Good day ODA students. I hope you all enjoyed last week's lesson on "Facing the Meta: E-Dragons" because we're continuing that subject this week with "Facing the Meta: Spellbooks."
(Go figure Nottu is talking about the Spellbooks)
Let's start with a mini breakdown of the deck.
The main monsters used in the deck are the Prophecy monsters. Over the last several months, the deck has shifted several builds and dropped several cards. I'll go over each card used now.
1. High Priestess of Prophecy
Every archetype worth its salt has a good boss monster. High Priestess is the boss of Prophecy and a fine one at that. What makes her so good is not just her power to destroy cards by banishing a "Spellbook" spell, but she can get around "Solemn Judgment" via her own Special Summon effect. How awesome, right? Just reveal 3 Spellbooks from your hand and she's out on the field. Not as commonly run in most Judgment Builds now, but still a valuable asset of a boss to run. I personally run 3 in my build, but most run 1-2 now.
2. Spellbook Magician of Prophecy
In a sense, this guy is like the "Elemental HERO Stratos" of Prophecy. Summon him or flip him face-up and you get a Spellbook spell to your hand. He's almost always seen on the first turn of a Prophecy/Spellbook player. You CAN Veiler him, but that doesn't necessarily help you. This guy is almost always run in three.
3. Justice of Prophecy
This little lady has seen much more play since "Spellbook of Judgment" was released. At the End Phase of your turn, if you played at least 1 Spellbook spell, you can banish her to add to your hand 1 Spellbook spell and 1 Level 5 or higher LIGHT or DARK Spellcaster (like High Priestess). Normally, you'll see her Special Summoned via Spellbook of Judgment during the End Phase so she can use her effect immediately. Probably won't see her as much with Priestess being used less now.
4. Temperance of Prophecy
Not used as commonly now but still a fairly useful card. Generally, this card will be run in Spellbook variant decks or Budget builds that can't afford 3 Spellbook of Judgment. A fast means to get the High Priestess out, or even Reaper of Prophecy. If it IS Reaper, then they likely have filled up their Graveyard with 5 or so Spellbooks. Keep an eye on their Graveyard when the play Temperance. She CAN be Veilered and that can slow them down a turn.
5. Stoic of Prophecy
Like Temperance, this card is not used as often but still crops up once in a while. This guy fetches the Level 3 Prophecy monsters like Justice, Fool and Temperance. Usually he is in the budget builds or even the Reaper builds.
6. Reaper of Prophecy
This guy has his own variant of the deck centered on him. He has 3 effects, all of which can be used at the same time, as long as they have the Spellbooks in the Graveyard. He boosts his ATK by 600, searches a new Spellbook, and can Special Summon another Level 5 or higher DARK Spellcaster, such as himself or Prophecy Destroyer (or Dark Magician Girl.) In the OCG builds, they'll sometimes get out Destroyer and overlay for Magi Magi * Magician Gal, but in the TCG we don't have that pleasure. Veiler is a good card to use on Reaper.
7. Prophecy Destroyer
Normally only seen in Reaper builds or variants like pure Prophecy. Just a beat stick that can revive himself.
8. Hermit of Prophecy
Rarely seen but usefull in Xyz focused builds.
9. Strength of Prophecy, Charioteer of Prophecy, Armores of Prophecy, Emperor of Prophecy, Wheel of Prophecy.
I can guarantee you won't see these cards in the competitive builds.
10. World of Prophecy
OCG only right now. This is the Judgment Dragon and Dark Magician of Chaos for Spellbooks. Will cover it another time when its relevant to the meta game.
Other Monsters commonly seen in Spellbooks
1. Jowgen the Spiritualist
A spellcaster that stops Special Summons. Can discard 1 card to destroy all Special Summoned monsters on the field. Perfect counter to Dragon Rulers.
2. Effect Veiler
Do I need to explain this guy?
3. Kycoo the Ghost Destroyer
Another great answer to Dragon Rulers. They won't be able to banish for their effects. Also helps against Chaos decks.
4. Toon Gemini Elf
Confused? Don't be. "Spellbook of Judgment" works off os Spell Cards, not just Spellbooks, so many people started running 3 "Toon Table of Contents" and "Toon Gemini Elf" to get an easy 3 Spells off. Not only that, but Toon Gemini Elf is a decent beater who can make them lose their hand.
1. Spellbook of Secrets
THIS is the key spell in the whole engine. Judgment makes for broken plays? Secrets is the starting point. The ROTA of Spellbooks. If you stop this card dead, they will be hurting. Cursed Seal of the Forbidden Spell anyone?
2. Spellbook of the Master
Can't play 2 Secrets in a turn? I'll just copy it then! Spellbook of the Master aides in the long plays done by Spellbooks by copying the effect (not name) of any Normal Spellbook in the Graveyard. (Secrets, Power, Eternity are the normal targets)
3. Spellbook of Power
Spellbooks have no problem getting around beaters. An extra 1000 ATK is nothing to laugh at, especially if they used Master as well for a whoping 2000 added ATK. Even the smallest monster, Stoic, goes up to 2300 ATK. Plus if the monster that was "Power"ed destroys a monster in battle, they search a new Spellbook.
4. The Grand Spellbook Tower
The field Spell. Gives them an extra draw and recycles a Spellbook from their graveyard. Destroying it lets them Special Summon a Spellcaster too. If you plan to MST or Heavy, do so when their Grave is empty, if ever.
5. Spellbook of Fate
This utlity spell is so powerful these days. By banishing 1 to 3 Spellbooks from the graveyard, they can: Bounce a Set backrow, Set your monster, or Banish any card. This card also does not target, which makes it a real pain.
6. Spellbook of Eternity
With Priestess and Fate banishing all those Spellbooks, you'd expect them to run out right? Nope. Eternity recycles them.
7. Spellbook of Life
The Premature Burial of Spellbooks. It also aides in Synchro/Xyz plays since the revived monster with have a level increase.
8. Spellbook of Wisdom
A quick-play Spell that offers 1 Spellcaster immunity from Spells or Traps for the turn. Helps keep Priestess out on the field longer.
9. Spellbook Star Hall
More commonly used now with Judgment builds. It gains Spell Counters for every Spellbook played that grant 100 extra ATK for Spellcasters and it doesn't have the usual Spellbook restriction of "You can only play 1 -Spellbook- per turn." Meaning you can drop all three copies for an additional 3 counts for Judgment as well as gain some power boosts. Oh and it it gets destroyed, they add to their hand a Spellcaster whose level is the number of Counters it had or less.
10. Spellbook of Judgment
Here's the ace. When they play this, be ready for a massive amount of Spellbooks. They will literally empty thier hand this turn and refill it and then some. See, for every Spell Card played after Judgment, they get that number of Spellbooks added to their hand in the End Phase. (So if they played 4 Spell cards, they can get up to four Spellbooks.) They also get to Special Summon 1 Spellcaster whose level is up to the same as the amount of Spellbooks they added to hand. (They CAN go up to 7 Spells in a turn and drop a Priestess). This is one of the key cards to stop if you can.
So what are good ways to counter these might arcane users? Well anything that shuts down Spell Cards is a good option. Naturia Beast, Horus the Black Flame Dragon LV8, even Curse of Darkness will punish them. The best thing to do is to stop them from getting their searches. Thunder King Rai Oh works wonders as can Deck Lockdown. If you have shield cards that will protect all you monsters (Infestation Pandemic) then keep them on reserve. You don't want Fate to screw you over.
SO now I want you guys to try to come up with ways to combat these Spellcasters. Aside from cards I mentioned, name a good way to counter Spellbooks. And, since I didn't cover it, I want you to try and tell me what deck you think is a good match up VS Spellbooks. Is it Evilswarms? Gravekeeper's? Maybe Elemental HERO? You decide and tell me what's a good match up to stop Spellbooks and explain why. Don't forget, you can also bounce ideas off of each other an discuss these things and STILL get credit for it! I award students who put forth effort.
I'm giving out 100 OD for the Counter answer and 200 OD for the Match Up.