The Dream is Back! ARG Rhode Island Spellbooks

Hey everyone! This week, I’m going to be touching up on a deck that I have talked about before, and one of my personal favorite Yu-Gi-Oh! decks of all time, Spellbooks. Spellbooks, in my opinion, have one of the best grind game strategies in the game. With The Grand Spellbook Tower, you draw two cards per turn and with Spellbook of Fate, you should be able to get rid of one of their cards per turn if you are playing correctly. With that logic, your opponent will stay at five cards the entire duel while you constantly plus off The Grand Spellbook Tower. The weakness Spellbooks have, however, is that the usually need some time to set up and they usually can’t deal with multiple threats on board. With the format being pretty slow aside from Sylvans, now would be a great time to play Spellbooks. It destroys the slower decks such as Hat, Geargia, and Bujins while still having a viable chance at beating the combo decks. Sadly, I will not be attending ARGCS Rhode Island this coming weekend, but if I were going, I would most likely play something along the lines of this:


The Dream is Back

Main Deck: 40

Monsters: 12

Spells: 21

Traps: 7

Side Deck: 15

Now I will explain the card choices that might come off as different than the standard card options. I’m not going to explain the obvious stuff like the Spellbook engine cards. If you are interested in that, you can check out my previous article from ARGCS Milwaukee.

727391To start with, I opted to choose Justice of Prophecy and High Priestess of Prophecy over Temperance of Prophecy and World of Prophecy due to the format being fairly slow. When the format is slower, you can afford to play Justice of Prophecy because Turn 1 you aren’t that scared of dying or having to stare down an unbreakable board so you can use Justice of Prophecy’s effect to grab the best cards in your deck. Another reason I chose Justice of Prophecy is because if you go first now, you only start with five cards. That means the odds of opening the stone cold nuts of Temperance of Prophecy and Spellbook of Secrets are decreased pretty dramatically. Also, the odds of opening one of your starter cards like Spellbook of Secrets or Spellbook Magician of Prophecy have decreased as well, so playing Justice of Prophecy is just another card that can guarantee you are able to play the game a turn later.

300px-JusticeofProphecy-AP02-EN-C-UEAnother reason supporting High Priestess of Prophecy vs World of Prophecy is the fact that you can drop High Priestess of Prophecy out of your hand with her effect as opposed to drawing World of Prophecy and having it sit in your hand useless unless you have a discard trap. That argument is not very relevant due to the fact that it is extremely hard to have High Priestess of Prophecy and 3 Spellbook cards to reveal all in your hand at the same time in the early game without the use of Justice of Prophecy. So usually, High Priestess of Prophecy sits as dead in your hand as much as World of Prophecy would, but there are some rare occasions you raw draw High Priestess of Prophecy and 3 Spellbooks and it’s usually outright insane. As I hinted at before, the Temperance of Prophecy and World of Prophecy version are forced to run discard traps to discard dead drawn World of Prophecies, and the discard traps are pretty mediocre in the current meta. Taking the -1 by discarding anything but World of Prophecy is just too steep of a cost to pay. In Spellbooks, you want every card in your hand to be able to do something that advances your gamestate that turn, so getting rid of one of those will only slow your engine down and therefore, your plays will not be nearly as powerful.

Something that I have noticed is that Justice of Prophecy can really clog in your hand in the midgame. For example, if you need to summon a Spellbook Magician of Prophecy or a Hand, Justice of Prophecy will just sit in your hand as a -1 for the turn. I considered only playing two Justice of Prophecy to fix the clogging problem, but I feel that playing a lot of cards that can guarantee to get me to my engine are worth the potential clogging. My logic is that if Justice of Prophecy is sitting in my hand as a -1 for the turn, I have already gotten my engine going and should be doing Spellbook things, so taking the -1 for the turn is worth it in my opinion to strengthen your chances of not bricking.

yugioh-ice-hand-drlg-en047-fire-hand-drlg-en046-secret-1st-15498-MLM20103285353_052014-FNext, like ARGCS Milwaukee, you will notice that two copies of Fire Hand and Ice Hand are included in the main deck. The Hands’ purpose is to buy you time if you are unable to see a card to get your engine going. The Hands are especially good against the slower decks because most slow decks are forced to XYZ to get over a Hand, so you can just two for one their XYZ monster with Spellbook of Fate if you have a Spellcaster face-up, or just get rid of them with a generic trap. Spellbooks’ main problem is that the game limits us to 8000 life points. If we had more life points, Spellbooks would be even better because they would have more time to generate insane advantage that most decks can’t keep up with. Since we don’t have 12000 life points, the Hands will buy you the necessary amount of time and potentially clear a few cards on your opponents field for virtually nothing.

Another reason the Hands are strong in Spellbooks is the fact that nobody should really expect them. If you are able to mind-game your opponent into attacking your face-down Hand, it usually results in a blow up. Showing body language that you are upset that your hand is bad or saying things like, “Man I can’t afford to get my Spellbook Magician of Prophecy’s effect negated, guess I have to set it. This sucks.” can make your opponent think your face-down is nothing threatening and they will just run it over without second thought. When you flip your Hand after they attack it, the look on their face will just give you a warm feeling on the inside (well, at least for me anyway). That’s what we call “next-leveling” our opponent.
UpstartGoblinDB1-EN-C-UEIn addition to the Hands and Justice of Prophecy, I play three Upstart Goblin and 2 Pot of Duality to help me see my engine faster. Really, there’s not that much explanation needed on these consistency cards, if you want to see your better cards more often, you should play them. The only confliction these cards have with the Spellbook engine is with Spellbook Library of the Crescent. In my opinion, if you have opened both Spellbook Library of the Crescent and Upstart Goblin/Pot of Duality, you should be able to get to your engine by turn 2. You are able to thin your deck by a card with Spellbook Library of the Crescent and also have a 33% chance of hitting Spellbook of Secrets, that is, if you don’t already have access to it. So it is well worth to take the -1 Turn 1 to guarantee your engine is up and running by Turn 2. This isn’t a viable strategy every format, but since this format is rather slow, you might as well try to capitalize on that.

300px-DimensionalPrison-SDCR-EN-C-1E (1)Lastly for the main deck, you will notice there are two copies of Dimensional Prison. This card is stellar versus the slower decks of the format, but absolutely awful versus combo decks. It’s good against the slower decks because they aren’t doing anything extremely unfair, so you can let them make their play then banish their monster. This is not o.k. to do against combo, though. You have to stop the combo decks plays while they are trying to make them. You can’t let Sylvans make Orea, the Sylvan High Arbiter, Divine Dragon Knight Felgrand, and a synchro monster and then just Dimensional Prison one of them later on. As I mentioned before however, Dimensional Prison has extremely good synergy with the Hands and Spellbook of Fate so that is why I elected to play two of them.

Moving forward, the Side Deck is where the fun begins. Maxx “C” is pretty much a staple against combo decks and has insane synergy with Spellbook of Fate. Cyber Dragon is my personal favorite for the Geargia deck while you’re playing with Spellbook. Cyber Dragon runs over Geargiarmor and outs Gear Gigant X for free. Nowadays, it gets a little bit more complex though due to Geargia electing to include the Artifact engine or the Hands. It is still worth siding Cyber Dragon against Geargia in my opinion because Geargia can’t win solely off of their Artifact engine or with their Hands, especially against Spellbook. They are going to win how they always do— floating Gear Gigant Xs and having one of the best access to Rank 4s in the game. That is where Cyber Dragon just crushes them and puts you in a very favorable position. The only other odd card in the Side Deck is Big Burn. That card is my absolute favorite against Sylvan, Lightsworn, and Dragon Ruler variants. This card has been under the radar for pretty much the entire format and I have no idea why. Removing all the monsters in the combo decks grave is usually outright game. They rely too much on Soul Charge, so having a 1-card out that stops their Soul Charge they’re trying to play AND future Soul Charges is unreal.

That’s about all I have for you guys this week. Good luck to anyone who goes to ARGCS Rhode Island this weekend. I believe Spellbook would be a strong choice there due to the current slow format. If you get there and see everyone playing combo decks though, don’t play this deck. If you see H.A.T., Geargia, Bujin, and other slow decks everywhere, Spellbooks would be the right call.


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