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(DuelingBook) Spellbook/Prophecy Cards


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hello everyone, 

[spoiler= Premonition of The Prophecy]

https://www.duelingbook.com/card?id=162451

If you have no Spell Cards in your GY (Quick Effect): You can discard this card, then target 1 monster your opponent controls; until the end of your next turn, both players cannot Special Summon monsters a number of times higher than the Level of that target, or if that target does not have a Level, neither player can Special Summon any monsters. If this card is in your GY, during your turn (Quick Effect): You can banish this card and 2 Spells from your GY; draw 1 card, then discard 1 card. You can only use 1 "Premonition of the Prophecy" effect per turn, and only once that turn.

 

 

 

[spoiler= Fate of The Prophecy]

https://www.duelingbook.com/card?id=162635

If this card is summoned: Send 1 "Spellbook" or "Prophecy" card from your hand and deck to the GY; Target 1 Normal Spell "Spellbook" card in your graveyard and this card's effect becomes that target's effect. You may banish this card from the GY and shuffle 3 banished cards into your deck; you may Normal summon 1 "Prophecy" monster in addition to your Normal Summon/Set this turn. You can only use each effect of "Fate of The Prophecy" once per turn.

 

 

 

[spoiler= The Prophecy of Paths]

https://www.duelingbook.com/card?id=165250

(Quick Effect): You can reveal 1 "Spellbook" Spell in your hand, then banish 1 "Prophecy" card from your GY; immediately after this effect resolves, Normal Summon this card from your hand. If this card is Summoned: You can reveal 1 Normal or Quick-Play "Spellbook" Spell in your hand; this effect becomes the revealed card's effect when that card is activated. You can only use each effect of "The Prophecy of Paths" once per turn.

 

 

 

[spoiler= The Prophecy of Silence]

https://www.duelingbook.com/card?id=168485

You may banish "Spellbook" Spell cards from your GY instead of tributing monsters to Tribute Summon "Master of The Prophecy". Negate the effects of all other cards in the same column as this card. If you control a face-up Spellcaster-Type monster (quick effect): You can reveal 1 "Spellbook" Spell card from your hand; immediately Tribute Summon this card from your hand. If this card is summoned: You may discard 1 "Spellbook" card; Destroy 1 card the opponent controls. You can only use each effect of "The Prophecy of Doom" once per turn.

 

 

 

[spoiler= Master of The Prophecy]

https://www.duelingbook.com/card?id=163928

You may banish "Spellbook" Spell cards from your GY instead of tributing monsters to Tribute Summon "Master of The Prophecy". Negate the effects of all cards activated as Chain Link 2 or higher by the opponent. If you control a face-up Spellcaster-Type monster (quick effect): You can reveal 2 "Spellbook" Spell cards from your hand; immediately Tribute Summon this card from your hand. If this card is Summoned: both players choose a card from their hand and field and banish them both.

 

 

 

[spoiler= Spellbook of Premonition]

https://www.duelingbook.com/card?id=162684

If you control a face-up Spellcaster-Type monster: Add 1 "Prophecy" monster from your deck to your hand. Reveal 1 "Spellbook" Spell card from your hand and banish this card from your graveyard; immediately after this effect resolves, you may Normal Summon/set 1 Spellcaster-Type monster. You may only use 1 effect of "Spellbook of Premonition" per turn and only once that turn.

 

 

 

[spoiler= Spellbook of Immortality]

https://www.duelingbook.com/card?id=164011

Until end of turn, "Spellbook" and "Prophecy" cards are unaffected by opponent's card effects. If this card is banished (Quick effect): You can target 4 of your other banished "Spellbook" cards and 1 Normal "Spellbook" Spell card in your graveyard; shuffle all of your banished cards into your deck and this card's effect becomes the graveyard target's effect. You can only use each effect of "Spellbook of Immortality" once per turn.

 

 

 

[spoiler= Spellbook of Silence]

https://www.duelingbook.com/card?id=168602

Activate this card only if you control a face-up Spellcaster-Type monster. Banish 1 "Spellbook" Spell card from your GY; negate the effects of a face-up monster on the field. If this card is banished: Discard 1 card; Destroy 1 card your opponent controls, then draw 1 card. You can only use each effect of "Spellbook of Silence".

 

 

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Premonition of The Prophecy 

The first effect is just a floodgate for Sekka builds, since it's a quickplay you could wait until your opponent committed some resource to the field then activates it to put them in a big minus next turn. Hate it

The second effect is neat in theory, but then is it a quick play when it has to be activated during your turn?

 

Fate of The Prophecy

There are massive issues with using the "Prophecy" archetype since it's one of those Archetypes Konami funked up translated

From the Wiki:

Due to their Japanese names containing 魔ま導どう, a number of older cards, such as "Armor Exe" ("Magical Armor Exe") and "Dark Paladin" ("Super-Magical Swordsman - Black Paladin"), also fall into this archetype. Even some cards released after "Stoic of Prophecy", such as "Ebon Illusion Magician", that fall into this archetype do not include "Prophecy" in their English names. However, because TCG and OCG support for this archetype only works on Level 3 Monster Cards in the Main Deck, none receive support and lack synergy with the Deck.

 

Also Targeting for effect is really weird, not sure if it has been done before but it doesn't break any rules, i'd say just leave the targeting out or move it to the cost since it's not relevant in this case

The second effect, same issue with the "Prophecy" archetype. Other than that the effect is just alright? There is a bit of setup but it's not impossible, and it doesn't hurt to use it even if the bonus is just fair.

 

Master of The Prophecy

Don't know why it has 2 summoning conditions, but I guess they work together? The banish effect is interesting, it's fine removal but you can't choose the target so there's that

 

Spellbook of Premonition

The same issue with the "Prophecy" archetype stuff, otherwise the first effect is fine

Please fix the PSCT on the second effect but it's a good solid effect

 

Spellbook of Immortality 

The same issue with the "Prophecy" archetype stuff, but would otherwise be nicer as quickplay for that type of effect

I can tell you are really trying to push the effect copying and banishing parts of the deck with the other effect. I mean that certainly existed in the deck and this effect certainly helps I feel the deck would benefit more from new effects to copy rather than just more combo pieces like this card.

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I feel like you're overstating the power of Premonition of The Prophecy a bit since it stops you from special summoning as well and honestly it just stops overly obnoxious first turn link decks and i think there's nothing wrong with that but i might be wrong.

 

I didnt want to have targeting as a part of the cost since that would mean you would have to have a spellbook already in your graveyard in order to activate the effect or couldnt target the one put into the graveyard by her cost? Unsure tbh it's a PSCT mess but it functions as intended as it is.

 

Master of Prophecy - See Ehther the Heavenly monarch: 

You can Tribute Summon this card by Tributing 1 Tribute Summoned monster. If this card is Tribute Summoned: You can send 2 "Monarch" Spell/Trap Cards with different names from your hand and/or Deck to the Graveyard, and if you do, Special Summon 1 monster with 2400 or more ATK and 1000 DEF from your Deck, but return it to the hand during the End Phase. During your opponent's Main Phase, if this card is in your hand: You can banish 1 "Monarch" Spell/Trap Card from your Graveyard; immediately after this effect resolves, Tribute Summon this card (this is a Quick Effect).

 

- I tried to kind of mimic this, so he has an initial summoning condition as well as a second one -  looking at it again it seems as though i should put the on - summon effect before the second summoning condition but oh well.

 

I can see why you would want Immortality to be quickplay but i wanted players to have to jump through hoops in order to trigger such a strong protection effect - therefore i created the new card "Prophecy of Paths" but i now realise it's actually just bad because you cant chain the effects properly to avoid getting your board wiped.

- Also yeah a better spellbook to copy does sound needed, atm most of the normal spellbooks that dont just search and cycle feel kinda power crept

 

- I'm just going to work with the english names of "Prophecy" - i cant really help the fact that konami has messed it up

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Premonition:

Unsure about this one. It's basically a Maxx C, and C is a card that OCG kept while TCG banned it, and still both formats have more or less the same top decks. One could make a case that Maxx C isn't really shifting the meta, and thus the same could be said about this card.

 

Fate:

Instead of targeting, you can use mechanics like "choose".

That aside, it looks really good. It's pretty much another Blue Boy, and the 2nd effect is a nice bonus for the big Prophecies and pseudo-Prophecies as Saiyan stated. I dont like too much how it can use both effects in the same turn by first Summoning it, then using other effect, which the first effect assists to set up. I would prefer if it was an in-GY effect instead, a bit more like Vampire Sorcerer, or had a Dragon Ruler OPT.

 

Paths:

Text fix, assuming the 2nd effect works like Traptrix Rafflesia rather than replacing the monster's entire effects with the Spell's effect:

(Quick Effect): You can reveal 1 "Spellbook" Spell in your hand, then banish 1 "Prophecy" card from your GY; immediately after this effect resolves, Normal Summon this card from your hand. If this card is Summoned: You can reveal 1 Normal or Quick-Play "Spellbook" Spell in your hand; this effect becomes the revealed card's effect when that card is activated. You can only use each effect of "The Prophecy of Paths" once per turn.

 

You are already giving them Fate as a 2nd Blue Boy, and now an Spellbook duplicator? Quite interesting because while it can lead to some power plays by duping potent Spellbooks like Fate and Life, it's also dead if you happen to not have any Spellbook at hand.

 

Master:

The summoning condition is conflicting. You can Tribute Spell/Traps for some monsters like True Dracos, but banishing cards from the GY instead? IIRC is unheard of. The intentions are understandable and all, I just think there may be a more appropriate way to write it.

Anyway, this guy is insane: easy to Summon of you got Spellbooks in GY, the floodgate effect looks really oppressive, and as if that wasn't enough it has a two-sided Trishula-ish effect, let alone the Quick Tribute Summon effect. That's too much for a single card, IMO.

 

Premonition:

More consistency between Spellbooks and Prophecies. For instance, it can grab Blue Boy, who can grab Secrets, which can grab another Blue Boy, just for the deck thinning. At least it requires a Spellcaster on board, and that can be a problem when you don't have any around. Then, I can see how nicely the 2nd effect works with the first, allowing you to Normal Summon a Level4 or lower Prophecy monster that you grab. At least it has a Dragon Ruler hard OPT clause.

 

Immortality:

Spell/Traps don't have Quick Effects.

This card looks insane, IMO. Full blanket protection from effects for your Prophecies and Spellbooks. Would this also protect them from activation and Summon negations? IDK, since this applies anywhere, not just on cards on the field.

The 2nd effect looks like a cheap way to recycle your cards and stay longer on the game, when normally Spellbooks rely on Eternity or just run out of fuel.

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Premonition:

Unsure about this one. It's basically a Maxx C, and C is a card that OCG kept while TCG banned it, and still both formats have more or less the same top decks. One could make a case that Maxx C isn't really shifting the meta, and thus the same could be said about this card.

Honestly premonition is the most dead card of the deck, it would probably honestly be better just running normal hand traps, it's okay if you open it first turn but for the rest of the game it's initial restriction makes it such a pain to use, i feel like if i had a level 1 that maybe banished all cards in the graveyard that could make it synergise better, but honestly that also means that SB of Fate then cant be used soooo, all in all it's just not a very well designed card for the deck. Ill take the L on this one.

 

 

Fate:

Instead of targeting, you can use mechanics like "choose".

That aside, it looks really good. It's pretty much another Blue Boy, and the 2nd effect is a nice bonus for the big Prophecies and pseudo-Prophecies as Saiyan stated. I dont like too much how it can use both effects in the same turn by first Summoning it, then using other effect, which the first effect assists to set up. I would prefer if it was an in-GY effect instead, a bit more like Vampire Sorcerer, or had a Dragon Ruler OPT.

Im just using "target" since im ripping the effect from Spellbook of the Master.

yeah she's pretty good, i will take your stance though and make her work from graveyard.

 

 

Paths:

Text fix, assuming the 2nd effect works like Traptrix Rafflesia rather than replacing the monster's entire effects with the Spell's effect:

(Quick Effect): You can reveal 1 "Spellbook" Spell in your hand, then banish 1 "Prophecy" card from your GY; immediately after this effect resolves, Normal Summon this card from your hand. If this card is Summoned: You can reveal 1 Normal or Quick-Play "Spellbook" Spell in your hand; this effect becomes the revealed card's effect when that card is activated. You can only use each effect of "The Prophecy of Paths" once per turn.

 

You are already giving them Fate as a 2nd Blue Boy, and now an Spellbook duplicator? Quite interesting because while it can lead to some power plays by duping potent Spellbooks like Fate and Life, it's also dead if you happen to not have any Spellbook at hand.

 

Updated OP to match that text thank you.

cant dupe Life :P

 

 

Master:

The summoning condition is conflicting. You can Tribute Spell/Traps for some monsters like True Dracos, but banishing cards from the GY instead? IIRC is unheard of. The intentions are understandable and all, I just think there may be a more appropriate way to write it.

Anyway, this guy is insane: easy to Summon of you got Spellbooks in GY, the floodgate effect looks really oppressive, and as if that wasn't enough it has a two-sided Trishula-ish effect, let alone the Quick Tribute Summon effect. That's too much for a single card, IMO.

he is quite oppressive and a lot in one card perhaps, but im apprehensive about weakening him since honestly spellbooks just arent that strong - in play testing he's been fairly balanced but it's almost sincerely because he's the boss of the deck - I may nerf him a bit if the other cards i made prove to make him too strong. iirc he does require a spellcaster on board in order to use that quick effect, bear in mind that the opponent can remove the og spellcaster and if you try to chain this guy you can end up losing him to to his own mandatory effect. Honestly the whole card is a bit tricky to judge and balance ^^:

 

 

Premonition:

More consistency between Spellbooks and Prophecies. For instance, it can grab Blue Boy, who can grab Secrets, which can grab another Blue Boy, just for the deck thinning. At least it requires a Spellcaster on board, and that can be a problem when you don't have any around. Then, I can see how nicely the 2nd effect works with the first, allowing you to Normal Summon a Level4 or lower Prophecy monster that you grab. At least it has a Dragon Ruler hard OPT clause.

yeah i made a lot of things require spellcasters on board like SB of Fate because it felt like a nice restriction when a lot of Spellcasters and specifically prophecy cards struggle sticking to the board, yeah would be broke without the Drooler hard OPT lol.

 

 

Immortality:

Spell/Traps don't have Quick Effects.

This card looks insane, IMO. Full blanket protection from effects for your Prophecies and Spellbooks. Would this also protect them from activation and Summon negations? IDK, since this applies anywhere, not just on cards on the field.

The 2nd effect looks like a cheap way to recycle your cards and stay longer on the game, when normally Spellbooks rely on Eternity or just run out of fuel.

Insane but not quickplay so wont negate anything the opponent could do so they wont go minus in theory. 

honestly the second effect is the best part of the card and until i made SB of Silence it was the only real way to stay in games after Master runs you dry of your own resources and easily gets destroyed himself.

 

Thank you for your CnC! Will take it on board and perhaps nerf master somehow now that i've made more support. 

If you'd like to playtest on DB that would be really nice :)

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Im just using "target" since im ripping the effect from Spellbook of the Master.

yeah she's pretty good, i will take your stance though and make her work from graveyard.

 

Yes, but targeting is a cost, and Master targets as part of the cost, while you don't want to make this card choose the card at the cost/activation step. Hence why other keywords/mechanics are more appropriate for its case.

 

he is quite oppressive and a lot in one card perhaps, but im apprehensive about weakening him since honestly spellbooks just arent that strong - in play testing he's been fairly balanced but it's almost sincerely because he's the boss of the deck - I may nerf him a bit if the other cards i made prove to make him too strong. iirc he does require a spellcaster on board in order to use that quick effect, bear in mind that the opponent can remove the og spellcaster and if you try to chain this guy you can end up losing him to to his own mandatory effect. Honestly the whole card is a bit tricky to judge and balance ^^:

 

Then you have a case of an overly strong card made to compensate for an archetype's lack impact, or in some way carry the archetype. It is not unheard of, and I would say Konami resorts to this sometimes (e.g. Nebula Meteorite, Ultimate Conductor Tyranno?), but it's not a design approach that I encourage.

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