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trying to learn Spellbook HALP


Dog  King

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3 Blue Boy

3 Justice of Prophecy

3 High Priestess of Prophecy

2 Effect Veiler

 

3 Secrets

3 Library of the Crescent

2 The Grand Spellbook 

2 Master

2 Eternity

1 Fate

1 Wisdom

1 Power

1 Life

3 Upstart

3 MST

1 Book of Moon

 

3 Fiendish

1 Warning

1 BTH

1 TT

 

3 Chimeratech Fortress Dragon

1 Armored Kappa

1 Shining Elf

1 Phoenix

1 Gachi Gachi

1 Herald of Pure Light

1 Downerd

1 Big Eye

1 Dracossack

1 Master of Blades

1 Gaia Dragon

1 1 Heriophant

1 Acid Golem

 

3 Veiler

2 CyDra

1 Jowgen

1 Dark Hole

3 Overworked

2 Black Horn

2 Full House

1 Soul Drain

 

 

havent really used this deck and wanna learn it

just looking for a skeleton to start off with

 

suggestions?

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Pretty sure nobody runs World.
I mean, I don't play Spellbooks myself, but I've seen a lot of games with the deck, and I've never really seen anyone play World.

 

actually a lot of decks run 2 world and 2 high priestess

even the top winning ones im pretty sure

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world builds have fallen to the wayside in favour of consistent builds

 

the deck so often loses to itself and an inability to sustain fate loops or sticking towers to the board and using world + discard traps that only gain full value when you keep a fate and tower on the field will contribute to a lot of losses

 

as a result the deck focus has shifted to one suited for consistency - being able to match and then overwhelm the also streamlined builds of fire fist, mermail etc.

 

to that end, world+discard traps have been cut and replaced with dualities and reckless and temperance replaced with justice to threaten comfortably with high priestess on a consistent basis as opposed to drawing world and discard traps

 

so basically:

 

-3 temperance

-1 world

-2 raigeki break

 

+3 justice

+3 reckless greed

 

would be a reasonable starting point imo and if after testing you can find a suitable way to fit in dualities i would recommend you do so

 

edit: but you already did most of that but still the theory is what it is

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world builds have fallen to the wayside in favour of consistent builds

 

the deck so often loses to itself and an inability to sustain fate loops or sticking towers to the board and using world + discard traps that only gain full value when you keep a fate on the field will contribute to a lot of losses

 

as a result the deck focus has shifted to one suited for consistency - being able to match and then overwhelm the also streamlined builds of fire fist, mermail etc.

 

to that end, world+discard traps have been cut and replaced with dualities and reckless and temperance replaced with justice to threaten comfortably with high priestess on a consistent basis as opposed to drawing world and discard traps

 

so basically:

 

-3 temperance

-1 world

-2 raigeki break

 

+3 justice

+3 reckless greed

 

would be a reasonable starting point imo and if after testing you can find a suitable way to fit in dualities i would recommend you do so

 

i did update this 6 mins ago with -temperance +3 justice

i guess you sort of got ninjad

 

but idk if I want to run reckless here

id prob run some generic traps instead

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the idea of reckless is two-fold - unbricking your hands (basically anything that doesn't include secrets/blue) and dig priestess out of your deck while simultaneously feeding its requirements

 

generic traps are fine but your ideal gamestate is consistent priestess drops, tower and fate recycling and reckless not only gets you to that gamestate faster but also smooths over suboptimal and/or unplayable hands

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