Silent Spellbooks

Deck by Corsails
Deck Overview
Deck Consistency
Pack Expense
Farm Expense


Card Trader Expense


Deck Skill
Character Skill
Draw Sense: WATER
Can be used each time your Life Points decrease by 1500. In the Draw Phase, instead of doing a normal draw, draw a random Water-Attribute monster.
Can be used each time your Life Points decrease by 1000. Return 1 card in your hand to your Deck and draw another. This skill can only be used once per turn and twice per Duel.
Deck Build
6 7 4 5
Monsters: 7
Spells: 14
Traps: 1
Monster Card
Card Rarity Quantity
Silent Magician LV8
ATK: 3500 DEF: 1000

Cannot be Normal Summoned/Set. Must be Special Summoned by "Silent Magician LV4" and cannot be Special Summoned by other ways. Unaffected by your opponent's Spell effects.

UR 1
Silent Magician
ATK: 1000 DEF: 1000
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 1 Spellcaster-Type monster, and cannot be Special Summoned by other ways. This card gains 500 ATK for each card in your hand. Once per turn, during either player's turn, when a Spell Card is activated: You can negate the activation. If this card is destroyed by battle, or if this card in its owner's control is destroyed by an opponent's card effect: You can Special Summon 1 "Silent Magician" monster from your hand or Deck, except "Silent Magician", ignoring its Summoning conditions.
UR 3
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
Spell Card
Card Rarity Quantity
Cosmic Cyclone
Cosmic Cyclone
Cosmic Cyclone

Pay 1000 LP, then target 1 Spell/Trap Card on the field; banish it.

UR 2
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
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 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 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 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 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
  • Hyper-consistent, 3x Blue Boy + 3x Spellbook of Secrets gives you many ways to start the deck's engine. Skills like Switcheroo or DS: Water guarantee that the deck will not brick. 
  • Silent Magician adds a new layer of power plays that can negate spells or float into Level 8 with a monstrous 3500 ATK. 
  • Spellbook of Fate is still the best removal in the game, which can banish any threats, including Fur Hires before they can begin swarming or Amazoness Onslaught. 
  • The recursive Spellbook engine allows them to recover resources late into the game, winning grind games easily. 
Deck Weaknesses
  • Expensive (requiring real money to obtain Silent Magician) and with a tendency to take long turns. 
  • Silent Magician offers no protection against Amazoness Onslaught or other powerful traps. 
  • If Fur Hires go first, it can be difficult to get around Wiz, which can negate essential spells such as Secrets or Fate. 
Deck Summary
With the loss of Restart and addition of Silent Magician, Spellbooks have adapted into a ~22 card build that trades sheer power for consistency. The essential power play of the deck is to use Spellbooks to search other Spellbooks, eventually ending with a Spellbook of Fate set and 3 Spellbooks in grave. Silent Magician adds a new layer of power to the strategy, adding the ability to negate spells and access a 3500 ATK Silent Magician level 8.
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. 

The latest addition to Spellbooks, Silent Magician is a straight upgrade to the standard Spellbook play. Simply summon her using Blue Boy, giving yourself a free Spell negate and the ability to float into Silent Magician level 8. Negating key spells is crucial to the Masked Hero or mirror matchup, giving a massive increase in power at the cost of a minor loss in consistency. 

Running 3 is optimal.

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 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 Fur Hire monster, Drilldark), but a second use is to flip Blue Boy facedown for another search. Flipping something is often gamewinning on its own, so try to be smart with it instead of blindly banishing everything with the third effect.
  3. The effect that makes Spellbooks a top tier threat. Unlike Fur Hire that destroy everything, the banishing effect is a scalpel and requires accuracy to get the most value out of it. Smart usage can cripple opposing decks. 

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 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. 

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

Cosmic Cyclone

Cyclone is a multi-use card this format. Banishing a Spell/Traps helps with the difficult Amazoness matchup, and the life point cost is useful to trigger skills such as Switcheroo or DS: Water. 

1-3 are recommended.

Replacement/Tech Cards
Card Explanation

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. 

Instead of Silent Magician, Fool of Prophecy and Reaper of Prophecy can be used as a combo similar to Silent Magician. It lacks the simplicity or utility of Silent Magician, but it offers a more explosive combo that can build huge advantage. The full explanation for the combo is found here.

Replace Silent Magician + Silent Magician Level 8 with 3x Fool of Prophecy, 1x Reaper of Prophecy, and 1x Prophecy Destroyer. 

Spellbook Organization

Technically, Organization counts as a Spellbook card for Fate. 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
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.