Whats up boys and girls, its T-Time! Welcome to another Thunder Thursday! This week we are going to take a look at an alternative approach to Spellbooks. This is built for the current meta without any cards being released in the next month. Also, understand that this is not a completely new invention, but nothing really is. My final disclaimer is that this is not a tier deck for the current format, since not enough people commit to the field, but I will get into that later. So here is the deck!
Monsters: 23
Spellbook Magician of Prophecy x3
High Priestess of Prophecy x2
Effect Veiler x2
Temperance of Prophecy x2
Lyla, Lightsworn Sorceress x2
Tour Guide from the Underworld x2
Summoner Monk x2
Genex Ally Birdman x2
Genex Blastfan x2
Sangan
Chaos Sorcerer
Black Luster Soldier-Envoy of the Beginning
Magical Exemplar
Spells: 17
Spellbook of Power x3
Spellbook of Secrets x3
The Grand Spellbook Tower x2
Spellbook of Wisdom
Spellbook of Fate
Spellbook of Life
Spellbook of Eternity
Pot of Avarice
Dark Hole
Mind Control
Book of Moon
Monster Reborn
Extra Deck: 15
Arcanite Magician x2
Black Rose Dragon
Ally of Justice Catastor
Temtempo the Percussion Djinn
Number 17: Leviathan Dragon
Leviair the Sea Dragon
Wind-Up Zenmaines
Abyss Dweller
Gagaga Cowboy
Number 39: Utopia
Maestroke the Symphony Djinn
Number 16: Shock Master
Alchemic Magician
Number 11: Big Eye
So the first thing I'm going to go over is the combo itself. The goal of the deck is to get to Summoner Monk with enough Spells in hand for him to be worth it. Luckily, Spellbooks love gaining card advantage in the form of other Spellbook cards, so this shouldn't be too much of a problem. Once he is in your hand, you use his effect to summon Genex Blastfan. Blastfan's effect then activates adding Genex Ally Birdman to your hand. You bounce Summoner Monk back to your hand with Birdman's effect, then synchro with Genex Blastfan for Arcanite Magician (since Blastfan is randomly a Spellcaster). This allows you to reuse Summoner Monk again and again, spamming Arcanite Magician and blowing cards off of the field.
The combo itself is very good and can have a deck built around it. The problem is that in the current format, most decks don't commit to the field very much. But for argument’s sake, lets say that they did. Early this format, people played a lot of Hero and Geargia decks which both heavily committed to the field. In a format such as that, this combo would be pretty effective. So what happens if you run out of Blastfans? You use Summoner Monk's effect to get Summoner Monk. Then you use that one to get any lv 4 Spellcaster of your choosing and XYZ summon Alchemic Magician. You use Alchemic to set Pot of Avarice and then boom. You are back to your combo. The only problem with that is that Birdman gets removed. Lets not worry about that though, since you can always Leviair him back or something.
Usually by the time you need that play, you have already ran your opponent nearly out of cards with your Arcanite Magician. Generally you would go into Shock Master from there and just win. The slew of other rank 4 monsters you play give you versatility in a slow game, but also in your Summoner Monk plays. Though I don't feel the need to go into explaining when to use cards like Utopia, Gagaga Cowboy, Abyss Dweller, and Maestroke, I will say that knowing this is crucial. I am just assuming you already know when to use those rank 4 monsters. With this deck, you should also have plenty of opportunities to drop Big Eye on your opponent. If Shock Master isn't a game ender, Big Eye certainly can be.
The Temperances and the High Priestesses are there because of how powerful that play is. The ability to “Lonefire” out the Priestess is just too good. High Priestess can be almost as devestating as Dark Armed Dragon. It is relatively easy to summon on its own, by having three Spellbooks. When you have it out, it is pretty easy to bring back with Spellbook of Life or Magical Exemplar. It also helps make Big Eye with dead Arcanites, etc. I am running Effect Veiler for tower as well as the need for some form of protection from big plays. It goes better with the theme than Maxx “C” and actually ends a problem rather than just giving you advantage only for you to take the fatal blow in the end anyways.
I chose to go with Lyla over Breaker in this case because it goes better with the Chaos theme and it is a much better play off of Summoner Monk. The mills can also be useful with Spellbook Tower among other things. The Chaos monsters find their place pretty nicely with everything else, so there is really no big question about them. Finally, Tour Guide is there to add some versatility plays and to summon Sangan to draw out the Summoner Monk. The big problem with the deck though, is being able to live long enough to set up your combo. The other problem is that you need to have enough advantage when you do have your combo in order to play it, otherwise you won't have cards to discard. The Spellbook Tower helps set this all up, but it will be a challenge to keep holding enough spells.
Though I test every deck that I write about, I did less testing with this than I would have liked. There are a lot of things that I want to do with it that I just can't seem to find room for. One of them is Tragoedia. That card is way too good to not be in this deck. Another one is to max out the combo with 3 blastfans and 3 Birdmen (or at least 3 Birdmen). I also want to fit a Level 8 Synchro monster into the extra deck (Scrap Dragon namely), but finding room in there is tricky as well. I know that a lot of people like to cut Abyss Dweller, but I am a huge advocate of the card. When played right, it can single handedly win you games by making a good read of a situation.
This deck takes more tinkering than I have been able to give it, so hopefully if this concept is new to you, you may adopt it and service it well. The combo itself can be used in a deck strictly based around it if you want. I feel like this version of the deck will do well eventually, but for now we are in a format that doesn't commit much to the field. Such decks include Wind-Ups and Merlantians. However, Dino Rabbit is popular and does commit to the field and Six Samurais are beginning to pick up in popularity. While Dino Rabbit's trap base can keep it safe from this deck, Six Samurais are far more likely to fall to the Arcanite combo.
If you have time to test this, you may also want to try a version that includes Dark Simorgh. Since Blastfan is wind, it oculd end up working if you put it together correctly. You may even try to play multiple field spells with Ancient Fairy Dragon. Who knows, this is basically just an outlined concept of the deck itself. If you have any comments, questions, or concerns, please leave them below and I will do my best to answer them. Thank you and remember to play hard or go home!
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