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.
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.
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.
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 That Grass Looks Greener 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:
- That Grass Looks Greener + Spellbook of Life + Any other Spellbook Spell
- Spellbook Magician of Prophecy/Spellbook of Secrets(Or Both) + Spellbook of Fate/Spellbook of the Master/Graveyard Fuel (Power/Organization)
- A hand capable of pulling off a Fool of Prophecy combo
- Secrets/Blue Boy + Treacherous Trap Hole or an important side deck card
A Look into the Spellbook Library
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.
- Reaper of Prophecy:
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
Fool of Prophecy:
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.
Strength of Prophecy:
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.
Spellbook Magician of Prophecy (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.
Spellbook of Secrets:
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.
Spellbook of Life:
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
Spellbook Library of The Crescent:
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.
- Spellbook of Fate:
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
Spellbook of Power:
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
Spellbook of the Master:
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
Spellbook of Eternity:
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
- Spellbook Organization:
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.
Spellbook Magician of Prophecy (A.K.A. Blue Boy) [Optimal Count: 3]
This is 1 of the 2 super generic searchers in the deck, You want to draw at least 1 Blue Boy or Secret in your starting hand.
Spellbook of Secrets [Optimal Count: 3]
Same as Blue Boy, having 6 copies of these generic searchers makes the deck very consistent and you’ll likely open one in your starting hand.
Prophecy Destroyer [Optimal Count: 1-2]
This is the main boss monster of the deck, a 2500 beater that can consistently be special summoned from the grave.
Reaper of Prophecy [Optimal Count: 1-2]
The playmaker of the deck, when this card is summoned and is able to activate all of its effects the controller gets a huge swing in tempo and card advantage.
Fool of Prophecy [Optimal Count: 3]
What will mainly be bringing out Reaper and it’s full effects. Running 3 of this card makes the deck very consistent.
That Grass Looks Greener [Optimal Count: 3]
This card gives Spellbook players access to nearly their entire deck if they’ll able to resolve this effect. With proper follow up entire boards are consistently created in single turns starting from this card.
Spellbook of Life [Optimal Count: 1-2]
Amazing follow up for That Grass Looks Greener. From Grass milling a Fool or Reaper quite commonly, you’ll be able to bring out one of those monsters are get your entire engine running and great a giant board presence. Can also be used in tight situations in the late game to get a special summon off.
Spellbook of Fate [Optimal Count: 3]
This is the powerhouse of your deck and what will be single handedly controlling the board. A main goal of this deck is to get “Spellbook” spell cards in the graveyard so this cards third effect is activatable to disrupt your opponents moves. This card is also very hard to get around because it doesn’t target and devastating if it hits something big because it banishes.
Spellbook of Eternity [Optimal Count: 2-3]
This card is very important for recycling cards that were banished by the effects of Spellbook of Fate and Prophecy Destroyer.
Spellbook of Power [Optimal Count: 1-2]
Power is very beneficial to get over really big monsters and being able to search another Spellbook from your deck when you destroy a monster you used Spellbook of Power on.
Spellbook of the Master [Optimal Count: 2-3]
This card will mainly mimic the effect of “Spellbook of Secrets” during a search cycle, but can also be used for other cards whenever needed like Eternity and Power.
Spellbook Library of The Crescent [Optimal Count: 0-2]
This card is amazing to start the duel with as it can only be activated when you have no “Spellbook” spell cards in your graveyard. It’s also searchable with Blue Boy so you can frequently have in Turn 1.
Spellbook Organization [Optimal Count: 1]
This card is a great 1 of to be that third Spellbook spell in the grave when setting up for Spellbook of Fate turn one when you don’t have Spellbook Library of the Crescent and don’t want to waste Spellbook of Power. It’s also a different name in the graveyard for Fool of Prophecy and Reaper of Prophecy and sets up comebacks or plays by because able to choose what card you get next from the top 3 cards in your deck.
This can purely be based on user preference and are not limited to these cards
This card is great and has always been great. Works well in this deck for both Protection and OTK potential. This can replace Sphere Kuriboh.
Great handtrap that your opponent won’t expect and gives the protection Spellbooks lack. This can replace Enemy Controller.
Treacherous Trap Hole:
This card is an amazing one of to have and is really useful in Spellbooks because they run no traps. It’s a straight up +1 in card advantage and overall is very strong. Helps in a lot of sticky situations.
Used in some variants of Spellbooks, can be great to get out multiple monsters in one turn or set up for a tribute summon.
A strong monster that’ll usually come out with Reaper. Is about to control the board very well because of its easy access to monster removal.
Cursed Seal of The Forbidden Spell:
A great counter trap that can easily be activated with extra/dead Spellbooks in your hand. Negating key spells and making sure they can’t be activated again could be devastating for some decks such as Masked Heroes having their Mask Change negated or in the mirror match, negating a key spellbook spells like Spellbook of Fate or Spellbook of Secrets.
Dark Magician of Chaos:
Strong 2800 boss monster that can be special summoned by the effect of Reaper of Prophecy and recycles a spellbook from your graveyard and adds it to your hand during the end phase of it’s summon.
Very effective to both counter the current meta and serve as generic backrow removal.
Here are a couple decklists that have seen recent success in tournaments:
DLPT #17 2nd Place Serenity
Basic Graveyard Set Up:
If one Blue Boy/Spellbook of Secrets (Or Both) and one Crescent/Spellbook of The Master/Spellbook of Fate/graveyard Fuel (Organization and Power) is in possession, you can have Fate’s 3rd effect be activated during your opponent’s turn using this search combo:
- Activate Secrets (Do this second if you have Crescent)
- Search Spellbook Magician of Prophecy/Vise Versa if starting with Spellbook Magician of Prophecy
- Summon Blue Boy
- Search Master
- Activate Master, copy Secrets
- Search Fate/Graveyard Fuel[Power/Organization] (Depending on the other spellbook you already have in your hand)
Turn 1 Fool Combo:
This combo can help you dominate the board very early on as you’ll be able to bring out Reaper of Prophecy without the help of That Grass Looks Greener
This is a 3 card combo that consists of:
Fool of Prophecy, Spellbook of The Master, and either Eternity or Fate
- Summon Fool
- Send Secrets to the Graveyard
- Activate Master copy Secrets search Fate or Eternity depending on which one you don’t already have in your hand
- Set Eternity
- Activate Fate’s first effect
- Banish Secrets return Eternity (Or an opponent’s back row if you’re doing this turn 2)
- Activate Eternity, bring Secrets to hand
- Activate Secrets, search Graveyard Fuel (Power/Organization)
- Activate Graveyard Fuel
This is a combo that consists of:
Fool of Prophecy, Spellbook Library of the Crescent, and Spellbook of Secrets
- Activate Crescent, choose Master, Power, and Organization
- Activate Secrets, search Master (unless you picked up Master from the effect of Crescent), then search either Fate so you can disrupt your opponent next turn (optimal) or Eternity to have follow up next turn
- Activate Master to copy Secrets and search either Power or Organization if you don’t already have 1 of either both of them. If you already do have 1 of either both of them search either Fate (Optimal) or Eternity if you already have Fate
- Summon Fool, Activate Fool and dump Spellbook of Life as you have two copies of this card and if you’re doing this combo chances are you will not need that second copy of Spellbook of Life for the rest of that game
- Activate either Power or Organization depending on which one you picked up
If you can, make sure you have follow up for your next turn whenever creating a board. Backup such as Spellbook of Eternity or Spellbook of Secrets can go a long way into recreating a damaged or broken board.
When playing Fool of Prophecy, when Fool’s second effect is activated to summon Reaper of Prophecy in the End Phase, you can use Reaper’s search to get that follow up card such as Spellbook of Eternity or Spellbook of Secrets for next turn.
When playing Fool of Prophecy, if you are able to activate Fool’s second effect to summon Reaper of Prophecy and have not yet used Fate while your opponent currently controls cards on the field; turn your toggle to ON and search Spellbook of Fate. After you special summon your second monster using Reaper of Prophecy, you will be given a prompt to use Spellbook of Fate during that end phase. Doing this, you can remove a potentially problematic card your opponent controls and still be able to use another Spellbook of Fate on your opponent’s turn.
When banishing Spellbooks with the effect of Spellbook of Fate or Prophecy Destroyer, Prioritize banishing Spellbook of Fate, Spellbook of Life, Spellbook of Power, Spellbook Organization, and excess Spellbook of Secrets. This makes sure you keep a wide variety of different Spellbook names in your graveyard for Fool and Reaper effect and being able to get those Key or 1 of Spellbooks such as Fate, Secrets, and Power back to your hand with Spellbook of Eternity.
When using the skill Restart, normally you want to keep hands that can get you a Spellcaster and an activatable Fate on turn one or a hand with That Grass Looks Greener with Spellbook of Life or a way to dig for Spellbook of Life to special summon Fool of Prophecy or Reaper of Prophecy.
Setting a monster face-down with Spellbook of Fate resets any attack increase/decrease, counters, and any one time type/attribute changes on that monster when it’s face up again. This can reset the attack of a monster changed by Wall of Disruption or any counters on your monster such as A-Counters.
What to do in every current meta matchup.
- Matchup Odds:
Masked Heroes is Spellbook’s hardest matchup because of their incredibly strong OTK potential. A single undisrupted Masked Hero Anki can end a game when all you have on the field is an attack position Blue Boy. Masked Heroes can usually end a game if they just have 2 Monsters on the field and a Mask Change so you want to prevent this as much as possible.
If your opponent Normal Summons Destiny Hero - Drilldark, use Spellbook of Fate to banish it on summon. If Fate is chained to Destiny Hero - Drilldark and either sets Drilldark face-down or banishes it from the field, Drilldark will no longer be able to use it’s special summon effect and your opponent will not be able to chain Masked Change without having their Anki be banished in place of Drilldark.
A very typical play for Masked Heroes to do versus Spellbooks is to Normal Summon Vision Hero Vyon and dump Destiny HERO - Malicious when they have a Mask Change to quickly summon 2 monsters in 1 turn and go for an OTK. If your opponent does this, in the battle phase when they attack with Vyon/Malicious, set your own Blue Boy with Fate’s effect. This prevents an OTK as long as they do not have Forbidden Chalice or a second Mask Change.
If your opponent has one monster on the field and you can go aggressive to threaten game or heavy LP damage, use Fate to banish your opponent’s monster. Because Fate does not target, if your opponent chains Mask Change you can then banish the Anki they will summon in place of the monster you would of banished.
If your opponent summons Vision Hero Vyon and dumps anything other than Destiny Hero - Malicious, banish the Vyon to prevent a Polymerization search.
Good side deck cards for this matchup Warrior Elimination, Magic Deflector
- Matchup Odds:
Amazoness is Spellbook’s second hardest matchup because of their ability to summon multiple monsters in one turn and being able to banish your big monsters such as Prophecy Destroyer without being able to bring them back. Depending on whether you are able to get out multiple big monsters on the field or only able to summon Blue Boys and recycle Spellbook of Fate, you want to focus on banishing Onslaughts or banishing Monsters.
A very typical play for an Amazoness player to make is to normal summon Amazoness Princess. To prevent Princess’s second effect of special summoning a monster from their deck, turn your toggle to ON and banish your opponent’s Princess at the START of the Battle Phase.
Focus banishing Amazoness Queen above all else if your opponent is able to bring her out.
If you were able to create a strong board consisting of your boss monsters you want to ideally banish Amazoness Onslaught.
If you were not able to establish a board and have to resort to Blue Boy beatdown, banish what ever your opponent summons is the way to go.
Good side deck cards for this matchup Warrior Elimination, Cosmic Cyclone, Magical Marionette
- Matchup Odds:
Sylvans is by far one of the easiest Matchups for Spellbooks as Spellbooks are able to disrupt as play Sylvans tries to make and without good RNG, Sylvans are very slow in making plays able to disrupt a Spellbook player’s deck.
Focus on banishing anything they set during the end phase of their turn by turning you toggle to ON, this prevents them from chaining Enemy Controller to the activation of Spellbook of Fate.
If your opponent summons a monster, wait until attack declaration to banish that opponent’s monster to ensure they won’t change what they do in the Main Phase depending on what they summon.
If your opponent sets a monster and sets a spell/trap, during their endphase, if you are able to set up multiple Fate’s, you can banish the set spell/trap then banish the opponent’s monster during your turn. This prevents Enemy Controller/Treacherous Trap Hole plays.
If you are sure your opponent has a set Sylvan Komushroomo, you can activate Spellbook of Power then chain Spellbook of Fate’s second effect to flip Komushroomo face-up which will cause it to miss its timing. Then attacking into it to gain an additional Spellbook search from the effect of Power.
Banish any Sylvan Guardioak or Sylvan Hermitree on summon to prevent them from activating their effects.
Good side deck cards for this matchup Different Dimension Ground, Fragrance Storm, Nobleman of Crossout
- Matchup Odds:
Although very uncommon, Aliens is one of those decks that are able to deal with Spellbooks naturally as they can easily get 2 monsters on the field with the use of Powerful Rebirth or the effect of Alien Overlord. The core of their deck is to put A-Counters on your monster to Lower your monster’s attack, destroy you back row with Alien Telepath and special summon Alien Overlord.
Get A-Counters off your monsters after your opponent uses “A” Cell Recombination Device by flipping your own monsters face-down.
If you have an A-Counter on your monster and your opponent summons Alien Telepath, banish it on summon.
If your opponent controls a single set, prioritize banishing it first to prevent any Wall of Disruption, Enemy Controller, Cosmic Cyclone, or Powerful Rebirth and attack over their monsters using any big monster or Spellbook of Power.
Good side deck cards for this matchup Cosmic Cyclone
- Matchup Odds:
Most of this matchup is based solely on a coin flip. Whoever goes first has an extreme advantage over the player who goes second. Going first just ensures you can disrupt whatever they summon using their only normal summon and not being able to respond while going second is just dependant on whether you can draw into those Tech/Side cards.
Banish or Set your opponent’s monsters on summon to prevent them from activating Spellbook of the Master or Spellbook of Fate as it requires them to have a Spellcaster-type monster.
Try to prioritize banishing over attacking over as giving your opponent enough monsters to use Spellbook of Life puts you at an extreme disadvantage.
Good side deck cards for this matchup Cosmic Cyclone, Magic Deflector, The Tricky, Last Day of Witch
Silent Swordsman OTK
- Matchup Odds:
- N/A Not Enough Testing
Silent Swordsman can be very hard to defeat if you don’t play it correctly, but in the right hands your odds of winning significantly increase. Because Spellbooks don’t generally run Grit, you need to use a lot of resources just to protect yourself for a single turn, but if you are able to, you will most likely win as your opponent can’t deal with multiple Spellbook of Fate follow ups.
Activate Fate’s second effect on the summon of Silent Swordsman LV3 to try and set Silent Swordsman, if they chain Silent Sword Slash then set your own Blue Boy after it’s effect resolves. This ensures you will not be OTK’d and are able to banish your opponent’s Silent Swordsman the following turn.
After surviving a potential OTK, set up for double Fate. Set one and activate one that same turn to try and banish Silent Swordsman, if they chain Silent Sword Slash again, promptly end your turn. Turn your toggle to ON and activate your third Fate on your opponent’s draw phase. This prevents them from potentially drawing their third Silent Sword Slash from the effects of Into The Void and Dark World Dealings.
If you have Treacherous Trap Hole, you can chain it to the activation of Silent Sword Slash to destroy Silent Swordsman before Silent Sword Slash resolves.
Good side deck cards for this matchup Warrior Elimination
If you have any thoughts or questions, leave a comment below!
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