Jeff Jones: Judgment Day

jeff jonesGoing into Nationals, hands down in my opinion, the scariest deck to play against is Prophecy.  Prophecy has gotten support for a long time now, 4 sets I believe, gaining a little more support each time. But now, they get one of the most powerful cards ever created in Yu-Gi-Oh history... and that of course, is the apocalyptic Spellbook Judgment Day, that I'm sure most of you have heard of.

Spellbook Judgment Day

Quickplay Spell
During the End Phase of the turn you activated this card, add "Spellbook" Spell Cards from your Deck to your hand, except "Spellbook Judgment Day", up to the number of Spell Cards activated this turn after this card resolved, then you can Special Summon 1 Spellcaster-Type monster from your Deck, whose Level is less than or equal to the number of cards you added to your hand this way. You can only activate 1 "Spellbook Judgment Day" per turn.

Yeah... it does that... every time I read it I never cease to be amazed a card like this exist. So lets break it down. First off, here is my current Prophecy deck

prophecy deck jeff

Spellbook Magician of ProphecySo basically if you open with Spellbook Magician/Spellbook of Secrets/Spellbook Judgment Day and a Toon Table of Contents... its a wrap. Or, if you can even just activate Judgment Day followed by any 3 Spell cards, that's all you really need. This means the following

1) During your End Phase, you add 3 Spellbooks from deck to hand for Judgment Day
2) Special Summon a Level 3 or Lower Spellcaster. We will bring out Justice.
3) Since its still the End Phase, and you activated a Spellbook this turn, you can now Banish Justice, adding another Spellbook and a High Priestess to your hand, for a grand total of 5 cards.

Next turn, you have all the Spellbooks you need to summon High Priestess, protect her, and Banish any card that stands in your way. You basically have 10 cards on your turn 1 for almost no effort.

It's really hard for many decks to come back from this. Mermails actually have a great shot of doing so, by OTK'ing prophecy with Megalo plays and Deep Sea Diva, BUT that's where Threatening Roar comes in and allows you to see another day.'

After Summoning your Priestess, the ideal play would hopefully use another Judgment day followed by 3 more Spellcards, and during your End Phase, Special Summoning Jowgen, with Spellbook of Fate set. This means your opponent will not be able to Special Summon to amount a comeback, and Spellbook of Fate will mitigate any threat that comes his way, effectively wrapping up the game on your following turn.

Those are just the IDEAL scenarios though. With so much tutoring power, the deck stands on its own two feet without it. Even right now, where Prophecy doesn't have Judgment Day, it's still an extremely formidable deck, and shouldn't be taken lightly.

Now that we know all this broken stuff, our next question is what can we do about it? Well, most people know you can use the following card to help prevent Spellbooks from going off on you

droll & lock bird[ccProd]Droll and Lock Bird[/ccProd] Wind/1/Spellcaster/0/0
If your opponent adds a card(s) from their Deck to their hand, except during the Draw Phase, you can send this card from your hand to the Graveyard. For the rest of this turn, neither player can add card(s) from their Deck to their hand. (Drawing cards is also considered as "adding a card to the hand.")

So play this card after Spellbook Magician resolves or a Book of Secrets to prevent your opponent from doing any further searching that turn, and while you minus one yourself, you effectively keep yourself in the game. So its a solid pick to side deck against Prophecy.

The next card is a card that most of the Elemental Dragon decks are maining in Japan right now, as they can easily make Big Eye. While I'm fairly sure the Elemental Dragon deck wont be as powerful here, there is another deck which we all know can easily make Big Eye here... and that's Mermails. Anyway, onto the card

Eradicator Epidemic Virus
Normal Trap
Tribute 1 DARK monster with 2500 or more ATK, and choose Spell Cards or Trap Cards; check your opponent's hand, all Spell/Trap Cards they control, and all cards they draw until the end of their 3rd turn after this card's activation, and destroy all cards of the chosen type.

Abyssteus, Megalo, and Abyssgunde, making a Big Eye is pretty simple in Mermail, so Eradicator Virus is perfect for the side deck. You just tribute the Big Eye, call Spells, and watch alllllll of your Prophecy opponents cards fall to the Graveyard. It's basically an instant win card in the Prophecy matchup.

These 2 cards are basically what every OCG player uses in their Main/Side deck to combat Prophecy, and so far they seem to be doing a pretty good job of keep Prophecy at bay with Elemental Dragons with Viruses... however that probably will not bet he case here. We will more likely then not, not have the Baby Dragons for the Elemental Dragon deck, meaning making Big Eye is kind of a struggle. Although, there is another deck that has A LOT of hype right now that can also use Eradicator Virus really well, and that's Evilswarm. Evilswarm resolves around spamming Evilswarm Ophion, and protecting it with Spell and Trap cards. It's basically Dino Rabbit 2.0, as you don't have to run 6 crappy Normal Monsters to get value out of your Rescue Rabbit. However, Ophion is a Dark monster with 2550 attack meaning he's a prime target for Eradicator, so again, it's another deck that can hopefully 1HKO Prophecy.

Now, Tachyon is still 1.5 months away, but that doesn't mean you shouldn't start preparing now for Judgment Day. Prophecy is going to be one of the new scariest decks to go up against, so being prepared early could be the difference between winning and losing.

Also I always make sure to keep in mind, there are 10 World Premier cards needed to take into account. This means something like a really good Noble Knight card might come out, or in the case of when Samurai's were extremely scary, Maxx C was released. Who knows? We might see something like

Magical "C"
Earth/Insect/2//500/200
During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent activates a Spell Card, immediately draw 1 card. You can only use 1 "Magical C"" per turn.

I mean, how cool would that be?

Until next time duelist, play hard or go home.

LMJeffJones

LMJeffJones

LMJeffJones

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