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 Prophecy/Spellbook Guide

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Devan

Leona

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Join date : 2013-08-19

Prophecy/Spellbook Guide Empty
PostSubject: Prophecy/Spellbook Guide   Prophecy/Spellbook Guide EmptyTue Oct 01, 2013 3:03 am

Prophecy/Spellbook

The archetype has been called Prophecy Book, Spellbook, Prophecy, etc. However, what is the most suitable name for it? The deck needs the Spellbooks to run. It can go without the Prophecy monsters but without the Spellbook cards, the archetype is useless. Even Spellbook Magician of Prophecy has the text Spellbook in it's name. Therefore, the deck is most often called the Spellbook deck.


Prophecy/Spellbook Guide XsYFoNK
3x Spellbook Magician of Prophecy

This is a Stratos for the whole deck. It gives better chance of drawing into Spellbook of Secrets. Spellbook of Secrets is a card you want to get into as fast as possible because it opens great plays and loops. Also, for Spellbook of the Master, you need to have a face-up Spellcaster monster and this guy does the job. There is no reason you should run Magician at two or one.

Prophecy/Spellbook Guide Yyeh5JM
2x Justice of Prophecy

There will be situations where you will get dead hands. Before Judgment got banned, people used this as a target for Judgment and to search another one out. However, now that Judgment doesn't exist in the legit build, you want to use it to search out Spellbook of Secrets and High Priestess of Prophecy and get going from there on.

Prophecy/Spellbook Guide YN2vnsZ
2x Temperance of Prophecy

The main purpose of running this card is to bring out your World of Prophecy. In case you don't have 1 in your deck at the time, you can fetch a High Priestess. When the World of Prophecy is summoned by this card, you can add two Spellbook cards from your graveyard to your hand and possibly blow up the field if you want to.

Prophecy/Spellbook Guide VsODYKl
2x High Priestess of Prophecy

She is your boss monster. She is nor dead in the hand or in the deck. If you apparently draw it, you can reveal 3 Spellbook spell cards to special summon it from your hand. If she is in your deck you can use Justice of Prophecy of Temperance of Prophecy to get her out. You don't want to run her at three because she may become cloggy.

Prophecy/Spellbook Guide ARHiNR1
1x The World of Prophecy

Why not just focus around Temperance and World of Prophecy? Well, it becomes too cloggy and if you happen to draw World of Prophecy, it becomes dead. When you are able to get it out, it brings great advantage by recycling and blows up the field if you want. If you are going to be losing more cards that your opponent, I don't suggest nuking the field.
Feel free to post feedback and comments; please don't rage at me or something. If you disagree with something there, it's arguable.

Original Article: http://yugioh-universe.findforum.net/t552-prophecy-spellbook-guide
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Devan

Leona

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Join date : 2013-08-19

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PostSubject: Re: Prophecy/Spellbook Guide   Prophecy/Spellbook Guide EmptyWed Oct 02, 2013 12:46 am

No comments? Alright:\
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clairedestroyer

Leona

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Join date : 2013-04-07

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PostSubject: Re: Prophecy/Spellbook Guide   Prophecy/Spellbook Guide EmptyWed Oct 02, 2013 1:00 am

Justice is actually a HORRIBLE card now that Judgment is gone. Here's why: 1) Several of your cards rely on having a Spellcaster on the field and/or in Graveyard (Fate, Tower, Master especially). Since Justice banishes itself for cost, you lose a Spellcaster on field/in grave. Fate and Tower especially are linchpins of the Spellbook strategy so removing their requirements for something that might pay off isn't worth it. 2) Justice was only good with Judgment because you could use her without your normal summon. This is important. Without Judgment, you're almost forced to Normal Summon her, which cuts off your chances of using Magician. This also plays back into #1. If you're forced to Normal Summon her then you're less likely to have another monster to ensure your cards are live. The deck isn't exactly crawling with monsters. most builds aim for less than 10 in the entire deck. 3) You're not likely to resolve Justice as much as you think. Imperial Iron Wall is a very common side card this format, and shows up often against Prophecy (shutting down Fate and Priestess's effects are good) so if your opponent sides it in (or even mains it, some decks can do that) Justice is dead. You don't want potentially dead cards. 4) Justice is just straight up worse than Temperance.

Compare them:

Justice banishes for cost, Temperance tributes for cost (Temperance ends up in Graveyard so Tower is still live)
Justice is End Phase, Temperance is Main Phase  (you can't use the cards you get from Justice till your next turn, unless you End Phase Fate but that's really suboptimal and requires you to have a Spellcaster. The card you get from Temperance can be used immediately.)
Justice adds a Spellcaster to hand, Temperance Special Summons one from Deck (Temperance ensures Fate remains live and allows for Master shenanigans. Justice does none of this.)

While Temperance may seem to have harsher conditions, considering the Deck can sit on even a single one of its monsters and win (yes, even Magician) it's not a big deal at all. There is absolutely no reason to use Justice post-Judgment, much like there is now no reason to use Jowgen post-Judgment.

Instead of 2x Justice and 2x Temperance run 3x Temperance and use that empty slot for more books or backrow.
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