torrential Tribute 2 waboku 1 Brakethrough skill   Extra Deck: 15  1 Daigusto Phoenix  1 Gachi Gachi Gantetsu  1 Shining Elf  1 Maestroke the Symphony Djinn  1 Hierophant of Prophecy  1 Number 11: Big Eye  1 Number 39: Utopia  1 Scrap Dragon  1 Arcanite Magician  1 Tempest Magician  1 Armory Arm  1 Crimson Blader  1 Ally of Justice Catastor  1 T.G. Hyper Librarian  1 Black Rose Dragon  Side Deck: 15 2 Maxx “C”  2 Breaker the Magical Warrior 1 Temperance of Prophecy 2 Overworked 2 Soul Drain 2 Dimensional Fissure  2 Rivalry of Warlords 1 Jowgen the Spiritualist 1 Injection Fairy Lily
  16. See No Evil

      Priestess.dek Monster: 13 3 High Priestess of Prophecy 3 Spellbook Magician of Prophecy 2 Effect Veiler 2 Justice of Prophecy 1 Toon Gemini Elf 1 Jowgen the Spiritualist 1 Injection Fairy Lily Spells: 24 3 Spellbook of Secrets 3 Toon Table of Contents 3 Spellbook of Fate 3 Spellbook of Judgment 2 The Grand Spellbook Tower 2 Spellbook of the Master 1 Spellbook of Life 1 Spellbook of Wisdom 1 Monster Reborn 1 Spellbook of Power 1 Dark Hole 1 One Day of Peace 1 Heavy Storm 1 Spellbook of Eternity Traps:03 3 Threatening Roar   http://youtu.be/fXXiR6hi7R0
  17. itt what wins NA nats '13

    13 3 High Priestess of Prophecy 3 Spellbook Magician of Prophecy 3 Effect Veiler 2 Justice of Prophecy 1 Kycoo the Ghost Destroyer 1 Jowgen the Spiritualist 26 3 Spellbook Day of Judgment 3 Spellbook of Secrets 3 Spellbook of Wisdom 3 Spellbook of Power 3 Upstart Goblin 2 Spellbook of Fate 2 Spellbook Star Hall 2 Spellbook of the Master 1 Spellbook of Eternity 1 Spellbook of Life 1 The Grand Spellbook Tower 1 Monster Reborn 1 One Day of Peace 1 1 Waboku 15 1 Red Dragon Archfiend 1 Stardust Dragon 1 Scrap Dragon 1 Crimson Blader 2 No. 11 Big Eye 1 Hierophant of Prophecy 2 Phantom Beastcraft Drago-SAC 1 Gaia Dragon the Thunder Charger 1 Shining Elf 1 Daigusto Phoenix 1 Gagaga Cowboy 1 No. 50 Blackship of Corn 1 Maestroke the Symphony Djinn 15 3 Dimensional Fissure 3 Mystical Space Typhoon 3 Puppet Plant 2 Injection Fairy Lily / Droll & Lock Bird 2 Breakthrough Skill  1 Heavy Storm 1 Dark Hole tldr It's actually not Prophecy winning Nats, it's fucking Judgment Day. Extra got thrown together even though you will hardly ever use that extra cause that hot Priest ass just gets it in too deep. Couldn't think of much for the side - just lots of mirror hate and Mermail/Ophion killers came to mind.
  18. Sage of Silence

    This card has a lot of potential against Prophecy, especially in the mirror match. Spellbooks often leave Spellbook Magician out on the field), and if you're able to run over him with this guy then you can buy yourself a turn, which is huge especially if your opponent goes for Judgment Day turn 1. It's also a Spellcaster, so it's compatible with a lot of the Spellbook spells (Power, Fate, Life etc.)   Thoughts?
  19. Big Bang

    <iframe width="420" height="315" src="http://www.youtube.com/embed/NtsVpMJLotI" frameborder="0" allowfullscreen></iframe>     Main: 2x Apprentice Magician 2x Effect Veiler 2x High Priestess of Prophecy 1x Maxx C 1x Prophecy Destroyer 3x Reaper Of Prophecy 2x Spellbook Magician of Prophecy 1x Temperance of Prophecy 2x Tragoedia 1x Dark Hole 1x Heavy Storm 1x Miracle Synchro Fusion (Testing) 1x Monster Reborn 2x Reasoning 1x Spellbook of Eternity 2x Spellbook of Fate 2x Spellbook of Life 2x Spellbook of Power 2x Spellbook of Wisdom 3x Spellbook of Secrets 3x Spellbook of the Master 1x Spellbook Star Hall 2x The Grand Spellbook Tower 1x Treacherous Trap Hole Extra: Supreme Arcanite Magician (Testing) Arcanite Magician Scrap Dragon Tempest Magician Gaia Dragon, the Thunder Charger Inzektor Exa-Beetle Leviair the Sea Dragon Maestroke the Symphony Djinn Magi Magi Magician Gal (Testing) Number 11: Big Eye Number 39: Utopia Number 50: Blackship of Corn Photon Strike Bounzer Shining Elf Wind Up Zenmaines Card Choices: High Priestess+Reaper. I don't see a lot of prophecy decks running both. I just felt like it gives the deck more power, prior to setting up the Reaper play. Dropping high priestess gives them a high priorty target, or else it just sits on board and pops stuff. Especially when running reasoning, if they see something temperance, or apprentice magician, they'll call like 6. So to hit the 7 or a trag is amazing turn 1. (May consider dropping priestess to one, and removing temperance.) Star Hall: I just really like the one of Star Hall. After so long they won't use MST on it anymore. Worse case Scenario they MST it and you get a free Effect Veiler. Dropping this turn one, means all your spellcasters monsters are usually +500-700 by turn 3 It's great when you look at shining elf, and his I guess decent body. Miracle Synchro Fusion: Psudo Backrow, baits mst's most of the time people don't like hitting the tower. So they'll target the facedown. It's either this, wisdom, or fate. It's a +1 if they mst it. Late game if this hasn't been popped or sits in the hand. You could book of life your reaper back, summon veiler, pop 2, then supreme arcanite, and draw/pop a card and swing for 2400, or swing 3400 on a clear borad, and pop the gorz token, or trag in mp2. I just found it to be a cute card. (If it feels overly inconsistant I'll pull it for maybe another eternity.) No Breaker/Lyla/Justice or Hermit: Player prefrence, I just really really, don't like breaker. I feel like justice/hermit aren't good enough. Like, hermit, gets himself where he needs to be really fast. But the level gain. :/ 4 spells and he gets beefy fast, especially with star hall up, that's like +400 every spell. If I ever start to feel the deck isn't strong enough, i'll put in two. However if anything I'll put a lyla or two in the main, just to help get reaper started up.
  20. Prophecy

            Clearly quality photos :C     Monsters (18) 3x High Priestess of Prophecy 3x Spellbook Magician of Prophecy 2x Justice of Prophecy 1x Temperance of Prophecy 2x Breaker the Magical Warrior 2x Effect Veiler 2x Maxx "C" 2x Tragoedia 1x Tsukuyomi   Spells (22) 3x Spellbook of Secrets 2x Spellbook of the Master 3x Spellbook of Power 2x Spellbook of Wisdom 1x Spellbook of Fate 1x The Grand Spellbook Tower 1x Spellbook of Eternity 1x Spellbook of Life 2x Pot of Duality 2x Wonder Wand 1x Monster Reborn 1x Dark Hole 1x Heavy Storm 1x Creature Swap   Traps (1) Treacherous Trap Hole   Extra Deck (15) 1x Armory Arm 1x Ally of Justice Catastor 1x Tempest Magician 1x Blackrose Dragon 1x Arcanite Magician 1x Scrap Dragon 1x Gachi Gachi Gantetsu 1x Temptempo the Percussion Djinn 1x Wind-Up Zenmaines 1x Leviair the Sea Dragon 1x Maestroke the Symphony Djinn 1x Abyss Dweller 1x Black Ship of Corn 1x Number 11 Big eye 1x Superdreadnaut Gustaph Max   Side Deck (15) 2x Snowman Eater 2x Kycoo the Ghost Destroyer 1x Injection Fairy Lily 3x Dimensional Fissure 2x Mystical Space Typhoon 1x Soul Taker 2x Royal Decree 2x Soul Drain   *Note that my side deck irl isn't complete because some of my friends are borrowing cards or I don't own some new changes (Soul Drain in particular).   2 Justice 1 Temperance I've recently dropped a temperance from the main to make it to 2-1. I hate clogging on these cards, especially late to mid game where they do almost nothing for you and if you already have a priestess/another monster on board already they're just dead. I also like Justice more because of how hard Temperance can be to get off (I usually only summon him if they field is empty or if I have at least a wisdom + another spellbook in hand - the conditions are too much imo). I do like the fact that it gets around mind crush now but I'm still fairly certain this is how I'll run these cards until Tachyon.   The Hand Traps Gorz will cost you many games when tower is on board and tragoedia does a much better job in this deck. I believe that hand traps should be mained if you play a deck with little to no backrow, these cards ARE your traps. If you side Maxx "C" you're at a disadvantage when you face something such as samurai instantly. They do have enough utility in the meta right now to be mained however when the new sets come out and the phrase "additional normal summon" becomes more common I might be forced to side Maxx "C". I'd also like to point out how the cards are easily sided out against certain match ups (like not even a thought put in).   Duality and Wonder Wand Great for this deck, I've been using duality since I started the deck and it helps with consistency. I actually brought this up because I was using this a week ago and someone with a prophecy deck was like "Duality? You special so often though." and a lot of opponents were apparently surprised with it. Thoughts on this?   Creature Swap One of my favorite cards that is broken in theory but fails in practice. I like it with your mini stratos and Tsukuyomi (bounces back to your hand in the End Phase, BROKEN!!), but sometimes the conditions are hard to pull off. If it does work if helps you a ton, but can't say it helps that much when you're losing badly.   The hardest thing that I'm not sure on is the side deck. I like snowman eater becauase it's amazing against rogue, but the meta decks destroy this card badly. I'm also having troubles with firefists which is one of the reasons I added my decklist... thoughts?            
  21. Prophecy

    Monsters: 17 2 Tragoedia 3 Effect Veiler 3 High Priestess of Prophecy 3 Justice of Prophecy 3 Spellbook Magician of Prophecy 2 Breaker the Magical Warrior 1 Temperance of Prophecy Spells: 23 1 The Grand Spellbook Tower 3 Spellbook of Secrets 3 Spellbook of Power 3 Spellbook of Wisdom 1 Spellbook of Life 1 Spellbook of Eternity 2 Spellbook of Fate 2 Spellbook of The Master 1 Heavy Storm 1 Dark Hole 1 Monster Reborn 2 Pot of Duality 1 Wonder Wand 1 Book of Moon Total = 40 Side Deck: 2 Injection Fairy Lily 2 Fossil Dyna Pachycephalo  1 Soul Taker 2 Mystical Space Typhoon 2 Dimensional Fissure 2 Soul Drain 2 Mind Crush 2 Royal Decree
  22. Cute idea I came up with. I thought of the name W = ∫ P δV because of Prophecy and Virus and I've been in thermodynamic classes for the past two semesters. Bad at physics, terrible doolist.   3 High Priestess of Prophecy 3 Temperance of Prophecy 3 Spellbook Magician of Prophecy 2 Lyla, Lightsworn Sorceress 2 Prophecy Destroyer 2 Sorciere De Fleur 1 Black Luster Soldier - Envoy of the Beginning   3 Spellbook of Secrets 2 Spellbook of the Master 2 Spellbook of Power 2 Spellbook of Wisdom 2 Reasoning 1 Monster Gate 1 Book of Moon 1 Spellbook of Fate 1 Spellbook of Eternity 1 Spellbook of Life 1 The Grand Spellbook Tower 1 Monster Reborn 1 Dark Hole 1 Heavy Storm   2 Deck Devastation Virus 2 Eradicator Epidemic Virus   I don't know how to make this deck better or more explosive. I tried the Cosmo Queen/Sorciere De Fluer + Trade-In route over the Reasoning idea already and it was trash because too many level 8s in hand is not fun. Reasoning is really sacky with how the levels are in this deck, it's kinda fun. I really like Destroyers ability to recur himself in testing, usually after a nice EEV/DDV. Debating between Lyla and Breaker but I'm using Lyla to help out with lights for BLS. However I'm not sure if I really like DDV though. I may drop 1 and add a 3rd EEV, potentially one of the most devastating cards ever.   Also working on a side. Decree, Tsukuyomi, Rivalry, Soul Taker, MST, Maxx, Trag, Kycoo, Veiler, Copycat are all some options.   Let me know what you guys think.
  23. Long time lurker, first time poster. I haven't really tested this much, but it seems good in theory. I built this with the Prophecy mirror in mind.   Main:   3x Priestess 3x Magician 3x Justice 3x Temperance 2x Tragoedia 1x Prophecy Destroyer   3x Secrets 3x Judgment Day 2x Master 2x Power 2x Wisdom 2x Fate 1x Life 1x Eternity 1x Tower 1x Reborn 1x Heavy 1x Dark Hole   3x EEV 3x Threatening Roar   15/20/6   Extra:   2x Big Eye 2x Drago-SAC 1x Hierophant 2x M7 1x Strike Bounzer 1x Maestroke 1x Zenmaines 1x Daigusto Phoenix 1x Gachi Gachi 1x Arcanite Magician 1x Ancient Sacred Wyvern 1x Crimson Blader   Side:   2x Injection Fairy Lily 2x Breaker 2x Effect Veiler 1x Secret Village 1x Terraforming 3x Decree 2x Cursed Seal of the Forbidden Spell 2x DDV   Or in picture form:     Some explanations:   41 total: This deck searches everything, it should be consistent enough. The change in odds of drawing shit from 40 to 41 isn't that drastic either.   3x Justice, 3x Temperance: Temperance gets Destroyer to the field for the Viruses, whereas it'd be pretty useless in hand. I also figure it helps alleviate those hands where you can't get your hands on a Priestess, although with all the thinning this deck does, that should be rare. Still, the rarer the better. Another cool thing is to Temperance during the main phase, then grab Justice off of Judgment Day to use in the end phase.   1x Destroyer: I've considered Reaper, but I wouldn't be able to utilize the Rank 6 abilities with Temperance, and I don't like Fool very much. Destroyer also has the revival ability which can help with double virus hands, or for just putting more damage on board to push for game. There shouldn't really be a problem putting Spellbooks in the grave for him, even with Tower up.   3x Threatening Roar, 2x Tragoedia: I'm not sure if it's just me, but it seems like a lot of decks are capable of exploding. The ones that aren't have monsters like Bear, Gorilla, and Guaiba that benefit from battle. And I suppose Roar can also protect Priestess from bigger monsters so you can pop them the next turn. Trag can be big as fuck after a Judgment Day, is a target for the viruses, and has a bunch of neat effects.   2x Fate: It seems this is where I differ from a lot of other Prophecy decks in terms of Spellbook ratios. I like 2 Fate because it is so versatile, and is very good for protecting from pushes when you don't have a Roar or Trag. The fact that its chainable helps a lot against things like Forbidden Lance, the Evilswarm version, and opposing Wisdoms. And if you have it set and don't need it to protect yourself, you can bounce one of their S/Ts before going for a push of your own.   (Side) 1x Secret Village, 1x Terraforming: I haven't really tested the side, but I figure games shouldn't last long enough where you will draw and activate 2 Secret Villages, unless lots of battle stoppers are happening. Terraforming gives me a "second" copy to draw, as well as being another Tower. Its also an extra spell to activate after Judgment Day.   (Side) 3x Decree: Mainly for Fire Fist, maybe Dino Rabbit. Fire Fist can search their themed traps, getting around EEV after it activates. Also helps against any rogue shit like Countdown or Chain Burn, moreso than EEV, although against those I'd probably keep both in.   (Side) 2x Cursed Seal of the Forbidden Spell: Mainly for Fire Fist and the mirror. I should have plenty of spells to discard, especially after a Judgment Day, and stopping things like Tenki or Secrets from going off all game can be pretty fatal.   (Extra) Crimson Blader: I figure he's like Ophion but I can actually summon him. Synchroing level 8 probably is extremely uncommon anyways, but I figured he'd be one of the better ones to throw in there. Stardust and Scrap Dragon don't seem that great in this deck.   I feel like I don't have that much sided for Mermail, maybe I could fit a couple Soul Drains or something in. Other than that, I think I have most things covered.
  24. I had recently entered a regional and in my side deck I wanted to play a copy of Transmigration Prophecy. The reason I wanted to was because a friend told me a neat reason to side it against Mermails.   Mermail Abyssmegalo says: You can discard 2 other WATER monsters to the Graveyard; Special Summon this card from your hand. When you do: You can add 1 "Abyss-" Spell/Trap Card from your Deck to your hand. You can Tribute 1 other face-up Attack Position WATER monster; this card can make a second attack during each Battle Phase this turn.   Transmigration Prophecy says: Target 2 cards in the Graveyard(s); shuffle those targets into the Deck(s).   Why is this relevant?   When you attempt to summon Mermail Abyssmegalo in hand, you reveal the card and discard two water monsters in hand as cost. I wanted to respond with Transmigration Profecy after the cost has been paid for Abyssmegalo targetting the two monsters they discarded. This would end up not resolving the effects of the discared monsters because after resolving the Transmigration Prophecy, the monsters sent to grave would try to resolve but cannot because they are no longer there to resolve.....simply put.... The Abyssmegalo would still be summoned, but after discussion with multiple intelligent judges and players, they agree that is how it would end up working.   To my knowledge Konami has not yet decided what is the result when this happens, and the head judge at the regional made the announcement saying that in this case, even though it is not concrete how it works, the monsters sent to grave WILL get their effects. Though I disagree I had to abide by the head judge ruling and respect him.   What do you believe should happen in this ruling?  
  25. Prophecy/Spellbook Turbo

    If you have any questions/suggestions as to why I'm running a certain card or why I'm not running a certain card just ask! Just the core Spellbook Deck with cutting the extra cards for more Draw Power. It has been pretty consistent in testing. With the hardest match up (This is with no side.) being Mermails, thanks to Moulinglacia. Macro Rabbit is also annoying, but I'm 3/2 against them. 1 Match due to a play mistake on my part. [b]Monsters: 14[/b] 3 High Priestess of Prophecy 3 Spellbook Magician of Prophecy 2 Justice of Prophecy 2 Tragoedia 2 Effect Veiler 2 Maxx "C" [b]Spells: 23[/b] 3 Upstart Goblin 3 Spellbook of Secrets 2 The Grand Spellbook Tower 2 Spellbook of Wisdom 2 Spellbook of Power 2 Pot of Duality 2 Wonder Wand 1 Spellbook of the Master 1 Spellbook of Eternity 1 Spellbook of Life 1 Spellbook of Fate 1 Monster Reborn 1 Heavy Storm 1 Dark Hole [b]Traps: 3[/b] 3 Reckless Greed