View Full Version : The Prophecy / Spellbook Thread

27th September 2015, 02:59 PM
Prophecy Monsters are a theme of Spellcaster-type monsters who are designed around the Tarot. These monsters centralize around the Spellbooks, and have amassed so much magical power using them, that Endymion, the Master Magician thought to wage war upon them before they got too powerful.

His efforts were in vain, and the Prophecy theme achieved completion with the World of Prophecy.

The Minor Arcana

These are the level 4 or lower monsters of the theme.


Also known as "Batel, the Magical Librarian". He is the administrator of the Spellbook Libraries, and a callback to Apprentice Magician. He's memorized the contents of every single Spellbook, and can call forth any one he wants. A hybrid variant may prefer 2, but pure builds always need 3.


Also known as "Tempel, the Magical Summoner." Her usefulness changes depending on which boss monster you focus on, but there's always an advantage to being able to instantly summon a boss right from your deck.


Also known as "Jsti, the Magical Teacher". Teaching staff at The Grand Dpellbook Tower. Like Temperance, her utility varies depending on which boss monster you use, but with an added bonus of adding a Spellbook to your hand.


Also known as "Mat, the Magical Clown" (not "Matt"). He's the main actor in the tale of Prophecy. His latent talent is noticed by the Hierophant and Empress of Prophecy. Despite his special admission to the Tower, he prefers to laze about than to take his studies seriously. His activation requirement is high, but he's the only Summoner in the theme who works the best with his Dark Counterpart.


The Lover's Arcana, also known as "L'amour the Magical Archer". The Prophecy theme has trouble swarming the field, and Amores helps with that, but unfortunately Amores needs to work in pairs with some other card combos, resulting in Synchro / Xyz summons, or perhaps using it for Wonder Wand / Magical Dimension. The card is theoretically pretty solid in multiples if only we had a decent Rank 3 to make use of it. Magical Exemplar largely outclasses it in the meantime.


Also known as "Ermite, the Magical Sage". With age, comes wisdom, and Hermit turns wisdom into raw magical power. It is incredibly easy to use multiple Spellbooks a turn, and Hermit can quickly break 3000. Note he has no level cap at all, so there's no limit to how strong he can get. He's a handy alternative boss monster, though one might prefer Injection Fairy Lily as she dodges Honest and the like. Unfortunately he loses his power when negated. Run 0-1, or make a deck with him at 3. Diffusion Wave-Motion and Spellbook of Power make for one powerful combo.


The Hanged Man Arcana, also known as "Le Pendu, the Magical Practitioner". He's the monster that makes "Prophecy" an archtype as it turns out. His tutoring effect is decent and is a good card to use as the costfor things like Wonder Wand, or Raigeki Break, but he's not a particularly necessary addition.


Also known as "Chario, the Magical Swordsman" (pronounced Shario). He has great ATK and a decent effect, but often times other monsters take priority for the normal summon.


Also known as "Forse, the Magical Warrior". She's a moderately useful monster, but like Charioteer, she's not quite synergetic enough to consistently see play.

The Major Arcana

Prophecy Boss monsters vary in utility, but our most powerful ones have highly destructive effects. They frequently pay homage to iconic cards used by Yugi, and famous Spellcasters in general.


Also known as "Junon, The Magical Priestess". She takes her stats from the Dark Magician, and is the theme's first boss monster. With the more Spellbooks you run, the easier she is to summon and she's easy to use thanks to Temperance and Justice.


Also known as "Hieron, the Magical Hierophant" (Pope). One of the Tower's administrators. He borrows his stats from Magician of Black Chaos. He's solid enough tobe used at 1.


"Also known as Empereur, the Magical King". His stats seem to come from Chaos Sorcerer. His ability is decent enough, but he can't summon himself like Priestess can. He generally doesn't see use.


Also known as "Trice, the Magical Queen" (pronounced like Beatrice). Another Tower Admin, her ATK, DEF, and effect are borrowed from Dark Magician Girl. While her effect is strong, if you have the resources to summon her, you typically have the resources to do various other, probably more optimal plays. Of the Arcana, she's among the most feared, but unfortunately she's not so easily summoned. Run one if you have the room to use Strength of Prophecy and Temperance of Prophecy.


The Devil's Arcana, also known as "Le Diable, the Magical Demon Knight." He's essentially Summoned Skull in Spellcaster form, with the ability to revive himself over and over again. His effect is costly and competes with other cards for resources. He's also dead in the hand if drawn. Destroyer was little more than that inconsistent yet cool tech available to us, but now with the release of Reaper, he's finally found himself a home.


The Arcana of Death, also known as "La Mort, the Magical 'Emissary of the Underworld'". The Fool has been possessed by a corrupted Spellbook to become a harbinger of death to friend and foe alike. He can bring out another copy of himself or Prophecy Destroyer to make Rank 6 Xyz monsters. One can also use him to set up Emperor's effect. Unlike destroyer, he can pay for his tribute summon (and can be special summoned by Dark Renewal). All three of his effects "stack" together as one effect should you have the proper number of books. He cannot summon himself, but you can try to get him out of the hand with assorted discarding trap cards, like Phoenix Wing Wind Blast. The Monarch's Storm Forth and Soul Exchange are also options, though they both come with their own pros and cons. Unlike other Prophecy boss monsters, he's worth his normal summon should it come to that.


Also known as "Rouede, The Magical Beast". His stats come from Endymion, The Master Magician. In Dark Prophecy, he allows you to get back books used for Destroyer and Fate. Generally though, he's not used.


The Final Arcana to be revealed, also known as "The Magical Sky Knight - Tout Le Monde" (French for 'Everyone'). He dons the stats of Dark Paladin. Easily our single most powerful Boss monster and Fool's final form after he is purified by a Spellbook ritual. Unfortunately he is dead in the hand. Simillar to Reaper, you can use him asa cost for "discard" traps, but these can clog, and loose some luster when you don't have the World to discard. He requires his own dedicated build to run.

The Spellbooks

Spellbooks are instrumental to any functioning Prophecy deck. Five of which finish off the Arcana of the Tarot. They're moderately useful as Spellcaster-support cards, but the books eventually become more focused on supporting themselves over the monster-type.

Spellbooks aren't actual books. They're projected data accessible to Spellcasters via Crest-like Computer Terminals as seen on the Prophecy Monsters, some of which are available to the general spellcasting public.


Also known as The Grimoire Spellbook. For those Spellcasters who haven't memorized the contents of each Spellbook, this grimoire is necessary to find the necessary information. For us Duelists, we can't use enough of this.


Also known The Hygromanteia Spellbook. The stat boost is great, as is the search power, but one mustn't use it recklessly. The boost let's most any Spellcaster with a decent attack score toppel monsters with over 2000 Attack. However the search being conditional and reliant on destruction by battle makes it a 1-2 of. Usually 1, but monster-heavy builds might make use of 2. Have our Spellbook of Wisdom prepared before you use this.


Also known as The Torah Spellbook, held at the ready by the High Priestess. It can't be used in the damage step like Forbidden Lance, but lance isn't searchable. Its usefulness varies by the meta, so run 1-2 with respect to the average size of backrows for a given format.


Also known as The Necronomicon Spellbook, raising the fallen like our own Premature Burial. 1 is all you need, as multiples can clog. Works wonders in setting up synchro and xyz summons, and nukes the field with the World set up. Night's End Sorcerer and Effect Veiler are great to summon with it, and The Magician is great to banish with it. Is also Amazing in Fortune Ladies, boosting their levels (and ATK) to incredible and unlimited highs. Why The Divine Grace - Northwemko appears on its art is anyone's guess. Perhaps the theme was meant to take a more ritual-oriented turn? Again, strictly a 1-of.


Also known as "Spellbook Institute - La Maison" (The House [of God]). Its a famous educational and research facility that produces Spellcasters specializing in a variety of fields, from combat to technological research. A massive amount of wisdom and knowledge is collected here in the form of magical tomes. The Tower uses a Magical Feedback System that uses magic to record data on the usage of magic. This allows for easier research and study compared to before when pen and paper were used. This system lets information be updated at a much quicker pace allowing for the advancement of magic. To the dismay of Endymion, who believes magic should be highly regulated, The Tower is open to the general public, in addition to having a special library for members of the institute. The stones floating around the Tower send data to a special hall at the Tower's base.

Despite only being able to activate during the Standby Phase, being able to gain advantage by recycling Spellbooks is amazing. It can't recycle itself, but you can still work it back into your hand with Spellbook of Eternity. It's other effect is mostly secondary, with only situational benefits, since most competent players know to destroy it at chain link 2 or higher to make it miss its timing to activate.. 2 is recommended.


Also known as "Spellbook Hall - Etoile", this is where data is amassed and distributed to the Spellbook Libraries by a giant magical stone. While the Citadel of Endymion distributes Magical Stones to the benefit of all its citizens (keeping the knowledge of magic limited to a select few), The Spellbook Tower uses Spell Counters as a means of collecting knowledge to be distributed more freely. Ironically, this is an excellent card for Spell Counter variants. The card works well with Defender, The Magical Knight, Arcanite Magician, and Tempest Magician. However the card becomes lackluster without them. If you are using these, then use 1 copy.


Also known as "The Spellbook Archive - Croissant", a library exclusive to members of The Tower that stores magic of darkness. Spellcasters study here to learn combat magic and life quests.

At first glance, Crescent seems to want to test your luck, leaving you in the Dark as fate is randomly dealt to you However, Spellbook of Secrets and Spellbook of the Master will allow for another immediate search. Between those 2 books and the Spellbook you want to search, you have a high chance of getting your desired Spellbook. Crescent is an excellent card to start the duel with, especially if you opened with more searchers. It's ran at 2-3. Many don't mind the small conflict with Upstart Goblin/Pot of Duality, but some do and choose to run 2. It may clog or be dead in the hand later game, but many players understand the value of simply having the Spellbook name for revealing costs. It can be set to take a typhoon, or discarded by card effects when need be.


Another of Tower's rooms. Also known as "The Spellbook Archive - Solein", where magic of Light is stored. This library is open to the average Spellcaster, storing information purely on medicine, basic technology, and history. Regardless of the activation restriction, only revealing 2 cards is quite risky when those could easily be monsters or a non-Spellbook. It's far too inconsistent to use.


Also known as The Alma (Almanac/Armageddon) Spellbook, Eternity makes our Spellbooks ... Eternal! So long as we have Eternity, we will always have access to every book we use to pay our various costs. Builds focusing on the High Priestess typically run 2, so that you can banish one if you need to, and still have one left. Reaper / Destroyer builds might also consider using more than 1. World builds however can get by with a single copy.


Also known as the Spellbook of Goethe, in reference Van Goethe, author of Faust. (It could also be called "Goetia" in reference to either the greek word of Sorcerery and/or the Ars Goetia in the Lesser Key of Solomon). Whichever the case, this Spellbook remains one of our most powerful. The staff of The Spellbook Tower come together to cast formidable magic, but in general, they aren't good at fighting as a group. Its cost is relatively easy to pay thanks to the Spellbooks of Eternity and the Master, who mitigate and fuel its cost. Fate is incredibly versatile and requires much skill to utilize effectively but, it can disrupt all kinds of strategies, and gets passed all kinds of otherwise sturdy boss monsters. (if not by it's banishing them, but by flipping them and having priestess finish them off) Fate has finally been unlimited, letting us use as many as we choose. 2 is usually the best number, since it can drain your graveyard of books fairly quickly, and it can clog the hand in multiples as a result.


Also known as Spellbook of Sepher, named after the Sepher Yetzirah, the earliest existing book on Jewish esotericism. Depicted here as a Spellbook of Shadows unleashed by the Fool, who was desperately searching for the power needed to turn the tide of the war. This Spellbook apparently houses dark magic from an ancient invasion.

Not much to say other than how this card is amazing. It allows for a 2x boost/search with Spellbook of Power and sets up Spellbook of Fate after a first turn Secrets -> Master play. This card also makes our Libraries usable. 2 is all you need due to clogging.


This Spellbook continues the chronicle of the Fool of Prophecy. Here he seems to begin his transfiguration process. Unfortunately the book isn't really practical as Xyz summoning doesn't consistently happen in Prophecy builds, but if ever there was a deck that would be, this makes a solid 1-of.


The most devastating card in our whole arsenal, which sets up up for a massive assault for your next turn. This ritual revives Fool, by casting out the Darkness, and amplifying his inner Light, letting him transcend and become an angel. This card has been banned due to its incredible power.


Formerly known as the Pigeonholing Books of Spell. Don't use it unless you run some Ma'at deck or a Gishki Diviner style deck. I say this, yet Heliosphere likes it. Run 1 if you feel like you want to try Heliosphere.


Formerly known as the Hidden Book of Spell. There's no need to run it at all.

Prophecy Deck-building

Since our theme's quite large and there's a lot to do with what we have, here's a section to help you get started with building a Prophecy / Spellbook deck.

The Spellbook Archive

Each Spellbook deck runs this basic line-up of Spellbooks. In decks that banish their Spellbooks more, the numbers of certain Spellbooks tend to be higher. Simillarly more monster heavy builds tend to use more Spellbook of Power since the focus is going to shift more towards battle. Depending on the state of the game, and the kinds of Spell / Traps you encounter, the number of Spellbook ofwisdom you should use changes too. Simillarly the more pure you want to use your Spellbook deck, the more Spellbook Libraries you want to use. The more you want to focus on Spell Counters, the more Star Halls you lose. And if you're some kind of mad genius and figure out a functioning Xyz Build, you've got Miracles to work with.

3x Spellbook Magician of Prophecy
3x Spellbook of Secrets
2x Spellbook of Power
2x Spellbook of the Master
2x The Grand Spellbook Tower
2x Spellbook of Fate
1-2x Spellbook of Eternity
1-2x Spellbook of Power
1-2x Spellbook of Wisdom
1x Spellbook of Life
0-3x Spellbook Library of the Crescent
0-3x Spellbook Star Hall
0-1x Spellbook Library of the Heliosphere
0-1x Spellbook of Miracles

Other useful spells include:

Pot of Duality / Wonder Wand / Upstart Goblin - you need to see Spellbook of Magician / Justice of Prophecy and other combo pieces ASAP. Doesn't play too well with Crescent and Temperance but I still recommend a 2-2 Split of duality / crescent in Priestess builds. Spellbook Magician being so searchable makes Wonder Wand relatively easy to use as well. Upstart Goblin for generic deck thinning is also available if you like.

Dark Magic Veil / Magical Dimension - Tools that help us summon our Spellcasters. Veil is particularly helpful for DARK Prophecy variants. Magical Dimension being a Quick-play summoning spell that can destroy a threat without targeting it, is also a worthy mention, though both can be tricky to use if you don't run enough monsters. Magical Dimension moreso.

Moon Mirror Shield - Spellbook Magician and Spellbook of Power both love this card. The deck tends to be extremely dependent on Spellbook Magician, who can't really be used as a beater normally. This card lets you have your Spellbook search while making your Magician unbeatable in battle! Spellbook of Power then becomes much easier to use as wel since now even Magician can trigger its search effect.

Traps to consider

Dark Renewal / Magician's Circle - More tools for summoning our 'casters, these are mostly relevant for DARK Prophecy builds.

Phoenix Wing Wind Blast / Raigeki Break / Divine Wrath - these saw a brief resurgence for a time due to various nuances and interactions that made them viable. However they were never really that good here beyond discarding your dead Prophecy monsters.

Reckless Greed - using a playset of this trap was also popular for a time, and to a degree still is, due to being able to quickly draw your combo pieces and push for a game ending play. This card hasn't really stopped being useful for Priestess builds, as she needs a full hand to function well, but non-Priestess builds should avoid this.

Lose 1 Turn / Kaiser Colosseum - these kinds of cards can be used to slow the opponent down to your level. Usually we don't Special summon a lot ourselves so will usually mostly only affect the opponent.

Other notable Spellcaster-Type Monsters:

Choco Magician Girl / Performage Trick clown / Performage Hat tricker / Mathematician / Star Drawing - Choco Magician Girl is a very important generic Spellcaster-Support monster. Now even Monster-Heavy decks can have an easier time functioning by discarding the spare monsters drawn. On top of which she acts as a wall protecting you from attacks, and forcing the opponent to out her with other removal cards. All manner of Spellbook / Prophecy decks can make use of her, if you want to take a more monster heavy approach. Performages lend themsleves well to Rank 4 playstyles of which Choco Magician Girl is one. She can also trigger your clown giving you a free draw while setting up an xyz play. Star Drawing can combo with Strength of Prophecy for easier Rank 5 plays too. This kind of Xyz deck may be better or easier to use without Spellbooks but if you wanted to pursue that deck you theoretically could.

Breaker the Magical Warrior, Defender, The Magical Knight, Royal Magical Library, Magical Exemplar, Magical Abductor - these Spell Counter users work well with Spellbook Star Hall and the rapid use of Spellbooks in general. Breaker's more of a classic stand alone who enjoys support from Spellbook of Wisdom. Exemplar on the other hand works well with Reaper of Prophecy and Night's End Sorcerer. Defender is also a stand alone monster but he protects your field from your opponent's destructive effects. They can still be a little tricky at times to use due to the normal summon, but Magical Abductor lets you splash in Pendulum monsters like Luster Pendulum, the Dracoslayer and Eccentrick Archfiend into your deck who let you swarm the field and open entirely new options to your deck. These monsters can come together to form a brand new Spellbook variant all on their own without the use of Prophecy monsters. Abductor also searches Effect Veiler, who can serve as a tuner monster for Arcanite and Tempest Magicians, who just adore a field full of Spell Counters.

Kycoo the Ghost Destroyer
Effect Veiler
Jowgen the Spiritualist

These three are classic disrupting Spellcasters and are all still quite useful even today. Kycoo especially can give certain decks a lot of trouble as banishing from the graveyard has become a more widespread cost to pay nowadays. Kycoo also removes threats from the graveyard so that they can never come back again. Veiler is always interupting an opponent's first turn unexpectedly, and Jowgen puts the hate on decks who rapidly special summon (while being extra annoying when backed by Moon mirror Shield and Spellbook of Fate). Their effectiveness varies from format to format but are none the less invaluable assets to keep in mind. Its quite common to not use any Prophecy monsters at all in Spellbook decks barring Spellbook Magician himself. So its possible to just sit behind disruptive monsters backed by disruptive backrows.

Dark Magician - Thanks to his latest wave of Support, its theoretically more viable than ever to make a Dark Magician x Spellbook Hybrid. It's never been easier to control two at once for an xyz summon making Hierophant more viable as well. Having Dark Magic Circle, Eternal Soul and Spellbook of Fate all working at once can be more removal than your opponent can handle.

Priestess' Prophecy

Based around High Priestess, the deck mainly uses Justice of Prophecy as the method of cchoice. While Temperance has the advantage of immediate set-up Justice is preferred since she can also help set-up for more than 1 Priestess to drop from the hand thanks to searching for a Spellbook. The deck doesn't focus on any other boss monster allowing it to be more consistent and fluid, if lacking slightly in raw power. Prophecy as a theme doesn't typically swarm, but dropping 2 High Priestess at once does a great job of tearing up the field. Typically you'd run 3 High Priestess alongside 3 Justice, with 2 Eternity due to all the banishing you do.

The World's Prophecy

World of Prophecy Builds play differently than Priestess. They have to accommodate a large monster that has to be tribute summoned if drawn (and his effects won't activate in such a case either). However, these decks are capable of stealing wins by decimating the field at opportune times. Some builds use 2 Worlds to ensure that even if 1 is drawn, another still exists in the deck, while some prefer just 1 and mix in a few Priestess. Due to the discard traps World builds use, Stoic of Prophecy is sometimes used. Choco Magician Girl can help World a great deal more however. There's no real trick to be had here. Either you discard the World, or summon it with Temperance, Life, or rare cases, Choco Magician Girl.

The Reaper's Prophecy

Reaper of Prophecy decks focus on winning through the aggressive field presence that Reaper provides. Reaper builds suffer from the same problem as World builds do, while lacking it's almighty field-destroying power. However, Reaper builds have one thing World builds don't: DARK Spellcaster-Type support! Dark Magic Veil and Dark Renewal allow Reaper to be summoned much easier than World, and even during the opponent's turn. Summoning Reaper is now so easy, that one doesn't have to worry so much about fulfilling it's "5 or more" Spellbook requirement. At worst he's a 2600 beatstick, but most of the time he'll act as another Spellbook Magician with a larger body. Drawing him isn't as bad as drawing a World, since he only takes 1 tribute, and pays for it afterwards too. He allows for Rank 6 plays as well, many of which have powerful control effects. He also plays well with Choco Magician Girl like World does. The Reaper of Prophecy deck is something of a balance between the raw destructive power of the World Build and the more fluid Priestess build. It has natural consistency issues but its a fun ride.

Fool of Prophecy can be used here, but generally you're probably better with just one or two copies of Magical Exemplar and / or three copies of Choco Magician Girl. While you can just bring out another Reaper of Prophecy for an xyz Summon, Prophecy Destroyer is excellent Xyz material because it can revive itself right after you've detatched it, which is relevant for OCG builds where Magi Magi Magician Gal exists for game-ending pushes. For TCG builds, monsters like Norito, the Moral Leader, and Photon Strike Bounzer will have to do.

The Monarchs Stormforth also exists to make him easier to Normal Summon, and Reasoning can also be used if you'd like to test your luck. You want to consider Kycoo the Ghost Destroyer and/or Night's End Sorcerer in here as well. Sorcerer gives you access to various powerful DARK Level 8 Synchro Monsters, as well as removing resources from the opponent's graveyard.

That's about all there is to say about Prophecy builds. I hope you found this guide useful. The story of the Prophecy monsters have long since finished, but lets keep on the lookout for future Spellcaster Support!

17th October 2015, 08:01 PM
This tread has been there for weeks with no response so let me give it a shot...

I just wanted your opinion on a few tech cards I have been using that seem to work out great locally with my Priestess build. Is it competitive?

* Secret Sanctuary of the Spellcasters (http://yugioh.wikia.com/wiki/Secret_Sanctuary_of_the_Spellcasters)
I know not to main because of all of these decks that play field spells and pendulums (this card won't activate if the other player has a face up spell) but it does work wonders against many other decks. For the activation requirement I make sure to put Spellbook Star Hall on the field ASAP in case The Grand Spellbook Tower (http://yugioh.wikia.com/wiki/The_Grand_Spellbook_Tower) gets destroyed. Having a Spellbook of Life (http://yugioh.wikia.com/wiki/Spellbook_of_Life) also helps. This card leaves the field when all of your spellcasters do but you can protect them with Spellbook of Wisdom (http://yugioh.wikia.com/wiki/Spellbook_of_Wisdom) and the fact that their monsters can't attack of activate effects this turn gives you time to get fate or power back to get rid of that monster. It's like a Lose 1 Turn (http://yugioh.wikia.com/wiki/Lose_1_Turn) but affecting only the opponent.
I'll put 2 in the side.

* Cursed Seal of the Forbidden Spell (http://yugioh.wikia.com/wiki/Cursed_Seal_of_the_Forbidden_Spell)
I mean I always have spells in hand to discard that will be recycled either way and whatever card advantage I lose I get back with The Grand Spellbook Tower (http://yugioh.wikia.com/wiki/The_Grand_Spellbook_Tower). Cursing pendulum scales is plain evil. Cursing Mask Change (http://yugioh.wikia.com/wiki/Mask_Change), Nekroz ritual summon spells or Shaddoll Fusion (http://yugioh.wikia.com/wiki/Shaddoll_Fusion) is just too good. These deck are now pretty good at XZY but still, it locks half of their plays. Sometime you just need to curse a MST to protect your field or the Secret Sanctuary of the Spellcasters (http://yugioh.wikia.com/wiki/Secret_Sanctuary_of_the_Spellcasters). Also works on a Raigeki or a Dark Hole to survive one more turn and finish the opponent off the next. I love it.
I like to put 2 in the main and a third in the size.

* Moon Mirror Shield (http://yugioh.wikia.com/wiki/Moon_Mirror_Shield)
Really works well with Jowgen the Spiritualist (http://yugioh.wikia.com/wiki/Jowgen_the_Spiritualist) to compensate for his inherent weakness as a monster. He can now run over everything. With a Spellbook of Wisdom (http://yugioh.wikia.com/wiki/Spellbook_of_Wisdom) to protect him from spells and traps and a Secret Sanctuary of the Spellcasters to prevent your opponent from activating effects you have a nearly perfect lock.
Works really well on Kycoo the Ghost Destroyer (http://yugioh.wikia.com/wiki/Kycoo_the_Ghost_Destroyer) to keep banishing stuff from you opponent's grave and preventing them from banishing from either player's grave.
If you keep a Cursed Seal of the Forbidden Spell (http://yugioh.wikia.com/wiki/Cursed_Seal_of_the_Forbidden_Spell) they won't even be able to MST the Moon Mirror Shield (http://yugioh.wikia.com/wiki/Moon_Mirror_Shield) or the Secret Sanctuary of the Spellcasters (http://yugioh.wikia.com/wiki/Secret_Sanctuary_of_the_Spellcasters).
I also love the fact that it can put put back on the top of the deck if destroyed. With the field spell you can then an additional card on top of recuperating that one to make it easier to stay in the game.
I run 2 in the main and side it out when Jowgen the Spiritualist (http://yugioh.wikia.com/wiki/Jowgen_the_Spiritualist) is not needed.

* Magician's Circle (http://yugioh.wikia.com/wiki/Magician's_Circle)
Gets out Jowgen the Spiritualist (http://yugioh.wikia.com/wiki/Jowgen_the_Spiritualist) or Kycoo the Ghost Destroyer (http://yugioh.wikia.com/wiki/Kycoo_the_Ghost_Destroyer) or Justice of Prophecy (http://yugioh.wikia.com/wiki/Justice_of_Prophecy) or Magical Exemplar (http://yugioh.wikia.com/wiki/Magical_Exemplar) faster when needed. It's also really funny to force the Effect Veiler (http://yugioh.wikia.com/wiki/Effect_Veiler) out of the opponent's deck in ATK position.
I have two that are in an out of the side. I can't make up my mind.

* Magical Exemplar (http://yugioh.wikia.com/wiki/Magical_Exemplar)
She's pretty awesome to revive stuff in general but especially with Effect Veiler (http://yugioh.wikia.com/wiki/Effect_Veiler) so that I can synchro more than once per turn. Also with Spellbook of Life (http://yugioh.wikia.com/wiki/Spellbook_of_Life) I can modulate levels to make Arcanite Magician (http://yugioh.wikia.com/wiki/Arcanite_Magician) and Tempest Magician (http://yugioh.wikia.com/wiki/Tempest_Magician) for an amazing endgame using the extra counters!
Two in and out of the side as well.

What do you think? What else do you like to run in there?

20th October 2015, 04:28 PM
Barring Secret Sanctuary of the Spellcasters, I do like those Techs more or less. Cursed Seal feels like it stops too little at times, but it can be an interesting main deck'd out to things.

24th October 2015, 12:15 AM
Is there any way to effectively mix gagaga monsters in here to better summon the Prophecy Xzy monsters?

Dread Kaiser
24th October 2015, 12:52 AM
Well I know someone thats gonna want to read this....a few dozen times

24th October 2015, 12:05 PM
Is there any way to effectively mix gagaga monsters in here to better summon the Prophecy Xzy monsters?

It's not that you can't. It's just a bit difficult because they often require your normal summon, which is normally taken by Spellbook Magician.

Furthermore, Emperor and Empress aren't the best of bosses. Their effects are good in specific situations, but I don't think it's a good idea to specifically build a deck around them, unless you really wanted to.

In which case, Gagagas are probably the best.

29th October 2015, 10:52 PM
Free at last! Spellbook of Fate is Free at last!

30th October 2015, 07:33 AM
This deck is still gonna struggle with the need to open exactly 1 monster and usable books, the fact that Crescent is not a card you want to run in high numbers but have to in order to make ideal hands, the monsters in general being not fantastic, especially compared to what will be the contenders at the time.

It'll prob do a little better but I don't see it making any sort of grand revival.

30th October 2015, 09:34 AM
So now that we can run 2 Fate, how does the deck change? Much, or not at all? Potentially running 3?

4th November 2015, 12:59 AM
The problem with 3 Fate is that you run out of targets in the graveyard quickly. I tested 2 and that worked well. And to keep an appropriate amount of targets in the grave, 3 Crescents of course but also 3 masters. Also thinking of playing 3 Eternity instead of just 2. Also 2 powers instead of just one. Sure you need to get rid of a few traps to make that happen but it's worth it for Fate. For traps we can now focus on monster effect negation instead of monster/backrow removal and attack negation.

I've also tested the Fog King against monarchs and it's amazing! Without tributing they can't put more than 1000 atk on the board so if you summon Fog King by tributing a Justice or a Temperance or even a Spellbook Magician and a few counters on Starhall and protect it with Wisdom, they really cannot do anything against it. At that point you don't even need Priestess. I expect it to do really well against Majespecters as well.

5th November 2015, 05:48 PM
With new Pendulum decks, Doomstar Magician may be more important than Kycoo!

8th November 2015, 12:11 PM
Updated the OP with Fate being unlimited now and with the "Heresy" variant.

Card of demise looks realy good for us, or at least for the "Heresy" build. Can't wait to try it out later.

11th November 2015, 12:28 AM
I don't really understand card of demise. I guess I don't often get in a situation where I'm left with less than 3 cards because of the Tower. With lower monster count the issue maybe to draw into too many spells that don't include Secrets. How about magical mallet?

11th November 2015, 07:42 AM
Mallet was actually only justifiable at all when Judgment existed because you avoided the hard -1. Even then it was subpar. In this meta where the most powerful and successful cards are monsters, about the last thing you want to is to lose advantage while die rolling into a possibly better hand (or just as likely an equal or worse one).

Demise works in theory because your low monster count means you're likely able to use every card you get, but it still requires you to be playing down to minimal hands, which is both difficult in Books (Secrets, Master coyping Secrets/Power, Eternity, Magician, Fate in several contexts, Power if it resolves, Crescent I guess lol all replace themselves and Tower is consistent plussing if it stays up) but also drawing spell speed 1 or generally not applicable shit and being forced to set it all is just not good.

Doomstar not being Quick and being OPT both kinda hurt but it's prob gonna be run regardless because there are very few relevant Spellcasters in general.

As a final small note, the "heresey" build is probably the only one worth running, and even back in Judgment format that became very clear. David Keener (who made it to Finals in Worlds) ran 9 monsters: 3 Magician, 3 Kycoo, 2 Jowgen, 1 Defender. Priestess was (and is) kinda a mediocre card, and especially in a current format where it's a total blank against Kozmo and generally weak vs P&P. Other bosses were never really worth the more stringent conditions for geting them.

11th November 2015, 09:30 AM
Card of Demise itself can be an excellent advantage gain, and even the times it isn't, you at least broke even (most likely). It's downsides don't really hurt us that much, but if anything the discarding keeps us with a full powered Fate.

Well, it is a bit early to be adding it to skeletons probably.

Priestess being able to control pendulum scales isn't that bad I think, but she does get weaker since that could end up just feeeding the fire. Plus Kozmo being popular makes her job hard.

11th November 2015, 09:52 AM
In order for Demise to be effective the following have to be true:
1) You're under 3 cards naturally while not making bad plays. Sure you can at any moment get there by setting your hand down but if you weren't planning on using those to begin with then you're making extra plays and throwing cards away to maybe draw into what you need. Maybe. As I explained, that's actually not very easy, especially when you also consider discard traps are worse than they were back then (we have less free cards to use and most of them target and Kozmo is gonna be a big deck for the immediate future)
2) You're using it because you need to hit unsearchables. Once you access the first Magician/Secrets your deck will have very little trouble getting to the rest of your Books and Turn 1 Crescent is the better card to get you there because you actually have a choice of what you're getting and calling Secrets/Master gets you way more opportunities to start building a playable hand vs drawing 1-3 random cards.

Those two facets make me really wary of the card especially since the number of unsearchable cards is gonna be low naturally.

Popping only one scale is honestly not a good play in general (this is also why I'm not sold on Doomstar) because 1 scale is very easily replacable without giving anything major up. Losing two scales requires more cards and possible plays to replace and that's what you want. You want them to be forced to give up more to play, or even not have enough to make a play (if they only have 1 workable scale in hand they're done if they had zero to start but its irrelevant if they already have 1 up). Priestess is also just very low value regardless. A +0 that takes books away from where you want them most and puts them where you want them least is a bad effect all around.

11th November 2015, 05:22 PM
I tested 3 Doomstar on ygopro against their magician decks and it seems to be working well with 2 Priestesses. I discard a spellbook, destroy a scale, draw a card, banish the discarded spellbook, destroy another scale. That's a -2 for the opponent and my hand stays the same. If I don't have the priestess I can most likely copy what I discarded with master either way or just let it sit in the graveyard for Fate.

With 3 masters and 2 eternities I generally recup my banished spellbooks pretty quick (maybe I should do 3 of each?)

I mean it may not be the best monster out there but kycoo really is useless against pendulums. Breaker may be more flexible since it can destroy any other ST but I feel that destroying scales either way are more important and I like the extra draw. I've never tried Defender+Starhall but it does sound difficult to pull off. I mean what else can we summon to kill stuff and inflict damage?

And then with 2 fates, 3 mst and 3 cursed seal... the goal is to make it hard for them to set any other scale.

But what can Spellbooks really do about Kozmos? Kycoo can stop them from activating they banishing effect in the grave but not on the field. They can also recycle their banished monsters with their field spell so stopping that seems to be a priority but if we stack up the deck with backrow removal... their monsters are already really strong by themselves so how would you balance that out?

12th November 2015, 09:18 AM
Uhhhhhh of course you're gonna struggle against the deck when you run 5+ blank cards against them and generally highly suboptimal choices like 3 Master.

12th November 2015, 06:22 PM
Uhhhhhh of course you're gonna struggle against the deck when you run 5+ blank cards against them and generally highly suboptimal choices like 3 Master.

I was obviously not going to use the same build I tried against pendulums against Kozmos. I was just asking what a good strategy was against Kozmos. I haven't had the opportunity to play against them a lot. What cards/combos to you think would be specifically good against them?

unknown spacian
12th November 2015, 09:26 PM
happy to be hear. I am a member of the spellcaster thread on pojo (which actually has become the prophecy thread ). These guys there are kinda cancerous, especially one certain user -.-

anyway, i hope i will see some theory-oh here...

p.s. i have the same username on pojo too...

13th November 2015, 09:00 AM
Fate for 2 is naturally the best option for Kozmo. Only 3 cards can survive Kycoo while in DEF, assuming no Power/Star Hall: Destroyer, Strawman, DOG Fighter. DOG is a one-of and Strawman is only an issue because of what it brings out. Even a single counter on star Hall reduces that list to just DOG.

Droll & Lock is another strong option, and even one that works against both decks. Droll can shut down Town or Farmgirl. This deck also (spuriously) as access to Durandal+Droll, through Ptolemaeus. Even without resolving it, just threatening that combo can be enough to stop a player for a turn.

28th November 2015, 11:02 PM
None of the effects of fate target. That should make kozmo a manageable matchup.

Also I never understand people playing less than 3 Master. I mean that card is almost never dead and has so many applications. It helps get the engine going if you open sub-optimally, while having anothertrap in it's place would do next to nothing. It also allows you to play comfortably with just 1 of each of the lower utility spells namely Power and Eternity. With just two or one I'd imagine you'd have to be recycling it a lot with tower to just keep your deck functional.

29th November 2015, 04:14 PM
Not really. You banish master with fate and use eternity to grab master back, master copies eternity and gets back secrets. You keep your grave full of fate fodder without emptying your deck of decent draws. At least that's how I look at it.

Master has been fine at 2 for me. Every Spellbook more or less has an OPT clause so I'd rather not increase the chance of having a clogged hand if I can avoid it. Master mainly exists to be extra resources to banish for Fate while replacing itself with another Spellbook. So long as you have enough eternity, you shouldn't have an issue with running out of master.

29th November 2015, 06:53 PM
How do you all feel about teching Spellbooks into a Prophecy-free spellcaster deck?

18th June 2016, 11:35 PM
Updated the latter part of the OP and fixed Priestess' image. Having fun with Magical Abductor Spellbook decks. Such a wonderful card~

- - - Updated - - -

How do you all feel about teching Spellbooks into a Prophecy-free spellcaster deck?

This is typically how you do it nowadays. Unfortunately the Prophecy Monsters ended up not very good. Pendulum themes really overpower Priestess' removal, World and Reaper were never consistent decks, and so its become better to just focus on non-Prophecy builds. Like Abductor / spellbook! (https://ygorganization.com/when-oh-when-will-tags-be-fixed/)