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Old 09-19-2012, 09:25 AM   #1
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Default Cards good against Prophecy

Specifically, stopping Spellbook of Power and the graveyard recycling.

when im not running Six Sams, I find it really tough to get over even small monsters boosted by Spellbook of Power, but I dunno any good cards except Imperial Order (banned) that stops them.
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Old 09-19-2012, 09:43 AM   #2
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To stop Spellbook of power use Forbidden lance
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Old 09-19-2012, 10:02 AM   #3
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The majority of my problems come from High Preistess. If I try to use my backrow to stop her. They just use Wisdom to make my backrow useless. I am a big fan of Forbidden Lance but a searchable one is a bit OP. If I do get to destroy her, My opponent usually uses spellbook of life or temperence to bring out another one causing more headaches.
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Old 09-19-2012, 10:02 AM   #4
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Puppet plant.
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Old 09-19-2012, 11:16 AM   #5
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Cursed Seal of the Forbidden Spell. Bit costly, I know, and you have to draw it first, but yeah.
Magic Drain can make them spend books, not sure if them having books in the gy is good or bad.

Also great against Gishki AND Gem-Knight, maybe even Laval!
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Old 09-19-2012, 11:30 AM   #6
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Quote:
Originally Posted by Animalmad View Post
To stop Spellbook of power use Forbidden lance
You had to use it before Spellbook of power resolves because after it resolves doesn't matter if the monster becomes immune to spells, they still gain the effects
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Old 09-19-2012, 12:15 PM   #7
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Spell canceller c:
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Old 09-19-2012, 12:18 PM   #8
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I can see Mind Crush being a problem for us Prophecy players. High Preistess's summon is an ignition effect so you could chain it to destroy her before she hits the field (theoritically). It can also take out problematic spellbooks.
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Old 09-19-2012, 12:21 PM   #9
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Breaker. gg.
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Old 09-19-2012, 05:35 PM   #10
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Naturia Beast

The archetype needs to constantly activate spell cards to produce their loops and be able to dodge traps and get over beaters. The vast majority of Prophecy decks don't have an out after that except summoning Priestess, unless they run a trap lineup.

If you side Dark Bribes and negate their Power or Secrets, it puts them in a bad spot for a while as Power and Secrets are key cards for continuing cycles and tutoring everything. Also, destroy their Tower before they get too many spellbooks in grave. Tower is the main card which produces unfair pluses if you let them leave it out on the field for too long.

Spell Canceller is also a pretty good side, despite Neonian's reply. Most Prophecy decks don't run Breaker. The typical lineup is Temperance (1000), Magician (500), Priestess (2500), Justice (1600) and sometimes you see Strength (1500-2000). Some Prophecy builds tech 1 or 2 Strength, and that's just one or two cards, so if you can remotely protect Spell Canceller for even a little bit, and stop Priestess from hitting the field (actually pretty easy to do considering their main engine of getting Priestess is either via Wonder Wand (spell), or Temperance and Justice, which require a spellbook to be activated prior), you can stop them from drawing (Canceller also negates Tower's extra draws) into Priestess.

The only bad thing about Spell Canceller is that Prophecies are pretty quick to set up, and you basically have to setup Spell Canceller before Prophecies set up. This can be really difficult to do considering Prophecies can get their double drawing engine going by turn 1, and Canceller is a tribute monster, so they may have already drawn into their answers by the time you set up Spell Canceller.
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Last edited by mirasaki : 09-19-2012 at 05:42 PM.
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Old 09-19-2012, 05:44 PM   #11
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Quote:
Originally Posted by mirasaki View Post
Naturia Beast

The archetype needs to constantly activate spell cards to produce their loops and be able to dodge traps and get over beaters. The vast majority of Prophecy decks don't have an out after that except summoning Priestess, unless they run a trap lineup.

If you side Dark Bribes and negate their Power or Secrets, it puts them in a bad spot for a while as Power and Secrets are key cards for continuing cycles and tutoring everything. Also, destroy their Tower before they get too many spellbooks in grave. Tower is the main card which produces unfair pluses if you let them leave it out on the field for too long.

Spell Canceller is also a pretty good side, despite Neonian's reply. Most Prophecy decks don't run Breaker. The typical lineup is Temperance (1000), Magician (500), Priestess (2500), Justice (1600) and sometimes you see Strength (1500-2000). Some Prophecy builds tech 1 or 2 Strength, and that's just one or two cards, so if you can remotely protect Spell Canceller for even a little bit, and stop Priestess from hitting the field (actually pretty easy to do considering their main engine of getting Priestess is either via Wonder Wand (spell), or Temperance and Justice, which require a spellbook to be activated prior), you can stop them from drawing (Canceller also negates Tower's extra draws) into Priestess.

The only bad thing about Spell Canceller is that Prophecies are pretty quick to set up, and you basically have to setup Spell Canceller before Prophecies set up. This can be really difficult to do considering Prophecies can get their double drawing engine going by turn 1, and Canceller is a tribute monster, so they may have already drawn into their answers by the time you set up Spell Canceller.
Spell Canceller is not good in the slightest. It gets run over by virtually anything and the fact it's a tribute monster just makes it worse.

Honestly, the best way to defeat prophecy is kycoo and veiler.

And most every competitive prophecy deck runs breaker.
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Old 09-19-2012, 05:50 PM   #12
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Quote:
Originally Posted by Neonian View Post
Spell Canceller is not good in the slightest. It gets run over by virtually anything and the fact it's a tribute monster just makes it worse.

Honestly, the best way to defeat prophecy is kycoo and veiler.

And most every competitive prophecy deck runs breaker.
Veiler is a pretty good out to Temperance, (not sure about Justice since its effect happens in end phase) and Magician and Priestess but Kycoo hardly seems like an amazing side against Prophecy when it can't remove Spellbooks and at best prevents Goethe, Destroyer and Priestess eff, but Priestess could just go right in there with Wisdom.
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Old 09-19-2012, 06:00 PM   #13
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Quote:
Originally Posted by mirasaki View Post
Veiler is a pretty good out to Temperance, (not sure about Justice since its effect happens in end phase) and Magician and Priestess but Kycoo hardly seems like an amazing side against Prophecy when it can't remove Spellbooks and at best prevents Goethe, Destroyer and Priestess eff, but Priestess could just go right in there with Wisdom.
It stops them using life too.
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Old 09-20-2012, 02:59 PM   #14
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TKR is good for the recycling bit because it hits the searcher spellbook which is the key to getting their resources up. It is unfortunate that you cannot use it to negate High Priestess summon but the good ol fashioned tkr + backrow (hopefully a d prison) early game can really hurt them from going off early and not having enough resources for all their costs.

D.D. Crow is also good for disruption. Kycoo + Forbidden Lance is very hard to get over and stops High priestess from being able to pop

Additional Comment:

and of course if your deck can fit it, Macro Cosmos

Last edited by falln : 09-20-2012 at 02:59 PM. Reason: Automerged Doublepost
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Old 09-20-2012, 03:12 PM   #15
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Naturia Beast is the most obvious solution if you're playing Samurai, not sure how you've been struggling unless it's down to your build

Macro Cosmos is a valid side since you're stopping us from recycling the spellbooks but you've gotta to be careful of prophecy players who run 2-3 extra copies of the Alma Spellbook (retrieves a banished Spellbook to hand)

TKR does a pretty good job of single-handedly stopping the entire deck

And people, stop exagerrating the Spellbook of wisdom to the max, it isn't a searchable Lance at all. We can protect a spellcaster from either spells OR traps, and there's no -800 attack reduction so it can't be used as a battle defense either...
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Old 09-20-2012, 03:20 PM   #16
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Quote:
Originally Posted by Will-O'-The-Wisp View Post
Naturia Beast is the most obvious solution if you're playing Samurai, not sure how you've been struggling unless it's down to your build
he said he had difficulty when he wasnt playing six sams
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Old 09-20-2012, 03:56 PM   #17
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Thunder King Rai-Oh maybe.
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Old 09-20-2012, 06:02 PM   #18
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Well... for monsters boosted by Spellbook of Power you can use Fiery Fervor or Overworked
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Old 09-20-2012, 06:07 PM   #19
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Quote:
Originally Posted by Kaikanphase View Post
Well... for monsters boosted by Spellbook of Power you can use Fiery Fervor or Overworked
Fervor will only work if they don't breaker/priestess it. Overworked is answered by wisdom.
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Old 09-20-2012, 10:19 PM   #20
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Quote:
Originally Posted by Will-O'-The-Wisp View Post
Macro Cosmos is a valid side since you're stopping us from recycling the spellbooks but you've gotta to be careful of prophecy players who run 2-3 extra copies of the Alma Spellbook (retrieves a banished Spellbook to hand)

TKR does a pretty good job of single-handedly stopping the entire deck
I was gonna suggest these two and Puppet Plant.

I also like the "Chain Mind Crush to Priestess" idea.
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Old 09-21-2012, 01:48 AM   #21
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Quote:
Originally Posted by UberDueler View Post
Thunder King Rai-Oh maybe.
TKRO works best early game, When there are no Spellbooks in the grave for Strength to boost with and a priestess summon is less likely. He's a lot less useful once Prophecy has had a chance to to set up the field.
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Old 09-22-2012, 01:28 PM   #22
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If you're using something like Dark Worlds or anything that can remotely make Adreus in the extra deck, use Eradicator Epidemic Virus and call spells. They'll go so minus that they won't be able to make a comeback.
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Old 09-22-2012, 01:30 PM   #23
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Quote:
Originally Posted by mirasaki View Post
If you're using something like Dark Worlds or anything that can remotely make Adreus in the extra deck, use Eradicator Epidemic Virus and call spells. They'll go so minus that they won't be able to make a comeback.
its not that hard to play around EEV.

Dark worlds are the only deck that can even run it and prophecy can lock them down on turn 1.
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Old 09-22-2012, 04:37 PM   #24
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Quote:
Originally Posted by mirasaki View Post
If you're using something like Dark Worlds or anything that can remotely make Adreus in the extra deck, use Eradicator Epidemic Virus and call spells. They'll go so minus that they won't be able to make a comeback.
I will have a playset of Secret Village sided for Dark World. They better EEV me before I make my 1st play if they don't want to get locked down.

As for Grapha, I'll be ready.....
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Old 09-22-2012, 08:07 PM   #25
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Respect Play.
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