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    The Prophecy / Spellbook Thread

    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 [YGOCARD]Hidden Book of Spell[/YGOCARD]. 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!
    Last edited by Joenen; 18th June 2016 at 11:32 PM.

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