Pro Decklist by Kairi.

The central idea behind this deck, like that behind any spell book deck, is to control the field. This is possible mainly through Spellbook of Fate and High Priestess of Prophecy. Overall, the core of this deck is very similar to any normal Prophecy deck. It uses Spellbooks to constantly search each other out and control the field while waiting for a way to summon the boss monster. There are some tech cards, such as a maxed out Effect Veiler which helps the deck control the deck.

The Central Philosophy:

Have you ever wondered “Why can’t I just choose which cards I can start with?” Have you ever wished to just take all the cards in your deck and add them to your hand? Well with this prophecy deck, you can!

The Decklist: 

Wizard Assault D6E4DBh

The Spellbooks:



The spellbooks in this deck follow a general formula that has been used in most top Spellbook decks since Spellbook of Judgment was banned. Three Spellbook of Secrets are necessary for searching as are three Spellbook Magician of Prophecy. Three Spellbook Library of Crescent also add to this searching. The final spellbook that searches other spellbooks is Spellbook of Power, which is very conditional (not that Spellbook Library of Crescent isn’t). That is the strongest aspect of Spellbooks: With so many search cards they are incredibly consistent. Spellbook of Fate is important for controlling the game on the opponent’s turn. Sure, it’s only a one for one trade, but it is a way to eliminate a threat. The cards that are banished by Spellbook of Fate can be retrieved by Spellbook of Eternity, essentially meaning that any one of the banished spellbooks is in the player’s hand every turn. Furthermore, Spellbook of the Master copies any normal spell spellbooks in the graveyard, meaning that most spellbooks in the grave can be used as if they were in the hand. In conjunction, the spellbooks give access to every part of the game: getting cards from the deck, controlling the field, using resources form the banished area and the graveyard. Furthermore, the Spellbook Tower of Prophecy allows one to gain more resources by drawing an extra card every turn.
The Monsters:

           For the most part, the monsters chosen further and compliment the spellbooks. Each of them either exert some method of control over the opponent’s movements or search out more cards. Effect Veiler, High Priestess of Prophecy, and Fairy Injection Lily fit into the first category while Temperance of Prophecy, Justice of Prophecy, Spellbook Magician of Prophecy, and Magical Abductor fit into the second. High Priestess destroys cards on the field and is very useful for its huge attack. Justice searches Priestess and a spellbook. Temperance summons Priestess.

The techs:



So far, every card I’ve explained has been relatively normal. Used in every decent spellbook build since the banning of Judgment. Now I will explain the less common cards. In the main deck, the only three cards that fit this category are Magical Abductor, Injection Fairy Lily, and Lose 1 Turn.

The reason that I put Magical Abductor in the deck was that it can search Effect Veiler. Since its creation, the largest problem with effect veiler has been that while it negates a monster’s effect, it is also a -1 in card advantage. Despite this, many decks opted to play it anyways. Now, however, it is even better because with Magical Abductor on the field, it can be searched after the player has activated three spell cards, which isn’t very hard to do in Spellbooks.

Injection Fairy Lily makes up for one of the deck’s largest deficits: a lack of attack power. Other than High Priestess, the deck has not extraordinarily powerful spellcaster monsters. Sure, Spellbook of Power can make them powerful for a turn, but not enough to get over a monster with high attack. However, Injection Fairy Lily takes care of that problem.

The final card, Lose 1 Turn, seems rather contradictory seeing as the main win condition of the deck is getting High Priestess onto the field, using its effect, and then attacking for a large chunk of damage; however, with Spellbook of Wisdom, Priestess can become immune to Lose 1 Turn while the card still slows down opponents who rely on swarm strategies, which are what Spellbooks have the greatest trouble with.

How to play the deck:


The deck essentially plays by waiting for a way to get priestess on the field and stalling the opponent. That’s not to say that the prophecy player can’t take control of the field, rather that the main objective is to stop the opponent from taking control of the field, not to actually control it. By using The Grand Spellbook Tower, the deck eventually simply out resources the opponent while by using Spellbook of Fate, the deck can stop the opponent from making large plays and continually force one for one trade. When the Prophecy player is drawing twice for every one opponent draw, one for one draws are very advantageous.

Once Priestess is on the field, the focus of the deck becomes eliminating any backfield that the opponent may have, so that it becomes more difficult for the opponent to get Priestess off of the field. Then a combination of Priestess and Power can usually get over any powerful monster while the other spellcaster monsters can add on little bits of damage.