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Spellbooks for Dutch Regionals


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Went 4-2 with the regional qualifier and ended up being 9th place *sigh*, but pulled a Excition Knight, so I'm not complaining
Anyway, Regionals will be held on 7 & 8 juni, which means PRIO will be legal.
 
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[spoiler=Decklist]
--Main--
3x High Priestess of Prophecy
3x Spellbook Magician of Prophecy
3x Justice of Prophecy
2x Maxx "C"
 
3x Spellbook Library of the Crescent
3x Spellbook of Secrets
2x Spellbook of the Master
2x The Grand Spellbook Tower
1x Spellbook of Life
1x Spellbook of Fate
2x Spellbook of Eternity
1x Spellbook of Wisdom
1x Spellbook of Power
 
3x Reckless Greed
1x Bottomless Trap Hole
1x Solemn Warning
1x Torrential Tribute
2x Breakthrough Skill

2x Phoenix Wing Wind Blast
 
--Extra Deck--
1x Shining Elf
1x Armor Kappa
1x Daigusto Phoenix
1x Gachi Gachi Gantetsu
1x Herald of Pure Light
1x Downerd Magician
1x Mecha-Phantom Beast Dracossack
1x Number 11: Big Eye
1x Number 74: Master of Blades
1x Leo, the Keeper of the Sacred Forest
1x Armades, Keeper of Boundaries
1x Tempest Magician
1x Crimson Blader
1x Scrap Dragon
1x Stardust Dragon
 
--Side Deck--
2x Effect Veiler
2x D.D. Crow
3x Mystical Space Typhoon
1x Twister
1x Dimensional Fissure
1x Soul Drain
2x Overworked
2x Black Horn of Heaven
[/spoiler]

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If PRIO is legal then Breakthrough Skill would probably be a better option that Fiendish tbh.

 

I took a quick check at the list of PRIO and idk why you would want to play Breakthrough over Fiendish.

I'm guessing because of Moralltach and Angelly, but in most cases you're going to Fiendish Chain their Moralltech and Hootcake anyway.

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I took a quick check at the list of PRIO and idk why you would want to play Breakthrough over Fiendish.

I'm guessing because of Moralltach and Angelly, but in most cases you're going to Fiendish Chain their Moralltech and Hootcake anyway.

You want Breakthrough because they can't MST/another Moralltach/Double Cyclone/anything else to it in Artifacts.

Among other things.

 

Also Breakthrough has two uses which can be very helpful.

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You want Breakthrough because they can't MST/another Moralltach/Double Cyclone/anything else to it in Artifacts.
Among other things.

Also Breakthrough has two uses which can be very helpful.


Ah, right, makes sense. Removed the Fiendish for Breakthrough Skills.
 

why are you running 3 chimeratech without any cyber dragons in your side

Because only half of your Extra Deck actually matters and the rest is junk you will never summon, so you might as well play something that might disrupt a Cyber Dragon deck or something

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because you can just use opponents cyber dragons

so I'm gonna use up 3 of my extra deck spaces for 1 matchup that isn't that hard to deal with

k


Ah, right, makes sense. Removed the Fiendish for Breakthrough Skills.
 

Because only half of your Extra Deck actually matters and the rest is junk you will never summon, so you might as well play something that might disrupt a Cyber Dragon or something

You can run synchros instead

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I took a quick check at the list of PRIO and idk why you would want to play Breakthrough over Fiendish.

I'm guessing because of Moralltach and Angelly, but in most cases you're going to Fiendish Chain their Moralltech and Hootcake anyway.

stops extiction during your battle-phase by being in your grave.

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  • 2 weeks later...

-3 Temperance of Prophecy

+3 Justice of Prophecy

 

Justice is better in Priestess builds. Temperance is better in World builds. Justice will make even more sense after you see my Spell fixes. I honestly think the World build will be better going into Soul Charge format solely because Dragon Rulers and Mermails will be top tier, but I assume you want to keep the Priestess build.

 

-2 Soul Charge

-1 Spellbook Library of the Crescent

-3 Upstart Goblin

+3 Pot of Duality

+1 Spellbook of Wisdom

 

Soul Charge does nothing for you, really. For other decks like Dragons/Mermails it provides instant power plays, for Bujins/Noble Knights it provides early game recovery to establish your field in the face of backrow. In Prophecy it literally does nothing but restart your engine after it has already gone off; you shouldn't need to do this unless you're misplaying a ton.

 

The two biggest problems Spellbooks have are not seeing monsters and bricking on the opening hand. Upstart does nothing to help you in that situation because you only see one card, plus it fuels their future Soul Charges; Duality on the other hand lets you dig for what you need at the cost of a Special Summon. Early game, you should be fine going without Priestess temporarily to establish your engine. Justice isn't dead under Duality like Temperance is either, so going Justice decreases bricked hands.

 

Crescent is arguable either way, but I like it at 2 better than 3. At 2 you still have a very good chance of it showing up in your opening hand, and an even better chance with 3 Duality. You don't want to see a second or third Crescent in your Duality dig, and it's dead mid-game as well unless you're cycling the grave already with Tower and Fate, in which case you probably don't need to Crescent anyway. This is why I don't advise running 3.

 

Justice arguably needs more protection from backrow because of Bottomless, and sitting on Priestess and protecting her is a win condition in itself, so +1 Wisdom.

 

+2 Mirror Force/Phoenix Wing Wind Blast

 

This kind of speaks for itself, you have no defense to speak of. Battle traps are typically very bad but they're somewhat of a necessity in Spellbooks as Fate only goes so far at breaking up plays. PWWB pitches to fuel Fate and subsequently Eternity while also allowing you to make Life and Tower live if for example you top into Priestess with no way to make it hit the board.

 

Also find space for Jowgen the Spiritualist in the Side or even potentially the Main as it answers a telegraphed Soul Charge or Special reliant deck incredibly well.

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