Hello Frozen Angel, you are the High Priestest of Prophecy representing Spellbooks and Prophecy.
You are aligned with the Wolves.
FACTIONAL
Your buddies are Erika Furudo (who is Magical Scientist representing the Magical Scientist FTK) and Srceenplay (who is Red-Eyes Black Dragon representing Red-Eyes)
You have daytalk here you can make a discord sure idc as long as all wolves are okay with it
You have a factional kill blah blah blah
You also have access to the following cards. These cards can only be played once per game and cannot be recycled.
- Dark Hole (Spell): Destroy all monsters on the everyone’s field. This resolves instantly. This can be played at any time.
- Heavy Storm (Spell): Destroy all spells and traps that are on everyone’s field. This resolves instantly. This can be played at any time.
- Change of Heart (Spell): Target one monster on the field. Your faction will control that monster for the rest of that phase. This resolves instantly.
Off-Field Abilities
You cannot summon monsters normally except for Spellbook Magician of Prophecy.
In your deck you have access to several “Spellbook” cards.
You can only play 1 “Spellbook” card per day unless stated otherwise.
During twilight, depending on the amount of “Spellbook” cards you have played during the day, you can special summon 1 monster from your deck equal or less to the total amount of “Spellbook” cards you played (for clearification, these cards are in fact in your deck).
- 2 Spellbooks
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- Spellbook Magician of Prophecy (Monster | WATER): During the day, if this card is on the field, you can play an additional spellbook card.
- 4 Spellbooks
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- Jowgen the Spiritualist (Monster | LIGHT): When this is summoned, you can target a player. All monsters they played that day phase will be destroyed. That player can only summon one monster as long as this card is on the field.
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- Kycoo the Ghost Destroyer (Monster | DARK): While this card is on the field, cards in the graveyard cannot be moved out of the graveyard.
- 6 Spellbooks
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- High Priestest of Prophecy (Monster | LIGHT): During the day, you can target one monster: Destroy it.
During the day, you can target one spell or trap card. Destroy it.
During the night, you may target a player and a monster. You will protect that player during that night, and that monster during the night and following day.
- 9 Spellooks
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- World of Prophecy (Monster | LIGHT): During twilight, if you have played at least 4 “spellbook” cards, you can destroy all cards on everyone’s fields.
During night, depending on the amount of “Spellbook” cards you have played during the day, you can special summon 1 monster from your deck equal or less to the total amount of “Spellbook” cards you played (for clearification, these cards are in fact in your deck).
- 2 Spellbooks
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- During the night, you can target someone. Any cards they recieve at the start of the day will be discarded.
- 4 Spellbooks
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- During the night, you can target someone. You will investigate them, learning their alignment. However you will not actually learn the result, instead you may target a 2nd player. That 2nd player will be told the following no matter what: “You have recieved the following investigation report from a cop: The person that was investigated is aligned with the town.”
- 6 Spellbooks
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- If anyone in your faction were to die during the night, instead they will survive.
- 9 Spellooks
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- All abilities your faction perform cannot fail or be redirected, and the factional kill will go through protection. Also, your faction may chose to have certain actions be seen and certain actions be unseen.
Also, you share a hood with Guccy who is the Dark Magician representing Dark Magicians. You know that they have access to all of your Spellbook cards as well as the Spellbook Magician of Prophecy (Monster | WATER)
Deck
The Grand Spellbook Tower (Field Spell): This card cannot leave the field unless it is destroyed. At the start of every day phase, if this card is on the field, you can play an additional spellbook card. During the day, you may target a spellbook card you played this phase. Add it to your hand and immediately replay it. This card is uneffected by card effects as long as you have a monster on your side of the field.
Spellbook of Fate (Spell): Gain only 1 of the following effects depending on the amount of spellbooks you played this phase.
- 1 Spellbook: Target 1 spell or trap card on a player’s field: Send it back to their deck. That card cannot be played until the next cycle.
- 2 Spellbooks: Target 1 monster: That monster’s abilities cannot be used until the next cycle.
- 3 Spellbooks: Target 1 card on the field: Banish it.
Spellbook of Secrets (Spell): You may play an additional spellbook card this turn. You can only play this card once.
Spellbook of the Master (Spell): You may target a spellbook card you played this phase that is not “Spellbook of Secrets”. Reuse it.
Spellbook of Power (Spell): Target a monster on the field. If that monster uses its abilities during the current day phase, you may play an additional spellbook card. If it uses its abilities during the night, at the start of the next day you may play an additional spellbook card.
Spellbook of Wisdom (Spell): Target a monster. That monster is unneffected by either Traps or Spell (you have to declare which when you play the card) for the rest of the cycle.
Spellbook Library of the Crescent (Spell): Target a player and 3 spellbook cards. That player will pick what card that is added to your hand.
Spellbook of Judgment (Spell): If you play 5 or more Spellbooks during this turn, you may special summon a monster from your deck. If you are the High Priestest of Prophecy, instead you may summon 2 monsters instead of 1 from your Off-Field Ability and use 2 Off-Field Abilities instead of 1. (NOTE: this does not count your summon)
Spellbook Star Hall (Continuous Spell): This card cannot leave the field unless it is destroyed. Monsters you control cannot be destroyed by other monsters.
Spellbook of Life (Equip Spell): Target one monster in your graveyard. Special Summon it. If this card leaves the field destroy the equipped monster. If the equipped monster leaves the field, destroy this card.
You win when your faction controls 50% of the town or nothing can stop this from happening.