I'm not sure how you're turn setups are working, the way you wrote them in the OP are a little confusing.
I suggested Justice because you are running Judgment Day.
Turn one: Normal Summon Spellbook Magician, search for Secrets/Day/Master, which ever you don't have. Play Judgment Day. Play Secrets to get Master/Fate/Tower. Play Tower. Set Fate. End Phase: Add to hand 3 Spellbooks (Like Wisdom, Eternity, and Secrets) and Special Summon Justice. Since its Still the End Phase, banish Justice to get Reaper and another Spellbook.