Return of the Duelist Preview Part 3: Prophecy and Spellbook

28 Jun

For the third part of my REDU preview I’m going to be looking at the new Prophecy monsters and their supporting Spellbooks. The Spellbooks themselves have existed for years in the form of two old forgotten cards, which have recently been reprinted due to needing a name change, Spellbook Organisation and Hidden Spellbook. The new monsters are all Spellcasters as you might expect, and currently there is one for each attribute in the game, barring Divine, which is reserved for the Gods. Since the English names have just been revealed I’m going to try and stick to the known ones throughout, and in the cases where the English name is not known I’m going to be providing a rough estimate, so don’t be surprised if they change. (Magician, Chariot and Hierophant are the guesses).The recent name changes also means that my previous article on OOPArts now has all the wrong names, since they’re now Chronomaly cards.

The Magician of Prophecy: Level 2 500/400 Water Spellcaster

When this card is Normal Summoned or flipped face-up: Add 1 “Spellbook” Spell Card from your Deck to the hand.

Up first we have their Magician, who I guess wrote down all the Spellbooks for them. I originally wanted to go with Calligrapher since the Japanese name suggests that is his role, but part of it also seems to be derived from the French name for The Magician. Since the product page mentions The Magician, it would make sense if this were his name.

He’s the tutor for the deck and allows you to start off your Spellbook plays if you’ve not drawn one in your opening hand. The slower but much safer option would be to set him and wait to get attacked or flip it manually next turn. In the first instance you won’t take the large battle damage you’d get from leaving a 500 attack monster in attack mode. In the latter case it’s easier to use him for further summons since you’ll still have a normal summon. The faster option is of course just to summon him and hope you don’t get horribly hurt the next turn, this avoids worrying about him being killed facedown before ever getting flipped.

Another option would be to search for him using Apprentice Magician, then flip him on your following turn. Currently there are no Spellbooks he can grab that are immediately usable on him that will actually matter. Wisdom would be a waste and Power would only put him to 1500, still not enough to beat most things, but on some occasions this could actually work. If we ever get Spellbooks than he can use properly right away he’ll only get better. Right now he seems to me to be a key part to getting the deck rolling.

Amores of Prophecy: Level 3 600/2000 Earth Spellcaster

Once per turn: You can reveal 1 “Spellbook” Spell Card from your hand; Special Summon 1 Level 4 or lower Spellcaster-Type monster from your hand.

Amores is designed to help the deck swarm and summon bigger monsters. Combining it with another copy of itself or Temperance can lead to a Rank 3 Xyz, whilst combining it with Strength allows you access to a Rank 4. Combining it with Spellbook of Life would allow you even more special summoning, but there is probably a good chance you’ll end up with mismatched levels in the process. If you can’t pull off Xyz summons or similar at least you’ll be able to hit the opponent harder or wall up for a little while.

Temperance of Prophecy: Level 3 1000/1000 Earth Spellcaster

During your Main Phase, if you activated a “Spellbook” Spell Card during this turn: You can Tribute this card; Special Summon 1 Level 5 or higher LIGHT or DARK Spellcaster-Type monster from your Deck. During this turn, you cannot Special Summon other Level 5 or higher monsters.

Much like Amores, Temperance is another way for the deck to special summon, except this time it’s bigger cards and from the deck. This means you don’t need to have drawn the cards already to be able to summon them. The downside of course is that if you have drawn them you won’t be able to summon them through Temperance. This means you’ll want to try and find a balance in the number of Level 5+ Dark/Light Spellcasters you play. Play too many and you’ll be more likely to get Temperance to work, but also more likely to draw unwanted tribute monsters which you can’t play. Play too few and whilst you’ll reduce the number of dead draws you get, you’ll also be less likely to get to use Temperances effect.

A nice thing about Temperance is that she doesn’t need to see the Spellbook get played, so you can play one and then summon her later in order to get her effect off. So for example you could summon her using Spellbook of Life, and then use her to summon a higher level Spellcaster from your deck. Since the special summoning restriction prevents further high level cards being special summoned, you will have to resort to lower level special summons or Xyz summons if you wish to continue. This will probably rarely be an issue for the deck, since it will quite happily Xyz summon if you give it the chance.

Within the theme you’ll probably want to summon the High Priestess with her most of the time, but you can also go after famous monsters like the Dark Magician or Dark Magician Girl if you want. Once we get Abyss Rising it also looks like they’re getting a Level 5 in the form of the Emperor.

Strength of Prophecy: Level 4 1500/1400 Fire Spellcaster

Once per turn: You can shuffle 1 “Spellbook” Spell Card from your Graveyard to the Deck to target 1 face-up Spellcaster-Type monster you control; increase its Level by 1, and have it gain 500 ATK.

Strength has 3 possible uses. Firstly it shuffles Spellbooks back into your deck allowing you to redraw them and use them again later. It be combined with Spellbook of Strength allowing you to recycle it. So first of all you’d use Spellbook of Strength to boost someone, possibly Strength of Prophecy herself. She would then shuffle the Spellbook back into the deck for another boost, defeat something in battle and fetch the Spellbook again, allowing you to start things all over again next turn.

The 2nd use if of course the power boost. Attack boosts of 500 can start to add up if you can keep her around for long enough. Giving the boost to herself puts her at 2000, which should be enough to survive a turn. After that she can hit 2500, where most monsters will fail to reach her. Anything beyond that and she’ll probably never have to worry about losing battle outside of something like Five Headed Dragon. If you don’t boost Strength it can instead be used to give your other monsters more respectable attack powers, but don’t expect to keep her around for as long if you do.

The final use is the level boost, which opens up more Xyz options for the deck, which is always nice. You’ll probably be using it to turn the Level 3s into 4 to make Rank 4 cards, but if you keep her around long enough you could get access to even higher ranks. The problem then will be whether you think it’s worth giving up all the power gains for the Xyz or not.

Chariot of Prophecy: Level 4 1800/1300 Wind Spellcaster

Once per turn: You can discard 1 “Spellbook” Spell Card to target 1 Spellcaster-Type monster in your Graveyard; add that target to your hand.

I’m a bit wary of calling him Chariot, considering there’s no Chariot in the image, but to fit in with the Tarot theme, this is likely to be his name. Chariot is the heavy hitter of the low level Prophecy monsters, coming in at 1800 attack. He’s also the monster tutor for the deck to accompany Magician who’s the Spellbook Tutor. Instead of fetching from the deck he gets them from the Grave instead though. This means that you probably won’t have as many options for adding to your hand compared to if it were in the deck, but it does mean that you’ll hopefully never run out of choices. This is because once the card is used up it’ll end up in the grave and you can just recycle it and go again. It could allow you to play fewer copies of certain cards as well because of this. Chariot could easily be combined with Strength to place the Spellbooks back in the deck for later use.

High Priestess of Prophecy: Level 7 2500/2100 Light Spellcaster

You can reveal 3 “Spellbook” Spell Cards from your hand; Special Summon this card from your hand. Once per turn: You can banish 1 “Spellbook” Spell Card from your hand or Graveyard to target 1 card on the field; destroy that target.

The High Priestess is the most powerful of the non-Xyz Prophecy monsters and could cause trouble for your opponent. To special summon her you need 3 Spellbooks in your hand, which might sometimes be a problem, but if you hold back and carefully use Magician you shouldn’t struggle too much to achieve this. If you don’t pull this off you could always summon her with Temperance instead. Once she hits the field she can start destroying a card every turn in exchange for banishing a Spellbook from your hand or grave. The vast majority of the time you’ll want it to be from the Graveyard, since you don’t lose a card in the process. In addition rather than banish one from your hand, why not just play the Spellbook, then banish it from the grave?

High Priestess could potentially clash a bit with Strength if you get rid of too many of your Spellbooks, but if you use up all your Spellbooks and clear the way to a win, it won’t really matter that Strength is useless, since the game will already be over.

Since she’s level 7 you can also use her to summon the most powerful of the Prophecy monsters, the Hierophant.

Hierophant of Prophecy: Rank 7 2800/2600 Dark Spellcaster

2 Level 7 Spellcaster-Type monsters
Once per turn: You can detach 1 Xyz Material from this card; destroy Spell/Trap Cards your opponent controls up to the number of “Spellbook” Spell Cards in your Graveyard.

Hierophant is the biggest of the Prophecy monsters and potentially the most devastating, but he might sometimes be a little hard to summon. Usually you’ll be doing it via the High Priestess but the Gagaga pair or Galaxy Queen’s Light (which we’ll see later in the set) could also be used.

Once you get Hierophant out he’s going to make sure you get at least 2 free hits on the opponent and their monsters, provided that the High Priestess didn’t completely drain your Graveyard of all your Spellbooks. Most of the time 2 or 3 Spellbooks should be more than enough to cause problems for the opponent, so I don’t imagine you’ll regularly need to get the full 5 (or 6 if they play a Field Spell) that you’d need for a full field wipe. Hierophant may also force the opponent to set cards they don’t want to, in the hope they can save their powerful trap cards from his effect. If they can’t do this they’ll be left defenseless as he blows them all away. Instead of losing lots of cards some people may instead opt to just not set or play anything to the field, hoping instead that they can kill off Hierophant before he kills them.

I imagine Hierophant will be a nice deterrent for some decks, but certain decks won’t really care about him because they won’t keep enough Spell/Traps on the field for him to do anything to them.

Spellbook of Secrets: Normal Spell Card

Add 1 “Spellbook” card, other than “Spellbook of Secrets”, from your Deck to the hand. Only 1 “Spellbook of Secrets” can be activated per turn.

Secrets is the searcher Spellbook. It allows you to set off Temperance without losing a card in the process and can set you up for future plays. Strength can then send it back into the deck for future use. Chances are you’ll start everything off with Magician, fetching Secrets, which will then get you whatever other Spellbook you need, whilst also getting your first Spellbook in the grave.

Spellbook of Power: Normal Spell Card

Target 1 Spellcaster-Type monster monster you control; it gains 1000 ATK until the End Phase. During this turn, when it destroys a monster by battle: You can add 1 “Spellbook” Spell Card from your Deck to the hand. Only 1 “Spellbook of Power” can be activated per turn.

Power allows some of your weaker Prophecy monsters to become a threat, and allows the bigger ones to become quite devastating. Strength will likely hit 2500 or 3000, Chariot 2800, and if you really need it High Priestess and Hierophant could hit 3500 and 3800 respectively. Once you’ve used up Strength chance are you’ll be able to defeat at least one of the monster you’re currently staring down, and get yourself yet another Spellbook. Maybe you’ll get another Spellbook of Strength to set up your plays with Strength of Prophecy, or maybe you’ll want a new card.

You’ll want to use this to defeat a monster where possible, since you will end up with the same number of cards at the end. Sometimes you might even use Strength when you can already defeat all the opponent’s monsters just so you can cause the extra damage, or get the search off.

Spellbook of Life: Normal Spell Card

Banish 1 Spellcaster-Type monster from your Graveyard and reveal 1 other “Spellbook” Spell Card from your hand to target 1 Spellcaster-Type monster in your Graveyard; Special Summon that target in face-up Attack Position, and equip this card to it. Increase the Level of that monster by the Level of the banished monster. Only 1 “Spellbook of Life” can be activated per turn.

Spellbook of Life is the revival card for the deck, but also opens up the possibility of easier high rank Xyz summons for the deck. It shouldn’t be too hard to get a level 3 and 4 in the grave before using Life, resulting in a level 7, this can then be combined with High Priestess to make Hierophant. Even if you don’t pull off an Xyz combo with this you still get more special summons, which can help you towards winning the game.

Spellbook of Wisdom: Quickplay Spell Card


Activate 1 of these effects.
-Target 1 Spellcaster-Type monster you control; during this turn, it is unaffected by the effects of other Spell Cards.
-Target 1 Spellcaster-Type monster you control; during this turn, it is unaffected by the effects of Trap Cards.

The final Spellbook is Wisdom, which is special out of all the new Spellbooks because it lacks a once per turn clause. This means that if you need to you could use multiple copies during the same turn to protect multiple cards.

Wisdom is very similar to Forbidden Lance in that it allows you to protect a card from Spell or Trap cards, but it has to be a spellcaster. Wisdom has the advantage that it won’t ruin your monster’s stats in the process meaning you’ll still be able to win battles and deal game winning damage, but does have several downsides compared to Lance. Firstly it only protects from one type of card at a time, whereas Lance does both, and secondly you can’t use it to make the opponent’s cards weaker and kill them in battle. Wisdom will be useful in Prophecy decks, but can also work in general Spellcaster decks as well.

Overall I feel the Prophecy monsters and their Spellbooks introduce an interesting new way to play, relying on recycled spell cards, and the interactions between them and the monsters. The deck won’t need to worry too much about Spell / Trap cards thanks to High Priestess, Hierophant and Spellbook of Wisdom and can make use of some of the existing Spellcaster support to power themselves up. They’re not the most straight forward of decks to play, but they look like they could be fun to try out. Up next I’ll be looking at the new Madolche monsters, which bring a new pudding themed deck to the game.

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One Response to “Return of the Duelist Preview Part 3: Prophecy and Spellbook”

Trackbacks/Pingbacks

  1. Abyss Rising Preview Part 4: Prophecy and Spellbook « TCG, shiyo? - October 29, 2012

    […] Prophecy monsters are a theme from Return of the Duelist based on Tarot cards, and empowered by Spellbooks, which turned ancient cards into a name based […]

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