Donnie

Prophecy/Spellbook - Discussion

2872 posts in this topic

Prophecy/Spellbook is a deck that revolves around using magic cards to support Spellcasters. The Spellbook cards are generic support for Spellcaster however Prophecy almost exclusively supports or need support from the Spellbook Spell Cards. The trending build of Prophecy revolves around Spellbook of Judgment a card like no other that tutors whatever Spellbook(s) you need directly to your hand as well as bringing out a Spellcaster from your deck. 

 

Monsters

 

III - The High Priestess

-The deck's current power house, though her summoning condition can be fairly restrictive her power in undeniable, and with Judgment she becomes a search DAD/Hyperion for Prophecy. Though recently a lot of players have opted not to run her due to how she affects opening hands.
 
I - The Magician
-Searches all your combo pieces, key in setting up Judgment plays with Master, and a Spellcaster body that's always available for Fate/Master.
 
XI - Justice

-With Judgment this card extends advantage even further, and also brings your big beater straight to the hand. It makes Priestess part of your Spellbook engine which solves the problem this deck had before of not seeing Priestess.

 

The Spiritualist (Jowgen)

-This card alone locks Dragons down and forces them to make sub optimal plays such a normal summoning a Dragon, when backed by Fate this card easily seals games from Dragon's grasp. It's summonable off Judgment which is what gives this deck so potential this format.

 

The Destroyer (Kyoo)

-Kycoo like Jowgen fill a giant niche this format by stopping the mechanic that makes the best decks this format the best, banishing from grave. It also can banish the fodder Dragons use to summon their monsters with little cost, as well as being key in the mirror in stopping opposing Fates and turning Priestess into a vanilla beater, locking out all of the opponents removal.

 

Spellbooks

 

Spellbook of Secrets

-RoTA in spell form, searches all your Spellbooks, more accurately any Spellbook card including Magician.

 

Spellbook of Power

-Another card that allows searching of your deck's pieces, and also puts your monsters of ahead of most anything by battle. With Master you can increase the attack of a monster by 2000, and then search 2 cards for no loss of advantage.

 

XVI - The Grand Spellbook Tower

-This card just generates advantage, and really can put your opponent in a hard place where if they destroy it you get something, but if they leave it you get more. Tower is key in surviving EEV blows as resolving it's summoning effect under EEV can net you most any Spellcaster in your deck.

 

Spellbook of Eternity
-This card has utility in allowing you retrieve a banished Spellbook, it allows you cycle the Field Spell, Fate, anything ensuring that you're never blocked out access to your Spellbooks, and turning the RFG into a second grave.

 

Spellbook of Life
-Premature Burial with a more theme'd cost, often however reviving Priestess can be enough without the need Xyz or Synchro Summon, but life gives you access to wide array of different level and rank'd Synchros and XYZ.

 

Spellbook of the Master
-Insanity, this card was made to bypass the inability to activate the same Spellbook twice in one turn, it makes Fate who in turn makes Eternity more live. One of the better tricks is copying Eternity to pull 2 Spellbooks out of the Banish Zone or copying Power to boost a monster's attack by 2000, and search 2 when you trample something with the massive power boost. You can also copy Secrets which helps thin the deck even more and helps with reaching the needed threshold for an advantageous Judgment resolution.

 

Spellbook of Fate
-The reason this card can play little to no traps and almost no other removal is this card. This card posseses the most powerful type of removal banishing and with Judgment it's effect is relatively easy to set up. It also can be used as a Book of Moon or to switch a monster to attack. The last effect can come in hand when you just need to resolve a 3/4 card for Judgment.

 

XVIII - The Moon (Library of Crescent)

-This card is used to significantly increase your chances of resolving Judgment of the first turn. Prophecy often as excess cards in hand to discard during the End Phase, these are the perfect fodder as their use past turn 1 is limited, and they also can be used to fuel Fate, unlike Toon Tables/Upstart.

 

XVII - The Star (Star Hall)

-Outside of Priestess the monsters this deck uses are generally underpowered, Starhall is used to boost Priestess and Kycoo to numbers where common outs like Rectan no longer have any significance. Starhall also has amazing syngery with Arcanite Magician and Tempest Magician.

 

XX - Judgment

-The Spellbook to break this deck once and for all, Judgment, if you can resolve 3 Spells after you activate Judgement you're put in an amazing spot for next turn with 4 Spellbooks and a Priestess guaranteed  plus whatever you already had in your hand. This card finally puts Justice, and more importantly Priestess into the Spellbook engine, without something being destroyed Tower/Starhall. For this format this deck tutors probably the single two most powerful stand alone monsters this format Jowgen and Kycoo.

 

The Spells
-Other than Spellbooks obviously the deck doesn't have room or need for many other Spells, outside of obvious staples, like Monster Reborn, Dark Hole, and possibly Heavy Storm, cards like Book of Moon have use as added defense, Pot of Duality for more searching, Wonder Wand for draw Power, Mind Control has utility. 

 

Toon Table of Contents along with Toon Gemini Elf can be used to essentially resolve Judgment for 3 for no cost to you, on top of whatever else you have in your hand.

 

Upstart Goblin is used for similar reasons providing a simple way to increase the number of Spells activated for Judgment, it does however conflict with Judgment.

The Traps
-Most Priestess centeric builds have room for little to no traps, in the few spaces available generic stuff like Bottomless Trap Hole, Compulsory Evacuation Device, Phoenix Wind Wing Blast Solemn Warning/Judgment, Torrential Tribute usually has first shot. The deck can also use Royal Decree, due to the low count, or run a singular Treacherous Trap Hole. 

 

The Extra Deck
-As I've mentioned Prophecy/Spellbook do a small amount of level manipulation, pair that with Tuners and Tragoedia you can go into a wide array of Xyzs and Synchros, including Number 11: Big Eye, Gachi Gachi, Arcanite Magician, Stardust Dragon, even Gustaph if given the chance.

The Side Deck
-This format your main concern should be Dragons, Evilswarm and EEV, Rivalry, Summon Limit, an increased trap count, and Hand Traps are all good choices this format.

 

Successful builds of the format:

2nd Aussie Nats(Priestessless) - http://duelistgroundz.com/index.php?showtopic=153423

http://duelistgroundz.com/index.php?showtopic=153443

http://duelistgroundz.com/index.php?showtopic=153408

http://duelistgroundz.com/index.php?showtopic=153414

 

POST-JOTL

 

XXI - The World

-Prophecy will likely be taking a hit on the Banlist, this theme'd Judgment Dragon is likely to be hte focus of this deck once that happens it has a powerful effect and respectable attack.

PRE-Tachyon

[spoiler]Prophecy are a Spellcaster archetype introduced in Return of the Duelist, the Prophecy monsters are almost all dependent on the Spellbook Magic Cards to function however the inverse is not true. Spellbooks is one of the games very few S/T archetypes, the Spellbooks are generic Spellcaster support, that can be used as the base in multiple Spellcaster variants. Both archetypes receive further support in Abyss Rising, including a Field Spell which is what Gates is to Dark World, something to cohesively bring the two together. Spellbooks allow you to incooperate a lot of generic Spellcaster support into your deck, but the center of most builds is the High Priestess of Prophecy.


Technically speaking the Prophecy archetype encompasses a wide array of Magical/Magic monsters, including oldies like Magical Scientist, as well as various muffed translations like Giltia the D. Knight, as of current though none of these cards actually have any synergy with the newer Prophecy.

Prophecy Monsters
 

300px-HighPriestessofProphecy-REDU-EN-Sc

III - The High Priestess
-She is the Hyperion/DAD/Grapha of this deck, the boss monster, to run her you should be running at least 13-15 Spellbooks, so that your chances of opening 3 Spellbooks are about equal to your chances of opening a single Priest. Priest is an ignition effect which means she dodges Thunderking and Solemn Judgment.

SpellbookMagicianofProphecy.jpg

I - The Magician
-This searches whatever Spellbook you need, and is also searchable by Spellbook of Secrets itself, it has low attack so you can set it, and have it be attacked to avoid damage, there are obvious downsides to summoning versus setting and vice verse, it's largely dependent on your cards and opponents options, which one you choose to do in any situation.

300px-JusticeofProphecy-ABYR-JP-C.jpg

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.

XI - Justice
-Effectively a combination of Magician and Temperance, Justice can add your Priestess and a Spellbook straight to your hand, the downside being you lose field advantage to resolve her effect. Justice dodges Veiler however unlike Magician, but adding a Priestess straight to hand without another 2 Spellbooks already can be unproductive. The board is split on this card, some people love it some people hate it. It's worth nothing Justice can also search Chaos Sorcerer.

300px-BreakertheMagicalWarrior-LCYW-EN-U

The Swordsman
-Simply put Breaker is amazing in this deck. He's a great second turn opener as he effectively says use it or lose it to the opponent's set Warning, Bottomless, Torrential, etc, when paired with Wisdom, Breaker can imitate Hero Beat's classic Spark/Alius, effectively dodging the first Spell or Trap(if it's not Warning) and destroy a second, while maintaining a body to use with Spellbook of Power.

Other Options
-Prophecy have dozens of other cards, due to translation stuffz, cards like Fiend Megacyber, Giltia the D. Knight and even Dark Paladin are technically Prophecy monsters, however they have no synergy with the newer Prophecy, so the naming is irrelevant. Other "actual" Prophecy monsters are Destroyer, Hermit, the Emperor and Empress, however these cards are highly situational or outright bad.
-Strength has neat applications especially in Emperor/Empress builds, his boosts are permanent, which means you can make your Priestess a 3k beater, or drop a 2300 Kycoo. Strength however conflicts with Institute, and when you're successfully cycling Spellbooks it can be hard to pay his cost.
-Hanged Man of Prophecy functions as a specialized recruiter for level 3 Prophecy Monsters, and is one of the only cards to search for Mado/Magical/Prophecy monsters, but as all the previous Mado monsters are not equal to 3, it exclusively affects the newer Prophecy/Ado monsters, it's a level 1, which means it can be summoned off of Tower any time it's destroyed, but as it's targets are fairly limited it's applications can be too.
-Chariot lets you cycle your Spellcasters, Veiler, Priest, Breaker, anything, even Chaos Sorcerer, he's kind of slow, and takes up a Normal Summon more often than not, he's also major Veiler bait too.
Spellbooks

 

 

300px-SpellbookofSecrets-REDU-EN-UR-1E.j
Spellbook of Secrets
-RoTA in spell form, searches all your Spellbooks, more accurately any Spellbook card including Magician.

300px-SpellbookofPower-REDU-EN-C-1E.png

Spellbook of Power
-Power does just what it says lets you power through your opponents monsters, suddenly a 1600 monster can run over Stardust, what more you get to search for another Spellbook when you do.

300px-SpellbookofWisdom-REDU-EN-R-UE.png

Spellbook of Wisdom
-A theme'd Forbidden Lance, without the attack loss, sadly this card can't be used during the damage step, and only works on Spellcasters, however Wisdom gains searchability, and a bit more utility in being able to push Dimensional Prison/Mirror Force without an attack point loss.

300px-TheGrandSpellbookTower-ABYR-EN-ScR

Once per turn, during your Standby Phase, if you have 1 or more Spellcaster-Type monsters in your Graveyard or on your side of the field: You can return 1 "Spellbook" Spell Card from your Graveyard to the bottom of your Deck, except "Spellbook Institute - La Maison"; draw 1 card. When this card is destroyed by your opponent's card effect and sent to the Graveyard: You can Special Summon 1 Spellcaster-Type monster from your hand or Deck whose Level is less than or equal to the number of "Spellbook" Spell Cards in your Graveyard.

XVI - The Grand Spellbook Tower
-This card just generates advantage, and really can put your opponent in a hard place where if they destroy it you get something, but if they leave it you get more. Tower of course is a Spellbook which makes it searchable outside of Terraforming, and recycles all of your Spellbooks including itself indirectly.

300px-SpellbookofEternity-ABYR-EN-R-1E.p

Target 1 of your banished "Spellbook" Spell Cards, except "Alma Spellbook"; add that target to your hand. You can only activate 1 "Alma Spellbook" per turn.

Spellbook of Alma
-This card has utility in allowing you retrieve a banished Spellbook most likely by Priestess, you only need one, as this book does nothing on it's own and only functions as a combo piece with Priestess however, it allows you cycle the Field Spell, and it can also just put a Spellbook in the grave so you can resolve Tower's drawing effect.

300px-SpellbookofLife-REDU-EN-SR-1E.jpg

Spellbook of Life
-Premature Burial with a more theme'd cost, Life taps into Prophecy's secondary theme level manipulation, often however reviving Priestess can be enough without the need Xyz or Synchro Summon, but life gives you access to wide array of different level and rank'd Synchros and XYZ.

300px-SpellbookoftheMaster-CBLZ-EN-ScR-1

Spellbook of the Master
-Insanity, this card was made to byapass the inability to activate the same Spellbook twice in one turn, it makes Fate who in turn makes Eternity more live, effectively making 2 iffy Spellbooks completely playable, upping the Spellbook count by 3-5 which makes Priestess easier to make live. One of the better tricks is copying Eternity to pull 2 Spellbooks out of the Banish Zone or copying Power to boost a monster's attack by 2000, and search 2 when you trample something with the massive power boost. You can also copy Secrets which helps thin the deck even more.

300px-SpellbookofFate-ABYR-EN-UR-1E.png

Spellbook of Fate
-The definition of versatility this card has so many uses and once Master is legal it's incredibly easy to set up and make live. None of the effects target, a fact you should keep in mind when asking for a response. It's an out to pretty much anything and everything and takes the place of actual traps and removal in this deck.

SpellbookLibraryoftheCrescent-REDU-EN-R-

XVIII - The Moon

-This card is used to significantly increase your chances of resolving Judgment of the first turn. Prophecy often as excess cards in hand to discard during the End Phase, these are the perfect fodder as their use past turn 1 is limited, and they also can be used to fuel Fate, unlike Toon Tables/Upstart.

300px-SpellbookStarHall-ABYR-EN-R-1E.png

XVII - The Star

-Outside of Priestess the monsters this deck uses are generally underpowered, Starhall is used to boost Priestess and Kycoo to numbers where common outs like Rectan no longer have any significance. Starhall also has amazing syngery with Arcanite Magician and Tempest Magician.

300px-SpellbookofJudgment-LTGY-EN-ScR-1E

 

XX - Judgment

-So come May we get the Spellbook to break this deck once and for all, Judgment, if you can resolve 3 Spells after you activate Judgement you're put in an amazing spot for next turn with 4 Spellbooks and a Priestess guaranteed  plus whatever you already had in your hand. This card finally puts Justice, and more importantly Priestess into the Spellbook engine, without something being destroyed Tower/Starhall.

 

 Once Judgment hits you're allowed a lot more options in deck building, because you can drop Duality(conflicts with Judgement), Temperance completely, and lower your Justice count, one of the only problems with Judgement is most likely you'll be forced to discard cards from your hand during the end phase. Kycoo and Jowgen become searchable answers to Dragon Rulers, as well as access to Lily against Evilswarm.

300px-ToonTableofContents-LCYW-EN-R-1E.p

Toon Table 

-This card along with Toon Gemini Elf is used to get a counter of 3 with Judgment, for 0 investment.

 

 

Other Spellcasters

[spoiler]As Spellbooks function without the need of Prophecy monsters, the deck can run a lot of generic Spellcaster support, some even opt to forego the Porphecy support all together as the Spellbooks function so well as stand alone engine.

300px-EffectVeiler-ORCS-EN-SR-LE.png

The Protector
-Besides being a Spellcaster Effect Veiler offers this deck some much need defense, as it has to run so many Spells, often the trap line up is scare or non-existent, Veiler lets you mimmick some form of defense while also setting up Institute if need be, and being a Light for Chaos Sorcerer or Black Luster Soldier if you use it.

300px-ChaosSorcerer-LCYW-EN-SR-1E.jpg
The Sorcerer
-Chaos Sorcerer isn't summonable by Temperance, but he is searchable by Justice, and revive-able through Life. He also is a Spellcaster so he can be paired Wisdom and Power if need be, though difficult he also provides Magi Magi Girl access to the deck.

300px-KycootheGhostDestroyer-LCYW-EN-ScR

The Destroyer
-No not Prophecy Destroyer that card is terrible, Kycoo paired with Wisdom and Power essentially shuts grave based decks and plays down, the ability to run over anything under 2800 versus Chaos Dragons and then banish thier key cards while also preventing more from hitting the field is something that can't be ignored. Kycoo also hits rogue Inzektor, Machina/Geargia, Heroes, and Dark World too.

 

Now that Dragon Rulers are a thing this card is great for removing their fodder from game, while also preventing them from using what's already there, this card also comes up big in the mirror and versus Evilswarm, stopping Kerkyion and Fate plays.

17899_1M_Jowgen_the_Spiritualist.JPEG

The Spiritualist
-Being a Spellcaster he's searchable by Tower, and can dodge Compulse/Torrent, but his attack is relatively low, and in low trap builds he can be hard to protect. In higher trap builds though he's an option, and Strength can also boost his attack if given enough time. Like Kycoo this card can be key against the Water and Dragon match ups, because you can special it off Tower, and when backed by Fate essentially stop both deck's plays for a turn.


Other Options
Due to Temperance/Institute you can tutor a wide array of Spellcaster monsters, cards like Night's End Sorcerer is a versatile tuner with a powerful effect, or Sorciere de Fluer who can function as a Grandsoil, but he's not summonable from the hand in most situations. Apprentice Magician, Tsyuknomi, Cybernetic Magician, the list goes on.[/spoiler]

Non-Spellcasters
[spoiler]

 

 

300px-GorztheEmissaryofDarkness-LCYW-EN-

The Emmisary
-This deck has problems maintaining the front line, Insitute is a giant magnet for destruction, Gorz is a security blanket, and also a Dark level 7 for Big Eye plays, BLS/Sorc, and Allure if you use it. Gorz is Gorz not much more you can say about it.

300px-Tragoedia-BP01-EN-SFR-1E.png

The Fiend
-Trag is amazing in this deck, it works will with the level modification theme, for Xyz'ing and Synchroing, and works well in conjunction with the often large hand size this deck maintains. It's a good out to Thunder King which can be a hindrance early game.

300px-MaxxC-CT09-EN-SR-LE.png
-Not much to explain this deck doesn't have space for a lot of real traps, Maxx is very good against Dragons by essentially stopping them in their tracks or allowing you to gather resources to counter their field.

[/spoiler]
The Spells
-Other than Spellbooks obviously the deck doesn't have room or need for many other Spells, outside of obvious staples, like Monster Reborn, Dark Hole, and possibly Heavy Storm, cards like Book of Moon have use as added defense, Pot of Duality for more searching, Wonder Wand for draw Power, Mind Control has utility.

The Traps
-Most Priestess centeric builds have room for little to no traps, in the few spaces available generic stuff like Bottomless Trap Hole, Solemn Warning/Judgment, Torrential Tribute usually has first shot. The deck can also use Royal Decree, due to the low count, or run a singular Treacherous Trap Hole. Some builds even incooperate Spiritual Water Art -Aoi as it comboes well with Magician and Hanged Man, both floaters.

The Extra Deck
-As I've mentioned Prophecy/Spellbook do a small amount of level manipulation, pair that with Tuners and Tragoedia you can go into a wide array of Xyzs and Synchros, including Number 11: Big Eye, Gachi Gachi, Arcanite Magician, Stardust Dragon, even Gustaph if given the chance.

The Side Deck
-Outside your Standard side deck options Prophecy have access to some interesting cards that other decks don't such as Secret Village of the Spellcasters which effectively shuts Dark World down outside of Raven and Tour Guide. With such a small amount of traps Royal Decree is easily sideable, and cards like Kycoo get increased potency when backed by Spellbook support. With the deck being exclusively filled with Spellcasters, Rivalry of Warlords can be easily sided against Wind-Up one of the deck's hardest match up, essentially limiting them to only monsters of the same name in most scenarios. With the deck reliance on monsters in the grave being small you can also side Soul Drain and Dimension Fissure, which lock out opposing Agent and Water players from their grave based effects. 

~~~~~~~~~~~
Things you should know about Prophecy/Spellbook
-If you activate Spellbook of Power and later activate Spellbook of Wisdom, not on the same chain, Spellbook of Power's effects will still apply and resolve.
-Priestess is an ingition effect and dodges Thunder King
-A Spellcaster revived by life is not bound to it, Life does have to resolve and summon the monster, but if it is later destroyed, the monster will remain on the field
-Spellbook of the Master activates the effect of a card not the card itself so you can resolve the effect of Secrets and others more than once per turn.
-Spellbook of Power does not require the monster be sent to the grave, or even that your monster survive the battle, so if you attack Ryko or a Battle Fader you will still get to search, or if you tie with a monster.
-If Temperance of Prophecy's effect is negated then you can activate it's effect again.


Variants
-As the Spellbooks are so versatile you can run builds completely void of the Prophecy Monsters. There are also builds that focus around XYZing, even AM/AM or Supreme AM. As the deck is fairly new it's unclear what's the best build you can look at OCG builds here, pay attention to size an level when determining what's viable or not. Billy Brake also posted an article two weeks ago about the deck here.

The Explanation
-So why use Prophecy/Spellbook? Spellbooks provide answers to myriad of situations, but the kicker is that they are easily searchable and recyclable. Wisdom answers this trap heavy format splendidly, and can pair with Priestess and Breaker to create easy plusses, in a set heavy format the ability to remove threats outside of battle is also beneficial. There aren't really any complicated OTKs with this deck, you win by maintaining advantage and effectively cycling your Spellbooks.

 

PRE-Tachyon[\spoiler]

POST-JOTL

 

 

300px-TheWorldofProphecy-JOTL-JP-SR.jpg

XXI - The World

-Prophecy will likely be taking a hit on the Banlist, this theme'd Judgment Dragon is likely to be hte focus of this deck once that happens it has a powerful effect and respectable attack.


Previous format's discussion

[spoiler]

Prophecy and Spellbook Discussion Thread:

The New Era of Spellcasters and You





[spoiler]
Index
1.Introduction
2. The Monsters

2.1. REDU Legal

2.1.1. REDU TCG Exclusive

2.2. ABYR Legal




3. The Spellbooks

3.1. Pre-REDU

3.2. REDU Legal

3.2.1. REDU TCG Exclusive

3.3. ABYR Legal




4. Additional Options

4.1. Monsters

4.2. Spells/Traps




5. Build Variations

5.1. Protect the Priestess




6. Matchups
7. So how do I Side Against this Deck?

7.1. The Mirror Match

7.2. With Other Decks




8. Version History[/spoiler]
1.Introduction
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.

2.The Monsters
2.1.REDU Legal
[spoiler]
SpellbookMagicianofPhophecy-REDU-EN-OP.j

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

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.



>>>>>>>>>>>>>>>>>>

>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

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.



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

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.


Amores of prophecy.jpg

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

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.


Chariotoftheprophecy.jpg

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

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.


Strength of the prophecy.pic

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

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.


Temperance.pic

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

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]

2.1.2.REDU TCG Exclusive:
[spoiler]

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

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]

2.2.ABYR Legal
[spoiler]

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

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.



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

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.



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

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.



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

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.


HangedManofProphecy-ABYR-JP-C.jpg

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

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]

3.The Spellbooks:
3.1.Pre-REDU:
[spoiler]

Look at the top 3 cards of your Deck, then return them to the top of the Deck in any order.

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.



During your turn: Target 2 Spell Cards in your Graveyard; shuffle those targets into the Deck.

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]

3.2.REDU Legal
[spoiler]

Add 1 "Spellbook" card from your Deck to your hand, except "Spellbook of Secrets". You can only activate 1 "Spellbook of Secrets" per turn.

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.



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.

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.



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.

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.



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.

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]

3.2.1.REDU TCG Exclusive
[spoiler]

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.

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]

3.3.ABYR Legal
[spoiler]
300px-AlmaSpellbook-ABYR-JP-C.jpg

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.

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.


300px-GoetheSpellbook-ABYR-JP-C.jpg

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

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.

300px-SpellbookInstituteLaMaison-ABYR-JP

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.

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]

4.Additional Options
4.1. Monsters
[Spoiler]
300px-KycootheGhostDestroyer-TU03-EN-C-U

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.

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.

300px-BreakertheMagicalWarrior-BP01-EN-C

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.

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.

300px-LylaLightswornSorceress-SDDC-EN-C-

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.

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.
300px-ApprenticeMagician-CP04-EN-SR-UE.p

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.

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.

300px-SummonerMonk-SDDC-EN-C-1E.jpg

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.

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.

300px-MagicalExemplarSDSC-EN-C-1E.png

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.

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?

300px-ChaosSorcerer-SDDC-EN-C-1E.jpg

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.

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.

300px-Tragoedia-BP01-EN-SFR-1E.png

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.

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]

4.2. Spells/Traps
300px-WonderWand-GENF-EN-UR-1E.jpg

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.

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.

5. Build Variations
5.1. Protect the Priestess

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.

6. Matchups

(To be added)

7. So How Do I Side Against This Deck?

(To be added)

8. Version History

(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.

 


[/spoiler]

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I've been considering maining the Seal here as a means of sustaining better field presence, whether it be early or late game.

Pros:
Seal gives Priestess 3k ATK, getting rid of the problem of being run over, thus making Priestess infinitely more resilient.
Seal guards your weaker casters. The greatest advantage of this being the ability to get a Priestess on the field and then follow up with Jowgen.
Terraforming can be run to search either field at will, freeing up Secrets/Grimoire to search for other cards ever so slightly.

I'm also considering Safe Zone. Safe Zone can be turned off temporarily with Wisdom, allowing you to keep a Priestess or Empress on the field for longer periods of time with less Wisdoms and without as much worry of a rogue MST or the likes, somewhat solving the deck's primarily problem of field presence while capitalizing on its ability to summon large monsters for minimum cost.
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Why would run the Seal when Institute exists? I mean I don't deny the theory of it, but Institute is what lets you win, or else you're going to run out of your better Spellbooks fast. I just don't see the deck functioning without Institute, and supporting 2 Field Spells seems a bit idealistic.
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[quote name='kahu' timestamp='1351048052' post='3310179']
I've been considering maining the Seal here as a means of sustaining better field presence, whether it be early or late game.

Pros:
Seal gives Priestess 3k ATK, getting rid of the problem of being run over, thus making Priestess infinitely more resilient.
Seal guards your weaker casters. The greatest advantage of this being the ability to get a Priestess on the field and then follow up with Jowgen.
Terraforming can be run to search either field at will, freeing up Secrets/Grimoire to search for other cards ever so slightly.

I'm also considering Safe Zone. Safe Zone can be turned off temporarily with Wisdom, allowing you to keep a Priestess or Empress on the field for longer periods of time with less Wisdoms and without as much worry of a rogue MST or the likes, somewhat solving the deck's primarily problem of field presence while capitalizing on its ability to summon large monsters for minimum cost.
[/quote]

Wait till you test it. It's not very good. You want to play their themed field spell anyway. It turns into a dead draw and why do you want to protect your smaller monsters? Their all floaters anyway.

Edit: somewhat ninja'd
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Why did you never include Charioteer in the OP? It's perfectly viable as a one of in pure builds.
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Glad this thread was finally made. Spellbooks are easily my favorite Deck currently in the game.

@Kahu, Safe Zone is great here. Protecting Priestess is a big deal. I've been running 2 lately.

Edit: I think you should also list Apprentice Magician. Being a nice Tower searchable monster is nice, and random plays like giving Breaker another counter is funny / can catch them off guard.
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[img]http://i.imgur.com/3XPf5.png[/img]

What I'm using, side deck is very negotiable.
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[quote name='Fr0ZeN' timestamp='1351052887' post='3310253']
[img]http://i.imgur.com/3XPf5.png[/img]

What I'm using, side deck is very negotiable.
[/quote]

Why Charioteer? (Honestly I've never been much of a fan of him, I feel like his space can be better used.).

Also how has Hanged Man been testing for you, have you tried Apprentice Magician?
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[quote name='Hellviper' timestamp='1351053616' post='3310270']
[quote name='Fr0ZeN' timestamp='1351052887' post='3310253']
[img]http://i.imgur.com/3XPf5.png[/img]

What I'm using, side deck is very negotiable.
[/quote]

Why Charioteer? (Honestly I've never been much of a fan of him, I feel like his space can be better used.).

Also how has Hanged Man been testing for you, have you tried Apprentice Magician?
[/quote]

Probably can switch him to try Jowgen (or Justice) since they are both there for soft lock purposes. But Hanged Man vs Apprentice are both up in the air. They both have their pros and cons, but since I run one less Breaker I chose Hanged Man for the flexibility and Temper search.
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I don't like Hanged that much to be honest, he's slow, and has few targets. I was running Chaos Sorcerer as an extra Justice target, but really I hate drawing it early so much.
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never cared for traps in this deck tbh
i will never stop plugging summoner monk and gagaga, off a spellbook of life you can make almost literally anything you want

[img]http://i.imgur.com/4XH2z.png[/img]
EDIT: current build
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Avarice seems terrible. How has it worked? Similarly how has Heavy in the main functioned, I've already given my thoughts on Monk, Strength, and Gagaga, so I won't say anything other than that there are better cards.
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just about to test it, i figured it would help make temperance always live, havent even drawn it yet
heavy you gotta play by the situation, but the deck isnt gravekeepers, you dont always have to keep a backrow
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Exclusives!!

Starhall is reminiscent of D-Formation, if it triggers any time it's destroyed popping it with your own Priest/Breaker could be neat, kind of like Zetakabiler in Inzektors.

Heliosphere looks bad, if it does what I think it does it's almost worst than Spellbook of Organization.

The info page did reveal that there will be new Prophecy/Spellbook cards in Cosmo Blazer though.
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i think helios may be one of the better exclusives, since close to half the deck is supposed to be spellbooks anyway, it could basically become a pot of greed, and if lets you add spellbook magician then at that point it could be that there are less cards you wont be able to add than cards you will, especially if we get some goodies in cosmo blazer

in any case the deck is incomplete and i can see this being the new xsabbers
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If you mean X-Sabers right after Dark Soul was printed not even close, Helio has a chance of failure, a high one, which means its not going to be run competitively.
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well i dont even know what it actually does, do we have a confirmed effect for either exclusive?
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Obviously not, but it's pretty easy to guess what they do based off the article. What does the new XX-Sabers even mean, like that is just a horrible comparison to make.
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i mean the exclusives will make it a deck, and i will look nothing like the ocg
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But all the exclusives thus far have been terrible to meh at best? Anyway definitely going to invest in this deck since Cosmo Blazer will have more support and likely complete the deck.
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I don't think the exclusives will be any good, but we'll see.

According to the article Star Hall's attack boost is permanent, once you've activated one Spellbook, Star Hall effectively floats to Veiler.
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[quote name='Donnie' timestamp='1351111230' post='3310811']
But all the exclusives thus far have been terrible to meh at best? Anyway definitely going to invest in this deck since Cosmo Blazer will have more support and likely complete the deck.
[/quote]
[quote name='Donnie' timestamp='1351111667' post='3310822']
I don't think the exclusives will be any good, but we'll see.
[/quote]
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