Spellbook Judgment Day
The main reason why Prophecy was able to become one of the top decks of the format.
Hand: Spellbook Judgment Day, Spellbook of Secrets, any Spellbook card (for Master’s reveal).
Activate Secrets (1) add Magician.
Summon Magician add Master.
Master copy Secrets (2) add Tower.
Activate Tower (3).
During the End Phase, add 3 Spellbook cards and Special Summon Justice.
Banish Justice, add 1 Spellbook and 1 Priestess.
Hand: 4 Spellbooks + 1 Priestess.
*Alternatively you can go into Jowgen.
Note that it also counts other Spells for its effect, so you can play stuff like TTOC and Upstart Goblin.
Spellbook of Secrets
The main engine of the deck, being able to tutor out any other Spellbook cards including Magician.
Spellbook of the Master
This card allows you to copy the Effect of a Spellbook Normal Spell which lets you bypass the once per turn restriction most Spellbooks have. Remember that you must control a Spellcaster on the field in order to use this card. Also, you can reveal Magician for its effect, something that many players miss out on.
Spellbook of Fate
One of the few protection cards that this deck has, but it is extremely powerful with 3 amazing effects, depending on how many Spellbooks you Banish for its effect.
1: Return 1 Set Spell/Trap Card to the hand.
One of the least used effects, however it has some cute applications. You can use it to fuel your Judgment by setting another Spell/Trap card and bouncing it back to your hand. Also, you can chain it to backrow removal by bouncing the target back to you hand.
2: Change 1 monster on the field to either face-down Defense Position or face-up Attack Position.
Basically Book of Moon/Book of Taiyou in one card. You can use it to set your Magician in order to use its effect again. Changing battle positions to make it easier for your Power plays to go through.
One important play that I like a lot is chaining this Effect when my Magician gets Veilered, allowing me to get his effect twice while effectively wasting my Opponent’s Veiler.
3: Banish 1 card your opponent controls.
Very simple removal effect.
Note that you have to control a face-up Spellcaster in order to use Fate and that none of its effects target at all.
Spellbook of Power
Allows your monsters to get over bigger ones. You can even pump by 2000ATK in conjunction with Master. It doesn’t have to send the destroyed monster to the Graveyard, so it works with tokens or cards like Dimensional Fissure.
Spellbook of Wisdom
Forbidden Lance for the deck. Unlike Lance, you have to choose either Spell or Trap cards for its protection effect, so if you can traps, you are still able to use Power on your Spellcaster. Good for turning off the increased Level from Life too.
Spellbook of Life
Premature Burial for the deck, note that you have to reveal another Spellbook Spell Card in order to activate it. Mostly used to revive Priestess or Veiler. With Veiler, you can access a myriad of Synchro monsters due to Life adding Levels to it. If you want, you can “turn off” the extra levels with Wisdom.
Spellbook of Eternity
Recursion for your banished Spellbooks, most probably from Priestess or Fate. Works nicely with Master. Quite useful sometimes to get extra searches off Judgment.
The Grand Spellbook Tower
Great in the long game with constant +1s while refilling your deck with Spellbooks. When it is destroyed and sent to the Graveyard you can special summon a Spellcaster with a Level equal to the amount of Spellbooks in the Graveyard, meaning you can at least special summon a Level 1 Spellcaster from your deck, mostly Veiler.
Note that it doesn’t state that it has to be destroyed on the field, so it will trigger off a card like Eradicator Epidemic Virus.
One Day of Peace
Good card that has high synergy with Judgment. Firstly, it serves as a Spell card for its effect. Secondly, it gives you one more turn to survive, allowing you to make full use of the advantage you gained from Judgment.
Toon Table of Contents
Fuel for Judgment, ending off with 3 searches. Drawing too many of this card or Toon Gemini Elf is terrible.
More fuel for Judgment. Remember to pay attention to the Life Points before activating this card, because unlike other decks that play this card, Prophecy actually does win by reducing your Opponent’s Life Points to 0.