Spellbook Of Contents
- Prologue - The Spellbooks Of Prophecy- Chapter 1 - Prophecy
- Chapter 2 - Spellbooks
- Chapter 3 - Main Deck
- Chapter 4 - Extra Deck
- Chapter 5 - Side Deck
- Chapter 6 - Variants
- Epilogue - All Books Come To An End
- Prologue: The Spellbooks Of Prophecy
The Prophecy archetype consists of Spellcaster-type monsters with effects that work on par with the Spellbook archetype. You could argue that they are a single archetype as the cards have an incredible amount of synergy and the Prophecy monsters rely on the presence and effects of the Spellbooks. For the purpose of this article, the a few Spell Cards will be listed in the Prophecy section in the order of the Tarot cards, and roman numerals will be added next to the card to show their position.
Spellbooks, a separate archetype consist of cycling through one another and supporting Spellcaster-type monsters.
Based off of the Major Arcana and different books throughout history, just what can these two archetypes do?
- Chapter One: Prophecy
0 - Fool of Prophecy :
Once per turn: You can send 1 "Spellbook" Spell Card from your Deck to the Graveyard. During the End Phase of the turn this card activated this effect: You can Tribute this card; Special Summon 1 Level 5 or higher DARK Spellcaster-Type monster from your Deck. You must have 5 or more "Spellbook" Spell Cards with different names in your Graveyard to activate and to resolve this effect.
This card hasn't been seeing too much play, though it has potential since the effect of thinning out the deck and providing targets for "Spellbook of the Master", as well as providing fuel for various other cards in the deck, increases speed by more than you would think. It has a similar effect to "Temperance", however the restriction is replaced with the fact that you can only Special Summon a DARK and it activates during the End Phase. A great card to combo this card with is "Reaper of Prophecy".
I - Spellbook Magician of Prophecy :
When this card is Normal Summoned or flipped face-up: Add 1 "Spellbook" Spell Card from your Deck to your hand.
A widely used, great card for any variant of a Prophecy/Spellbook deck. Not only can you search out any Spellbook with this, it can also be searched with "Spellbook of Secrets". "Spellbook of Fate" combos well with this; flipping it face-down when attacked and setting off the effect to search another.
II - High Priestess of Prophecy :
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.
The heart of the deck. High Priestess is, without a doubt, the main monster of the deck. The summoning condition of this card is simple and she has 2500ATK with a great effect to top it all off. The effect will be used to banish from the grave almost all of the time, but if matched with decks that use cards such as "Macro Cosmos" the effect of being able to banish from the hand will come in great use and potentially save you the game.
III - Empress of Prophecy :
2 Level 5 Spellcaster-Type monsters
This card gains 300 ATK for each Xyz Material attached to a monster 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 the revealed cards to the top of the Deck in any order.
This card gains 300 ATK for each Xyz Material attached to a monster 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 the revealed cards to the top of the Deck in any order.
This card has a great effect, however it does not see any play because it requires 2 level 5 Spellcasters and most Prophecy variants run only level 2, 3 and 7's. What's good about this card is that the opponent cannot activate "Starlight Road" in response. There isn't too much of a bad side since the deck should be packed with Spellbooks anyway so the chances of revealing more than 1 Spellbook is high.
IV - Emperor of Prophecy :
You can banish both 1 face-up Spellcaster-Type monster you control, except this card, and 1 "Spellbook" Spell Card from your Graveyard to target 1 face-up monster your opponent controls; take control of that target until the End Phase. You can only use the effect of "Emperor of Prophecy" once per turn. This card cannot attack the turn you activate this effect.
Good and bad. It really depends on what your opponent has. Having to banish another Spellcaster-type monster makes this card not really worth it. By all means, taking control of a key monster is brilliant but the cost of it puts this card down. It's also a bit useless when you draw it.
V - Hierophant of Prophecy :
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.
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.
In most situations, you would overlay two High Priestess' for this monster. And backrow hasn't affected the Prophecy deck too much with the use of "Spellbook of Wisdom" and destruction cards so the need to use mass backrow destruction cards isn't needed.
VI - Amores of Prophecy :
Once per turn: You can reveal 1 "Spellbook" Spell Card from your hand; Special Summon 1 Level 4 or lower Spellcaster-Type monster from your hand.
A useful card for swarming and setting up potential Xyz/Synchro plays. However, due to the low monster count in most Prophecy variants, this card hasn't been seeing much play either. Maybe more use will come out of it in the future.
VII - Charioteer of Prophecy :
Once per turn: You can discard 1 "Spellbook" Spell Card to target 1 Spellcaster-Type monster in your Graveyard; add that target to your hand.
A reasonably good card. It has a base ATK of 1800 and helps recycle fallen Spellcaster-type monsters. What's even better is that there is no restriction to what Spellcaster-type monster you can add back so this ranges from "Effect Veiler" to "High Priestess of Prophecy". This effect can even target Xyz/Synchro/Fusion cards, in which case they will return to the Extra deck.
VIII - Strength of Prophecy :
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 its ATK by 500.
Helps the recycling of Spellbooks and increases the level and ATK of a Spellcaster-type monster permanently. Good for providing extra ATK power to your monsters or to set up Xyz/Synchro plays. By including this card in the deck, the amount of card that are able to be put into the Extra deck increases, allowing more versatility.
IX - Hermit of Prophecy :
Each time a "Spellbook" Spell Card is activated, increase this card's Level by 2 and ATK by 300.
This card has potential to become a beater. By protecting this card, it can run over your opponent and overwhelm them with brute force, though its main purpose is to summon odd-numbered Xyz monsters.
X - Fortune of Prophecy :
When this card is Special Summoned by the effect of a Spellcaster-Type monster: You can target any number of your banished "Spellbook" Spell Cards; shuffle them into your deck, and if you do, return your other banished "Spellbook" Spell Cards to the Graveyard. You can only use the effect of "Fortune of Prophecy" once per turn.
One of the newer Prophecy cards to be released. It's effect can be used to either recycle Spellbooks or fuel the grave. Though it has a reasonable effect, the requirement to activate it can be rather difficult. It must be Special Summoned by the effect of a Spellcaster-Type monster. "Temperance of Prophecy" can easily bring this guy out, but why would you when you have the option of going for "High Priestess of Prophecy"? Great for comboing with "Fool of Prophecy" or "Reaper of Prophecy" but besides from that, this card doesn't seem to have too much use. It being a level 8 monster makes it difficult to overlay with other monsters.
XI - Justice of Prophecy :
During the End Phase of every turn in which you activate a "Spellbook" Spell Card: You can banish this card from the field; add both 1 Level 5 or higher LIGHT or DARK Spellcaster-Type monster and 1 "Spellbook" Spell Card from your Deck to your hand. You can only use the effect of "Justice of Prophecy" once per turn.
A widely used card and will most likely see even more play when " Spellbook Judgement Day" is released, reason being you Special Summon this card with Judgement Day and activate Justice's effect. You can instantly search for "High Priestess" and any Spellbook Spell Card which can set you up to win in the next turn. Another good use for this card is when you are up against a mirror match as Justice doesn't specify which player activates a Spellbook. All that matters is a Spellbook card is activated while this card is face-up and the effect will activate during the End-Phase.
XII - Stoic of Prophecy :
When this card is sent to the Graveyard: Add 1 Level 3 "Prophecy" monster from your Deck to your hand.
This used to see play, back when only half of the Spellbook/Prophecy archetypes were released. When "The Grand Spellbook Tower" is destroyed, this card will always be a target for the field. But, now, getting a large number of Spellbooks into the grave has become easier so the need to run this card has lessened.
XIII - Reaper of Prophecy :
When this card is Normal or Special Summoned: You can activate this effect; apply as many effects as possible, based on the number of "Spellbook" Spell Cards with different names in your Graveyard. You can only use the effect of "Reaper of Prophecy" once per turn.
• 3 or more: This card gains 600 ATK.
• 4 or more: Add 1 "Spellbook" Spell Card from your Deck to your hand.
• 5 or more: Special Summon 1 Level 5 or higher DARK Spellcaster-Type monster from your Deck.
• 3 or more: This card gains 600 ATK.
• 4 or more: Add 1 "Spellbook" Spell Card from your Deck to your hand.
• 5 or more: Special Summon 1 Level 5 or higher DARK Spellcaster-Type monster from your Deck.
An easy effect to understand. Keep track of the Spellbooks in the grave and then summon this card when there are 5 or more with different names. As mentioned before, this combos well with "Fortune of Prophecy".
XIV - Temperance of Prophecy :
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 during the turn you activate this effect.
This card, like Stoic, used to see a lot of play. It's been, mostly, replaced with "Justice of Prophecy". Although this card can instantly bring out a level 5 or higher LIGHT or DARK Spellcaster, it has a restriction. You cannot Special Summon any more level 5 or higher monsters the turn you activate it. Meaning the possibility of comboing with "Reaper of Prophecy" is out of the window. Still a good card nonetheless but it isn't needed when obtaining "High Priestess of Prophecy" has become so much easier without it.
XV - Prophecy Destroyer :
If this card is in your Graveyard: You can banish 3 "Spellbook" Spell Cards from your Graveyard; Special Summon this card from your Graveyard.
Combos great with "Reaper of Prophecy" to get out rank 6 monsters. As for the effect of the card itself, it depletes the Graveyard of Spellbooks extremely quickly but "Fortune of Prophecy" helps to correct that. It's not recommended to run more than one copy of this card, if you run it at all, since having to draw it makes it a rather dead card.
XVI - The Grand Spellbook Tower :
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 to the bottom of your Deck, except "The Grand Spellbook Tower", then draw 1 card. When this card is destroyed by your opponent's card 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.
One of the best Spell Cards of the archetype. It provides draw power and when destroyed, allows you to Special Summon a monster. As good as this card is, though, players run only 1 or 2 copies of it. Why? Because the amount of card that can add and recycle this card back to your hand is ridiculous. It's probably the only Field Spell that can go from the Deck, to your hand, to the field, to the grave, to the RFG zone and back to your hand again.
XVII - Spellbook Star Hall :
Each time a "Spellbook" Spell Card is activated, place 1 Spell Counter on this card. All Spellcaster-Type monsters you control gain 100 ATK for each Spell Counter on this card. When this card with Spell Counter(s) is destroyed and sent to the Graveyard: You can add 1 Spellcaster-Type monster from your Deck to your hand, whose Level is less than or equal to the number of Spell Counters that were on this card.
Another card that doesn't see much play. Though it provides a, potentially, massive ATK boost to your monsters, it's best to either run a maximum number of copies or none at all. Most go for none as the room can be used for better cards (even though Spellbooks/Prophecy can run a 60-card deck and still function perfectly well).
XVIII - Spellbook Library of the Crescent :
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.
Has a similar effect to "Spellbook of Secrets" but because "Spellbook of Secrets" has a better effect, people use that instead. There really isn't much else to be said about this card...
XIX - Spellbook Library of the Heliosphere :
If you have 5 or more "Spellbook" Spell Cards in your Graveyard: Reveal the top 2 cards of your Deck; add any revealed "Spellbook" Spell Cards to your hand, and shuffle any remaining cards into the Deck. You can only activate 1 "Spellbook Library of the Heliosphere" per turn. You cannot activate any Spell Cards the turn you activate this card, except "Spellbook" Spell Cards.
Can easily be a +1, though the requirement to activate it makes this card useless early game. The restriction on it stops you from using staple Spell Cards as well. You get enough + from "Spellbook Judgement Day" anyway so this card is not needed in most Prophecy Variants.
XX - Spellbook Judgement Day :
During the End Phase of the turn this card was activated, add "Spellbook" Spell Cards from your Deck to your hand, except "Spellbook Judgment Day", up to the number of Spell Cards activated this turn after this card resolved, then you can Special Summon 1 Spellcaster-Type monster from your Deck, whose Level is equal to or less than the number of cards added to your hand by this effect. You can only activate 1 "Spellbook Judgment Day" per turn.
Broken. Overpowered. Unfair. Three words that can describe this card perfectly. There is no downside to this card. Activate it and then add cards during the End-Phase. The ability to recycle and re-use this card every single turn can bring + upon +. The only thing you need to watch out for is having to discard cards during the End-Phase but even that can be useful as it fuels the Graveyard for "High Priestess", "Tower" and "Spellbook of Fate".
- Chapter Two: Spellbooks
Spellbook of Power :
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.
This is a great card to have in any Prophecy deck. It gives you the extra "oomph" needed to take down a monster and, on top of that, lets you search for a "Spellbook" Spell-Card. Could be argued as being better than "Spellbook of Secrets" due to having an extra 1000ATK boost but a monster needs to be destroyed in order to get the searching effect. It's a bit more situational than "Spellbook of Secrets" but a that doesn't stop it from being one of the better Spellbook cards.
Spellbook of Secrets :
Add 1 "Spellbook" card from your Deck to your hand, except "Spellbook of Secrets". You can only activate 1 "Spellbook of Secrets" per turn.
A must in any deck that runs "Spellbook" cards. This card doesn't restrict you from simply adding Spell Cards, meaning you can, as previously mentioned, add "Spellbook Magician of Prophecy" and "Hidden Spellbook", if you have it in the deck. A simple card with a simple effect that gets you out of a lot of situations.
Spellbook of Eternity :
Target 1 of your banished "Spellbook" Spell Cards, except "Spellbook of Eternity"; add that target to your hand. You can only activate 1 "Spellbook of Eternity" per turn.
This card completes the Spellbook cycle. Allowing you to recover and re-use any banished Spellbook, banished by the effects of "High Priestess", "Prophecy Destroyer" and "Spellbook of Fate". It's best to avoid banishing "Spellbook of Eternity" itself as it will be hard to get it back once it's gone.
Spellbook of Organisation :
Look at the top 3 cards of your Deck, then return them to the top of the Deck in any order.
One of the older Spellbook cards. It's effect allows you to rearrange the top 3 cards of your deck which can be useful, but the amount of search power in the Spellbook archetype alone makes it so that having to rely on drawing the right cards unneeded.
Spellbook of the Master :
If you control a Spellcaster-Type monster: You can reveal 1 other "Spellbook" card in your hand to target 1 "Spellbook" Normal Spell Card in your Graveyard, except "Spellbook of the Master"; this card's effect becomes that target's effect. You can only activate 1 "Spellbook of the Master" per turn.
The last Normal-Spell Spellbook. This card, basically, allows you to select and copy the effect of the above six Spellbooks. Excellent card to have and combos well with "Spellbook of Power", enabling a 2000ATK boost and double searches if it destroys a monster. Keep in mind the conditions needed to activate it though.
Spellbook of Wisdom :
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.
● It is unaffected by other Spell effects this turn.
● It is unaffected by Trap effects this turn.
The only Spellbook Spell Card that can be used more than once per turn (excluding "Spellbook of Organisation"). It provides for great protection and as it is a Quick-Play, it can be set and activated on your opponents turn or used to chain onto the opponent's cards.
Spellbook of Life :
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 monster recovery card for the archetypes. When your opponent finally manages to destroy your key card, you can simply use this to bring it back with the small cost of banishing a Spellcaster-type monster from your Graveyard and revealing a Spellbook. Another great thing about this is that even if this is destroyed, the monster it's equipped to will be left alone, meaning that once the monster is revived, it's staying. The only thing that leaves is the increased level.
Spellbook of Fate :
If you control a Spellcaster-Type monster: You can banish up to 3 "Spellbook" Spell Cards from your Graveyard; apply this effect, depending on the number of Spell Cards banished for this card's activation. You can only activate 1 "Spellbook of Fate" per turn.
● 1: Return 1 Set Spell/Trap Card on the field to the hand.
● 2: Change 1 monster on the field to either face-down Defense Position or face-up Attack Position.
● 3: Banish 1 card your opponent controls.
● 1: Return 1 Set Spell/Trap Card on the field to the hand.
● 2: Change 1 monster on the field to either face-down Defense Position or face-up Attack Position.
● 3: Banish 1 card your opponent controls.
People should run more copies of this card. It puts pressure on the opponent through the threat of having one of their cards banished. The third effect of this card is what wins you games. Stardust is powerless against this and the rising threat of Fire Kings is not so much of a threat anymore once this card is put into play. The second effect, as mentioned previously, can be used in a combo with "Spellbook Magician of Prophecy" or be used to counter opponent monsters when they need to Xyz/Synchro or activate the effect of a card. Finally the first effect, which is less used, can be used to return your own cards that are about to be destroyed or used to slow down the opponent when they try to defend themselves with backrow.
Hidden Spellbook :
During your turn: Target 2 Spell Cards in your Graveyard; shuffle those targets into the Deck.
And, lastly, the only Spellbook Trap Card. It's effect is as it states. Recycles 2 Spell Cards from the Graveyard into the Deck. Only problem with this card is that it has to be activated during your turn. The Spellbooks have enough recycling power without this card anyway so it's best to stay clear of this trap. There are also better cards like "The Transmigration Prophecy".
- Chapter Three: Main Deck
The main deck consists of at least 40 cards and a maximum of 60 cards. You know that. If not, stop reading. The question is, what should we put into the main deck?
Well, lets start off with the Monster Cards. You must run as many copies of "High Priestess of Prophecy" as possible because it is the main card of the deck. That's it. Most variants of a Prophecy/Spellbook deck will only rely on "High Priestess" to take down the opponent and win for them.
The rest of the deck is built of cards that either search, protect or support "High Priestess". There won't be too many monsters in the deck. "High Priestess", "Spellbook Magician", "Justice" and "Temperance" should be the only ones you need for a basic, competitive Prophecy/Spellbook deck. You could add cards like "Breaker the Magical Warrior" and "Effect Veiler" if you want as well, the latter more advised than the former.
Now for the Spell Cards. Obviously, you will want three copies of "Secrets", because it's the card that gets everything you need to you. Then you will need either one or two copies of "Power". It searches for Spellbooks as well and gives you an ATK boost but, at the end of the day, you know you will be destroying every single monster the enemy throw at you with card effects. Or banishing them. Either way is fine.
"Eternity" is run at either one or two. Having two speeds up the recycling process but having only one copy works fine too. "Master" is run at two or three, simply because it gives you the option of re-using the effect of any Normal-Spell Spellbook in the Graveyard. Double of everything, when put simply.
"Tower" is a great card and can be run in any number of copies. You can make your own decision about how many to run. It all depends on how well your version of the deck recycles through the cards.
You will also need "Wisdom", "Life" and "Fate". Different deck vary the amount these three cards are run at. If you are unsure, best to go with two of each.
The rest of the Spellbooks, like a lot of the Prophecy cards, are left out. Then again, that's like a lot of archetypes nowadays.
And, of course, you'll need your staple Spell Cards; "Monster Reborn", "Dark Hole" and "Heavy Storm".
"Eternity" is run at either one or two. Having two speeds up the recycling process but having only one copy works fine too. "Master" is run at two or three, simply because it gives you the option of re-using the effect of any Normal-Spell Spellbook in the Graveyard. Double of everything, when put simply.
"Tower" is a great card and can be run in any number of copies. You can make your own decision about how many to run. It all depends on how well your version of the deck recycles through the cards.
You will also need "Wisdom", "Life" and "Fate". Different deck vary the amount these three cards are run at. If you are unsure, best to go with two of each.
The rest of the Spellbooks, like a lot of the Prophecy cards, are left out. Then again, that's like a lot of archetypes nowadays.
And, of course, you'll need your staple Spell Cards; "Monster Reborn", "Dark Hole" and "Heavy Storm".
And Trap Cards... having either none, or very few is the best option when building this deck. A reason being that the deck will do everything it can in one turn with what it has and having Trap Cards will slow it down. Another reason being it's called "Spellbooks", not "Trapbooks". "Royal Decree" and "Treacherous Trap Hole" are both good options.
- Chapter Four: Extra Deck
The Extra deck won't be used in most games, however it's still best to run a full 15 cards in it. You never know what you might need. Xyz monsters are mostly used, consisting of rank 2, 3 and 7's. Cards can include "Gachi Gachi Gantetsu", "Leviair the Sea Dragon" and "Number 11: Big Eye". More ranks can be brought into this, depending on what monsters are used in the main deck (obviously).
If "Effect Veiler" is mained, Synchro Monsters are also advised. When "Veiler" is brought back with "Spellbook of Life", it brings out the possibility of Synchro Summoning monsters ranging any level.
- Chapter Five: Side Deck
The side deck should be mainly used to protect your own deck from what the opponent may side in. Good cards will include "Mystical Space Typhoon" and "Prohibition".
However, it is also good to include cards to counter decks that you may face in the meta. Cards such as "Dimensional Fissure" will hurt a lot of decks that rely on having monsters in the Graveyard and, unlike "Macro Cosmos", won't hinder your Spellbook play style. "Spellbook of Life" may be a bit of a dead draw in case you do decide to have this card in the Side Deck, so if you do, side out the "Life" for "D-Fissure".
If you don't have "Royal Decree" in the Main Deck, have it in the Side Deck. The reason for this should be self-explanatory.
Keep it in mind that because Prophecy/Spellbook decks are rather popular, people will have a Side Deck prepared for them so expect to see some nasty cards in play that will completely destroy your play style.
A bad match-up would be Macro decks and cards that prevent searching (Thunder King Rai-oh) or Special Summoning (Ophion, Vanity's Fiend)
Here's a decklist of the standard Spellbook/Prophecy deck:
- Chapter Six: Variants
There are many different variants of the Prophecy deck. The basic pure Prophecies, as shown above, has the main focus based on "High Priestess". But if the focus is shifted to another card, you have yourself another deck entirely.
Take "Hermit of Prophecy" for example. It is possible to make a deck focused on abusing the ATK power of that single card. Increasing the ATK power as much as possible, giving it to your opponent, and then having "Number 33: Chronomaly Machu Mech"... well... obliterate. The deck will need to run level 5 monsters so "Emperor" and "Empress" can be ran in this deck. "Tragoedia" is needed in this deck to make Xyz Summoning of rank 5s easier. Because of "Judgement", the play will almost always have a full hand during their End Phase, making the full use out of "Tragoedia".
An Xyz variant of the deck is also possible, having the focus on "Strength" to change the levels and "Amores" to swarm. "Reaper of Prophecy" will also play a part in this deck, summoning "Destroyer" for a quick rank 6.
A chaos variant, having cards like "Chaos Sorcerer" and "Black Luster Soldier - Envoy of the Beginning", and using cards like "Emperor" and "Empress". "Tragoedia" will be a helpful card in this deck too. "Lightsworn" monsters are highly recommended, because not only do they provide food for your "Chaos Sorcerer" and "BLS - Envoy", they help to send Spellbooks into the Graveyard, which is good for the reasons mentioned previously.
"Destroyer" Turbo variant that involves banishing as many Spellbooks as possible with "Destroyer" and then summoning "Necroface". You will need a lot of mill cards so "Reasoning" and "Monster Gate" is recommended. You will also need to make sure you have "Necroface" in your hand and not milled into the Graveyard. "Gold Sarcophagus", and "Pot of Duality" help with that. "Card Destruction" is a great addition to this deck too.
With the addition of "Star Hall", a Spell Counter variant of the deck is also possible and even a "Tempest Magician" FTK can be achieved. Cards to be included here are "Apprentice Magician", "Arcarnite Magician" and "Magical Exemplar".
Another good variant that uses "Star Hall" would be the Exodia variant. Requiring only one Spell Counter to be on them at the point of destruction to be able to search out a limb. Also, due to "Judgement", the deck thinning becomes a lot easier and you will be left with very little cards, increasing the chances of drawing into the pieces. "Tower" also plays a part, by returning a Spellbook to the bottom of the deck for an additional draw which equals to two draws per turn.
- Epilogue: All Books Come To An End
As for my personal view on the deck, it has a great concept, though can be a bit overpowered. There is no doubt that cards will be hit by the ban-list but that still doesn't stop us from having fun with it now.
Everything seems to be covered in this deck, one for one destruction, mass card removal, banishing, card recovery, draw power, protection, etc. It is currently, without a doubt, a top tier deck and it seems that it will top quite a lot of tournaments in the future. I'm just hoping that nothing in the deck will go as far as being banned. We'll just have to wait and see...
So, there we have it. The two archetypes and how they're played. I hope, now, you can go away and make your own version out of these two wonderful sets of cards. Of course, this isn't the entire story, of course, but it is enough.
~The End~