Post by JerkJerk on Nov 4, 2013 17:13:04 GMT -6
The Spellbook Discussion - Guide
Extremely powerful consistency card. Also fills up your grave...
Run 3. Why would you not?
This card lets you run over so many more things with even level 4 Spellcasters like Breaker the Magical Warrior
Run 2-3, depending on build
The searchable, recyclable Monster Reborn for Spellcasters. However, its cost of revealing another Spellbook makes it harder to use. I would definitely run at least 1, though running a full playset may not be good. Also, Spellbook of LIfe combos well with Synchro Summoning, as you can banish one of the materials to summon the other material to get a monster that is the same level as the Synchro itself, enabling an XYZ play.
Run 1-2, depending on build and preference.
This card is a powerful control card. However, it may be a bit hard to use, and requires careful consideration of graveyard resources. If you can pull it off, though, it’s versatility makes it a great power card: it’s either a selective Trunade, a Book of Moon, or a spell speed 2 generic removal.
Run 1, because limited.
Nice searcher. I think it’s the only card that can recover banished spell cards. However, some may view this card a situational card. But still, you can use it to pay a cost, such as that of Spellbook of Life.
Run 0-2, depending on build and preference.
Draw 2 per turn, cuz drawing one is too mainstream.
But, in all seriousness, the Grand Spellbook Tower is a great card. Unless you are using a different Field Spell, such as Secret Village of the Spellcasters, you should run this card at 2, even if you require books in the grave. Cuz a +1 every turn is just that epic. Also, Spellbook of Secrets can search this, so no need to run Terraforming.
Finally, opponents will often prioritize removing this card from the field, rather than the other backrow you may have. Even then, you get that other spellcaster. Note: if it is replaced, you do not get to summon, because it was destroyed by game mechanics, and not necessarily “your opponent.”
Run 2. Unless you use a more control-oriented variant with Secret Village.
Our own Forbidden Lance! Protects against stuff like Dark Hole, Mirror Force, and Dimensional Prison. However, it does not modify ATK, so no damage step shenanigans. Keep in mind that you can activate this during your Draw Phase, so that it’s in your grave during Standby for the Grand Spellbook Tower.
Run 2. 3 becomes too cloggy, and 1 is not enough.
TCG exclusive... but it sort of sucks. There is a situational combo with either Empress of Prophecy or Spellbook Organization, but neither is powerful enough to justify using a card like this. Most of the time, this will be a -1.
I guess if you really, REALLY, like this card, you could run it at 1. But... I definitely recommend 0.
The turn 1 hand fixer. You either run 0,or run 3 because of the consistency issues of not having it turn 1.
Excellent card. It will give Spellbooks the extra boost they need. It can copy Power, Secrets, Eternity, Library of the Heliosphere, or Library of the Crescent. Being able to use Power twice is phenomenal, as a 2000 ATK boost that searches 2 card each time it destroys a monster... well, it just ain’t fair. Secrets twice is also useful, though not nearly as explosive as Power twice. The Libraries... well, it gets past their use conditions, but I’m not sure why you would even WANT to use them.
Run 2-3, depending on the number of Normal spells
I personally don’t use it, but I’ve seen it put to great use in a lot of other decks. Remember, even one counter is enough to search an Effect Veiler or Stoic of Prophecy.
Run 0-3, depending on preference.
This is actually a very useful card. Combos well with any other level 3 Prophecy monster.
Amores -> summon level 3 Prophecy -> XYZ into Soul of Silvermouth -> detach one, lockdown a set S/T -> Attack, destroy a monster by battle, revive the monster you detached -> Profit
Run 0-1 Even with the greatness of the combo, it’s not worth drawing multiples.
+0 play to recover a Spellcaster. A very useful target could be Spellbook Magician of Prophecy, or really any caster with a strong normal summon.
Run 0-2
I’m not quite sure what this is used for, but it’s a Temperance and Reaper target and works OK with Amore.
Amore -> summon Temperance -> use Spellbook -> Summon Emperor -> Banish Amore and Spellbook to steal your opponent’s monster -> Do something with it.
Similar with Reaper, but I guess you would banish Reaper to steal.
Run 0. Unless you’re playing a dedicated deck.
Great card, but it’s a bit hard to make at the moment (Easiest way: Amores of Prophecy + Night’s End Sorcercer on field or in hand with Life + other Spellbook). It starts with a good 2600 ATK, then decreases as the effect is used. Also, Spellbook Library of the Heliosphere comboes well with this card.
Run 1, especially if you can easily make it.
Powerful card, dodges Effect Veiler. The Main target will be Reaper of Prophecy, which will guarantee a +2 when summoned with this card.
Run either 0 or 3, depending in a Priestess Build or Reaper Build
Note that it’s increase is permanent. If you Secrets -> Power, the card will have a pretty 2800 ATK, that searches when it destroys something by battle. Powerful, but situational.
Run 0-1
Hierophant of Prophecy - Rank 8 DARK
2800/2600
2 Level 7 Spellcaster-Type monsters
Once per turn: You can detach 1 Xyz Material from this card; destroy Spell/Trap Card(s) your opponent controls, up to the number of "Spellbook" Spell Cards in your Graveyard.Very simple effect, but extremely powerful. It clears backrows by itself. Think of this as Breaker on steroids. Also, pretty easy to summon.
Run 1, especially if you can easily make it.
With stats mirroring “The ultimate wizard in terms of attack and defense,” this card has an advantage over Dark Magician: it has an effect. The effect is reminiscent of Dark Armed Dragon; this is definitely a powerful card.
Run either 2-3 in High Priestess builds, or 0-1 in Reaper
Again, nicely dodges Effect Veiler. Chaos Sorcerer took a banlist hit to the face because of this card. I’m not sure, but I think you can even use this in the End Phase of your opponent’s turn, if you used something like Spellbook of Fate or Spellbook of Wisdom.
Run 0-2, depending on preference.
Pretty good card. Excellent Reaper target. I doubt the effect will be used more than once per duel, but it’s possible to use it as many times has you have ammo.
Run 0-1, depending on preference and build.
Reaper of Prophecy - level 6 DARK
2000/1600
You can only use the effect of "Reaper of Prophecy" once per turn. When this card is Normal/Special Summoned: You can apply the following, depending on the number of "Spellbook" Spell Cards in your Graveyard.
• 3 or more: This card gains 600 ATK.
• 4 or more: Add 1 "Spellbook" Spell Card from your Deck to your hand.
• 5 or more: Special Summon 1 Level 5 or higher DARK Spellcaster-Type monster from your Deck.Extremely powerful card. There’s nothing quite like, it, as it nets a +2 almost every time it is summoned (Or it should). However, this should be played in a dedicated build, with Fool of Prophecy. Note that when summoned with Temperance, it does not get its last effect.
Run either 3 or 0-1 in different builds.
It’s usuable with Apprentice Magician. It’s the “Stratos” of the archetype with a much less impressive body, but is searchable. And can search for its own search spell - what does that sound like?
Run 0-3, depending on space and preference.
Stoic of Prophecy - level 1 WATER
300/200
When this card is sent to the Graveyard: Add 1 Level 3 "Prophecy" monster from your Deck to your hand.Very useful card. Current targets are: Justice, Temperance, Fool, and Amores. It’s useful because 1) it cannot miss timing, so you can synchro this with Effect Veiler to get a pretty good +1, or tribute it for Emperor or Reaper; 2) it doesn’t have to be from field, so you can even XYZ for ShyNEET Magician with it or let Lyla/Ryko mill it for you. Heck, you can even use it for a discard cost for tech cards. Also, a nice combo is with Genex Undine, send Stoic to fetch a Controller and a level 3 Prophecy.
Run 0-2, depending on build. 3 just becomes too cloggy.
Power card. It comboes with Power to get a 3000 ATK Level 5 beater that adds a Spellbook every time it destroys. However, your deck should not RELY on this card. There are much better bosses.
Run 0-2, depending on strategy.
Lonefire Blossom. Easy card to use, and is one of the key cards in Priestess builds. Note it’s restrictions.
Run either 0-1 or 3, depending on Reaper or High Priestess build.
Spellbook of Secrets
Add 1 "Spellbook" card from your Deck to your hand, except "Spellbook of Secrets". You can only activate 1 "Spellbook of Secrets" per turn.
Add 1 "Spellbook" card from your Deck to your hand, except "Spellbook of Secrets". You can only activate 1 "Spellbook of Secrets" per turn.
Run 3. Why would you not?
Spellbook of Power - Normal Spell
Target 1 face-up Spellcaster-Type monster you control; until the End Phase, it gains 1000 ATK. Also, until the End Phase, each time it destroys an opponent's monster by battle: You can add 1 "Spellbook" Spell Card from your Deck to your hand. You can only activate 1 "Spellbook of Power" per turn.
Target 1 face-up Spellcaster-Type monster you control; until the End Phase, it gains 1000 ATK. Also, until the End Phase, each time it destroys an opponent's monster by battle: You can add 1 "Spellbook" Spell Card from your Deck to your hand. You can only activate 1 "Spellbook of Power" per turn.
Run 2-3, depending on build
Spellbook of Life - Equip Spell
Banish 1 Spellcaster-Type monster from your Graveyard and reveal 1 other "Spellbook" Spell Card in your hand to target 1 Spellcaster-Type monster in your Graveyard; Special Summon that target in face-up Attack Position and equip it with this card. The equipped monster's Level
is increased by the Level of the monster that was banished for this card's activation. You can only activate 1 "Spellbook of Life" per turn.
Banish 1 Spellcaster-Type monster from your Graveyard and reveal 1 other "Spellbook" Spell Card in your hand to target 1 Spellcaster-Type monster in your Graveyard; Special Summon that target in face-up Attack Position and equip it with this card. The equipped monster's Level
is increased by the Level of the monster that was banished for this card's activation. You can only activate 1 "Spellbook of Life" per turn.
Run 1-2, depending on build and preference.
Spellbook of Fate - Quickplay Spell
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.
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.
Run 1, because limited.
Spellbook of Eternity - Normal Spell
Target 1 of your banished "Spellbook" Spell Cards, except "Spellbook of Eternity"; add that target to your hand. You can only activate 1 "Spellbook of Eternity" per turn.
Target 1 of your banished "Spellbook" Spell Cards, except "Spellbook of Eternity"; add that target to your hand. You can only activate 1 "Spellbook of Eternity" per turn.
Run 0-2, depending on build and preference.
The Grand Spellbook Tower - Field Spell
Once per turn, during your Standby Phase, if you have a Spellcaster-Type monster on your side of the field or in your Graveyard: You can return 1 "Spellbook" Spell Card from your Graveyard to the bottom of your Deck, except "The Grand Spellbook Tower", then draw 1 card. When this card is destroyed by your opponent's card and sent to the Graveyard: You can Special Summon 1 Spellcaster-Type monster from your hand or Deck whose Level is less than or equal to the number of "Spellbook" Spell Cards in your Graveyard.
Once per turn, during your Standby Phase, if you have a Spellcaster-Type monster on your side of the field or in your Graveyard: You can return 1 "Spellbook" Spell Card from your Graveyard to the bottom of your Deck, except "The Grand Spellbook Tower", then draw 1 card. When this card is destroyed by your opponent's card and sent to the Graveyard: You can Special Summon 1 Spellcaster-Type monster from your hand or Deck whose Level is less than or equal to the number of "Spellbook" Spell Cards in your Graveyard.
But, in all seriousness, the Grand Spellbook Tower is a great card. Unless you are using a different Field Spell, such as Secret Village of the Spellcasters, you should run this card at 2, even if you require books in the grave. Cuz a +1 every turn is just that epic. Also, Spellbook of Secrets can search this, so no need to run Terraforming.
Finally, opponents will often prioritize removing this card from the field, rather than the other backrow you may have. Even then, you get that other spellcaster. Note: if it is replaced, you do not get to summon, because it was destroyed by game mechanics, and not necessarily “your opponent.”
Run 2. Unless you use a more control-oriented variant with Secret Village.
Spellbook of Wisdom - Quickplay Spell
Target 1 face-up Spellcaster-Type monster on the field and activate 1 of these effects;
● It is unaffected by other Spell effects this turn.
● It is unaffected by Trap effects this turn.
Target 1 face-up Spellcaster-Type monster on the field and activate 1 of these effects;
● It is unaffected by other Spell effects this turn.
● It is unaffected by Trap effects this turn.
Run 2. 3 becomes too cloggy, and 1 is not enough.
Spellbook Library of the Heliosphere - Normal Spell
If you have 5 or more "Spellbook" Spell Cards in your Graveyard: Reveal the top 2 cards of your Deck; add any revealed "Spellbook" Spell Cards to your hand, and shuffle any remaining cards into the Deck. You can only activate 1 "Spellbook Library of the Heliosphere" per turn. You cannot activate any Spell Cards the turn you activate this card, except "Spellbook" Spell Cards.
If you have 5 or more "Spellbook" Spell Cards in your Graveyard: Reveal the top 2 cards of your Deck; add any revealed "Spellbook" Spell Cards to your hand, and shuffle any remaining cards into the Deck. You can only activate 1 "Spellbook Library of the Heliosphere" per turn. You cannot activate any Spell Cards the turn you activate this card, except "Spellbook" Spell Cards.
I guess if you really, REALLY, like this card, you could run it at 1. But... I definitely recommend 0.
Spellbook Library of the Crescent - Normal Spell
If you have no "Spellbook" Spell Cards in your Graveyard: Reveal 3 "Spellbook" Spell Cards with different names from your Deck, your opponent randomly adds 1 of them to your hand, and shuffle the rest back into your Deck. You can only activate 1 "Spellbook Library of the Crescent" per turn. You cannot activate any Spell Cards the turn you activate this card, except "Spellbook" Spell Cards.
If you have no "Spellbook" Spell Cards in your Graveyard: Reveal 3 "Spellbook" Spell Cards with different names from your Deck, your opponent randomly adds 1 of them to your hand, and shuffle the rest back into your Deck. You can only activate 1 "Spellbook Library of the Crescent" per turn. You cannot activate any Spell Cards the turn you activate this card, except "Spellbook" Spell Cards.
Spellbook of the Master - Normal Spell
If you control a Spellcaster-Type monster: You can reveal 1 other "Spellbook" card in your hand, then target 1 "Spellbook" Normal Spell Card in your Graveyard, except "Spellbook of the Master"; this card's effect becomes that target's effect. You can only activate 1 "Spellbook of the Master" per turn.
If you control a Spellcaster-Type monster: You can reveal 1 other "Spellbook" card in your hand, then target 1 "Spellbook" Normal Spell Card in your Graveyard, except "Spellbook of the Master"; this card's effect becomes that target's effect. You can only activate 1 "Spellbook of the Master" per turn.
Excellent card. It will give Spellbooks the extra boost they need. It can copy Power, Secrets, Eternity, Library of the Heliosphere, or Library of the Crescent. Being able to use Power twice is phenomenal, as a 2000 ATK boost that searches 2 card each time it destroys a monster... well, it just ain’t fair. Secrets twice is also useful, though not nearly as explosive as Power twice. The Libraries... well, it gets past their use conditions, but I’m not sure why you would even WANT to use them.
Run 2-3, depending on the number of Normal spells
Spellbook Star Hall - Continuous Spell
Each time a "Spellbook" Spell Card is activated, place 1 Spell Counter on this card. All Spellcaster-Type monsters you control gain 100 ATK for each Spell Counter on this card. When this card with Spell Counter(s) is destroyed and sent to the Graveyard: You can add 1 Spellcaster-Type monster from your Deck to your hand, whose Level is less than or equal to the number of Spell Counters that were on this card.
Each time a "Spellbook" Spell Card is activated, place 1 Spell Counter on this card. All Spellcaster-Type monsters you control gain 100 ATK for each Spell Counter on this card. When this card with Spell Counter(s) is destroyed and sent to the Graveyard: You can add 1 Spellcaster-Type monster from your Deck to your hand, whose Level is less than or equal to the number of Spell Counters that were on this card.
Run 0-3, depending on preference.
Amores of Prophecy - level 3 EARTH
600/2000
Once per turn: You can reveal 1 "Spellbook" Spell Card from your hand; Special Summon 1 Level 4 or lower Spellcaster-Type monster from your hand.
600/2000
Once per turn: You can reveal 1 "Spellbook" Spell Card from your hand; Special Summon 1 Level 4 or lower Spellcaster-Type monster from your hand.
Amores -> summon level 3 Prophecy -> XYZ into Soul of Silvermouth -> detach one, lockdown a set S/T -> Attack, destroy a monster by battle, revive the monster you detached -> Profit
Run 0-1 Even with the greatness of the combo, it’s not worth drawing multiples.
Charioteer of Prophecy - level 4 WIND
1800/1300
Once per turn: You can discard 1 "Spellbook" Spell Card to target 1 Spellcaster-Type monster in your Graveyard; add that target to your hand.
1800/1300
Once per turn: You can discard 1 "Spellbook" Spell Card to target 1 Spellcaster-Type monster in your Graveyard; add that target to your hand.
Run 0-2
Emperor of Prophecy - level 5 DARK
2300/2000
You can banish both 1 face-up Spellcaster-Type monster you control, except this card, and 1 "Spellbook" Spell Card from your Graveyard to target 1 face-up monster your opponent controls; take control of that target until the End Phase. You can only use the effect of "Emperor of Prophecy" once per turn. This card cannot attack the turn you activate this effect.
2300/2000
You can banish both 1 face-up Spellcaster-Type monster you control, except this card, and 1 "Spellbook" Spell Card from your Graveyard to target 1 face-up monster your opponent controls; take control of that target until the End Phase. You can only use the effect of "Emperor of Prophecy" once per turn. This card cannot attack the turn you activate this effect.
I’m not quite sure what this is used for, but it’s a Temperance and Reaper target and works OK with Amore.
Amore -> summon Temperance -> use Spellbook -> Summon Emperor -> Banish Amore and Spellbook to steal your opponent’s monster -> Do something with it.
Similar with Reaper, but I guess you would banish Reaper to steal.
Run 0. Unless you’re playing a dedicated deck.
Empress of Prophecy - Rank 5 LIGHT
2000/1700
2 Level 5 Spellcasters
This card gains 300 ATK for each Xyz Material attached to a monster you control. Once per turn: You can detach 1 Xyz Material from this card; shuffle your Deck, then reveal the top 5 cards of your Deck, and destroy monsters on the field up to the number of "Spellbook" cards revealed, then return the revealed cards to the top of the Deck in any order.
2000/1700
2 Level 5 Spellcasters
This card gains 300 ATK for each Xyz Material attached to a monster you control. Once per turn: You can detach 1 Xyz Material from this card; shuffle your Deck, then reveal the top 5 cards of your Deck, and destroy monsters on the field up to the number of "Spellbook" cards revealed, then return the revealed cards to the top of the Deck in any order.
Great card, but it’s a bit hard to make at the moment (Easiest way: Amores of Prophecy + Night’s End Sorcercer on field or in hand with Life + other Spellbook). It starts with a good 2600 ATK, then decreases as the effect is used. Also, Spellbook Library of the Heliosphere comboes well with this card.
Run 1, especially if you can easily make it.
Fool of Prophecy - level 3 EARTH
1600/900
Once per turn: You can send 1 "Spellbook" Spell Card from your Deck to the Graveyard. During the End Phase of a turn in which you activate that effect, if 5 or more "Spellbook" Spell Cards are in your Graveyard: You can Tribute this card; Special Summon 1 Level 5 or higher DARK Spellcaster-Type monster from your Deck.
1600/900
Once per turn: You can send 1 "Spellbook" Spell Card from your Deck to the Graveyard. During the End Phase of a turn in which you activate that effect, if 5 or more "Spellbook" Spell Cards are in your Graveyard: You can Tribute this card; Special Summon 1 Level 5 or higher DARK Spellcaster-Type monster from your Deck.
Run either 0 or 3, depending in a Priestess Build or Reaper Build
Hermit of Prophecy - level 3 EARTH
1200/700
Each time a "Spellbook" Spell Card is activated, increase this card's Level by 2 and ATK by 300.
1200/700
Each time a "Spellbook" Spell Card is activated, increase this card's Level by 2 and ATK by 300.
Run 0-1
Hierophant of Prophecy - Rank 8 DARK
2800/2600
2 Level 7 Spellcaster-Type monsters
Once per turn: You can detach 1 Xyz Material from this card; destroy Spell/Trap Card(s) your opponent controls, up to the number of "Spellbook" Spell Cards in your Graveyard.
Run 1, especially if you can easily make it.
High Priestess of Prophecy - level 7 LIGHT
2500/2100
You can reveal 3 "Spellbook" Spell Cards in your hand; Special Summon this card from your hand. Once per turn: You can banish 1 "Spellbook" Spell Card from your hand or Graveyard to target 1 card on the field; destroy that target.
2500/2100
You can reveal 3 "Spellbook" Spell Cards in your hand; Special Summon this card from your hand. Once per turn: You can banish 1 "Spellbook" Spell Card from your hand or Graveyard to target 1 card on the field; destroy that target.
Run either 2-3 in High Priestess builds, or 0-1 in Reaper
Justice of Prophecy - level 3 EARTH
1600/800
During the End Phase of every turn in which you activate a "Spellbook" Spell Card: You can banish this card from the field; add both 1 Level 5 or higher LIGHT or DARK Spellcaster-Type monster and 1 "Spellbook" Spell Card from your Deck to your hand. You can only use the effect of "Justice of Prophecy" once per turn.
1600/800
During the End Phase of every turn in which you activate a "Spellbook" Spell Card: You can banish this card from the field; add both 1 Level 5 or higher LIGHT or DARK Spellcaster-Type monster and 1 "Spellbook" Spell Card from your Deck to your hand. You can only use the effect of "Justice of Prophecy" once per turn.
Run 0-2, depending on preference.
Prophecy Destroyer - level 6 DARK
2500/1200
If this card is in your Graveyard: You can banish 3 "Spellbook" Spell Cards from your Graveyard; Special Summon this card from your Graveyard.
2500/1200
If this card is in your Graveyard: You can banish 3 "Spellbook" Spell Cards from your Graveyard; Special Summon this card from your Graveyard.
Run 0-1, depending on preference and build.
Reaper of Prophecy - level 6 DARK
2000/1600
You can only use the effect of "Reaper of Prophecy" once per turn. When this card is Normal/Special Summoned: You can apply the following, depending on the number of "Spellbook" Spell Cards in your Graveyard.
• 3 or more: This card gains 600 ATK.
• 4 or more: Add 1 "Spellbook" Spell Card from your Deck to your hand.
• 5 or more: Special Summon 1 Level 5 or higher DARK Spellcaster-Type monster from your Deck.
Run either 3 or 0-1 in different builds.
Spellbook Magician of Prophecy - level 2 WATER
500/400
When this card is Normal Summoned or flipped face-up: Add 1 "Spellbook" Spell Card from your Deck to your hand.
500/400
When this card is Normal Summoned or flipped face-up: Add 1 "Spellbook" Spell Card from your Deck to your hand.
Run 0-3, depending on space and preference.
Stoic of Prophecy - level 1 WATER
300/200
When this card is sent to the Graveyard: Add 1 Level 3 "Prophecy" monster from your Deck to your hand.
Run 0-2, depending on build. 3 just becomes too cloggy.
Strength of Prophecy - level 4 FIRE
1500/1400
Once per turn: You can shuffle 1 "Spellbook" Spell Card from your Graveyard into your Deck to target 1 face-up Spellcaster-Type monster on the field; increase its Level by 1 and its ATK by 500.
1500/1400
Once per turn: You can shuffle 1 "Spellbook" Spell Card from your Graveyard into your Deck to target 1 face-up Spellcaster-Type monster on the field; increase its Level by 1 and its ATK by 500.
Power card. It comboes with Power to get a 3000 ATK Level 5 beater that adds a Spellbook every time it destroys. However, your deck should not RELY on this card. There are much better bosses.
Run 0-2, depending on strategy.
Temperance of Prophecy - level 3 EARTH
1000/1000
During your Main Phase, if you have activated a "Spellbook" Spell Card previously this turn: You can Tribute this card; Special Summon 1 Level 5 or higher LIGHT or DARK Spellcaster-Type monster from your Deck. You cannot Special Summon another Level 5 or higher monster during the turn you activate this effect.
1000/1000
During your Main Phase, if you have activated a "Spellbook" Spell Card previously this turn: You can Tribute this card; Special Summon 1 Level 5 or higher LIGHT or DARK Spellcaster-Type monster from your Deck. You cannot Special Summon another Level 5 or higher monster during the turn you activate this effect.
Run either 0-1 or 3, depending on Reaper or High Priestess build.