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 Spellbooks (Help)

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Leokane
Zombie Child
 Zombie Child
Leokane


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DoolFool

Spellbooks (Help) Empty
PostSubject: Spellbooks (Help)   Spellbooks (Help) EmptyMon Mar 18, 2013 3:43 pm

So now I'm going into Spellbooks and here is how it looks:

Spellbooks (Help) 6AJ8Clh

I don't really know Spellbooks all that well so any advice and opinions would be nice.
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FoxboyAlex
WDA Member
WDA Member
FoxboyAlex


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PostSubject: Re: Spellbooks (Help)   Spellbooks (Help) EmptyMon Mar 18, 2013 5:47 pm

I actually like your build. It's quite controlling. Right off the bat I'm sure you've read most of the effects and realized that most of them are dead without the right combination. I believe that two wonder wands may be a little much because of the dead top deck. Please remember that Spellbook of the Judgment day is the best spellbook out there because of how ridiculous your hand becomes at end phase. I card can turn into a plus 8. I'd say, for consistency:

-1 Wonder Wand (It's not a spellbook, but still a great card. I run one for the big hit or randomly drawing two, which may be what you need sometimes.)
-1 Spellbook of Eternity (Will be dead without targets, most of the deck is setting up for the big plays)
-1 Threatening Roar (Two is just fine)
-1 Tsukiomi (I surprisingly do not like this card because it does not do anything but take up your normal summoned, not being able to revive it with Life makes it rather useless other than the one book of moon.)
and add

+1 Spellbook of the Judgment day (It's wonderful)
+1 Justice of Prophecy (For the spellbook of Judgment play, trust me, it's ridiculous.)
+1 Mind Control (I really like the idea of taking an opponents monster to do whatever you want with, or bypassing a big guy to hit for game.)
+1,2 Mystical Space Typhoon or Night Beam (From personal experience, you absolutely need to get rid of those Bottomless', Warning, Judgment, TT sets. They will hurt bad.)[b]
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Behemoth
Young Fiend
 Young Fiend
Behemoth


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PostSubject: Re: Spellbooks (Help)   Spellbooks (Help) EmptyMon Mar 18, 2013 6:51 pm

-2 Breaker
-1 Tsukuyomi
-2 Temperance
-2 Tragoedia
-3 Dark Hole, Reborn, Heavy
-2 Wonder Wand
-3 Threatening

+1 Veiler
+3 Justice of Prophecy
+1 Reaper of Prophecy
+1 Fortune of Prophecy
+3 Judgment Day
+1 Fate
+1 Power
+1 Master
+1 Wisdom
+1 Tower
+1 Treacherous Trap Hole OR Solemn Judgment

Et viola, a fully functioning, ready to kick ass Spellbook deck.
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L.Lawliet
Envoy Soldier
Envoy Soldier
L.Lawliet


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PostSubject: Re: Spellbooks (Help)   Spellbooks (Help) EmptyMon Mar 18, 2013 7:09 pm

This is a TCG build, no?? Good man!
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Al-Bhed
Machina Mechanic
Machina Mechanic
Al-Bhed


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PostSubject: Re: Spellbooks (Help)   Spellbooks (Help) EmptyMon Mar 18, 2013 8:42 pm

I won't comment on the recommendations, I'll just say trust in the shriek, and the shriek will set you free.
http://shriek.twoday.net/stories/326205071/
http://shriek.twoday.net/stories/326205089/
http://shriek.twoday.net/stories/326200393/
http://shriek.twoday.net/stories/326200334/
http://shriek.twoday.net/stories/326200376/
http://shriek.twoday.net/stories/326200387/

The difference between OCG and TCG spellbooks is a couple of tiers, so it's better to just make it from scratch.
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L.Lawliet
Envoy Soldier
Envoy Soldier
L.Lawliet


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PostSubject: Re: Spellbooks (Help)   Spellbooks (Help) EmptyTue Mar 19, 2013 3:07 am

OCG have the card that lets you win in 3 turns.
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Spellbooks (Help) Empty
PostSubject: Re: Spellbooks (Help)   Spellbooks (Help) Empty

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