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Grass Spellbooks

Deck by Corsails
Deck Overview
Deck Consistency
Pack Expense
Farm Expense

None

None
Card Trader Expense
Deck Skill
Character Skill
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Deck Build
1 12 9 8
UR SR R N
Monsters: 10
Spells: 19
Traps: 1
Monster Card
Card Rarity Quantity
Spellbook Magician of Prophecy
ATK: 500 DEF: 400

If this card is Normal Summoned or flipped face-up: Add 1 "Spellbook" Spell from your Deck to your hand.

SR 3
Fool of Prophecy
ATK: 1600 DEF: 900

Once per turn: You can send 1 "Spellbook" Spell Card from your Deck to the Graveyard. During the End Phase of the turn this card activated this effect: You can Tribute this card; Special Summon 1 Level 5 or higher DARK Spellcaster-Type monster from your Deck. You must have 5 or more "Spellbook" Spell Cards with different names in your Graveyard to activate and to resolve this effect.

N 3
Reaper of Prophecy
ATK: 2000 DEF: 1600

When this card is Normal or Special Summoned: You can activate this effect; apply as many effects as possible, based on the number of "Spellbook" Spell Cards with different names in your Graveyard. You can only use the effect of "Reaper of Prophecy" once per turn.
● 3 or more: This card gains 600 ATK.
● 4 or more: Add 1 "Spellbook" Spell Card from your Deck to your hand.
● 5 or more: Special Summon 1 Level 5 or higher DARK Spellcaster-Type monster from your Deck.

R 2
The Tricky
ATK: 2000 DEF: 1200

You can Special Summon this card (from your hand) by discarding 1 card.
 

UR 1
Prophecy Destroyer
ATK: 2500 DEF: 1200

If this card is in your Graveyard: You can banish 3 "Spellbook" Spell Cards from your Graveyard; Special Summon this card from your Graveyard.

R 1
Spell Card
Card Rarity Quantity
Spellbook of Secrets

Add 1 "Spellbook" card from your Deck to your hand, except "Spellbook of Secrets". You can only activate 1 "Spellbook of Secrets" per turn.

SR 3
That Grass Looks Greener

If you have more cards in your Deck than your opponent does: Send cards from the top of your Deck to the Graveyard so you have the same number of cards in the Deck as your opponent.

SR 3
Spellbook of Life

Banish 1 Spellcaster-Type monster from your Graveyard and reveal 1 other "Spellbook" Spell Card in your hand to target 1 Spellcaster-Type monster in your Graveyard; Special Summon that target in face-up Attack Position and equip it with this card. The equipped monster's Level is increased by the Level of the monster that was banished for this card's activation. You can only activate 1 "Spellbook of Life" per turn.

SR 2
Spellbook of Fate

If you control a Spellcaster-Type monster: You can banish up to 3 "Spellbook" Spell Cards from your Graveyard; apply this effect, depending on the number of Spell Cards banished for this card's activation. You can only activate 1 "Spellbook of Fate" per turn.
● 1: Return 1 Set Spell/Trap Card to the hand.
● 2: Change 1 monster on the field to face-down Defense Position or face-up Attack Position.
● 3: Banish 1 card your opponent controls.

R 3
Spellbook Library of the Crescent

If you have no "Spellbook" Spell Cards in your Graveyard: Reveal 3 "Spellbook" Spell Cards with different names from your Deck, your opponent randomly adds 1 of them to your hand, and shuffle the rest back into your Deck. You can only activate 1 "Spellbook Library of the Crescent" per turn. You cannot activate any Spell Cards the turn you activate this card, except "Spellbook" Spell Cards.

R 2
Spellbook of Power

Target 1 Spellcaster-Type monster you control; until the End Phase, it gains 1000 ATK. Also, until the End Phase, each time it destroys an opponent's monster by battle: You can add 1 "Spellbook" Spell Card from your Deck to your hand. You can only activate 1 "Spellbook of Power" per turn.

R 1
Spellbook of the Master

If you control a Spellcaster-Type monster: You can reveal 1 other "Spellbook" card in your hand, then target 1 "Spellbook" Normal Spell Card in your Graveyard, except "Spellbook of the Master"; this card's effect becomes that target's effect. You can only activate 1 "Spellbook of the Master" per turn.

N 2
Spellbook of Eternity

Target 1 of your banished "Spellbook" Spell Cards, except "Spellbook of Eternity"; add that target to your hand. You can only activate 1 "Spellbook of Eternity" per turn.

N 2
Spellbook Organization
Spellbook Organization
Spellbook Organization

Look at the top 3 cards of your Deck, then return them to the top of the Deck in any order.

N 1
Trap Card
Card Rarity Quantity
Treacherous Trap Hole

If you have no Trap Cards in your Graveyard: Target 2 monsters on the field; destroy those targets.

SR 1
Draw Simulator
Packs to pull to build this deck
Deck Strengths
  • Unmatched flexibility with Spellbook of Fate, which has 3 useful effects. The most useful being banishing any card on the field, without targeting, which is the best removal in the entire game. Hazy Flame, Masked Heroes, and Archfiends all get removed without breaking a sweat. 
  • Grass gives them a one card power play, loading their graveyard with Spellbook cards that fuel Fate or Destroyer of Prophecy. 
  • Blue Boy and Spellbook of Secrets are huge consistency boosts that enable the deck to get rolling with either one of those two cards. 
  • Fool of Prophecy into Reaper of Prophecy is a strong, consistent combo that almost guarantees victory. 
  • Strong Spellbook cycling with Eternity and Fate grant Spellbooks one of the strongest grind games in the format. Playing the long game should result in a win for Spellbooks if they use their resources correctly. 
Deck Weaknesses
  • Relies on having a Spellcaster monster on the field in order to activate Fate. Removing Spellcasters or flipping them facedown shuts off Fate, which is often the only defense for a Spellbook player. 
  • Relies on using Fate as removal, if opponents can swarm faster than Spellbooks can use Fate, Spellbooks will fall behind. 
  • Strongly benefits from going first, if Spellbooks go second, they have to play into counter cards such as Divine Wrath or Forbidden Chalice that can quickly halt their plays. 
  • Particularly vulnerable to "soft" backrow removal such as Hey Trunade! or Fire Formation - Gyokkou. Losing a Spellbook of Fate is often crippling for Spellbooks. 
  • Difficult to play, the deck has a very non-intuitive and combo-heavy playstyle that takes time to master. 
Deck Summary

Spellbooks are one of the strongest deck of the format, blending power, consistency, and flexibility in one package. The core of the deck is relying on Spellbook Magician of Prophecy (Blue Boy for short) to search out the deck's combo pieces and abusing Spellbook of Fate as much as possible. Since Spellbook of Fate requires 3 Spellbook Spell cards in grave for its best effect, the deck is designed to load up the grave with Spellbooks for Fate. 

Matchups: 

  • Sylvans: Spellbooks hard counter Sylvans, and should win the matchup almost every time. Sylvans rely on power cards (Komushroomo, Rose Lover) to make their plays, and Fate deals with them easily. Spamming Fate on face down monsters should be an easy win unless the Sylvan player gets extremely lucky. 

  • Amazons: this matchup is rather balanced, because of Amazons' swarming and banishing. Once they get set up with Princess and Onslaught, they can put a lot of pressure on Spellbooks and grind them down, but they're reliant on Onslaught to remove big monsters like Reaper or Destroyer. Depending on their field, Fate can be used to banish their monsters (if they lack the ability to swarm) or Onslaught (if you have a monster capable of handling theirs). Without Onslaught or monsters, Spellbooks can get ahead of them. 

  • Masked Heroes: Masked Heroes are incredibly explosive and tend to run backrow removal, which gives them a solid matchup against Spellbooks. An early Dangerous play with another monster can put out too much damage for Spellbooks to handle, but wisely using Fate is the key to this matchup. Important: Spellbook of Fate does not target, so Hero players cannot use Mask Change to avoid Fate. Use this to control their field and prevent them from OTKing you. Another important tip is that Drilldark needs to be face up on the field in order to special summon a Destiny Hero monster, so if Fate banishes or sets Drilldark, they can't swarm. 

  • Noble Knights: much like Sylvans, Spellbooks hard counter this deck. Their strategy relies on a limited number of monsters with equip spells, but none of their cards protect them from Fate, so continually banishing their monsters with Fate will completely shut the deck down. 

Core Cards
Card Explanation

The Blue Boy himself, the ability to search a Spellbook spell card on his normal summon is vital to the deck's consistency. Note that he searches a Spellbook when he's flipped face up, so putting him facedown with Fate is an available play to search for more cards. 

Always play 3 Blue Boy if you own 3. 

Both of his effects are incredibly useful, the first can dump spells to copy with Spellbook of the Master, and the second is the key to Spellbook's big power play. Activating Fool's second effect can summon Reaper of Prophecy, who can in turn summon Prophecy Destroyer or Dark Magician of Chaos, searching up to 2 cards and putting a lot of attack on the board.

Fool combos are crucial power plays, always run 3. 

Ideally summoned off of Fool's second effect, Reaper is the strongest single card that Spellbooks can play. A typical power play is to use Fool's effect to summon Reaper of Prophecy, who in turn summons Dark Magician of Chaos during the end phase. The net result is 2 monsters with 2600+ ATK and two Spellbook searches, which is extremely difficult for any deck to play through. Note that Reaper is often dead in hand, so try to Restart hands where you draw him. 

 Play 2 or 1 to combo with Fool. 

The best searcher in the entire deck, which searches out any other Spellbook card (including Blue Boy). Blue Boy + Spellbook of the Master can search more than once per turn, enabling incredible deck thinning and loading up the grave for Fate.

Always run 3 Secrets, don't even think about playing the deck unless you have them. 

The best Spellbook in the deck. Fate has 3 effects, all of which are useful against the meta and give Spellbooks unparalleled flexibility. 

  1.  The first effect is fantastic for clearing backrow when making Tricky/Reaper power plays. Be careful against Amazoness, if they chain Onslaught, you can't return it to the hand. 
  2. The second effect has two common uses, flipping something important face-down (Princess, a big Sylvan monster, Drilldark), but a second use is to flip Blue Boy facedown for another search. The first use is often gamewinning on its own, so try to be smart with the second effect instead of blindly banishing everything with the third effect.
  3. The effect that makes Spellbooks a top tier threat. Unlike Sylvans that destroy everything, the banishing effect is a scalpel and requires accuracy to get the most value out of it. 

Always run 3, no exceptions.

This card can recover Spellbooks that are banished for Fate. In combination with Secrets/Master/Eternity, Spellbooks can cycle spell cards back into the grave efficiently, enabling a long grind game.

Note that Eternity cannot recover another copy of Eternity, so try to avoid banishing them for Fate.

2-3 are recommended to grind out games. 

Spellbook of the Master is extremely useful to put an extra Spellbook in the grave for Fate, try to use Master to extend plays whenever possible. A common play is to summon Blue Boy, search Secrets, use Secrets to search Master, and then use Master to search the Spellbook you actually want. 

Master also combos with Fool, you can use Fool to send a Spellbook and then copy it with Fate.  

2-3 are recommended to make use of Spellbooks in the graveyard. 

Replacement/Tech Cards
Card Explanation
Dark Magician of Chaos

Sometimes DMoC is played instead of Prophecy Destroyer, as a monster to special summon with Reaper of Prophecy. Prophecy Destroyer can be repeatedly resummoned from the grave, but DMoC offers a lot more power when he's first summoned.

Play 2 of DMoC, Prophecy Destroyer, or The Tricky.

Tricky is a solid 2000 ATK spellcaster that can be special summoned easily. Discarding a Spellbook is often useful to make Fate live, and the swarming is very valuable when playing the mirror match or against aggressive decks. 

Run 1-2 to taste. 

Spellbook Organization

Technically, Organization counts as a Spellbook card for Fate or Fool. Often times, the standard Blue Boy opening puts two Spellbooks in the grave, so running Organization is a good idea to fill the grave with a third Spellbook and optimize your next few draws. 

Run 1 at most. 

Cards that Counter this Deck
Card Explanation
Forbidden Chalice

Chalice or any card that stops monster effects can destroy Spellbooks' power plays. Negating Blue Boy or Fool cripples their plays early on, but if Spellbooks get set up, effect negation isn't very impactful. 

Hey, Trunade!

Spellbooks rely on their set backrow to deal with opponents, so removing all their backrow in one swoop is devastating. Hey, Trunade! paired with an aggressive play or a downright OTK can break Spellbooks setup and put them far behind in the game.