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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!

Spellbook of Fate
- #ABYR-EN059

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.

Card Ratings
Traditional: 3.30
Advanced: 4.30 

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

Back to the main COTD Page

 

Dark

Paladin
Thursday
 
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.  
Ratings:

Traditional:  2/5 
Advanced:  3/5 
Art:  5/5 

John Rocha

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.
 
Traditional: 3/5
Advanced: 5/5

Cyberplum

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) Spellbook card.
 
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
Art: 4.5/5
 
Thanks for reading!


Baneful

Spellbook of Fate

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.

Traditional: 3/5 (Good)
Advanced: 4/5 (Very Good)

Contact: banefulscolumn@gmail.com

Terrorking 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 THE PUNS.
 
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 means.
 
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.
 
Traditional: 3.5/5
Advanced: 4.5/5

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