Spellbooks

King of Games from on April 21st, 2024
Gems 24k
22 cards

Notes & Combos

I stop playing for six months, and when I come back this deck is still as good as ever. 100 wins from Gold 6 to KoG in just a few days. The deck is now cheaper than before, because I have opted to remove Silent Magician, trading away the higher ceiling for Kiteroid and Battlin' Boxer Veil. These hand-traps are very valuable because there are not many decks that can do anything about them (except Blue-Eyes one shotting through Veil, BLS, or Lunalight), and they are immune to removal effects. They also allow me to fish harder for V Salamander, frequently using up the Spellbook Magician of Prophecy on field for Spellbook of Knowledge or Spellbook of the Master copying Spellbook of Knowledge, digging even deeper with no fear of death despite an empty field. Veil is level 4, which means it can also help in Xyz plays. Order of Chaos does not activate at the start of the duel ever since the skill change, and Utopia is not a tiered deck, hence it has never been easier to use Spellbook to bait out opposing interaction, including negation and removal. V Salamander is a Spellcaster, so Spellbook of Fate can also help it dodge targeting negation, or chain to its summon to remove a card that can possibly affect Utopia. All three effects of Spellbook of Fate come up frequently in duels, it really is a very versatile card. Spellbook of Power is added for when I sometimes need a 3rd activatable Spellbook for Spellbook of Fate going second after Spellbook of Secrets and Spellbook of the Master, and since Spellbook of Knowledge needs a card to send it can be clunky in this role. The extra attack points can also come up occasionally. As for the Xyz choices, the Utopia monsters and the ZW equip are all non-negotiable, as they all can come up in duels. For the two flex spots, Abyss Dweller is for when I go first, and Castel is when I go second and I need that extra piece of non-destruction removal.

Show more