Jump to content

Search the Community

Showing results for tags 'Spellbook'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • 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

Calendars

  • Community Calendar

Found 20 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. Hey all,   I recently just came out of a game against Artifact Shaddolls while I was piloting Spellbooks. I activate Tower's effect during my Standby Phase and he chains Sanctum, tossing Moralltach (Referred to as Sword in this article) out there. He destroyed Tower and said that it misses timing, but without thinking I agreed.   However, looking back on it, do I still get my Tower effect? I'm not an expert here but I just want to make sure I'm thinking about this correctly:         This sounds right in my head. However, I don't know if it is. How does this series play out?     Thanks, Cantus   EDIT: Clarified card in question
  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. I'm the Man

    http://www.youtube.com/watch?v=fm660vIn8Tg           So this is a deck I've been using and fine tuning since YCS Atlanta, I really like using Spellbooks and my lolcal results and testing among friends have been not too shabby. Now as to why I use Justice and Priestess and no World at all, I understand that World is hands down the most broken card in the theme (that's legal) but, the cost of that card comes at a price, obviously drawing it is an issue, but the cards that accompany it limit what your deck is able to do, for example, Temperance.  This card is good, really fucking good, but the card pretty much forces you to rely on your normal summon, meaning if it fails or the monster that hits the board after Temperance resolves is somehow removed from the board during your own turn, you're sitting on nothing now, whereas a build with trip Priestess can attempt to summon multiple Priestess through their own effect or can even Life one back to the field, giving the deck tons of resiliency, also the proliferation of Effect Veiler and Vanity's Emptiness is something to be considered when playing either deck, getting Emptiness flipped on your Temperance, especially v Water almost sets you up for death the following turn, and Temperance being Veilered isn't as bad, because you can always Life it back for Priestess, or you can get World and not trigger the effect just to have it out of your deck, on the other hand you have Justice who is impervious to Effect Veiler, also, getting World Effect Veiler is crucial where as Priestess not so much because more than likely, all she is doing is banishing your Fate so you can retrieve it with Eternity, and also getting World Veilered prevents you from making any kind of summon outside of Blue Boy for the remainder of the turn, I also started to just despise the discard traps, and to efficiently play the deck, I found myself needing to use 3-5 of them, and having multiple of them is nothing you want to see at one time, so these are the reasons I chose to go World-less, and I've been really liking the results so far 3 High Priestess of Prophecy 3 Justice of Prophecy 3 Spellbook Magician of Prophecy 3 Spellbook of Secrets 3 Spellbook Library of the Crescent 3 Upstart Goblin 3 Pot of Duality 2 Spellbook of the Master 2 Grand Spellbook Tower 2 Spellbook of Eternity Spellbook of Wisdom Spellbook of Fate Spellbook of Power Spellbook of Life 3 Reckless Greed 3 Fiendish Chain Torrential Tribute Bottomless Trap Hole Solemn Warning I think the deck itself is really just simple and clean as it gets, if it's not a catalyst or a part of the main engine, it's a card that's going to attempt to keep you alive, there is a huge lack of defense because I want the deck to be as offensive as possible, I've found the easiest way to combat Fire and Water right now is to bring the fight to them, that's what Reckless Greed/Upstart/Pot does, it gets you cards to make your High Priestess live, or make her stick, if you can do that, you win the game, it's that simple, Reckless Greed in a single copy itself is such a big deal for this deck because you get a potential Priestess summon out of it, then you can make up your lack of draw phases by making Priestess stick and/or with Tower, you also have Upstart and Pots to connect multiple Reckless Greeds, which more often than not win you the game.  Lack of MSTs, the only real reason I would honestly want MST in the main is to either A) combat another field spell, or B) combat something like Mistake or Iron Wall in the maindeck, none of which are a common occurrence, multiple MSTs in a single hand blow, they don't contribute to your deck's actual game plan, I get that yeah it stops Tenki, but if your deck is doing what it's supposed to do, you can easily go toe to toe with your opponent's Tenki searches, and between, Wisdom, Life, and Fate, you really shouldn't give 2 shits about most of your opponent's game 1 traps, the spookiest one is probably Solemn Warning, and that's not that hard to play around.   Armor Kappa Gachi Gachi Gantetsu 2 Herald of Pure Light Daigusto Phoenix Shining Elf Downerd Magician Number 11: Big Eye Gaia Dragon, the Thunder Charger Mecha-Phantom Beast Dracossack Number 74: Master of Blades Heirophant of Prophecy 3 Chimeratech Fortress Dragon Uh I guess no one really cares about this part of the deck, but it has all the level 2s and 7s, and Chimeratechs in there because they are fucking free, just Raigeki your opponent from your extra deck because they chose to play a certain deck, seems good to me, they also get pretty complacent after seeing the first one, so they make riskier plays and get fucked over hard by #2 and 3, and you have the space for them.   2 Apprentice Magiacian Old Vindictive Magician Jowgen the Spiritualist 3 Shared Ride 3 Mystical Space Typhoon Dimensional Fissure 3 Black Horn of Heaven Soul Drain   I have a lot of explaining to do on the side, I'll go in order though, the Apprentice Engine is primarily for Evilswarm and Geargiakuri, if Geargia does their finishing move, and they don't go into Scrap, and instead Stardust, or another Burei for whatever reason, Apprentice will buffer 3 attacks, (4 if you go into OVM) so that you can live for the next turn and fight back, and of course if you have access to a HPoP, you can level a field rather easily. Those decks also have ez access to Exciton Knight, and if they need that Exciton Knight to nuke, and your tower is triggered, it's great to summon off of Tower to get you back on your feet. Jowgen is there for Heiratic and Geargiakuri, I haven't done much testing v Puregia, but just using the deck it doesn't seem like it would be too hot vs it, but what I do like is how it gives you a complete counter to Wingbeat, they Wingbeat your Tower away, you search this, if they don't have BoM, or Blaster+FV Guard in hand, their turn is over, I've also sided it v Cyber Dragon decks I've come across and been able to make him stay around and completely shut them out as well. I don't think I need to explain Mystical Space Typhoon or Dimensional Fissure, and as far as Shared Ride, this is the only concession I want to give to the mirror, I like Retort a lot, a lot a lot, I feel like Dikembe Mutumbo when I use Retort in the mirror, but I chose Shared Ride over it because Shared Ride is good in all stages of the game, if you're having a game in the mirror where you haven't gotten the ball rolling, Retort is not the card you want to see, whereas Shared Ride will at least dig you 1 card deeper into the deck, it's close to SBJ for the mirror match, it's also the best card to have when you're even deadlocked or already winning in the mirror, it guarantees you will not lose footing, or that you're not gonna lose if you are winning. 3 Black Horn and Drain are pretty simple, I did have Dust Tornado in my side, but I found that even though Mistake is Mistake, devoting 6 cards to kill it when I have 3 Upstart and 3 Reckless to hit MST to clear Mistake is really enough, the one thing I do miss about Tornado though is how it shits on Mind Crush, but I think calling a Book with Mind Crush is pretty stupid in most cases, and you should just wait for the High Priestess drop to use it, you may luck up and hit multiples.      So any questions, comments, feedback, feel free to leave it DGz, probably gonna take the safe route and go with Fire at Chicago, but I hope you enjoyed, peace!
  6. So me and my  friend were fighting about this ruling. We were wondering if the spellbook card still goes under the deck before it misses timing or if the tower just misses timing all together, when the tower gets Mystical Space Typhooned during standby phase. 
  7. Remembering Sunday

    http://www.youtube.com/watch?v=ccKV1X9uyP4   So I took this deck to my 3rd Regional this past Sunday, finished in 9th place. I played against... 2 Evilswarm 2 Dragunity 1 Dragon Ruler 1 Archfiend 1 Fire Fist 1 Mermail   Ended x2 losing to Mermail and Dragunity   [spoiler] [/spoiler] [spoiler] 2x High Priestess of Prophecy 3x Justice of Prophecy 3x Spellbook Magician of Prophecy 2x Kycoo the Ghost Destroyer 2x Maxx C 1x Effect Veiler 3x Spellbook of Secrets 2x Spellbook of the Master 2x Spellbook of Fate 2x The Grand Spellbook Tower 2x Spellbook Library of the Crescent 2x Spellbook of Eternity 2x Spellbook of Wisdom 1x Spellbook of Power 1x Spellbook of Life 2x Mystical Space Typhoon 1x Book of Moon 2x Fiendish Chain 2x Mirror Force 1x Solemn Warning 1x Compulsory Evacuation Device 1x Torrential Tribute 1x Breaker the Magical Warrior 2x Jowgen the Spiritualist 1x DD Crow 1x Mystical Space Typhoon 2x Stumbling 2x Rivalry of Warlords 2x Retort 1x Soul Drain 2x Divine Wrath 1x The Transmigration Prophecy [/spoiler] I know there's a bit of work to be done with the deck, but that's why I posted this, to get feedback and hear some advice.
  8. 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
  9. Nationals.dek

    3 Magician of Prophecy 3 Kycoo the Ghost Destroyer 1 Jowgen the Spiritualist 1 Defender the Magical Knight 1 Justice of Prophecy 1 High Priestess of Prophecy 3 Spellbook of Judgment 3 Spellbook of Secrets 3 Spellbook Star Hall 3 Spellbook Library of the Crescent 3 Spellbook of the Master 2 The Grand Spellbook Tower 2 Spellbook of Wisdom 2 Spellbook of Power 2 Spellbook of Fate 1 Spellbook of Eternity 1 Spellbook of Life 1 Book of Moon 1 Solemn Warning 1 Solemn Judgment 1 Phoenix Wing Wind Blast 1 Mirror Force 3 Dimensional Fissure 2 Mind Drain 2 Mystical Space Typhoon 2 Tsukiyomi 2 Cursed Seal of the Forbidden Spell 2 Droll & Lock Bird 1 Heavy Storm 1 Rivalry of the Warlords 1 CNo. 39 Utopia Ray 1 No. 39 Utopia 1 No. 16 Shock Master 1 No. 50 Blackship of Corn 1 Gagaga Cowboy 1 Maestroke the Symphony Djinn 1 Abyss Dweller 1 Diamond Dire Wolf 1 Gem-Knight Pearl 1 Wind-up Zenmaister 1 Photon Papilloperative 1 Evilswarm Nightmare 1 Daigusto Phoenix 1 Shine Elf 1 Gachi Gachi Gantetsu I don't do this often, but I got asked to. Pretty standard list. Decided to play 1 of Justice and 1 of High Priestess mainly for the mirror because Priestess wrecks Kycoo, but it also has applications vs. Dragons G1 too. Kinda wish I played 2 Mirror Force - card is the actual literal nuts and it is the ultimate punisher for bad reads/Dragon players attempting to OTK you after a board wipe. Extra Deck is whatever - I never used it outside of making Shine Elf one time in the mirror RD7. Side was OK I suppose - I should've sided Breaker for DNA Surgery or Starlight Road.  Cursed Seal is the nuts, and Droll sucks. I made one misplay that I explained in my report. I mostly attribute it to playing for 12 hours. I was very confident in this deck and I honestly do not believe I would have done better with Dragons. If anything, I should have prepared myself to deal with the fatigue that comes with playing for that long. and people are autistic as fuck. jesus christ. the end.
  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. Lion Skin - Prophecy

    http://www.youtube.com/watch?v=MrLXXlLKzAc       Typed List:   TOTAL [40]:   Monsters [12]: 3x Spellbook Magician of Prophecy 2x High Priestess of Prophecy 2x Kycoo The Ghost Destroyer 1x Justice of Prophecy 1x Jowgen The Spiritualist 2x Maxx "C" 1x Effect Veiler   Spells [25]: 3x Spellbook of Secrets 3x Spellbook of Judgment 2x Spellbook of The Master 2x The Grand Spellbook Tower 2x Spellbook of Fate 2x Spellbook Library of The Crescent 2x Spellbook of Wisdom 1x Spellbook of Life 1x Spellbook of Eternity 1x Spellbook of Power 1x Spellbook Star Hall 3x Upstart Goblin 1x Book of Moon 1x One Day of Peace   Traps [3]: 1x Bottomless Trap Hole 1x Solemn Warning 1x Solemn Judgment   Extra: 1x Gachi Gachi Gantetsu 1x Shining Elf 1x Daigusto Phoenix 1x Leviar The Sea Dragon 1x Diamond Dire Wolf 1x Number 11: Big Eye 1x Armory Arm 1x T.G. Hyper Librarian 1x Ally of Justice Catastor 1x Tempest Magician 1x Arcanite Magician 1x Black Rose Dragon 1x Ancient Sacred Wyvern 1x Stardust Dragon 1x Crimson Blader   Side: 2x Droll & Lock Bird 1x Kycoo The Ghost Destroyer 1x Tsukuyomi 1x Injection Fairy Lily 3x Mystical Space Typhoon 1x Heavy Storm 3x Dimensional Fissure 2x Rivalry of Warlords 1x Bottomless Trap Hole     DN Image:   [spoiler] [/spoiler]   This is what I've been running. Obviously very similar to some of the Italian builds, except I love ODoP. I'm still liking the 2 Crescent in conjunction w/ Upstart, it hasn't really been an issue, but anyways I may eventually transition into a pure Crescent build. Any thoughts/advice/concerns/whatever is greatly appreciated. (No Draco yet cus I've been living up to my forum name).
  12. 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
  13. Reading Rainbow

    [media]http://www.youtube.com/watch?v=c6j8EiWIVZs[/media] [img]http://i.imgur.com/0WqeE.png[/img] Apprentice Magician Black Luster Soldier - Envoy of the Beginning Breaker the Magical Warrior 123 Chaos Sorceror Crusader of Endymion 123 Effect Veiler 123 Spellbook Magician Strength of Prophecy 12 Tragoedia 12 Tuned Magician Book of Moon Dark Hole Gemini Spark 123 Heavy Storm Monster Reborn Pot of Duality 12 Spellbook of Life Spellbook of Power 123 Spellbook of Secrets 123 Spellbook of Wisdom 12 Spellbook Star Hall 12 The Grand Spellbook Tower 12 Starlight Road Pretty simple idea. Float by battle. The end. [spoiler]So standard Prophecy/Spellbook.deks have a couple of problems. Too many weak as shit monsters that don't work well with Spellbook of Power/Wisdom and can't handle being in a trap-light deck and/or too many combo cards that get bunched in your hand, among other things. The monsters have to be able to mostly stand alone. So mostly big bodied playable whenever monsters, plus boosts off Starhall and PowerBook. Any spell that would remain on the field is either chainable or replaces itself when destoyed. Not a focus of the deck but you do have some cool interactions with Starhall and Crusader, pumping each other up. Regardless, with Tower/Power/Secret cycling, I can usually get Starhall to 4+ counters in two turns, helping me search gemini spellcasters to fuel my sparks.[/spoiler] It aint perfect but its a pretty good time.
  14. 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
  15. YCS Seattle

    [color=#ffffff][b]Monsters [18][/b][/color] [color=#ffffff][b][font=tahoma, helvetica, arial, sans-serif][size=3]3 - High Priestess of Prophecy[/size][/font][/b][/color] [color=#ffffff][b][font=tahoma, helvetica, arial, sans-serif][size=3]3 - Spellbook Magician of Prophecy[/size][/font][/b][/color] [color=#ffffff][b][font=tahoma, helvetica, arial, sans-serif][size=3]3 - Effect Veiler[/size][/font][/b][/color] [color=#ffffff][b][font=tahoma, helvetica, arial, sans-serif][size=3]2 - Tragoedia[/size][/font][/b][/color] [color=#ffffff][b][font=tahoma, helvetica, arial, sans-serif][size=3]2 - Temperance of Prophecy[/size][/font][/b][/color] [color=#ffffff][b][font=tahoma, helvetica, arial, sans-serif][size=3]2 - Apprentice Magician[/size][/font][/b][/color] [color=#ffffff][b][font=tahoma, helvetica, arial, sans-serif][size=3]1 - Justice of Prophecy[/size][/font][/b][/color] [color=#ffffff][b][font=tahoma, helvetica, arial, sans-serif][size=3]1 - Hanged Man of Prophecy[/size][/font][/b][/color] [color=#ffffff][b][font=tahoma, helvetica, arial, sans-serif][size=3]1 - Breaker the Magical Warrior[/size][/font][/b][/color] [color=#ffffff][b][font=tahoma, helvetica, arial, sans-serif][size=3]1 - Chaos Sorcerer[/size][/font][/b][/color] [color=#ffffff][b]Spells [19][/b][/color] [color=#ffffff][b][font=tahoma, helvetica, arial, sans-serif][size=3]3 - Spellbook of Secrets[/size][/font][/b][/color] [color=#ffffff][b][font=tahoma, helvetica, arial, sans-serif][size=3]3 - Spellbook of Wisdom[/size][/font][/b][/color] [color=#ffffff][b][font=tahoma, helvetica, arial, sans-serif][size=3]2 - Spellbook of Power[/size][/font][/b][/color] [color=#ffffff][b][font=tahoma, helvetica, arial, sans-serif][size=3]2 - The Grand Spellbook Tower[/size][/font][/b][/color] [color=#ffffff][b][font=tahoma, helvetica, arial, sans-serif][size=3]2 - Wonder Wand[/size][/font][/b][/color] [color=#ffffff][b][font=tahoma, helvetica, arial, sans-serif][size=3]1 - Pot of Duality[/size][/font][/b][/color] [color=#ffffff][b][font=tahoma, helvetica, arial, sans-serif][size=3]1 - Monster Reborn[/size][/font][/b][/color] [color=#ffffff][b][font=tahoma, helvetica, arial, sans-serif][size=3]1 - Heavy Storm[/size][/font][/b][/color] [color=#ffffff][b][font=tahoma, helvetica, arial, sans-serif][size=3]1 - Spellbook of Life[/size][/font][/b][/color] [color=#ffffff][b][font=tahoma, helvetica, arial, sans-serif][size=3]1 - Spellbook of Fate[/size][/font][/b][/color] [color=#ffffff][b][font=tahoma, helvetica, arial, sans-serif][size=3]1 - Spellbook of Eternity[/size][/font][/b][/color] [color=#ffffff][b]Traps [3][/b][/color] [color=#ffffff][b][font=tahoma, helvetica, arial, sans-serif][size=3]3 - Compulsory Evacuation Device[/size][/font][/b][/color] [color=#ffffff][b]Total [40][/b][/color] I love this deck. It's stupid consistent, and I feel is a relatively good pick for Seattle. Deck also has a pretty good Mermail/Atlantean match-up. [font=tahoma, helvetica, arial, sans-serif][size=3]Trying to find room for BLS. I love the searchability of Chaos Sorcerer, which is why he's in over BLS. That and the synergy he has with Spellbook of Life, and Arcanite Magician access, etc.[/size][/font]
  16. Spellbook Stun

    Main: 41 Monsters: 14 3 Breaker the Magical Warrior 3 Kycoo the Ghost Destroyer 3 Spellbook Magician of Prophecy 3 Madolche Magileine 2 Tragoedia Spells: 14 3 Spellbook of Secrets 3 Spellbook of Power 3 Spellbook of Wisdom 2 Spellbook Tower of Prophecy 2 Pot of Duality 1 Dark Hole Traps: 13 3 Dimensional Prison 3 Fiendish Chain 2 Bottomless Trap Hole 2 Torrential Tribute 2 Solemn Warning 1 Solemn Judgment Extra: 15 (Depending on what my Side turns out to be this will definitely change.) 2 Stardust Dragon 1 Ally of Justice Catastor 1 Arcanite Magician 1 Mist Wurm 1 Daigusto Phoenix 1 Gachi Gachi Gantstsu 1 Gem-Knight Pearl 1 Maestroke the Symphony Djinn 1 Number 16: Shock Master 1 Number 39: Utopia 1 Number C39: Utopia Ray 1 Photon Papilloperative 1 Steelswarm Roach 1 Wind-Up Zenmaister
  17. The Wizard's Conclave

    What I currently have for Prophecy. Runs cards not released in TCG so I'll post it here for now. [img]http://i.imgur.com/zA6Dd.png[/img] Monsters 3 Priestess of Prophecy 3 Temperance of Prophecy 3 Spellbook of Prophecy 2 Breaker the Magical Warrior 2 Maxx "C" 1 Justice of Prophecy 1 Hanged Man of Prophecy Spells 3 Spellbook of Secrets 2 Spellbook of Life 2 Spellbook of Power 2 Spellbook of Wisdom 2 Spellbook Tower of Prophecy 2 Pot of Duality 1 Spellbook of Alma 1 Heavy Storm 1 Monster Reborn Traps 2 Bottomless Trap Hole 2 Dimensional Prison 2 Torrential Tribute 2 Solemn Warning 1 Solemn Judgment Extra Deck 1 Chimeratech Fortress Dragon 1 Daigusto Phoenix 1 Gachi Gachi Gantetsu 1 Shining Elf 1 Wind-Up Zenmaines 1 Number 30: Acid Golem of Destruction 1 Temptempo the Percussion Djinn 1 Leviair the Sea Dragon 1 Maestroke the Symphony Djinn 1 Number 39: Utopia 1 Steelswarm Roach 1 Photon Papilloperative 1 Hierophant of Prophecy 1 Number 11: Big Eye 1 Gaia Dragon the Thunder Charger Side Deck 2 Cyber Dragon 2 Snowman Eater 2 Royal Decree 2 Shadow-Imprisoning Mirror 2 Rivalry of Warlords 2 Soul Taker 3 Mystical Space Typhoon Extra is kind of thrown together since I rarely use it outside of Monster Reborn or double Priestess into Big-Eye if Gorz gets dropped on me. Anyway this is another "Summon Priestess and sit on it" deck. Breaker helps clear backrow (thought I am open to suggestions for replacements) and Maxx "C" gives this already hand advantage heavy deck more opportunities to draw into answers to a board you've lost control of. The toolboxing available is insane and the Field spell is one of the best out there. Definitely stoked to play this once ABYR comes out.
  18. [center][font=arial, helvetica, sans-serif][u][b][size=8][size=6][size=8]Prophecy and Spellbook Discussion Thread:[/size][/size][/size][/b][/u][/font][/center][center][u][b][size=7]The New Era of Spellcasters and You[/size][/b][/u][/center] [spoiler] [size=6]Index[/size] [size=6]1.Introduction [/size] [size=6]2. The Monsters[/size][indent=1][size=6]2.1. REDU Legal[/size][/indent][indent=2][size=6]2.1.1. REDU TCG Exclusive[/size][/indent][indent=1][size=6]2.2. ABYR Legal[/size][/indent] [size=6]3. The Spellbooks[/size][indent=1][size=6]3.1. Pre-REDU[/size][/indent][indent=1][size=6]3.2. REDU Legal[/size][/indent][indent=2][size=6]3.2.1. REDU TCG Exclusive[/size][/indent][indent=1][size=6]3.3. ABYR Legal[/size][/indent] [size=6]4. Additional Options[/size][indent=1][size=6]4.1. Monsters[/size][/indent][indent=1][size=6]4.2. Spells/Traps[/size][/indent] [size=6]5. Build Variations[/size][indent=1][size=6]5.1. [/size][size=6]Protect the Priestess[/size][/indent] [size=6]6. Matchups[/size] [size=6]7. So how do I Side Against this Deck?[/size][indent=1][size=6]7.1. The Mirror Match[/size][/indent][indent=1][size=6]7.2. With Other Decks[/size][/indent] [size=6]8. Version History[/size][/spoiler] [size=7][b][u]1.Introduction[/u][/b][/size] The Prophecy cards are an archtype introduced in Return of the Duelist based on the Major Arcana, specializing in searching and cycling to generate extensive hand/field advantage over an extended period of time. As such, Prophecy decks are at their strongest in long, stamina-based games of attrition and control where resource management and careful thinking decide games. However, that is not to say that more offensive tactics are invalid, as there are a variety of applications that are made possible through interaction with other Spellcaster monsters; interaction that is greatly enhanced by the simple fact that Prophecy and Spellbook cards are capable of synergizing with other Spellcaster monsters outside of the archtype. Due to this unique synergy the deck is capable of taking a variety of forms that will differ according to personal taste, playing style, banlist, and card pool. It could be very well possible that there is no "Right" build in terms of monster line-up and no "Better" way to play the deck, as long as the Spell Cards are doing their job properly and supporting the strategy of the Monsters in the deck. Therefore the aim of this discussion topic will not be to develop a single ideal strategy, but to discover a plethora of variations that can be fine-tuned and optimized to match each individual player. Please note that within this topic the "Run X copies of X Card" suggestions found in some topics will be kept to a minimum due to the sheer variety of builds and options that are possible, at least for now. Players who are up to date with the deck, feel free to jump right into the discussion. Players who are not, feel free to read the introduction topic to get a grasp of what the deck is like. This intro topic will be updated regularly, ranging from between daily and bi-weekly depending on the progression of the topic and meta. [size=7][b][u]2.The Monsters[/u][/b][/size] [size=6][u]2.1.REDU Legal[/u][/size] [spoiler] [img]http://images2.wikia.nocookie.net/__cb20120730181036/yugioh/images/8/88/SpellbookMagicianofPhophecy-REDU-EN-OP.jpg[/img] [quote]WATER Level 2 Spellcaster/Effect When this card is Normal Summoned or flipped face up: Add 1 "Spellbook" Spell Card from your Deck to your hand. 500/400 [/quote] he Spellbook Magician of Prophecy, Batel is much like Stratos with its ability to search to search a "Spellbook" Spell Card, making it one of the few cards in the game with the ability to search Spell Cards. As an added bonus, this card can be searched by Spellbook of Secrets, and "Apprentice Magician" to allow for quick, reliable deck thinning while setting up the Field Spell in the process. A card that does a simple job and does it efficiently. [img]http://images2.wikia.nocookie.net/__cb20120730182723/yugioh/images/6/63/HighPriestessofProphecy-REDU-EN-OP.jpg[/img] [quote]LIGHT Level 7 Spellcaster/Effect You can reveal 3 "Spellbook" Spell Cards in your hand; Special Summon this card from your hand. Once per turn: You can banish 1 "Spellbook" Spell Card from your hand or Graveyard to target 1 card on the field; destroy that target. 2500/2100[/quote] The High Priestess of Prophecy, Junon, is the Prophecy counterpart to the the Dark Magician. Junon functions much like Hyperion and Dark Armed Dragon, banishing Spellbooks to destroy enemy cards. To those who are running under 15 Spellbooks, Junon’s own summoning abilities will be near nonexistent. Yet for those who are Junon’s ability can prove invaluable, allowing players to set up 2500 ATK bodies at no cost. In addition, her ability to drop down from the hand is an ignition effect, allowing her to get past monsters such as Steelswarm Roach, Thunder King Rai-Oh, and Evolzar Laggia without triggering their effects. [img]http://images3.wikia.nocookie.net/__cb20120730191240/yugioh/images/3/3d/HierophantofProphecy-REDU-EN-OP.jpg[/img] [quote]DARK Rank 7 Spellcaster/Effect 2 Level 7 Spellcaster-Type monsters Once per turn: You can detach 1 Xyz Material from this card; destroy Spell/Trap Card(s) your opponent controls, up to the number of "Spellbook" Spell Cards in your Graveyard 2800/2600[/quote] The Hierophant, Hieron. The Magician of Black Chaos of the deck, at 2800 ATK and 2600 defense. Unfortunately, Hieron does not have the kind of firepower that Dark Magician of Chaos and its banishing capabilities hold, instead having the ability to destroy spells and traps en-masse. While the ability to destroy Spell and Trap cards according to the number of Spellbooks that you have is useful, it is also necessary to keep in mind that it cannot destroy monsters. You most also remember that a build using Spellbook Library of the Crescent will find it a tad more difficult to use this card due to the smaller destruction range, despite the fact that one or two cards will often be more than enough. Hieron flourishes in builds that run a plethora of Spellbooks, and will require a reliable range of Level 7s or level modulators to reach the field. [img]http://images4.wikia.nocookie.net/__cb20120413222817/yugioh/images/5/51/AmoresofProphecy-REDU-JP-C.jpg[/img] [quote]EARTH Level 3 Spellcaster/Effect Once per turn: You can reveal 1 "Spellbook" Spell Card in your hand; Special Summon 1 Level 4 or lower Spellcaster-Type monster from your hand. 600/2000[/quote] Amores of Prophecy, L'Amour, also known as the Lovers. L'Amour has the ability to reveal a spellbook to Special Summon a Level 4 or lower Spellcaster. However, this ability is somewhat restrictive due to the fact that L'Amour itself is a Level 3, which restricts your plays to Level 3 monsters to Xyz with and Tuners to Synchro with, which must then be instantly dumped off for Synchro/Xyz purposes. While at a measily 600 ATK it will be difficult for L'Amour to use its effect for anything else while Veiler will punish the card severely. Nonetheless, the potential to lead into a Rank 3 or a fast Synchro is an interesting prospect and the Hanged Man may provide options to help remove some of the limitations of this card through powerful searching in a Lightsworn variation. [img]http://images1.wikia.nocookie.net/__cb20120413222849/yugioh/images/d/d2/MagicalSwordsmanShario-REDU-JP-C.jpg[/img] [quote]WIND Level 4 Spellcaster/Effect Once per turn: You can discard 1 "Spellbook" Spell Card; add 1 Spellcaster-Type monster from your Graveyard to your hand. 1800/1300[/quote] Chariot of Prophecy, Chario. Chario is a Level 4 semi-beater with respectable stats whose ability allows him to turn any Spellbook in your hand into what effectively amounts to The Warrior Returning Alive. Due to the reduction of hand resources, it is difficult for Chario to consistently provide Junon with a means of dropping down from the hand, therefore its practicality is somewhat limited. However, in builds with Chaos Sorcerer or similar cards he may prove useful due to his ability to provide alternative options for revival, that is assuming that you have a sufficient supply of cards necessary for the summoning requirements, while low-monster decks that have a means of dumping monsters into the grave may find Chario useful as some sort of reverse searcher. Unfortunately, in a majority of situations whatever Chario does will often be outclassed by Spellbook of Life. [img]http://images1.wikia.nocookie.net/__cb20120804022161/yugioh/images/f/fe/StrengthofProphecy-REDU-EN-OP.jpg[/img] [quote]FIRE Level 4 Spellcaster/Effect Once per turn: You can shuffle 1 "Spellbook" Spell Card from your Graveyard into your Deck to target 1 face-up Spellcaster-Type monster on the field; increase its Level by 1 and ATK by 500. 1500/1400[/quote] Strength of Prophecy, Force. Force is an interesting card, and one of the cards that make Spellbook Library of the Crescent worth playing. Force's ability to return Spellbooks to the graveyard to permanently increase the ATK of itself or an ally is a valuable asset, allowing Force to become a free 2000 ATK monster or allowing Priestess to tie with Black Luster Soldier and so forth. These attack boosts only become more deadly with the application of Spellbook of Power, which further strengthen your Spellcasters. The level modulation capabilities are also a welcomed bonus, as they help bring Rank 5 or higher monsters and a wider pool of Synchros into the game The cycling of Spellbooks can keep your graveyard count low and increase the stamina of your deck against a deck that specializes in graveyard recycling or Empty Jar variations, the ATK boost can provide all the difference in a battle of raw power, and the level modulation can prove to be useful in a variety of ways. All in all, Force is a force to be reckoned with in the hands of the right player. [img]http://images1.wikia.nocookie.net/__cb20120730183002/yugioh/images/7/7e/TemperanceofProphecy-REDU-EN-OP.jpg[/img] [quote]EARTH Level 3 Spellcaster/Effect During your Main Phase, if you have activated a "Spellbook" Spell Card previously this turn: You can Tribute this card; Special Summon 1 Level 5 or higher LIGHT or DARK Spellcaster-Type monster from your Deck. You cannot Special Summon another Level 5 or higher monster the turn you activate this effect. 1000/1000[/quote] Temperance of Prophecy, Temper. Temper is unique due to its ability to tutor out a boss monster onto the field at virtually no cost, something that is virtually unheard of in this game. While the list of monsters is limited to Chaos-oriented Spellcasters, that list contains heavy hitters such as Junon, in addition to old time classics such as Cosmo Queen and Dark Magician and any future LIGHT or DARK Spellcasters that may or may not be released, giving Temper a variety of uses across the competitive and casual board. The second condition may prove to be an inconvenience for those who wish to summon multiple high-level Spellcasters as once, yet in most scenarios the benefits of an instantaneous high level monster far outweigh the drawbacks. Due to the way in which this card and Junon are worded, the negation of one or the other's effects through Solemn Warning will not lock out additional attempts to summon Junon in a Junon-oriented build.[/spoiler] [size=6][u]2.1.2.REDU TCG Exclusive:[/u][/size] [spoiler] [img]http://images2.wikia.nocookie.net/__cb20120730181520/yugioh/images/9/92/ProphecyDestroyer-REDU-EN-OP.jpg[/img] [quote]DARK Level 6 Spellcaster/Effect If this card is in your Graveyard: You can banish 3 "Spellbook" Spell Cards from your Graveyard; Special Summon this card from your Graveyard. 2500/1200[/quote] Prophecy Destroyer. The Devil. The Summoned Skull of the deck, and arguably the one member of the family that looks out of place in comparison to its brethren. Prophecy Destroyer is somewhat bland, having no means of summoning itself, requiring assistance from cards like Temperance to reach the field instead. In return, however, Prophecy Destroyer has the ability to revive itself continuously, which can become a powerful stopgap that disrupts the opponent's strategy when used in tandem with Wisdom. But do keep in mind that Prophecy Destroyer has a hefty cost for its ability to Special Summon itself, a cost that Alma/Leadership cannot efficiently mitigate. Therefore its effect should be used sparingly, and only if you're running a deck that can actually make use of it. That is not to say that the heavy Banish cost is purely negative, however, as the lack of Spellbooks could potentially lead into a Crescent, while the banished cards retrieved through Alma/Leadership may potentially reduce the load on other Spellbook search cards. Unfortunately, much like Chario, what Destroyer can do is often outclassed by Spellbook of Life.[/spoiler] [size=6][u]2.2.ABYR Legal[/u][/size] [spoiler] [img]http://images1.wikia.nocookie.net/__cb20120720175931/yugioh/images/2/22/EmpressofProphecy-ABYR-JP-SR.jpg[/img] [quote]LIGHT Rank 5 Spellcaster/Effect 2 Level 5 Spellcaster-Type monsters This card gains 300 ATK for each Xyz Material attached to monsters you control. Once per turn: You can detach 1 Xyz Material from this card; shuffle your Deck, then reveal the top 5 cards of your Deck, and destroy monsters on the field up to the number of "Spellbook" cards revealed, then return those cards to the top of the Deck in any order. 2000/1700[/quote] The Empress, Tris, is a Rank 5 Prophecy Monster with the stats of the Dark Magician Girl. Due to the lack of consistently accessible Level 5 monsters in the Spellcaster card pool and the sheer efficiency of Junon, this card will be difficult to summon without some investment, such as Strength, Hermit, Gagaga Magician, and Oracle of the Sun. However, if you do succeed in summoning this card, it rewards you greatly with Tiras-grade stats upon summon and a powerful destruction effect at the cost of a small ATK drop. The ability to potentially destroy cards en masse and set up the top cards of your deck for draw manipulation can be quite handy to have around as long as you can compensate for the random nature of this card and the risks of a high spellbook count. [img]http://images1.wikia.nocookie.net/__cb20120720173626/yugioh/images/2/26/EmperorofProphecy-ABYR-JP-R.jpg[/img] [quote]DARK Level 5 Spellcaster/Effect Once per turn: You can banish 1 "Spellbook" Spell Card from your Graveyard and 1 other face-up Spellcaster-Type monster you control to target 1 face-up monster your opponent controls; take control of it until the End Phase. This card cannot attack the turn you activate this effect. 2300/2000[/quote] The Emperor, Empereur. A Level 5 Prophecy Monster with an effect that resembles Mystic Box, but in reverse. Summoning this card is difficult except through Temper, a problem shared with Prophecy Destroyer. While its effect is powerful, it is also unstable, requiring you to have another Spellcaster monster on the field and with a restriction on its attack should you activate it. There is also the unfortunate reality that taking control of a monster may not be effective if your opponent has no monsters worth taking control of, whereas the cost of banishing a Spellcaster can prove fatal if this card is bounced or banished while there are no Spellcasters left to fulfill the Tower's condiiton. It does however fulfill the role of Level 5 Spellcaster, so it is theoretically possible to use this card to link into its partner, the Empress, if you wish to use it for such purposes. [img]http://images2.wikia.nocookie.net/__cb20120720173754/yugioh/images/e/e6/JusticeofProphecy-ABYR-JP-C.jpg[/img] [quote]EARTH Level 3 Spellcaster/Effect During the End Phase of your turn, if you activated a "Spellbook" Spell Card this turn: You can banish this face-up card; add 1 Level 5 or higher LIGHT or DARK Spellcaster-Type monster and 1 "Spellbook" Spell Card from your Deck to your hand. The effect of "Justice of Prophecy" can only be activated once per turn. 1600/800[/quote] Justice of Prophecy, Justi. A Level 3 Prophecy monster that adds two cards to your hand in return for itself, and can tie with Tiras when boosted by Power while running over most monsters otherwise. In addition, unlike Card Car D this card does not require you to skip your Battle Phase, nor is it excluded from the list of monsters you are allowed to Special Summon. Its ability is also one of the few effects in the game to allow you to lead into a High Priestess drop from the hand, making it an excellent card if you have the breathing room. However, Justi is also ridden with restrictions that make it difficult to use, which become self-evident when reading through the Spellbooks below. However, it is one of the few monster-based search cards in the deck that may ignore Veiler, as it is an optional End Phase effect that may be resolved after Veiler's lingering effect ceases to affect this card. In closing, Justi can prove to be a powerful addition to the deck provided that you use it with caution. [img]http://images2.wikia.nocookie.net/__cb20120720173738/yugioh/images/f/fb/HermitofProphecy-ABYR-JP-C.jpg[/img] [quote]EARTH Level 3 Spellcaster/Effect When a "Spellbook" Spell Card is activated: Increase this card's Level by 2 and ATK by 300. 1200/700[/quote] The Hermit, named Hermit. A Level 3 Prophecy monster that specializes in level modulation, somewhat like Force. Its ability restricts itself to odd levels unless summoned through Life, while its stats are unremarkable. However, with a proper loop this card's level will increase by four to six on a given turn, allowing it to provide access to more powerful Xyz a tad more quickly than Force. However, as the effect is mandatory it can sometimes be difficult to match the levels with the monsters that you wish to summon, and the card in general is outclassed in nearly every way by Gagaga Magician with the exception of being a Level 3 Prophecy monster, which can give it some sort of limited use with The Hanged Man, and maybe the ability to access Rank 9 or higher monsters, assuming worthwhile Rank 9 or higher monsters are released. [img]http://images2.wikia.nocookie.net/__cb20120720173654/yugioh/images/4/4b/HangedManofProphecy-ABYR-JP-C.jpg[/img] [quote]WATER Level 1 Spellcaster/Effect When this card is sent to the Graveyard: Add 1 Level 3 "Prophecy" monster from your Deck to your hand. 300/200[/quote] The Hanged Man, La Pende. A Level 1 Prophecy Monster that has the ability of searching Level 3 Prophecy monsters, with the ideal target often being a Temperance in most situations. This effect is much like Dandylion, giving it potential for interaction with Foolish Burial, a Lightsworn engine, Apprentice Magician, and more. In addition, being a Level 1 monster means that within decks with the Hanged Man, the Tower always has a card to summon when it is destroyed, regardless of an empty graveyard before its destruction. However, due to its low stats and the fact that cards are added to your hand, the Hanged Man can prove to be a tad fragile in front of offensive decks such as Chaos Dragons or Hieratics, and may require that he be backed up by trap cards or some other form of defense to ensure that you do not get OTK'd or pushed into a corner.[/spoiler] [size=7][b][u]3.The Spellbooks:[/u][/b][/size] [size=6][u]3.1.Pre-REDU:[/u][/size] [spoiler] [img]http://images4.wikia.nocookie.net/__cb20120622090926/yugioh/images/thumb/a/a4/SpellbookOrganization-GLD5-EN-C-LE.png/300px-SpellbookOrganization-GLD5-EN-C-LE.png[/img] [quote]Look at the top 3 cards of your Deck, then return them to the top of the Deck in any order.[/quote] Not an intentional part of the archtype, Spellbook Organization is an old card back from the Magician's Force days that does...absolutely nothing other than determine the order of your next 3 draws. it may have some novelty value with the Tower, but is otherwise unnecessary. [img]http://images2.wikia.nocookie.net/__cb20120615023851/yugioh/images/thumb/9/99/HiddenSpellbook-GLD5-EN-C-LE.png/300px-HiddenSpellbook-GLD5-EN-C-LE.png[/img] [quote]During your turn: Target 2 Spell Cards in your Graveyard; shuffle those targets into the Deck.[/quote] Also an oldie from the Magician's Force days, Hidden Spellbook is the only Spellbook that is a Trap Card. As such, it cannot be recycled through the Tower, cannot be searched except by the Grimoire, and does not count towards the restrictions of Spellbook Library of the Crescent. It is needless to say that what little novelty value it has is with Spellbook Library of the Crescent, and is otherwise an unnecessary card from the age of absurd boss monsters.[/spoiler] [size=6][u]3.2.REDU Legal[/u][/size] [spoiler] [img]http://images2.wikia.nocookie.net/__cb20120413222652/yugioh/images/3/31/SpellbookofSecrets-REDU-JP-R.jpg[/img] [quote]Add 1 "Spellbook" card from your Deck to your hand, except "Spellbook of Secrets". You can only activate 1 "Spellbook of Secrets" per turn.[/quote] The Spellbook of Secrets, aka the Grimoire. There is little to differentiate this card with the effect of Batel, the Prophecy monster that uses it. The exception being that Secrets is able to search out any Spellbook card, including its wielder, the Spellbook magician of Prophecy. Other than the little addition at the end and being unable to search itself, possibly to prevent abuse in a matter akin to that of Toon Table of Contents, the card is a simple card that does simple things with frightening efficiency. [img]http://images3.wikia.nocookie.net/__cb20120804021348/yugioh/images/6/60/SpellbookofPower-REDU-EN-OP.jpg[/img] [quote]Target 1 face-up Spellcaster-Type monster you control; until the End Phase, it gains 1000 ATK. Also, until the End Phase, each time it destroys an opponent's monster by battle: You can add 1 "Spellbook" Spell Card from your Deck to your hand. You can only activate 1 "Spellbook of Power" per turn.[/quote] The Spellbook of Power, the Hygromanteia. The Spellbook of Power functions much like the Spellbook of Secrets, with the exception of attaching a moderately large ATK boost to a Spellcaster type monster and the ability to search itself at the cost of being limited to only Spell Cards. While it is true that you may only search a card when the affected monster destroys a monster as a result of battle, which may mean less damage than originally intended, or a less-than optimal attack. However, it may also mean that the cards affected will be able to do things that should not be possible, such as Kycoo destroying Lightpulsar in head to head combat, or Junon running over a Black Luster Soldier. It is also worthy to note that ruling-wise, at least for now, once this card's effects have been applied, cards such as Forbidden Lance or Spellbook of Wisdom will not negate its effects. [img]http://images4.wikia.nocookie.net/__cb20120801213343/yugioh/images/8/84/SpellbookofLife-REDU-EN-OP.jpg[/img] [quote]Banish 1 Spellcaster-Type monster from your Graveyard and reveal 1 other "Spellbook" Spell Card in your hand to target 1 Spellcaster-Type monster in your Graveyard; Special Summon that target in face-up Attack Position and equip it with this card. The equipped monster's Level is increased by the Level of the monster that was banished for this card's activation. You can only activate 1 "Spellbook of Life" per turn.[/quote] The Spellbook of Life. Or perhaps it should be considered the spellbook of undeath. It is the Necronomicon. This Spellbook is a unique card that works as a Premature Burial, lacking the Life Point cost, "Death upon destruction" effect or other restrictions common in so many revival cards. In return, however, this Spellbook requires you to reveal a Spellbook in your hand and Banish a Spellcaster in order to activate. While such conditions are not particularly difficult to generate, it can become a liability in low Spellbook builds, and such the risks must always be kept in mind. Once the summon is successful, the monster summoned by this card will have its level increased by the level of the monster Banished in order to activate this card, which can prove useful in a variety of ways. For one, it prevents your opponent from using Mind Control the equipped card to link into an Xyz as freely, due to the change in level, while in other cases it can grant you a wider variety of levels to Synchro and Xyz with. Keep in mind that while activating this card will fulfill the activation requirements of Temperance, it is the ORIGINAL level of the monster summoned by this card that falls into the "Level 5 or Higher" category of Temperance's restrictions. Therefore, it is perfectly possible to summon a Level 4 or lower Spellcaster(including Temperance) through this card to have its level become 5 or higher, and still tribute Temperance to summon a High Priestess. [img]http://images3.wikia.nocookie.net/__cb20120804023153/yugioh/images/9/93/SpellbookofWisdom-REDU-EN-OP.jpg[/img] [quote]Target 1 face-up Spellcaster-Type monster on the field and activate 1 of these effects; ● It is unaffected by other Spell effects this turn. ● It is unaffected by Trap effects this turn.[/quote] The Spellbook of Wisdom. The Torah. Effectively a more limited of Forbidden Lance, except without the ATK drain, and the added bonus of being easily retrievable by the extensive number of search cards provided in the archtype and the draw power of the Tower, this card is arguably one of the most powerful cards in the archtype, capable of rendering any Spell or Trap Card with a Spell Speed of 2 or lower worthless. While the card is not as effective in stopping offensive advances like with Forbidden Lance, the card is a superior choice in aiding your own offensive advances due to its searchability and the power to run through a Trap without suffering a loss in attack power.[/spoiler] [size=6][u]3.2.1.REDU TCG Exclusive[/u][/size] [spoiler] [img]http://images3.wikia.nocookie.net/__cb20120804004652/yugioh/images/f/f9/SpellbookLibraryoftheCrescent-REDU-EN-OP.jpg[/img] [quote]If you have no "Spellbook" Spell Cards in your Graveyard: Reveal 3 "Spellbook" Spell Cards with different names from your Deck, your opponent randomly adds 1 of them to your hand, and shuffle the rest back into your Deck. You can only activate 1 "Spellbook Library of the Crescent" per turn. You cannot activate any Spell Cards the turn you activate this card, except "Spellbook" Spell Cards.[/quote] The Spellbook Library of the Crescent. The Moon. A great card for early game pushes and build variations where you can cycle your cards back to the deck and Banish cards with Priestess consistently enough to make sure that this card is never dead. While a somewhat unstable compared to Secrets due to its restrictions and the somewhat random nature of the searches you can do, the raw search power of the Prophecy deck ensures that even with this card, searching into the card that you intend on searching into is virtually guaranteed. Some would say that this card makes Spellbook Magician unnecessary, while others prefer to forgo this card in favor of other options for Magician. Some prefer to run both.[/spoiler] [size=6][u]3.3.ABYR Legal[/u][/size] [spoiler] [img]http://images3.wikia.nocookie.net/__cb20120720181618/yugioh/images/thumb/a/a5/AlmaSpellbook-ABYR-JP-C.jpg/300px-AlmaSpellbook-ABYR-JP-C.jpg[/img] [quote]Target 1 of your banished "Spellbook" Spell Cards, except "Spellbook of Leadership"; add that target to your hand. You can only activate 1 "Spellbook of Leadership" per turn.[/quote] The card currently known as the Spellbook of Leadership on DN. The Alma Spellbook, possibly referring to either an almanac, or a book on souls. A simple card, much like Spellbook of Secrets, the Spellbook of Leadership allows you to search Spellbook cards that have been banished, enabling the additional usage of cards banished with Priestess, Emperor, or any other card that may banish Spellbooks. This ultimately leads to extensive hand/field advantage when combined with the power of the Tower, allowing for consistent searching and accelerated draws. [img]http://images2.wikia.nocookie.net/__cb20120720181760/yugioh/images/thumb/b/bd/GoetheSpellbook-ABYR-JP-C.jpg/300px-GoetheSpellbook-ABYR-JP-C.jpg[/img] [quote]If you control a Spellcaster-Type monster: Banish up to 3 "Spellbook" Spell Cards from your Graveyard; activate 1 of these effects depending on the number of cards banished. You can only activate 1 "Spellbook of Control" can be activated per turn. ●1: Target 1 Set Spell/Trap Card on the field; return it to the hand. ●2: Target 1 monster on the field; change it to face-up Attack Position or face-down Defense Position. ●3: Target 1 card your opponent controls; banish it[/quote] The Spellbook of Control, Goete, a reference to either the famous writer Goethe or the Ars Goetia, is a versatile Spellbook that makes up for its heavy cost with high-power maintenance capabilities. You may use it to temporarily disable a spell or trap card to enhance the damage potential of your own plays and disrupt your opponent's strategies while connecting into a Spellbook of Leadership, you may use it as a Book of Moon or Book of Taiyou to change the tempo of the game and cut off a series of combo plays before they happen, or you may use it as a nearly unstoppable form of removal to simply banish any card that your opponent controls. In most situations a single teched copy of this card in your deck will be sufficient, as the unrivaled searching capabilities of the archtype make it possible to run this card in singles and succeed, though doubles and triples may work just as well for some people. However, it is perfectly possible to just forego this card altogether, replacing it with other cards such as Compulsory Evacuation device to disrupt monsters in a similar fashion. [img]http://images1.wikia.nocookie.net/__cb20120720182017/yugioh/images/thumb/9/9f/SpellbookInstituteLaMaison-ABYR-JP-R.jpg/300px-SpellbookInstituteLaMaison-ABYR-JP-R.jpg[/img] [quote]Once per turn, during your Standby Phase, if you have a Spellcaster-Type monster on your side of the field or in your Graveyard: You can return 1 "Spellbook" Spell Card from your Graveyard, except for "Spellbook Tower of Prophecy", to the bottom of your Deck, then draw 1 card. When this card is destroyed by your opponent and sent to the Graveyard: You can Special Summon 1 Spellcaster-Type monster from your hand or Deck whose Level is equal to or less than the number of "Spellbook" Spell Cards in your Graveyard.[/quote] One of the most powerful Field Spells to have ever been created, the Spellbook Tower of Prophecy, La Maison, is what makes it possible for the archtype to play long games of attrition with minimal losses. With a simple effect that not only recycles Spellbooks but gives you additional draws, the power to be searched by any of the Spellbook searchers, and the ability to summon monsters when destroyed, this card is conundrum incarnate for the opponent. Whatever they do to the card, you will often break even or +1. If they leave the card alone, you will inevitably draw additional cards. Should they destroy the card, you will be able to summon an additional monster while protecting whatever backrow cards you may have. Even if they were to destroy the card while you have no Spellbooks in grave, you would still be able to summon a Hanged Man or even a Veiler if need be, sucking up attacks while potentially setting up your next turn in the process. Within decks that concentrate on using Spellbooks as often as possible and as quickly as possible, it is even possible that by the third turn, there will be enough Spellbooks to make it so that a Heavy Storm or Mystical Space Typhoon would lead to the summon of a High Priestess straight from the deck.[/spoiler] [u][b][size=7]4.Additional Options[/size][/b][/u] [size=6][u]4.1. Monsters[/u][/size] [Spoiler] [img]http://images1.wikia.nocookie.net/__cb20100726191226/yugioh/images/thumb/4/43/KycootheGhostDestroyer-TU03-EN-C-UE.png/300px-KycootheGhostDestroyer-TU03-EN-C-UE.png[/img] [quote]When this card inflicts Battle Damage to your opponent, you can remove from play up to 2 Monster Cards from their Graveyard. Your opponent cannot remove from play cards from either player's Graveyard.[/quote] Kycoo the Ghost Destroyer is arguably one of the best Main or Side Deck choices in this game. At 1800 ATK, Kycoo will run over just about every low-level monster unboosted, while a Spellbook of Power will let it tie with or exceed boss monsters. Kycoo's ability to stop your opponent from Banishing cards makes it difficult for Chaos Dragons or Dark World to apply pressure on you, whereas against Inzektors, Wind-Ups, Geargias, the soon-to-be Atlanteans, Mermails, and so forth, Kycoo's ability to Banish cards can prove effective in halting their advances while Spellbook of Wisdom and Spellbook of Power maximize the advantages of Kycoo's stats. Kycoo is also effective in the Mirror, allowing you to slow down Priestess and disrupt any rogue Control players, while banishing monsters to weaken their Spellbook of Life. [img]http://images2.wikia.nocookie.net/__cb20120612111049/yugioh/images/thumb/6/60/BreakertheMagicalWarrior-BP01-EN-C-1E.png/300px-BreakertheMagicalWarrior-BP01-EN-C-1E.png[/img] [quote]When this card is Normal Summoned: Place 1 Spell Counter on it (max. 1). This card gains 300 ATK for each Spell Counter on it. You can remove 1 Spell Counter from this card to target 1 Spell/Trap Card on the field; destroy that target.[/quote] Breaker the Magical Warrior. Stable Spell/Trap Destruction, a potential 1900 ATK body, and an overall decent card. Runs over REDMD and any potential Kristyas with a Spellbook of Power boost if somebody decides to run a Fairy deck for some unholy reason. Being a DARK can help you play BLS or Chaos Sorcerer. Simple card, does simple things. [img]http://images1.wikia.nocookie.net/__cb20120207082936/yugioh/images/thumb/e/e2/LylaLightswornSorceress-SDDC-EN-C-1E.jpg/300px-LylaLightswornSorceress-SDDC-EN-C-1E.jpg[/img] [quote]During your Main Phase: You can target 1 Spell/Trap Card your opponent controls; change this card you control from face-up Attack Position to face-up Defense Position, and destroy that target, but this card's battle position cannot be changed until the end of your next turn, except with a card effect. During each of your End Phases: Send the top 3 cards of your Deck to the Graveyard. You must control this face-up card to activate and to resolve this effect.[/quote] Functions in a similar manner to Breaker, with the exception that it's LIGHT, has a higher base ATK, and isn't hurt as badly by a Veiler, assuming you can actually keep it alive. An added bonus that Lyla has is that it is a Lightsworn monster, which can allow for the implementation of a Lightsworn engine while its Lightsworn mills can help Tower get off its effect. [img]http://images4.wikia.nocookie.net/__cb20090220181621/yugioh/images/thumb/2/27/ApprenticeMagician-CP04-EN-SR-UE.png/300px-ApprenticeMagician-CP04-EN-SR-UE.png[/img] [quote]When this card is Summoned, place 1 Spell Counter on a face-up card that you can place a Spell Counter on. When this card is destroyed by battle, you can Special Summon 1 Level 2 or lower Spellcaster-Type monster from your Deck in face-down Defense Position.[/quote] Apprentice Magician. It's a Tower target, searches Batel, Veiler, or Hanged Man if you need it, can recharge Breaker if you feel like it and can search Old Vindictive Magician. [img]http://images4.wikia.nocookie.net/__cb20120207083030/yugioh/images/thumb/9/9d/SummonerMonk-SDDC-EN-C-1E.jpg/300px-SummonerMonk-SDDC-EN-C-1E.jpg[/img] [quote]This card cannot be Tributed. When this card is Normal or Flip Summoned: Change this card to Defense Position. Once per turn: You can discard 1 Spell Card; Special Summon 1 Level 4 monster from your Deck. It cannot attack this turn.[/quote] Level 4. Spellcaster. Can discard leftover Spellbooks to get additional monsters to Xyz with, including itself to lead into a third card for a 3-material Rank 4 monster. Simple. [img]http://images4.wikia.nocookie.net/__cb20100725061521/yugioh/images/thumb/3/3f/MagicalExemplarSDSC-EN-C-1E.png/300px-MagicalExemplarSDSC-EN-C-1E.png[/img] [quote]Each time a Spell Card is activated, place 2 Spell Counters on this card. Once per turn, you can remove any number of Spell Counters from this card to Special Summon a Spellcaster-Type monster from your hand or Graveyard whose Level is equal to the number of Spell Counters you removed.[/quote] Prophecy is a deck that runs a large variety of Spellbooks, whose specialty is looping multiple cards together. This card specializes in summoning monsters to Xyz/Synchro with or to just simply revive for the sake of reviving. Simple theory, is it not? [img]http://images2.wikia.nocookie.net/__cb20120207082729/yugioh/images/thumb/c/c4/ChaosSorcerer-SDDC-EN-C-1E.jpg/300px-ChaosSorcerer-SDDC-EN-C-1E.jpg[/img] [quote]Cannot be Normal Summoned or Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster from your Graveyard. Once per turn: You can target 1 face-up monster on the field: banish that target. This card cannot attack during the turn you activate this effect.[/quote] A powerful card, searchable by Justice, revivable by Life and Exemplar, and capable of acting as a miniature Priestess on monsters, while providing the means to lead into a Level 7 Synchro Monster such as Arcantie Magician. [img]http://images2.wikia.nocookie.net/__cb20120607001058/yugioh/images/thumb/2/2e/Tragoedia-BP01-EN-SFR-1E.png/300px-Tragoedia-BP01-EN-SFR-1E.png[/img] [quote]When you take Battle Damage: You can Special Summon this card from your hand. This card gains 600 ATK and DEF for each card in your hand. Once per turn: You can send 1 monster from your hand to the Graveyard to target 1 face-up monster your opponent controls with the same Level as the sent monster; take control of that target. Once per turn: You can target 1 monster in your Graveyard; this card's Level becomes the same as that target's, until the End Phase.[/quote] The only monster on this list that is not a Spellcaster, Tragoedia is placed on this list due to its unique applications in Prophecy. Well, not necessary unique, but interesting due to Prophecy's enhanced hand replenishing capabilities, making Tragoedia a force to be reckoned with. In addition, the monsters that Tragoedia can discard to take control of the opponent's cards can be revived through Spellbook of Life, allowing for unique combo plays that can quickly apply pressure to the opponent. [/spoiler] [size=6] [u]4.2. Spells/Traps[/u][/size] [img]http://images3.wikia.nocookie.net/__cb20111214013431/yugioh/images/thumb/3/3f/WonderWand-GENF-EN-UR-1E.jpg/300px-WonderWand-GENF-EN-UR-1E.jpg[/img] [quote]Equip only to a Spellcaster-Type monster. It gains 500 ATK. If you control the equipped monster and this card: You can send both to the Graveyard; draw 2 cards.[/quote] Wonder Wand has similar applications in the prophecy deck as it does in Gravekeepers. Boost a card and hit something if necessary, draw two cards by ditching the equipped monster. This card shines especially when used in combination with Spellbook Magician of Prophecy or the Hanged Man of Prophecy, due to those two cards replacing themselves. [u][b][size=7]5. Build Variations[/size][/b][/u] [u][size=6]5.1. Protect the Priestess[/size][/u] The simplest form of the Prophecy build, Protect the Priestess concentrates around summoning High Priestess, protecting her with Wisdom and reviving her with Life as necessary. As such, this build will often use Justice or Temperance as a means of searching Priestess, and may want to use Leadership to bring back cards that Priestess revives. Through a slow game of attrition or a fast OTK setup, Protect the Priestess is designed to reduce the opponent's resources through Priestess and Wisdom to the best of your ability while bolstering your defenses and offenses through the Tower's increased draw power. This build is the easiest to hybridize with the builds below. [u][b][size=7]6. Matchups[/size][/b][/u] (To be added) [size=7][u][b]7. So How Do I Side Against This Deck?[/b][/u][/size] (To be added) [u][b][size=7]8. Version History[/size][/b][/u] (8/7/2012) 1.0.0. Topic Creation (8/8/2012) 1.0.1. Edited a few errors and vague wording. (8/9/2012) 1.1.0. Redid the layout to reduce space and remove clutter. Added subsections and some information to sections 4~7 and things I missed for Sections 1 and 2. Plan to add the rest at another time when I'm not as wasted. (8/11/2012) 1.1.1. Added additional things to the options section, building the variation section. Have begun work on Matchups on an off-site sandbox. (8/15/2012) 1.1.2. Apparently Goethe does target. Fixed.
  19. i jUst tHought oF sOmething mAgical

    [media]http://www.youtube.com/watch?v=9BbmlyC9_-w[/media] - So I was just thinking about stuff, like usual, and thought of this idea. I was liking an Exemplar deck (without Priestess) that used Summoner and Summoner is reaaaaally good it if has a purpose. Others have probably thought of this idea but I thought I would put it out there for discussion. 3 High Priestess of Prophecy 3 Spellbook Magician of Prophecy 3 Temperance of Prophecy 1 Prophecy Destroyer 2 Summoner Monk 1 Armageddon Knight 1 Gagaga Magician 3 Effect Veiler 1 Black Luster Soldier - Envoy of the Beginning 1 Dark Armed Dragon 3 Wonder Wand 1 Dark Hole 1 Monster Reborn 1 Heavy Storm 3 Spellbook Library of the Crescent 3 Spellbook of Secrets 3 Spellbook of Power 3 Spellbook of Life 3 Spellbook of Wisdom - 1 Brionac, Dragon of the Ice Barrier 1 Black Rose Dragon 1 Arcanite Magician 1 Stardust Dragon 1 Scrap Dragon 1 Gachi Gachi Gantetsu 1 Daigusto Pheonix 1 Number 39: Utopia 1 Maestroke the Symphony Djinn 1 Alchemic Magician (this is mainly in here for fun) 1 Tiras, Keeper of Genesis 1 Photon Strike Bounzer 1 Number 11: Big Eye 1 Hierophant of Prophecy 1 Hieratic Sun Dragon Overlord of Heliopolis - The deck surrounding around Priestess is great but I wanted to try different things. With out limited Spellbook pool it would seem there could be bigger and better ideas to use with the deck for now. Destroyer truly is an amazing card but is hurt by its availability. If it could be brought out from the hand as well then I would love it a lot more as all I would have to do is banish 3 and BAM. The only ways to bring this out, essentially, it through milling and tribute summoning it (or with Magical Dimension, etc.). Tributing is incredibly restrictive as you usually do not keep monsters you don't need around long as their stats are poor, which some have thought of using Apprentice Magician to fix this. Milling is also restrictive as most of it is random besides Foolish, and that card is only at 1. But I thought of (and definitely others) that Armageddon Knight would be useful. To add to that, Summoner Monk would work nice as well as it would be able to get a setup for a Rank 4 play, sends a Destroyer, and adds 1 Spellbook to the grave. It can easily place 5000 damage on the board, and even more with Life and in hand Priestess, etc. Gagaga is for, mainly, another level 4. It can change its level and can be cute if you bring back Summoner with a Batel or Temper to make Rank 6/7 or even 8's. I'd side Lyla, not main it, as, like kahu said, Wisdom and Life take care of the disruption. I'd appreciate suggestions, etc.
  20. Spellbooks/Lightsworn

    Fun build I've been messing around with. Milling in here is pretty great, hitting any Spellbook or Spellcaster fuels my cards and gives me ammo in a sense. Lyla being a Spellcaster is great. [Spoiler] [img]http://i.imgur.com/nFhdF.jpg[/img] [b][/Spoiler][/b] [b]Monsters: 16[/b] 3 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Effect%20Veiler"]Effect Veiler[/url] 3 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=High%20Priestess%20of%20Prophecy"]High Priestess of Prophecy[/url] 3 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Spellbook%20Magician%20of%20Prophecy"]Spellbook Magician of Prophecy[/url] 3 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Lightsworn%20Sorceress"]Lightsworn Sorceress[/url] 2 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Ryko,%20Lightsworn%20Hunter"]Ryko, Lightsworn Hunter[/url] 2 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Temperance%20of%20Prophecy"]Temperance of Prophecy[/url] [b]Spells: 23[/b] 3 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Spellbook%20of%20Secrets"]Spellbook of Secrets[/url] 3 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Spellbook%20of%20Life"]Spellbook of Life[/url] 3 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Spellbook%20of%20Wisdom"]Spellbook of Wisdom[/url] 3 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Spellbook%20of%20Power"]Spellbook of Power[/url] 2 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Spellbook%20of%20Control"]Spellbook of Control[/url] 2 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Spellbook%20of%20Leadership"]Spellbook of Leadership[/url] 2 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Solar%20Recharge"]Solar Recharge[/url] 1 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Charge%20of%20the%20Light%20Brigade"]Charge of the Light Brigade[/url] 1 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Dark%20Hole"]Dark Hole[/url] 1 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Monster%20Reborn"]Monster Reborn[/url] 1 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Heavy%20Storm"]Heavy Storm[/url] 1 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Spellbook%20Tower%20of%20Prophecy"]Spellbook Tower of Prophecy[/url] [b]Traps: 1[/b] 1 [url="http://yugioh.tcgplayer.com/db/yugioh_single_card.asp?cn=Treacherous%20Trap%20Hole"]Treacherous Trap Hole[/url]
×