Duel Links Meta

Spellbooks Guide

Table of Contents


Introduction & History

Spellbooks is an archetype that was released on May 1st in the Mini Box - Visions of Ice. The deck is a combo-oriented control based deck that revolves around using Spellbook of Fate to disrupt your opponent’s plays each turn and minimizing their resources. The metagame is currently heavily populated by Sylvans. This deck has the advantage of having an excellent Sylvan matchup thanks to the ability of Spellbook of Fate enabling you to banish your opponent’s cards each turn. This helps prevent Sylvan Komushroomo from causing problems when flipped.

About the Author

Hi there, I’m Machdragon, a competitive Canadian Duel Links player and currently a member of the Top Player Council at Duel Links Meta. I test pretty much every deck to find out their strengths and weaknesses as well as how to best build each deck for different formats. My favourite decks of all time are REZD and Hazy. Although this deck is very powerful against current meta decks, I have noticed many players are not playing Spellbooks possibly due to the high skill cap of the deck and complicated combos. This deck falls under a similar category as Ninjas during the Nov 2017 KC Cup, as a powerful deck with many different options and combo paths depending on opening hands and your opponent’s set up. As this is also a difficult deck to play well, it has turned away many players, who would like to just pick the deck up and give it a try. Hopefully, you will be able to take away some useful tips about how to play this deck and against it. The combos in this deck are a bit difficult to master especially when being rushed by the timer, but I hope this guide will help you learn to execute them perfectly. This guide was written with some help from Negative1 for the template + Jonesy9027 for helping me a bunch along the way to bring this guide to the website and help people who are curious about the deck learn how it works. I hope you all find it helpful! :D


Decklist Breakdown

Grit Spellbooks vs Grass Spellbooks

30 Grass Books (Grass Books) with Restart vs 20-24 card Grit Spellbooks (Grit Books) with Grit
Many people are curious as to which version of the deck is better. Both versions have their advantages and disadvantages.

Generally, Grass Books will be better on the ranked ladder or in the KC Cup due to the raw power that an activation of That Grass Looks Greener can give you. This loads up your grave with resources and gives you a huge advantage over your opponent.

Grass Spellbooks run 30 cards and Restart which gives around a 62.07% chance going first with 4 cards and a 67.24% to draw it going second in 5 cards.

Grit Spellbooks have the advantage to be able to utilize their side deck better, as the lower card count will give a higher probability of drawing into side deck cards, during a match in games 2 and 3.

Grit Spellbooks are also able to potentially survive a One Turn Kill thanks to their skill. This greatly improves their matchup against Masked Heroes. However, not running Restart may also increase the chances of bricking with an unplayable hand.

Conclusion: The 30 card Grass Variant is better as long as you are able to resolve grass and load up your grave with resources. The extra books in grave allow you to set up plays with Fate and resolve the Fool combo.

Monster Cards

Note: The monsters we use, and optimal counts will vary significantly based on the current meta. The current guide was written for May 2018. We will go in depth on how to use these cards in combo sections.

Duel Links Card: Spellbook%20Magician%20of%20Prophecy
Duel Links Card: Fool%20of%20Prophecy
Duel Links Card: Reaper%20of%20Prophecy
Duel Links Card: Prophecy%20Destroyer
  • Spellbook Magician of Prophecy [Optimal Count: 3]
    Spellbook Magician of Prophecy aka Blue Boi allows you to search your deck for any Spellbook card except himself when normal summoned or flipped face up. This is one of the key pieces of the deck which allows you to start up your combos as he greatly increases the consistency of the deck and is a spellcaster type monster which is necessary to activate both Spellbook of the Master and Spellbook of Fate.

  • Fool of Prophecy [Optimal Count: 3]
    Fool of Prophecy is another powerful spellcaster that you will want in your opening hand if you do not have Blue Boi already. Instead of being able to search for any Spellbook, he is able to send any Spellbook spell card to the grave once per turn. This helps you fulfil the activation requirements of Fate and also helps if you open with Master instead of Secrets by sending Secrets to the grave to search for a card if necessary. Fool is also able to set up one of the deck’s most powerful combos, by special summoning Reaper of Prophecy from the deck during the End Phase if you have 5 or more Spellbook spell cards with different names in the grave. If possible, you will generally want to dump unused books e.g. Spellbook of Crescent, so you don’t draw them later on in the game. Remember that Fool’s End Phase effect can only be activated if you activate his effect to send a book to the grave during the main phase of that turn. So even if your grass mills 5 different books, make sure to send an extra book using Fool’s effect, so you can summon a level 5 or higher spellcaster from the deck.

  • Reaper of Prophecy [Optimal Count: 1-2]
    Reaper of Prophecy is a powerful level 6 spellcaster with 3 effects dependent on how many Spellbook spells with different names are in grave. It gains its most useful effects it is summoned with at least 4 different books in grave which gives you a free search from the deck for a Spellbook. When it is summoned with at least 5 different books in grave it allows you to special summon an additional level 5 or higher spellcaster from the deck. This nets you a huge increase in card advantage as you will generally be summoning Reaper off of Fool which allows you to fully utilize all 3 effects. Other than being able to be summoned off of Fool, you can also tribute summon it or revive it from the grave with Spellbook of Life. Note: Reaper of Prophecy’s effect is solely determined by the current number of books in grave when it’s effect resolves, therefore its effect will still resolve even if Reaper is removed from the field.

  • Prophecy Destroyer [Optimal Count: 1-2]
    Prophecy Destroyer is what you will usually be summoning off of Reaper. Prophecy Destroyer and Reaper can be run in combination, such that they take up to a total of 3 slots in the deck. Some players prefer to run 2 Prophecy Destroyer due to its powerful effect of being able to revive itself by banishing 3 books from grave. This is especially useful if you mill it with grass as it puts extra damage on the board and allows you to beat over opponent’s monsters with a huge 2500 atk monster. However, Reaper is better, should you draw it, as it has a more useful effect on field. By playing 2 Reaper, you have a much higher chance of resolving Fool combo even if you draw an extra Reaper in your opening hand.

Spell Cards

Note: The spells we use, and optimal counts will vary significantly based on the current meta. The current guide was written for May 2018. We will go in depth on how to use these cards in the combo sections.

Duel Links Card: Spellbook%20of%20Secrets
Duel Links Card: Spellbook%20of%20the%20Master
Duel Links Card: Spellbook%20of%20Fate
Duel Links Card: That%20Grass%20Looks%20Greener
Duel Links Card: Spellbook%20of%20Eternity
Duel Links Card: Spellbook%20of%20Power
Duel Links Card: Spellbook%20Library%20of%20the%20Crescent
Duel Links Card: Spellbook%20of%20Life
  • Spellbook of Secrets [Optimal Count: 3]
    Secrets is the core spell of Spellbooks and is what propels them into the top tier of the current meta. This card acts as the best searcher in the deck which allows you to easily access any of your other books.

  • Spellbook of the Master [Optimal Count: 2-3]
    Master is able to copy any Spellbook normal spell in the grave by revealing another book in your hand. Master is most commonly used to copy Secrets for an additional search which helps you set up your Fate combo. Master copies the effect of the targeted normal Spellbook card in the grave, which allows you to bypass the activation conditions of cards like Crescent while still being able to randomly add a Spellbook to hand. Note: Ideally you want to reveal cards that you have already searched to give your opponent less knowledge about your hand which helps with bluffing when setting cards.

  • Spellbook of Fate [Optimal Count: 3]
    Spellbooks are built to completely revolve around this one card as it is currently one of the most powerful cards in the game. It is a ridiculously powerful quick play spell that can be activated on either player’s turn to disrupt and remove threats from your opponent. By banishing 3 books from grave, you can BANISH any of your opponent’s cards AND it doesn’t target which allows you to choose the card to banish as the chain resolves. By banishing 2 books from grave, you can flip a monster on either player’s field facedown. This is mostly useful to flip down a Blue Boi to protect yourself from damage or to dodge Offerings to the Doomed or Last Day of Witch. Blue Boi has the added benefit of being able to search an additional book after being flipped up for even more advantage. Fate also has an effect which allows you to bounce any set spell or trap on the field to the hand by banishing 1 book from the grave. This effect is least used as you would generally only use this effect to set up Fool combo or bounce 1 of your opponent’s backrow to hand during their End Phase.

  • That Grass Looks Greener [Optimal Count: 3]
    This is one of the power cards of the deck which sends cards from your deck to the grave, so that you have the same number of cards as your opponent. Most other meta decks run 20 cards, so you usually will be able to send 10 cards to the grave to fuel the rest of your combos.

  • Spellbook of Eternity [Optimal Count: 2-3]
    This Spellbook allows you to recover any of your banished spellbooks. This card is particularly useful for adding back Fate or Secrets to set up your plays.

  • Spellbook of Power [Optimal Count: 1]
    This Spellbook gives any of your spellcasters a 1000 atk boost for the rest of the turn and can search for another book in deck if the boosted monster destroys an opponent’s monster by battle. Commonly this card is used turn 1 if you require 1 more book in grave to set up the effect of Fate.

  • Spellbook Library of the Crescent [Optimal Count: 1-2]
    Crescent is one of the starter cards you would like to see in your opening hand if you already have Secrets. This spellbook can only be activated while you have no spellbooks in grave, so you must activate this one before activating any of your other books. Crescent allows you to randomly add 1 of 3 chosen spellbooks to your hand, which has a bit of risk. However, this book makes a great starter as it is great for easily enabling plays on the first turn like the Fool and Fate combo. An important note is that after activating Crescent, you will not be able to activate non-Spellbook spell cards like Grass.

  • Spellbook of Life [Optimal Count: 1-2]
    Life is an equip spell that is able to revive any targeted spellcaster from your grave. You must banish another spellcaster from grave and reveal another Spellbook in hand to activate its effect. You usually will want to revive Reaper or Fool after a successful Grass mill, to generate advantage and pump out strong monsters onto your field. Note: Each card animation takes around 3 seconds of the timer to activate and resolve. Reveal Spellbook, banish 1 Spellcaster and summon 1 Spellcaster makes a total of 3 animations. I recommended only using this card if you have at least 12 seconds left on the timer so that you have enough time to click on each effect. (╯°□°)╯︵ ┻━┻

Trap Cards

Note: The traps we use, and optimal counts will vary significantly based on the current meta. The current guide was written for May 2018. We will go in depth on how to use these cards in the combo sections.

Duel Links Card: Treacherous%20Trap%20Hole
  • Treacherous Trap Hole [Optimal Count: 1-2]
    Treacherous is the most powerful trap card in decks that run few trap cards. It has no cost and is capable of destroying up to 2 of your opponent’s monsters. The downside to this card is that is must destroy exactly 2 monsters, so if your opponent only has 1 monster, it is not as effective. 2 should really only be played in variants without Grass as Grass makes milling this trap a liability for potential dead draws later in the game.

Tech and Side Deck Cards

Note: The tech and side cards we use, and optimal counts will vary significantly based on the current meta. The current guide was written for May 2018. We will go in depth on how to use these cards in the combo sections.

Duel Links Card: Dark%20Magician%20of%20Chaos
Duel Links Card: Spellbook%20Organization
Duel Links Card: Monster%20Gate
Duel Links Card: The%20Tricky
Duel Links Card: Cosmic%20Cyclone
Duel Links Card: Offerings%20to%20the%20Doomed
Duel Links Card: Warrior%20Elimination
Duel Links Card: Last%20Day%20of%20Witch
  • Dark Magician of Chaos allows you to add any spell card in grave back to the hand during the end phase of the turn it is summoned. This came in very handy as my build only runs 2 Eternity, and this effect allows you to recycle your resources and Fate an extra time. You will generally want to add back either Eternity or Master to conserve your resources. DMOC also comes with an additional effect of being able to banish any monster it destroys by battle. This is useful against: Sylvans, banish set World Carrotweight Champion and Rose Lovers, Heroes, banish Destiny HERO - Celestial + ties with Masked HERO Anki’s attack at 2800, and against Amazoness, to remove Amazoness Baby Tiger from the field. Many Spellbook players moved away from playing DMOC because it is one of the worst cards to draw, since to summon it from hand, you would need to tribute 2 monsters. However, I figured for the additional benefits it offers my deck, I don’t mind taking a bit more risk for the extra advantage. I prefer this card over Prophecy Destroyer, since I expect the 2 of the top decks in the meta (Books and Amazoness) to be constantly banishing my monsters. Therefore, I likely would not be able to use Prophecy Destroyer’s effect to revive itself from the grave, if sent there from field.

  • Spellbook Organization replaces the need to search for Spellbook of Power on the first turn in order to enable the Fate 3 combo on the following turn. The main advantage Organization has over Power is that it has the benefit of being able to reorganize the top 3 cards of your deck, so that you can draw the card of your choice on the next turn. You are also able to set Organization as a bluff on your opponent’s turn, which minimizes the risk of your Fate being hit by an opponent’s card. By activating Organization first, then activating Fate to banish as soon as Organization finishes resolving, will allow you to optimally disrupt your opponent’s plays. This additional benefit is great for players that are looking to play it as a tech card.

  • Monster Gate is a card that is similar to Grass in the sense that it allows you to send additional books from your deck to the grave. Normally, you will want to activate it by tributing a Blue Boi and hope to mill spellbooks from your deck as well as summon either a Fool or Reaper from your deck. It is a great card but is a bit reliant on luck to mill the right cards and to not summon another Blue Boi from deck.

  • The Tricky is a very nice tech card for spellbook mirror matches as it allows you to summon an additional spellcaster monster onto the field to take advantage of Fate’s effect as well as deal some nice damage to your opponent with its 2000 atk. Its summoning condition of discarding a card from your hand can also help dump an extra book to the grave turn 1 to enable Fate combo or to get rid of unusable cards later in the game.

  • Cosmic Cyclone is another nice tech card to have vs the spellbook mirror or vs backrow heavy decks like Amazoness. By paying 1000 LP, Cyclone allows you to bait out an opponent’s Fate in the mirror and can help remove pesky backrow in other matchups. Zombie World and DNA Surgery are becoming increasingly popular to be sided against spellbooks to change their typing. Cyclone is a great card to help remove these threats.

  • Offerings to the Doomed serves a similar function as Cosmic Cyclone to instead remove monster threats. Similarly, to Cosmic Cyclone, it can be activated on your opponent’s turn to disrupt their plays. Offerings comes at the cost of skipping your next draw phase, but by activating multiple offerings within the same turn, only 1 draw phase is skipped.

  • Warrior Elimination/Last Day of Witch are both side deck techs that are very effective against warrior and spellcaster monsters respectively. These cards serve as a Dark Hole to your opponent and helps get rid of troublesome monsters. These cards should only be run in the side deck to improve certain matchups when necessary.



Example Lists

Machdragon 2nd Place DLA Grass Spellbooks Build
Bread and butter 30 card Spellbooks
Maximizes the probability of resolving Fool combo, at the cost of running no tech cards. (Stats calculated using this sample build)

skill Restart
Duel Links Card: Spellbook%20Magician%20of%20Prophecy
Duel Links Card: Spellbook%20Magician%20of%20Prophecy
Duel Links Card: Spellbook%20Magician%20of%20Prophecy
Duel Links Card: Prophecy%20Destroyer
Duel Links Card: Reaper%20of%20Prophecy
Duel Links Card: Reaper%20of%20Prophecy
Duel Links Card: Fool%20of%20Prophecy
Duel Links Card: Fool%20of%20Prophecy
Duel Links Card: Fool%20of%20Prophecy
Duel Links Card: Spellbook%20of%20Life
Duel Links Card: Spellbook%20of%20Life
Duel Links Card: Spellbook%20of%20Secrets
Duel Links Card: Spellbook%20of%20Secrets
Duel Links Card: Spellbook%20of%20Secrets
Duel Links Card: That%20Grass%20Looks%20Greener
Duel Links Card: That%20Grass%20Looks%20Greener
Duel Links Card: That%20Grass%20Looks%20Greener
Duel Links Card: Spellbook%20Library%20of%20the%20Crescent
Duel Links Card: Spellbook%20Library%20of%20the%20Crescent
Duel Links Card: Spellbook%20of%20Fate
Duel Links Card: Spellbook%20of%20Fate
Duel Links Card: Spellbook%20of%20Fate
Duel Links Card: Spellbook%20of%20Power
Duel Links Card: Spellbook%20of%20Eternity
Duel Links Card: Spellbook%20of%20Eternity
Duel Links Card: Spellbook%20of%20Eternity
Duel Links Card: Spellbook%20of%20the%20Master
Duel Links Card: Spellbook%20of%20the%20Master
Duel Links Card: Spellbook%20of%20the%20Master
Duel Links Card: Treacherous%20Trap%20Hole

Side Deck:

Duel Links Card: Cosmic%20Cyclone
Duel Links Card: Offerings%20to%20the%20Doomed
Duel Links Card: Offerings%20to%20the%20Doomed
Duel Links Card: Warrior%20Elimination
Duel Links Card: Warrior%20Elimination


Machdragon’s MCS IX Top 4 Build

skill Restart
Duel Links Card: Dark%20Magician%20of%20Chaos
Duel Links Card: The%20Tricky
Duel Links Card: Spellbook%20Magician%20of%20Prophecy
Duel Links Card: Spellbook%20Magician%20of%20Prophecy
Duel Links Card: Spellbook%20Magician%20of%20Prophecy
Duel Links Card: Reaper%20of%20Prophecy
Duel Links Card: Reaper%20of%20Prophecy
Duel Links Card: Fool%20of%20Prophecy
Duel Links Card: Fool%20of%20Prophecy
Duel Links Card: Fool%20of%20Prophecy
Duel Links Card: Spellbook%20of%20Life
Duel Links Card: Spellbook%20of%20Life
Duel Links Card: Spellbook%20of%20Secrets
Duel Links Card: Spellbook%20of%20Secrets
Duel Links Card: Spellbook%20of%20Secrets
Duel Links Card: That%20Grass%20Looks%20Greener
Duel Links Card: That%20Grass%20Looks%20Greener
Duel Links Card: That%20Grass%20Looks%20Greener
Duel Links Card: Spellbook%20Library%20of%20the%20Crescent
Duel Links Card: Spellbook%20Library%20of%20the%20Crescent
Duel Links Card: Spellbook%20of%20Fate
Duel Links Card: Spellbook%20of%20Fate
Duel Links Card: Spellbook%20of%20Fate
Duel Links Card: Spellbook%20of%20Power
Duel Links Card: Spellbook%20of%20Eternity
Duel Links Card: Spellbook%20of%20Eternity
Duel Links Card: Spellbook%20of%20the%20Master
Duel Links Card: Spellbook%20of%20the%20Master
Duel Links Card: Spellbook%20Organization
Duel Links Card: Treacherous%20Trap%20Hole

Side deck:

Duel Links Card: Cosmic%20Cyclone
Duel Links Card: Cosmic%20Cyclone
Duel Links Card: Cosmic%20Cyclone
Duel Links Card: Super%20Rush%20Headlong
Duel Links Card: Treacherous%20Trap%20Hole

Here is my tournament report where I further discuss the deck, tech choices and stats with a few replays against top players from MCS 9.



Deadfun’s MCS VIII Top 32 Build

skill Grit
Duel Links Card: Spellbook%20Magician%20of%20Prophecy
Duel Links Card: Spellbook%20Magician%20of%20Prophecy
Duel Links Card: Spellbook%20Magician%20of%20Prophecy
Duel Links Card: Prophecy%20Destroyer
Duel Links Card: Reaper%20of%20Prophecy
Duel Links Card: Fool%20of%20Prophecy
Duel Links Card: Fool%20of%20Prophecy
Duel Links Card: Fool%20of%20Prophecy
Duel Links Card: Spellbook%20of%20Secrets
Duel Links Card: Spellbook%20of%20Secrets
Duel Links Card: Spellbook%20of%20Secrets
Duel Links Card: Spellbook%20Library%20of%20the%20Crescent
Duel Links Card: Spellbook%20of%20Fate
Duel Links Card: Spellbook%20of%20Fate
Duel Links Card: Spellbook%20of%20Fate
Duel Links Card: Spellbook%20of%20Power
Duel Links Card: Spellbook%20of%20Eternity
Duel Links Card: Spellbook%20of%20Eternity
Duel Links Card: Spellbook%20of%20the%20Master
Duel Links Card: Spellbook%20of%20the%20Master
Duel Links Card: Spellbook%20Organization
Duel Links Card: Treacherous%20Trap%20Hole
Duel Links Card: Treacherous%20Trap%20Hole

Side Deck:

Duel Links Card: Last%20Day%20of%20Witch
Duel Links Card: Last%20Day%20of%20Witch
Duel Links Card: Warrior%20Elimination
Duel Links Card: Warrior%20Elimination
Duel Links Card: Xing%20Zhen%20Hu


Snyffus’ MCS VIII Top 4 Build

skill Restart
Duel Links Card: The%20Tricky
Duel Links Card: Spellbook%20Magician%20of%20Prophecy
Duel Links Card: Spellbook%20Magician%20of%20Prophecy
Duel Links Card: Spellbook%20Magician%20of%20Prophecy
Duel Links Card: Prophecy%20Destroyer
Duel Links Card: Reaper%20of%20Prophecy
Duel Links Card: Reaper%20of%20Prophecy
Duel Links Card: Fool%20of%20Prophecy
Duel Links Card: Fool%20of%20Prophecy
Duel Links Card: Fool%20of%20Prophecy
Duel Links Card: Spellbook%20of%20Life
Duel Links Card: Spellbook%20of%20Life
Duel Links Card: Spellbook%20of%20Secrets
Duel Links Card: Spellbook%20of%20Secrets
Duel Links Card: Spellbook%20of%20Secrets
Duel Links Card: That%20Grass%20Looks%20Greener
Duel Links Card: That%20Grass%20Looks%20Greener
Duel Links Card: That%20Grass%20Looks%20Greener
Duel Links Card: Spellbook%20Library%20of%20the%20Crescent
Duel Links Card: Spellbook%20Library%20of%20the%20Crescent
Duel Links Card: Spellbook%20of%20Fate
Duel Links Card: Spellbook%20of%20Fate
Duel Links Card: Spellbook%20of%20Fate
Duel Links Card: Spellbook%20of%20Power
Duel Links Card: Spellbook%20of%20Eternity
Duel Links Card: Spellbook%20of%20Eternity
Duel Links Card: Spellbook%20of%20the%20Master
Duel Links Card: Spellbook%20of%20the%20Master
Duel Links Card: Spellbook%20Organization
Duel Links Card: Treacherous%20Trap%20Hole

Side Deck:

Duel Links Card: Sphere%20Kuriboh
Duel Links Card: Sphere%20Kuriboh
Duel Links Card: Cosmic%20Cyclone
Duel Links Card: Cosmic%20Cyclone
Duel Links Card: Cosmic%20Cyclone


Machdragon’s 1st Place NA 2018 WCQ Build

skill Restart
Duel Links Card: Dark%20Magician%20of%20Chaos
Duel Links Card: Spellbook%20Magician%20of%20Prophecy
Duel Links Card: Spellbook%20Magician%20of%20Prophecy
Duel Links Card: Spellbook%20Magician%20of%20Prophecy
Duel Links Card: Reaper%20of%20Prophecy
Duel Links Card: Reaper%20of%20Prophecy
Duel Links Card: Fool%20of%20Prophecy
Duel Links Card: Fool%20of%20Prophecy
Duel Links Card: Fool%20of%20Prophecy
Duel Links Card: Spellbook%20of%20Life
Duel Links Card: Spellbook%20of%20Life
Duel Links Card: Spellbook%20of%20Secrets
Duel Links Card: Spellbook%20of%20Secrets
Duel Links Card: Spellbook%20of%20Secrets
Duel Links Card: That%20Grass%20Looks%20Greener
Duel Links Card: That%20Grass%20Looks%20Greener
Duel Links Card: That%20Grass%20Looks%20Greener
Duel Links Card: Spellbook%20Library%20of%20the%20Crescent
Duel Links Card: Spellbook%20Library%20of%20the%20Crescent
Duel Links Card: Spellbook%20of%20Fate
Duel Links Card: Spellbook%20of%20Fate
Duel Links Card: Spellbook%20of%20Fate
Duel Links Card: Spellbook%20of%20Power
Duel Links Card: Spellbook%20of%20Eternity
Duel Links Card: Spellbook%20of%20Eternity
Duel Links Card: Spellbook%20of%20the%20Master
Duel Links Card: Spellbook%20of%20the%20Master
Duel Links Card: Spellbook%20Organization
Duel Links Card: Ultimate%20Providence
Duel Links Card: Ultimate%20Providence

Matchup Guide

This covers the tier list as defined by Duel Links Meta and the Top Player Council. This section also includes decks that have fallen off of the tier list but you may still face from time to time.

Mirror Match

Common Skills: Restart, Grit

  • Matchup Odds:
    • 50/50 Coin Flips Meta Believe in the Heart of the Cards!

The Spellbook mirror is highly dependent on the player that gets to start first. If the starting player is able to set up the Fate 3 combo, combined with a follow-up play like Secrets or Eternity for next turn, it is near impossible for your opponent to break your combo.

Matchup Tips

  • By using fate to banish your opponent’s spellcaster when it is summoned, they will not be able to control the board. You are able to repeat this process each turn and can win the matchup just by attacking each turn with Blue Boi! If you go second, the way to win the mirror match is to set Treacherous Trap Hole along with another Spellbook to bluff. You will want to wait until your opponent summons their 2nd Blue Boi, and then activate Treacherous in the battle phase. This ensures that their Spellbook of Fate will be set and both of their Blue Bois will be destroyed as a result. On your next turn, you are now in control and can begin establishing board presence with your own Fate, while also begin chipping away at their life points.

  • In the side deck, Cosmic Cyclone, Offerings to the Doomed and Last Day of Witch are your best cards to draw against the mirror match. Going second with any of these 3 side deck cards gives you the advantage to force out Fate early, so you can begin controlling the board with your own Fate. Last Day of Witch is particularly useful while your opponent has multiple monsters on the field after using Fool’s effect. If your opponent plays these cards against you, you will want to chain Fate to flip down your own spellcaster monster. Both Offerings and Last Day of Witch only affect face-up monsters on the field and flipping down a Blue Boi gives you an additional advantage of being able to search when your opponent attacks into it.


Masked Heroes

Common Skills: Restart

  • Matchup Odds:
    • 40/60 Heroes Assembled

This matchup is one of the more difficult matchups for Spellbooks. Masked Heroes enjoy running Cosmic Cyclone and Offerings to the Doomed in the main deck which can force out and early Fate. Another reason they are difficult to deal with is their ability to easily bring out 2 monsters against you on the first turn.

Matchup Tips

  • If your opponent enters the battle phase with 1 monster and has higher attack than your Spellbook monster, activate Fate to banish their monster. Fate does not target when choosing the card to banish, this means you are able to banish their Masked Hero Anki as the chain resolves, if they attempt to use Mask Change.

  • If your opponent tries to use Cosmic Cyclone, Offerings or another card that threatens either your spellcaster on field or your set Spellbook of Fate, you will want to activate Fate to flip your Blue Boi facedown. This prevents you from taking damage from a huge Vision Hero Trinity attack, while also gaining a search when Blue Boi is flipped during battle.

  • When your opponent summons Vyon, make sure to turn toggle on. This way you can wait until Vyon’s effect resolves to see what they send to the grave. If they send another Vyon to the grave, this means that they plan to use Vyon’s effect to banish the Hero in grave to search a Polymerization for a fusion summon. By activating Fate here to banish your opponent’s Vyon, you will be able to shut down their turn as they have already used their normal summon for the turn.

  • Flipping your own Blue Boi face-down is also a good move if your opponent summons Vision Hero Vyon and uses the Malicious they send to summon another copy of Malicious from their deck. During their battle phase, they will attack using their 800 atk Malicious first. This way your Blue Boi will be removed from the field and you will not be able to use Fate while you do not control a spellcaster. When they attack with Malicious, this is when you want to flip Blue Boi face-down to prevent damage and gain a search. They usually will attack with Vyon next dealing 1000 damage and follow up with a Mask Change by summoning Anki for another 2800 damage. Here you have taken 1000+2800 = 3800, leaving you with 200 LP left. Only if your opponent is very lucky they will be able to draw either a Chalice or Mask Change to actually kill you that turn. If you had not protected yourself from the Malicious attack, you would have taken 300 extra damage and lost the game right there. You will want to remove Anki from the field as well as Malicious by using a combination of Spellbook of Fate and Power to clear your opponent’s monsters, while setting up another Fate to protect yourself and disrupt your opponent on the following turn.

  • Some Hero players like to use Destiny HERO – Drilldark in their Hero builds. His effect special summons a Destiny Hero from hand with ATK less than or equal to Drilldark’s ATK on field. This means that by using Fate to flip down Drilldark or banish to it from the field, your opponent will not be able to summon an extra Destiny Hero from hand. Cool right?

  • When playing against Heroes you will want to Restart for Grass, since that puts you at a huge advantage. This make it more difficult for them to OTK you especially if you summon Reaper in defense so that you don’t lose to a potential Trinity crush after they activate Hey, Trunade!.


Sylvans

Common Skills: Grit, Restart

  • Matchup Odds:
    • 80/20 Free Salads

Sylvans are one of the contributing factors as to why Spellbooks are currently the one of the best decks in the format. Spellbooks have a ridiculously good Sylvan matchup. Set a Sylvan Komushroomo? Fate. Rose Lover? Fate. World Carrotweight Champion? Fate. Being able to banish key pieces of the Sylvan combo give this deck an amazing matchup against them.

Matchup Tips

  • The most commonly played skill in Sylvans is Grit. This is usually not a relevant factor for Spellbooks as we chip away at their LP 500 at a time. However, there is still a chance for Grit to activate (LP at start of turn x 0.0002125), setting up a Fate just in case is a good idea.

  • Sylvan Komushroomo’s effect to mill up to 5 cards activates When it is flipped face-up. This means Shroom’s effect must be Chain Link 1 in order for it to resolve properly. If any effect is activated first as Chain Link 1, and Shroom is flipped up by a card effect during Chain Link 2 or higher, Shroom’s will not activate because its effect will miss timing. This is great for us because we don’t need to banish 3 books to take out a Set Shroom. For example, if we suspect our opponent has set a Shroom against us and we have Fate 3 combo available, we can activate a Spellbook card e.g. Power and then chain Fate to Power as Chain Link 2. Shroom’s effect will not activate and we will be able to attack the face-up Shroom, dealing damage and searching our deck for another Spellbook. This play is a higher-level play that you should only do if you read that the set monster is a Shroom. I further discuss this below in the comments section if you would like to know more about it.


Amazoness

Common Skills: Restart

  • Matchup Odds:
    • 45/55 Strong Independent Women

Amazoness has a decent matchup against Spellbooks. The key to this matchup is to control the number of Amazoness monsters your opponent is able to summon against you. Each turn, your opponent should be able to summon an Amazoness monster against you and each turn you will want to use Fate to banish your opponent’s monsters. Spellbooks are able consecutively Fate your opponent’s cards, usually around 4-5 times per duel. Once your opponent runs out of monsters to summon, they will have a very difficult time against Spellbooks as they are no longer able to protect their life points. If your opponent’s Amazoness deck runs Cosmic Cyclone or Offerings to the Doomed, they will have a better matchup against you. If you suspect your opponent is playing Cyclone, you can consider setting another book as a bluff. Amazoness Sage seems dangerous to set bluffs, but it is usually only ran at 1 copy, cannot be searched and will be special summoned in defense by Amazoness Princess.

Matchup Tips

  • One of the few ways that Amazoness are able to beat Spellbooks is by getting an early onslaught as well as multiple monsters to summon each turn to try and swarm the field faster than Spellbooks can keep up with. Amazoness decks usually run 9-10 monsters, this means they need to open with a great hand and draw a monster each turn. To keep up with your Fate consecutively banishing their monsters. The winner of the match is usually decided if your opponent is still able to play their monsters after getting hit by Fate 4-5 times in a row.

  • Once your opponent summons an Amazoness monster, turn toggle on. This is to check if your opponent has Amazoness Baby Tiger in hand as Baby Tiger must be summoned right after another Amazoness is summoned. Next, you will want to keep toggle on, so that you can use Fate the moment your opponent enters the battle phase. If your opponent had summoned a Princess, you want to use Fate and banish it now before they get a chance to attack.

  • However, if your opponent only sets 1-2 cards in their backrow and searched Onslaught earlier in the turn, you can choose to get rid of the set card (probably Onslaught) instead. If going for this play, wait for your opponent to declare an attack with Princess, after sending a card from their hand as cost to summon the monster from deck. On your next turn, you will be able to Fate away their summoned monster (most likely Amazoness Queen or Baby Tiger) or their second set spell or trap. This lets you safely use Power to swing over their Princess, while also setting yourself up for plays next turn. If your opponent has more than 1 set spell or trap during your turn, I recommend chaining Fate to banish Onslaught when it is flipped face-up if possible. Since Onslaught needs to remain on the field to successfully summon an Amazoness from hand or banish your monster.

  • I recommend banishing Baby Tiger or Princess if you have the resources to do so, as they are one of the few ways that your opponent will be able to bring out 2 monsters to threaten your field. An interesting note is that a Blue Boi boosted by Power ties in atk with Amazoness Swords Woman at 1500 atk. Even if both monsters are destroyed by battle, you will still get to search for a book due to the effect of Power. Power will also still get you the search even if your monster is banished by Onslaught.

  • Resolving Fool combo which summons Reaper and Destroyer gives you a huge power swing which helps you win this matchup. Onslaught is like poison to your Spellbooks as they will be banished after battling with your opponent’s Amazoness monsters. Normally, Blue Boi and Fool are not strong enough to defeat Amazoness monsters by battle. However, Reaper and Destroyer are able to chunk your opponent down quickly, since you can now banish the Onslaught with Fate and destroy the Amazoness monsters by battle. This is a much better alternative, instead of having to use Fate to banish each monster they summon per turn.


Aliens

Common Skills: Restart, Balance

  • Matchup Odds:
    • 40/60 On the Brink of Extinction

Aliens can be a difficult matchup, depending on your opponent’s opening hands. Their main way to beat Spellbooks is to invade the field with many monsters. They do this by using use “A” Cell Recombination Device combined with Powerful Rebirth. Blue Boi and Fool are both unable to destroy Aliens by battle, so you will need to either attack with a Power boost, Reaper or Destroyer. The main win condition of this matchup is similar to Amazoness. If your opponent is able to beam enough Aliens to the field, you will lose control of your line of defense and Earth will fall. Good thing this is a tier 3 deck, so it is not as common as the other meta decks listed.

Matchup Tips

  • Brainwashing Beam is a dangerous card that is run by some Alien decks as they can abduct your spellcasters and this prevents you from using Fate if you don’t control any other spellcasters. However, you can chain Fate to flip your spellcaster face-down to prevent Brainwashing Beam from stealing your monster.
  • You can use Fate to flip your own monsters face down to reset A-counters. If your opponent searches for Alien Overlord by banishing an “A” Cell Recombination Device in the grave, you want to turn toggle on when your opponent activates the effect to search. Once Overlord is added to your opponent’s hand, use Fate to flip your Blue Boi with A-counters face down. This prevents your opponent from summoning their Overlord and also prevents Alien Telepath from destroying your set cards.

  • If you see an Alien, use Fate to kill it with extreme prejudice. Once you have repelled the Alien invasion, you can chunk them down with your spellcasters. :D

Combos and Plays

Starter Card Stats

Here is an example of some of the statistics to draw your starter cards in your opening hand in 30 card books.

I show the stats of opening your starter cards first without Restart and followed by the stats of opening with your starter cards after Restarting.
You can see a notable increase in the consistency of the deck, which is why Restart is the best skill for the 30 card deck.
The probability stats are calculated using hypergeometic distribution along with their respective standard deviations.

Furthermore, you can see that there is a 15.17% increase in consistency of opening with 3 Blue Boi instead of 2 (one of your key combo starters) when going first and a 15.52% increase in consistency with 3 Blue Boi going second. Therefore, 3 Blue Boi is the standard in an optimal build of Spellbooks. This conclusion is also supported by the many other Spellbook players in the community such as myself, Snyffus, Pawapoke, Looler and ExiledWalrus. All competent Spellbook players topped or won premier, competitive Duel Links tournaments with 3 Blue Bois in the past month.

Some stats of the deck based on the sample bread and butter build posted in Example Lists, calculated by hypergeometric distribution:


Combos

Below are some example combos and play options. It is important to remember that a good player does not simply memorize plays and only follow that play every game. You need to read every opponent and every game individually, there is not one simple play to win every game. With that said, knowing these combos will help you to consistently eliminate threats and defeat your opponents.

Note: The Pot of Greed/Spellbook of Judgment represents any “Spellbook” card in the combo flowcharts and videos.

Combo 1

(Blue Boi or Secrets) + Any Spellbook

  1. If you started with Blue Boi, normal summon it and activate its effect to add Secrets to hand.

  2. Activate Secrets to search Master.

  3. Activate Master by revealing any Spellbook in hand to search Fate.

4.Set Fate to flip a monster on either player’s field facedown next turn by banishing 2 Spellbook Spells from grave.

This is a 2-card combo that gives you a “Book of Moon” effect which can be used for a small amount of disruption to your opponent or to flip Blue Boi facedown to take a hit and search for a Spellbook when flipped face up.

Note: If you started with Secrets it is interchangeable with Blue Boi. If you are able to activate the extra Spellbook in hand (Crescent, Power, Organization) you will be able to have a Fate with 3 Spellbooks that can be banished from grave.


Combo 2

(Blue Boi or Secrets) + Crescent

  1. If you started with Blue Boi, activate Crescent revealing Secrets, Master and Fate. Randomly add Secrets, Master or Fate to hand.

  2. Summon Blue Boi, to search Secrets or Master. (whichever you do not have)

  3. a) If you added Secrets to hand, activate it to search Fate.
    b) If you added Master to hand, activate Secrets to search Fate.
    c) If you added Fate to hand, activate Secrets to search Master.

  4. Activate Master revealing Fate to search Eternity.

5.Set Fate with 3 books in grave which gives you the ability to banish an opponent’s card next turn.

This is a 2-card combo that gives you a non-targeting banish spot removal and a follow-up play for the next turn which sets you up for another Fate 3 combo on the following turn by using Eternity to add a banished Secrets to hand.

If you have any other Spellbook in hand on your next turn you will also be able to use Master and guarantee a follow up play on your 3rd turn. This combo is a staple combo in Spellbooks and will be one of the most used. This combo will be further referenced as the Fate 3 Combo.

Any combo that gets at least 3 books in grave to use with Fate + a potential follow-up play on the next turn.


Combo 2-1

Crescent + Any Spellbook

This combo requires a bit of luck and has a 33.3% chance of success.

  1. Activate Crescent add Secrets 33.3% chance.

  2. Secrets search Blue Boi.

  3. Blue Boi search Master.

  4. Master reveal your other Spellbook in hand and search Fate.

This combo gives you Fate 3 combo without a follow-up play next turn.


Combo 3

(Blue Boi or Secrets) + (Power or Organization)

Standard Combo. Ends on Fate 3 with no follow up play next turn. Organization allows you to look at the next 3 cards on top of your deck and pick a follow-up play on your next turn, which is slightly better than Power turn 1 if you decide to play this card. Power allows you to put a 1500 beater that can search if it destroys a monster by battle.

Pro Tip:
Against Sylvans, Sylvan Komushroomo has a “When…” effect, so if you activate a card effect and then chain Fate to flip it up to Attack position, it will cause Shroom to miss timing. You can take advantage of by chaining Fate to Power, which will give you damage and a search for a follow up play next turn.


Combo 4

Fool + Master + Any Spellbook

  1. Fool dump Secrets.

  2. Activate Master coping Secrets and searching Fate.


Combo 4-1

Fool + (Master or Crescent) + Any Spellbook

  1. If you opened with Master, normal summon Fool to dump Crescent.

  2. Copy Crescent’s effect with Master for a 33.3% chance to add Secrets to hand.

  3. Activate Secrets to add Fate to hand.

This combo gives you a 33.3% chance to end with Fate 3 with no follow-up next turn. If you opened Crescent you will want to activate Crescent first revealing both Secrets, Master and Fate.

This gives you a 66.6% to get Fate 3 with either directly adding Secrets or by adding Masters, then using Fool to send a Secrets to grave for a Fate 3 play. If Fate was added by Crescent, then you would be able to use Fool to set up a Fate 2.


Combo 5

Fool + Secrets + Any Spellbook

  1. Activate Secrets searching Master.

  2. Activate Master searching Fate.

  3. Normal Summon Fool to dump Spellbook such as Crescent to grave.

This combo gives you Fate 3 with no follow-up, but Fool has an advantage over Blue Boi because Blue Boi will only be able to set up Fate 2 if you normal summon him instead of Fool.

Fool also helps you set up to potentially special summon a Reaper from the deck on a future turn, as explained in the next combo.


Combo 6

Turn 1 Combo 5 (1 Fate in grave) + (Eternity or Secrets or Blue Boi) + Any Spellbook

Example Fool follow-up combo:

  1. Opponent’s turn Fate 3 (1 Book in grave).

  2. Your turn Eternity add Secrets.

  3. Secrets add Blue Boi.

  4. Blue Boi add Master.

  5. Master add Fate.

  6. Fool dump a Spellbook from your deck with a different name than in grave.

  7. Set Fate and end your turn (5 Books with different names in grave).

  8. Fool activates its effect to special summon Reaper from deck which summons another spellcaster from deck and lets you add Eternity to hand for a follow-up play next turn.

This combo gives you a huge swing in card advantage and field presence with the summon of Reaper, another spellcaster, and a book from the deck.

If necessary, you can remove a threat with Fate on the End Phase of this combo, by searching Fate instead of a follow-up card like Eternity or Secrets. Toggle ON during your End Phase will allow you to activate Fate from hand on summon, while also allowing you to use your set Fate to banish a threat during your opponent’s turn.


Combo 6-1

Turn 1 Fate combo (1 Fate in grave) + Fool + (Secrets or Eternity) + Any Spellbook

Example Fool follow-up combo #2:

  1. Opponent’s turn Fate 3 (1 Book in grave).

  2. Your turn Eternity add Secrets.

  3. Secrets add Master.

  4. Master add Fate.

  5. Fool dump a Spellbook from your deck with a different name than in grave.

  6. Set Fate and end your turn (5 Books with different names in grave).

  7. Fool activates its effect to special summon Reaper from deck which summons another spellcaster from deck and lets you add Eternity to hand for a follow-up play next turn.

Basically, this is Combo 6, but reversed. You start with Blue Boi on your 1st turn and Fool on your 2nd turn. Both ways allow you to use Fool’s effect at the end of the turn.

Combo 6 starts with Fool on 1st turn and Blue Boi on 2nd turn. Both methods are great ways to swing the game into your favour. Starting with Crescent on your first turn, guarantees a follow up play such that at the end of the turn 1 combo you can grab either Secrets or Eternity to set up for this play on your 2nd turn.

Turn 1 Fool combo


Combo 7

Fool + Crescent + ((A) Master or (B) Eternity or (C) Fate or (D) Secrets)

  1. a) Activate Crescent revealing Secrets, Eternity and Fate.
    b) Activate Crescent revealing Master, Secrets and Fate.
    c) Activate Crescent revealing Master, Eternity and Secrets.
    d) Activate Crescent revealing Master, Eternity and Fate.

  2. a) Normal summon Fool dumping Secrets if Crescent added Fate or Eternity. If Crescent added Secrets, then dump Fate instead.
    b) Normal summon Fool dumping Secrets if Crescent added Fate or Master. If Crescent added Secrets, then dump Fate instead.
    c) Normal summon Fool dumping Secrets if Crescent added Eternity or Master. If Crescent added Secrets, then dump Fate instead.
    d) Normal summon Fool dumping Fate.

  3. a) If Secrets added, activate Secrets to add Fate or Eternity. If Fate or Eternity added, activate Master to copy Secrets adding Fate or Eternity. (whichever you do not have)
    b) If Secrets added, activate Secrets to add Master. If Master added, activate Master to copy Secrets adding Fate. Note: If Fate added, you are no longer able to set Fate at the end of the combo but can still summon Reaper by banishing Secrets from grave with Fate, fetch it back with Eternity, then activating Secrets adding Power to put 5 books in grave.
    c) If Secrets added, activate Secrets to add Master, which adds Eternity. If Master added, activate Master to copy Secrets adding Eternity. Note: if Eternity added, you are unable to end with a set Fate, so you should grab Power instead like the above combo for a Reaper play instead.
    d) If Fate or Eternity added, activate Secrets to add Master, next activate Master to copy Secrets adding Fate or Eternity. If Master added, use the combination of Secrets and Master to add the missing Eternity and Fate.

  4. a) Set Eternity face-down and use Fate to return Eternity to hand by banishing Secrets or Fate from grave. (If Secrets was used previously this turn, you will want to banish Fate)

  5. Activate Eternity adding the banished Secrets or Fate back to hand.

  6. Activate Secrets to search a Fate from deck. (Skip this step if you already activated Secrets once this turn.)

  7. Set Fate and activate Fool’s effect to special summon Reaper from deck on End Phase (5 Books with different names in grave).

  8. Use Reaper’s effect to add Secrets or Eternity to hand for a follow-up play next turn.

Crescent is a key starting piece to obtain Fool combo with a set Fate. Therefore, Crescent is played at 2 copies to maximize the probability of opening with it.

This combo requires a bit of luck, in 2 cases out of 12 the combo fails, when you are unable to set up a Fate to disrupt your opponent on the following turn. You may consider playing it safe and go for Combo 5 or 6-1 instead on the 1st turn where this Fool Combo can be done on the following turn with 100% success.

An example of a deck you may want to play safe against is Sylvans. They may be able to break your board and/or OTK with a great hand + Econ. Also works well with Grass, Monster Gate or if you already have books in grave.


Combo 8

Fool + Secrets + ((A) Master or (B) Eternity or (C) Fate)

  1. Normal summon Fool, dumping Power.

  2. Activate Secrets, adding (A) Eternity, (B) Master, or (C) Fate (whichever you do not have).

  3. Activate Master copying Secrets to add (A or B) Fate or (C) Eternity (whichever you do not have).

  4. Set Eternity face-down and use Fate to return Eternity to hand by banishing Power from grave.

  5. Activate Eternity adding back the banished Power to hand.

  6. Activate Power to boost Fool by 1000 atk.

  7. Activate Fool’s effect to special summon Reaper from deck on End Phase (5 Books with different names in grave).

  8. Use Reaper’s effect to add Secrets or Eternity to hand for a follow-up play next turn. Alternatively, you could add Fate here with toggle ON, so that on the summon of the monster brought out by Reaper, you can activate Fate from hand to banish an opponent’s card.

This 3 card combo gives you Reaper, a search, and another monster summoned by Reaper. It is a huge swing in card advantage, but you do not have a Fate set to disrupt your opponent’s plays on their turn.

This play is recommended only if you are not in range to be OTKed by an Econ take for game next turn by your opponent. Fool’s attack will be at 2600 for this turn, which is usually enough to destroy an opponent’s monster if you attack, and gain an extra search.


Combo 9

Fool + Master + ((A) Eternity or (B) Fate)

  1. Normal summon Fool, dumping Secrets.

  2. Activate Master copying Secrets to add (A) Fate or (B) Eternity.

  3. Set Eternity face-down and use Fate to return Eternity to hand by banishing Secrets from grave.

  4. Activate Eternity adding back the banished Secrets to hand.

  5. Activate Secrets to add Power to hand.

  6. Activate Power to boost Fool by 1000 atk.

  7. Activate Fool’s effect to special summon Reaper from deck on End Phase (5 Books with different names in grave).

  8. Use Reaper’s effect to add Secrets or Eternity to hand for a follow-up play next turn.


Combo 10

Grass + Life + (Secrets or Blue Boi)

Not really a combo, but an example of a great hand because all you need to do is get lucky off of Grass and mill Fool or Reaper. Load up your grave with enough resources to activate their respective effects. Standard book shenanigans depending on the rest of your hand and grave.


Combo 11

Grass + (Secrets or Blue Boi) + Any Spellbook

Again Grass + standard book shenanigans depending on the rest of your hand and grave. Recommended that you Grass while you have at least 1 way to guarantee a spellcaster on your field. If you are not playing 2 Destroyer, it is not recommended that you keep a hand with only Eternity + Grass and should restart if possible for a better hand.

Schrödinger’s Grass (creds to XMasterItachiX and Snyffus for the name) you don’t know if you’ve bricked or not until you use it :)


General Tips

Try to maintain as many books in grave as possible for more fodder to use with Fate. Eternity is able to recycle Fate and Master can be used to copy Eternity. Most of the time you will expect to have it used at least 4 times per duel.

Keep track of resources that are both in grave and banished. If you are playing 3 Eternity and 3 Master, examples of efficient resource management turns would look like:

  • Turn 1 Blue Boi-> Crescent-> Secrets-> Master-> Fate
  • Turn 2 Fate banish Crescent, Secrets, Master
  • Turn 3 Eternity-> Secrets-> Blue Boi-> Master-> Fate
  • Turn 4 Fate banish Fate, Eternity, Master
  • Turn 5 Secrets-> Blue Boi-> Eternity-> Master-> Master on Eternity-> Fate
  • Turn 6 Fate banish Fate, Eternity, Secrets
  • Turn 7 Eternity-> Secrets-> Fate
  • Turn 8 Fate banish Fate, Eternity, Master
  • Turn 9 Secrets-> Master on Eternity-> Fate
  • Turn 10 Fate banish Fate, Eternity, Master
  • Fate used 5 Times

Alternatively, if you are playing 2 Eternity and 2 Master, you may want to conserve the resources in your deck. For example:

  • Turn 3 Eternity-> Master-> Master copying Eternity to add Secrets-> Blue Boi-> Fate

This accomplishes the same goal, but instead of thinning your deck, this combo path allows you to use 1 less Master from your deck that turn.

Example Fate x2 turn going 2nd
Blue Boi + Secrets + Fate + Power

  1. Power-> Blue Boi-> Crescent-> Secrets-> Master-> Fate.
  2. Fate 3 to banish opponent’s card, banishing Power, Secrets, Master (2 Books in grave).
  3. Eternity-> Secrets.
  4. Set Fate (3 books in grave).
  5. Attack-> 1500 atk Blue Boi (potential Power search).

Any missing combos or steps are trivial and are left as an exercise to the reader.


Spellbook Combo Reference Sheet

Starting hands -> Ending boards To help decide whether or not to Restart your hand in under 20 seconds Spellbook of Judgment is a placeholder for any Spellbook card to reveal with Master.


Conclusion

Thank you to everyone that helped me playtest these combos and helped me learn this decktype. A special shoutout to my team for all of their support.


If you have any thoughts or questions, leave a comment below!
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