Jeremy enjoys dueling in between working as a chemical analyst and campus building manager.
Spellbook and Prophecy Cards in Yu-Gi-Oh!
Unsurprisingly, the Spellbook archetype features a wide variety of spell cards. It's closely related to the Prophecy monsters, which bear various effects to support the Spellbooks.
But where most Prophecy monsters are showing their age, several Spellbooks are still competitively viable—their prowess at deck-thinning and spell counter-accumulating earns them a spot in several decks. But which reign supreme? These are the ten best Spellbook cards in Yu-Gi-Oh!
10. Spellbook of Judgment
Judgment is phenomenal and would easily be number one, except it's forbidden and will probably never leave the ban list. It's a quick-play, giving you more options on when you activate it, and once played, you'll search different Spellbooks at the end phase equal to the number of spells activated after Judgment resolved, then summon a spellcaster from your deck with an equal or lower level.
Basically, you get a ton of cards for one, so it's easy to see why the true Spellbook ace will likely never see the light of day.
9. Spellbook of Fate
Fate is another quick-play, and its effect lets you banish up to three Spellbooks from your graveyard, activating various abilities based on the number:
- 1: Return a set spell/trap to the hand
- 2: Change a monster to face-down defense position
- 3: Banish an opposing card
The versatility helps compensate for the activation cost, and don't forget that Spellbook of Eternity can recover banished Spellbooks.
8. Spellbook of the Master
Master is a bit tricky to activate, requiring you control a spellcaster, reveal another Spellbook in hand, and target a normal Spellbook in your graveyard. But it then mimics that card's effect, getting around the typical "once per turn" restriction seen on basically every Spellbook.
So if there's an effect you want to use twice, this is how you do it. Plus, having Spellbooks with different names in your deck can assist cards like the theme's link monster: Crowley, the First Propheseer.
7. Spellbook of Miracles
Here's a way to reuse cards banished with Spellbook of Fate. You need a spellcaster xyz in your graveyard (the Prophecy archetype has some options); Miracles revives it, then attaches up to two banished Spellbooks to it as material.
Not only does this revive an xyz monster with materials intact, it also means your banished Spellbooks will go back to the graveyard one detached, ready to be utilized with upcoming cards.
6. Spellbook Star Hall
This continous spell gains a spell counter whenever another Spellbook activates, giving your spellcasters 100 ATK for each, a fantastic way to bolster the low battle stats of the Prophecy monsters.
Star Hall also punishes removal; when destroyed and sent to GY, it adds to hand a spellcaster from your deck with equal or lower level than the counters Hall had.
5. Spellbook of Power
Power boosts a spellcaster's monster by 1000 for the turn and lets you add a different Spellbook to hand when that monster destroys another in battle. These are both useful bonuses so long as your opponent doesn't have an instant-speed removal on hand. Keep in mind Power works better when you go second, as you of course can't attack on the first turn.
4. Spellbook of Knowledge
Knowledge sends either a spellcaster you control or another Spellbook from hand to your graveyard to draw twice. This provides fantastic deck-thinning, lets you toss cards you no longer need, and combos with our next card. My only issue is that you send as part of cost to activate, so if Knowledge gets negated (often you'll see an opponent bust out Ash Blossom on it), you're down two cards, but it's still an impressive tool.
3. Spellbook Magician of Prophecy
A Prophecy member who also belongs to the Spellbook family, Spellbook Magician is pitifully weak at 500 ATK, but when normal summoned or flipped face-up, he finds a Spellbook spell from deck.
Use him to nab Knowledge, then send him to GY to activate Knowledge and draw twice for a fierce combo.
2. The Grand Spellbook Tower
The theme's field spell rewards your other Spellbook shenanigans by letting you return a Spellbook spell from your graveyard to the bottom of your deck during your standby phase to draw an extra card, basically giving you two draws each turn. You need a spellcaster monster on your field or in your GY to do so, but that's an easy condition to meet.
Thankfully, when destroyed, Tower also punishes removal by summoning a spellcaster from deck with equal or lower level than the number of Spellbook spells in your GY.
1. Spellbook of Secrets
Simple but elegant, Secrets adds another Spellbook from deck to hand. Thankfully, it states a Spellbook "card", so you can find Magician of Prophecy if desired, a great play when you have a spare normal summon.
Use Secrets to find Magician or Magician to find Secrets, use them to nab Knowledge, then draw twice and continue your combo with a reinvigorated hand.
What Decks Can Use Spellbooks?
So now we've seen the best of the Spellbooks, but where should you apply them? Keep in mind that they tend to work well as a support theme, not your main focus but a way to deck-thin and make sure your ace cards are found and played quickly.
To that end, I like Spellbooks alongside Dark Magician and Exodia (both sharing spellcaster supports) as well as Endymion and Mythical Beast (who can take advantage of spell counters), but for now, vote for your favorite card and I'll see you at our next Yu-Gi-Oh! countdown!
© 2022 Jeremy Gill