If you control a Spellcaster-Type monster: You can banish up to 3 "Spellbook" Spell Cards from your Graveyard; apply this effect, depending on the number of Spell Cards banished for this card's activation. You can only activate 1 "Spellbook of Fate" per turn.
● 1: Return 1 Set Spell/Trap Card to the hand.
● 2: Change 1 monster on the field to either face-down Defense Position or face-up Attack Position.
● 3: Banish 1 card your opponent controls.
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - Jan. 16, 2014
Spellbook Decks took another hit, although not
necessarily a critical one, in the Restriction of
Spellbook of Fate. Spellbook of Fate is a good
card, and makes its money in being a Quickplay Magic
card. While it's dependent on the number of
Spellbooks you choose to remove from your Graveyard
(one letting you return a Magic/Trap card to the
Hand, two letting you change a Monster on the Field
to face-down Defense or face-up Attack position, and
finally three letting you remove an opponent's card
from play) some of this may seem like an over
payment. The first effect is a one for one, the
second being a one for two, assuming said Monster
gets destroyed, and the last is a one for three (a
-2) but the latter two effects can still be turned
to your advantage. The Spellbook arsenal is always
growing, and honestly, only having one of these,
isn't a big deal.
Spellbook of Fate is the jack-of-all traits
card for Spellbook decks. It is latterly the answer
to almost any obstacle in your way. If you are
worried about your opponent’s spell or trap card,
you can simply return it to their hand or banish it.
If you are worried about your opponent’s monster,
you can flip it face down or banish it. You can also
use it on your monster to flip it into face-down
defense position. If you have a Magician of Faith or
Spellbook Magician of Prophecy face-up on the field,
then you can flip it face-down to get its effect
again and protect your like points.
It is easy to search for Spellbook of Fate in a
Spellbook/Prophecy deck with cards like Spellbook of
Secrets, Spellbook of Power, Spellbook Library of
the Crescent, and Spellbook Magician of Prophecy.
Fate being at one is not a big deal as many decks
only ran two in the first place and you have The
Grand Spellbook Tower to put it back into the deck.
You also have Magician of Faith and World of
Prophecy that can put it back into your hand. You
can also use High Priestess to banish it and
Spellbook of Eternity to put it back into your hand.
The list of positive things we can say about
Spellbook of Fate is amazing. It is a quick play
card so you can play it on any turn. It does not
target. That little fact alone makes this an amazing
card. Cards or effects that prevent your opponent
from targeting are useless against Fate. Once you
banish the required cards your opponent has to
respond at that time or not at all. It also does not
destroy cards so cards and effects that prevent you
from destroying cards are also useless against Fate.
Spellbook of Fate is a very powerful card and well
worth limiting to one in a deck. It gets around
almost any problem you will face.
The week is winding to a close as we continue
banlist week, with today's review covering Spellbook
of Fate, possibly the most despised (legal)
In case you didn't know, Fate recently went to one,
meaning that once it's used, from the opposing point
of view, both players can pretty much know at all
times where it is. No other card in the deck has
received as much dislike from players as this card,
and as such even at one it is one of the deck's most
precious resources. With Spellbook of Eternity
existing, Fate lets you use its own ridiculous
effects as well a set you up for future plays by
using Eternity. Then you can pop it back to the
deck on your next turn with your Tower, and search
it out however you please.
As for its actual effects, well, it's prepared for a
multitude of situations. The most common of course
that everyone is familiar with is the banish option,
almost permanently removing any threat on the field
from the game with ease. The second most often used
is probably the Book of Moon effect, frequently seen
defensively to flip your Spellbook Magician
face-down to receive an extra search and save you
some life points. Last up is the backrow bounce,
though if you have a Wisdom handy you don't really
need to do that, save to hit a Warning.
There's really not too much to say here. It's an
amazing card for the deck, and while its being
limited king of sucks for them, it just gives them
more room to embrace a thicker trap lineup that is
already nasty. If you're running Spellbooks, it
would be laughable to not consider running this.
Traditional: 5/5 where it belongs
Advanced: 5/5 where it belongs
This card has existed in the shadow of Spellbook
of Judgment, for sure, but it's still a very good
card. Let's be clear and say that you're probably
not going to be activating the first 2 effects very
often, but banishing 1 card on the field is a nasty
effect (especially when you can use it on your turn
or your opponent's). Since all of the other
Spellbooks are Normal Spells, this may be your only
defensive play. As for the cost of banishing 3 of
your Spellbook cards, it turns out that the
Spellbook theme greatly benefits from you banishing
the Spellbooks as there are other cards which take
advantage of the fact that some of your Spellbook
cards are banished.
It's a must-have card for a Spellbook/Prophecy
deck if you haven't figured it out already.
This day, guppies, we delve back into the secrets of
Prophecy. The secrets aren't particularly well-kept
since you're likely to see them play it several
times a turn through manipulating Master and
recycling, but nonetheless, I shall tutor you. ALL
Spellbook of Fate is what allows Prophecy to still
be somewhat of a threat despite Judgment being
banned. It banishes an opponent's card of the
controller's choice (see the lengths I went to to
not use the word "target"? It doesn't "target."),
and is a quickplay spell that can be recycled
endlessly while giving Prophecy players more card
advantage. Wait, you mean those aren't the only
things it does? It can turn a monster (not just your
opponent's, so reuse those Spellbook Magicians if
you need to!) to facedown Defense position, which,
if you know about Book of Moon, is an immensely
powerful effect on a quick-play spell. Finally, it
can return one spell/trap card to your opponent's
hand. That effect isn't as powerful as the other
two, but the ability to clear away backrow or field
spells has kept Mystical Space Typhoon relevant for
over 10 years, so it isn't a bad effect by any
Spellbook of Fate is a very questionable card to
limit. See, the thing with Prophecy is if you're
gonna impose limits of any kind on the spellbooks,
it has to be a ban or nothing at all. The reason is
they can infinitely recycle those books from any
zone (banished, graveyard) and then tutor them from
the deck. All limiting Fate accomplished is making
Prophecy do 1 move more than they normally would to
have access to it.
How to counter Fate: Eradicator Epidemic Virus is
your best bet.
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