Table of Contents


Introduction & History

Spellbooks came with the release of Visions of Ice and quickly became an extremely dominate deck and quite the force to be reckoned with. Their consistency, strong OTK potential and board control make Spellbooks worthy of their spot on the Tier 1 list. Although Spellbooks are strong, it doesn't mean they’re easy. This guide will show you the ins and outs of the archetype and how to play them to their full potential in the competitive scene.

About the Author

Hey! I’m Serenity. I have been actively playing Duel Links for over a year. When Spellbooks were first announced, I instantly took interest into the deck as I have experience playing Spellbooks from my time playing the TCG. I loved the deck so much I’d splash in it’s draw engine in nearly every deck I could get my hands on. I’ve always had a love for complex decks. I enjoy the decks requirement to analyze every single play you make. Fast forward to today, Spellbooks in Duel Links is much different from Spellbooks in the TCG but still has that same amazing and exciting feel to it as it did during my TCG years. I made it my mission to make the most optimized versions of Spellbooks and spend my time talking about how to make the deck better and helping new players learn this incredibly powerful deck. I’ve topped many high profile tournaments and won multiple Anytime Tournaments playing Spellbooks.


Decklist Breakdown

Skills

  • Restart :
    Spellbooks primary skill. Although Spellbooks are consistent, they can be susceptible to bricking if they do not open at least one of their core cards. It also helps when siding in specific match up cards so you can Restart to make sure you get them.

  • Grit :
    Because of the current meta, Grit is incredibly strong with many decks. This skill helps with those tougher matchups such as Masked Heroes preventing those OTKs. Grit works so well with Spellbooks because of Spellbooks strong comeback potential. In one turn, entire boards can be made and Grit allows those comebacks to happen.

  • Balance :
    Used in some 20 card variants for pure consistency in getting 1 monster and 3 spells in nearly every starting hand.

When to Restart

One of the most important decisions you will make every single game you play Spellbooks, is deciding whether to Restart or not. Although there is no definitive yes or no answer because every Spellbook hand is different and there are millions of different possibilities; there is still a general set of core cards you want to see in your starting hand to at least be playable. Restarting solely for Loading... is never a good idea as this can lead to bricks and most of the time just having a single Grass will not win you the game.

Hands that have these cards are generally what you want to keep:

A Look into the Spellbook Library

  • Loading... :
    Prophecy Destroyer is a level 6 Dark Spellcaster (2500 ATK/1200 DEF) that can be special summoned from the graveyard by banishing 3 “Spellbook” spell cards from your Graveyard.

  • Loading... :
    Reaper of Prophecy is a level 6 Dark Spellcaster (2000 ATK/1600 DEF) that when Normal or Special Summoned activates a number of effects depending on the number of “Spellbook” spell cards with different names are in your graveyard.

    • 3+ This card gains 600 ATK
    • 4+ Add 1 “Spellbook” spell card from your deck to your hand
    • 5+ Special Summon 1 level 5 or higher Dark Spellcaster-Type monster from your deck
      Note: Reaper of Prophecy can only be activated once per turn
  • Loading... :
    Fool of Prophecy is a level 3 Earth Spellcaster (1600 ATK/900 DEF) that has an activatable effect of “Once per turn: You can send 1 “Spellbook” Spell Card from your deck to the graveyard. During the end phase of the turn this effect was activated. You can Tribute this card; Special Summon 1 level 5 or higher Dark Spellcaster-Type monster from your deck. You must have 5 or more “Spellbook spell cards with different names in your graveyard to resolve this effect.

  • Loading... :
    Strength of Prophecy is a level 4 Fire Spellcaster (1500 ATK/1400 DEF) that has an activatable effect of “Once per turn: You can shuffle 1 “Spellbook” spell card from your graveyard into your deck to target 1 face-up Spellcaster-Type monster on the field, increase its level by 1 and its ATK by 500.

  • Loading... (A.K.A. Blue Boy):
    Spellbook Magician of Prophecy also known as Blue Boy is a Level 2 Water Spellcaster (500 ATK/400 DEF) that searches any “Spellbook” spell card from your deck when he is Normal Summoned or Flipped face-up.

  • Loading... :
    Spellbook of Secrets is a normal spell card that searches any “Spellbook” card (Including Monsters) from your deck, except “Spellbook of Secrets” only being able to be activated once per turn.

  • Loading... :
    Spellbook of Life is an equip spell card that allowed you to banish 1 Spellcaster-Type monster from your graveyard and reveal 1 other “Spellbook” Spell Card in your hand to target 1 Spellcaster-Type monster in your graveyard and Special Summon it into attack position; equiping itself to “Spellbook of Life” and having it’s level increase by the level of the monster that was banished for the cards activation.
    Note: Spellbook of Life can only be activated once per turn

  • Loading... :
    Spellbook Library of The Crescent can only be activated if there are no “Spellbook” spell cards in your graveyard, when activated you reveal 3 “Spellbook” spell cards with different names from your deck and your opponent randomly adds 1 of them to your hand while the rest are shuffled back into the deck. Spellbook Library of The Crescent can only be activated once per turn and you cannot activate other spell cards except “Spellbook” spell cards for the rest of the turn.

  • Loading... :
    Spellbook of Fate is a Quick-Play spell that can only be activated if you control a Spellcaster-Type monster. When this card is activated, you can banish up to 3 “Spellbook and apply an effect depending on how many “Spellbook” spell cards were banished because of this effect:

    • 1: Return 1 Set Spell/Trap card on the field 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
      Note: Spellbook of Fate can only be activated once per turn
  • Loading... :
    Spellbook of Power can be activated by targeting 1 Spellcaster-Type you control and have it gain 1000 ATK until the End Phase. Additional, if the monster with this effect destroys an opponent's monster by battle: Add 1 “Spellbook” spell card from your deck to your hand.
    Note: Spellbook of Power can only be activated once per turn

  • Loading... :
    Spellbook of the Master can only be activated if you control a Spellcaster-Type monster and another “Spellbook” card in your hand. When this card is activated 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.
    Note: Spellbook of the Master can only be activated once per turn

  • Loading... :
    Spellbook of Eternity targets 1 of your banished “Spellbook” spell cards (except “Spellbook of Eternity) and adds that target to your hand Spellbook of Eternity can only be used once per turn
    Note: Spellbook spells have hard Once Per Turn effects per individual card

  • Loading... :
    Spellbook Organization is a Quick-Play spell card that allows you to look at the top 3 cards in your deck and organize them in any order.

Core Cards

Spellbook Magician of Prophecy
Spellbook of Secrets
Prophecy Destroyer
Reaper of Prophecy
Fool of Prophecy
That Grass Looks Greener
Spellbook of Life
Spellbook of Fate
Spellbook of Eternity
Spellbook of Power
Spellbook of the Master
Spellbook Library of The Crescent
Spellbook Organization