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HOME > Yu-Gi-Oh! Deck List > SpellbookDeck List > Black (Spellbook Handes Convulsion of Nature Control) Deck and Deck Instructions

"Black (Spellbook Handes Convulsion of Nature Control)" Deck 2013

Spellbook Deck List Image


Deck Introduction/Deck Commentary

Deck Category / how to win
"Spellbook" / Meta-Control
Key Card
Convulsion of Nature
Deck commentary

Playing

Foreword
Magic Handes 《Convulsion of Nature》Control He made a deck, but it was half-baked, and he broke it.
I reconsidered without giving in to common sense.
The goal is to create a strong control deck.
Aim for a combo with a lot of cards, don't overdo it.
Seeking the ideal rather than the romance of stopping from the hand.
As a result of seeking the ideal without overdoing it, it became his deck like magic.
I don't play Magic, so I don't know, but it's similar to Mono Black Control.
I feel like my intentions have changed after making this, I like it.
I think that it is equal to or more than the current environment Deck (Kiri
Pot of Duality》and 《Spellbook Organization (Updated from: Pigeonholing Books of Spell)》is the heart of this Deck.
I want to think carefully about what to prioritize out of the three cards.
I want to aim to continue to control using it.
Deck Description
The ratio is roughly Monster 1: Spell 3: Trap 1
While messing around, he clogged his hands and made a scraping motion with the attacker.
He has a lot of spells, but all of them turn his deck into cards.
I might be joking, so let's verify them one by one.
Bait Doll》: Trap removal card that becomes a free chain meta, returns to the Deck after use so it can be reused and shuffled.
Being able to shuffle means that you can control your draw cards while you have 《Convulsion of Nature》.
After peeping with "Convulsion of Nature" or water spirit art "Aoi", you can also guess prone and prevent you from stepping on spells.
: Must be destroyed in battle, but he can search the Spellbook.
I think you should use it normally. Encourage deck rotation.
Reinforcements: You can add Photon Thrasher or Armageddon Knight to your hand and shuffle his deck.
I think it would be nice to use it as a RBI factor, but 《Armageddon Knight》can drop Tricks and Archfiends with its effect.
You'll find that it makes the Deck spin a lot better.
: The activation conditions are not light, but it can copy Grimo, Hugro, and Alma.
You can copy those in GY and use the effect, so the image of rotating with stronger rotation.
Spellbook of Eternity: Add the banished Spellbook to your hand.
Sefer is a copy, but Alma brings the actual thing and strengthens the rotation.
Exclusions are used for costs.
Alma does not lose hand advantage and recovers cost
Spellbook of Secrets》: Versatile enough to search Battelle, which is a Spellbook.
Spin more decks from the searched spellbook. Cheating performance.
Pot of Duality》: A card that selects and searches for one of the top three cards in the Deck.
Deck spins easily thanks to this guy. Cheating performance.
: Allows the opponent to restore his LP, but he can compress the deck.
Convulsion of Nature》is a nasty card that is just one step away from seeing the top of the Deck.
It's like winning if you control it, so I don't really care about the disadvantages.
Book of the Moon: Battelle, reusing 《Armageddon Knight》effect.
Interfering with the opponent, supporting for Hugro, highly versatile.
It can be applied if you hit when the effect of Battelle is negate.
It definitely makes the Deck spin better.
《Spellbook Organization (Updated from: Pigeonholing Books of Spell)》: A card that seems to be quite old.
I can search from Grimo, and although I am the only one, he can see the top of the deck and replace it.
You can draw in cards that match the situation, and improve the rotation of the Deck.
Spellbook of Fate》: It can be used in the same way as the Book of the Moon, and is highly versatile.
It also works for hitting Spellbook of Eternity since you can exclude his spellbook in GY.
A great guy who balances rotation power and obstruction power.
Archfiend's Oath》: Change information ad to hand ad+ or GY ad+.
I use bills to get information ads, so the first time is a lot, and the second time is profitable.
One of the main force that raises the rotational force.
Convulsion of Nature》: A card that can take an information ad.
Archfiend's Oath》, 《Mind Crush》, whatever you want.
A flower-shaped piece that controls the rotation of the Deck.
Corruption: You have Archfiend's Oath, but you can take your opponent's monsters.
Diar's one of the few ways to raise his Tribute, slightly contributing to the rotation of his Deck.
: Even though GY needs his spellbook and his spellcaster, drawing an extra card per turn is delicious.
It puts spellbooks back in the deck so you don't have to make unbalanced inputs.
With this combo, he wants to turn his deck around and make the lead.
To control your opponent and win, you must not become Battelle.
Introduced spells.
There is a random card that spins the Deck.
Whether the deck spins or not will depend on the monsters and traps.
As for the monsters, he also has spells that rotate the deck.
In terms of deck rotation, "Effect Veiler" is the weakest among the faces.
But this effect is a comrade-in-arms, so it's a pin-up. Search is also possible.
If you make an Arkanite Magician or Librarian and connect it to Hugro, you can even support spinning.
Of particular note is the sorceress Diar.
Self-regenerating ability at exclusion cost, though not in his normal spellbook.
And it's definitely an ace, coming with a high RBI.
Spellbook of Eternity》works as a removal cost, drawing out the rotation power of the Deck.
There is a performance that can recover the reproduction cost.
Using monsters left on the field due to the opponent's lack of energy, 《Photon Thrasher》and Corruption, he Tribute Summon.
Even without them, he can send to GY without adding to his hand with Archfiend's Oath, or he can send to GY due to hand limit.
This guy can do it in 3 turns after being able to control Deck's ad search ability.
The point that Alma does not rot is attractive.
When you have 3 or more spellbooks.
Send this to GY from Photon Slasher ss Doomsday ns.
From the chain ss, use the effect trick Archfiend effect to get Archfiend's Oath into your hand.
With the effect of this card, you can use ss and Alma.
If you use Alma to secure 《Spellbook Organization (Updated from: Pigeonholing Books of Spell)》, the deck will spin.
This kind of compatibility is one of the reasons why they were hired.
Since it has the ability to regenerate, it is important that it is easy to maintain control by hitting a torrent funeral when it becomes dangerous.
In addition, with the help of its self-regeneration ability, it's Solemn Warning, and since it's vanilla on the field, it's strong against divine punishment.
Ordinary high-level monsters become deadly when destroyed by a trap.
It's weak against 《Bottomless Trap Hole》, so it's ideal to use it when you don't know your opponent's downfall or when you have 《Dark Bribe》.
If you don't get an ace, use monsters from reinforcements to cut down your opponent.
Photon Thrasher》can be searched from reinforcements, and the RBI is good.
There are some disadvantages, but since there are few monsters, it can be covered by playing.
Take advantage of the speed of Special Summon and use it as a tribute to the demon demon Diar.
Armageddon Knight》sends Trick Archfiend and Mage Demon Knight Diar to his GY.
These cards require summoning rights and tributes when trying to process them from your hand, which is troublesome.
It will cover that point and make the Deck spin better.
It's also attractive that you can get a powerful Rank 4 in combination with 《Photon Thrasher》.
Trick Archfiend brings Archfiend's Oath when he is sent to GY with a battle effect.
Archfiend's Oath》is the heart of this deck, it will stop eventually, but it is necessary to breathe life into the deck.
He's a kid who can search for it, so he wants to show the effect and turn the deck.
Spellbook Master Battelle can search his Spellbook.
Spellbook is the muscles and bones of this deck of him, I want muscles to make my heart beat.
500 RBIs is a little unreliable.
I made a cost for water spirit arts such as "Aoi", and devised ways not to expose low hit points in torrent funerals.
In this way, I think that the monster has a structure without waste.
He also has 7 traps in his deck.
If Trap isn't careful, he'll spin the deck badly in no time.
I thought about it a lot before I hired him.
Trap is mainly handed, and stopping the mast is secondary.
Let's introduce one by one.
Water Spirit Art "Aoi": The current strongest handicap card, look at all the cards in her hand and send her GY.
The cost is Battel's choice, you can use the summoned one, or escape from the effect negate.
Even though it's the strongest, it's hard to put in 3 copies because it only has Battelle.
If you can see your hand once, you only need Mind Crush, which costs less.
Raising the cost is easy because there are Grimoire, but there is no reason to play 3 copies, so 2 copies.
Mind Crush》: You need to have one card in your hand, but you can shoot it down with pinpoint accuracy.
With 《Convulsion of Nature》, you can win just by shooting at a worn out opponent.
It's better to use more cards than less, so I put in 3 cards.
At the stage where there is no information ad, it will rot, and it will only be a factor that worsens the rotation of Deck.
I wanted to run 3 copies of this, so I needed to focus on stability as much as possible.
As a result, I am satisfied with the fact that it is easier to acquire enough information ads to hit 《Mind Crush》.
Torrent Funeral: Everyone knows how to use it, so no explanation is necessary.
With this deck, if you hit tricks with Archfiend involved, he will have a good rotation of the deck.
Since it can wipe out the opponent's monsters during the opponent's turn, it also has high control ability.
Adopted 2 pieces full.
Postscript
As you can see, the facts and ideals were thoroughly investigated in inserting the card.
I also think we have achieved our goal of maintaining control.
Spellbook Handes 《Convulsion of Nature》I could only do it in the theme of control.
If you think about the approach of what a deck is from 1, he can build a deck.
For that, you need to understand the basic movements, so I will explain the basics of this Deck.
The basis of this Deck is to collect your hand with combos, control and win.
Convulsion of Nature》, 《Archfiend's Oath》. 《Mind Crush》, Water Spirit Art "Aoi".
Spin the Deck with these powerful combinations in mind.
It is an image of controlling while creating a lineup that can get ads.
Make sure you can see the top of the Deck with 《Convulsion of Nature》.
There are multiple ways to shuffle the deck and top draw.
Then add 《Mind Crush》etc. to your hand.
Multiple handicap cards work, so you can kill your opponent's combos.
Knowledge and experience count when choosing which cards to discard.
Check the text and guess your opponent's moves.
If you discard the card that controls the rotation of the opponent, you can be sure.
This deck doesn't focus on attacking or counterattacking
This Deck doesn't include anything like Junon, which would be included in magic.
If you do the same thing as other people, you will end up in the same place.
I still think about things with common sense, but in order to win against people, I have to solve things that people haven't reached.
I wanted to convey that, so I'm spreading the word "recipe".
Going beyond convention and being factual was the theme of this deck.
Think you've been deceived and pursue your ideals.
Whether it's the metagame or anything else, competition starts with believing in people.

Strength

Strong against trendy searches.
Most cards lead to spinning.
Advantage created by rotation.
Interference power against hands and fields.

Weakness

Insufficient power to turn back (compromise because it is a weak point in the archetype's personality).
Once excluded, it cannot be replaced. (Some places can be covered with 《Spellbook of Eternity》)
If the search is blocked, it will not turn.
If the spell is sealed, it will not spin.
If you don't invite playing mistakes and make sure you don't make playing mistakes, you won't win much in the second attack. (Because Yu-Gi-Oh's second attack is exposed to the threat of aggro, especially the first lying down.)

Customize

I was going to end it by saying, "What cards to put in or take out depends on the environment."
Stop giving specific instructions on what cards to put in or take out.
I want everyone to look at the facts, think for themselves, and come up with an answer.
Here's a tip for that.
What is Deck?
Things to prepare to start the duel.
The goal is to decide who wins and who loses.
There are three legitimate ways to win: milling LP, milling decks, and effects.
Your deck determines how likely you are to win, as does your opponent's deck.
Limit regulation exists to make the strength of the deck less one-sided.
Strength is the ease of deployment until his deck wins.
Use cards to deploy.
Archetypes can be classified according to the purpose of using the card, and you can play rock-paper-scissors with about 3 types.
Aggro is to deploy quickly and not reach the opponent's deployment.
It is control to stop before it expands and not to expand it.
Combo is to devise the deployment until you can develop it with strength, and then develop it with strength all at once.
Aggro > Control > Combo > Aggro.
There are divisions, but there are no divisions, and evaluation is based on when, where, and how strong each element is.
You can understand why it's strong by adding knowledge to each card and sublimating it for your purpose.
In Yu-Gi-Oh, you should be conscious of the fact that precedent aggro is extremely effective according to the rules.
In this game, aggro is directly linked to his ATK and DEF, which are strong.
The reason why Yu-Gi-Oh is a prequel game is that you can unilaterally develop combos before your opponent can control them, and then you can do powerful aggro.
Precedence is not a structurally simple problem to solve without being able to draw.
As an aside, if I put a scalpel here.
The initial value is 1 for the first attack, and 2 for the second attack, with a maximum of 5, and the number of monsters and spell trap zones that can be deployed.
Add 1 to that value when your turn comes.
Since you can only deploy two monsters in advance, a game like the advance ruler can't happen.
Even if you have something like Lagia or Opion, if you can clear 2 cards face down, you will be able to break through.
Since you can only deploy 3 cards on the second attack, the options for one-kill attacks on the second attack will be narrowed, and sudden deaths should be reduced.
This alone should alleviate some of Yu-Gi-Oh's structural inequalities.
Even if he draws the first card out of the line, he's a deck, but he's a system that can fight decks, so I think it's a good handicap to give to opponents who don't have skills.
If you just want to play competitively.
Although it is necessary to make adjustments such as returning one card to the Deck after the draw of the first turn.
Let's get back to the main topic because it's nothing but a pretty me rule after all.
There are other advantages of being ahead, and on your turn, being ahead is one more card than your opponent.
Whether you're playing aggro, control, or combo, it's definitely an advantage.
This inequality draws out the desire to take on challenges, and it also causes them to wither.
When he came out with Cyber Dragon in the Standard environment a long time ago.
Since Standard's aggro performance is low, this one card sometimes overturned the strength of the first and second attacks.
We live in a world where we can't expect that anymore.
Konmai expects the development of a ridiculous card to overturn this.
Because this game nature has created Yu-Gi-Oh.
The combo will get stronger again (smiling).
Since I was able to talk about strategy and digress, I would like to evaluate the performance of one theme here.
Sorcerer has a strong combo all the time, a little weak aggro, and decent control.
You can see this from his introduction to Deck.
However, if it is not a theme, it is necessary to sublimate and understand from the knowledge of each card.
Even if you rank the strength in that way, it will change with one card, so you always need to look for the future.
Zones are also a consideration when applying archetypes.
Trying to evaluate every zone exactly is a torture, so be prepared.
It's a monster zone that you should compare with the zone that leads to direct victory.
In this deck, he often leaves the monster zone empty in the early stages.
Aggro in the early game is the worst, but if it's the worst, you may not be able to deploy due to the opponent's card restrictions, so that's fine.
The matchup is such that his early aggro is the worst so he loses to his deck with the best early aggro.
Drawing the line between combo and aggro is the difference between giving up or not giving up.
Aggro composition is easy to deploy even if you don't have all the cards.
If it's a combo composition, it's more intense than that if you have all the cards.
The reason why I give up on developing even though it is intense is because I need a specific combination and number of cards, and I can't rebuild it.
There is a weak point that leads directly to defeat if you fail halfway and cannot rebuild.
According to the rules, control takes effect on the next turn.
If the control becomes effective, the early stage will be over and it will be about to approach the middle stage.
The reason I emphasized early aggro is that if you start to control it early on,
Because the aggro combo works as soon as you enter the middle stage.
But if you ask me if a proper control deck is the best in the middle game and beyond, no.
If you sharpen each other one-on-one, both your opponent and yourself lose their strength.
If it is the first attack, it may be possible somehow, but if it is the second attack, it is necessary to incorporate a means to cover it.
Strengthening your hand may be a major strategy, but you can't meet the victory conditions.
In most cases, the victory is decided by creating and maintaining aggro that surpasses the opponent when the opponent cannot combo.
There are also a certain number of his decks that win combos.
This is the control deck.
And this Deck type is this. Use it as a reference.
Enough introduction to Deck archetypes, so what do we do with that?
Compare the timing, zone, and strength with your opponent, and work out a strategy for countermeasures.
We will take concrete measures.
His deck is combo-based, countering the opponent's aggro decks, controlling them to block their momentum, and securing aggro decks with things like Diar.
Combo > Control > Aggro.
Since the early aggro is troublesome, let's take it with corruption.
A combo in the middle stage is established from his GY and it is difficult to interfere.
If the activation cost is exclusion in that situation, Dimensional Fissure will prevent him from going to GY in the first place, and Imperial Iron Wall will block the exclusion.
If you're afraid that a Quick-Play Spell will destroy the board, stop with 《Dark Bribe》.
If you understand the way of thinking and have knowledge of cards, you will be able to think about such things.
Anyone can do it, and it's not just about cards.
I think the true value of making his deck is whether it breaks common sense for purpose.
I wrote this because I want everyone to know this feeling.
Thanks for watching.
2014/2 limit regulation confirmed

Deck self-score
deck score
Each item description
Deck Maker
Yu-Gi-Oh! Icon 宣言者 ( Total 13 decks )
Posted date : 2013/10/30 00:38
Main Deck (24 Types・40)
monster (6 Types・8)
NumNameAttributeLevelTypeATK / DEFcheapest price
1 List of decks using this cardProphecy Destroyer DARK 6 Spellcaster 2500 / 1200 ¥30
1 List of decks using this cardPhoton Thrasher LIGHT 4 Warrior 2100 / 0000 ¥20
1 List of decks using this cardArmageddon Knight DARK 4 Warrior 1400 / 1200 ¥10
1 List of decks using this cardArchfiend Heiress DARK 3 Fiend 1000 / 0000 ¥30
3 List of decks using this cardSpellbook Magician of Prophecy WATER 2 Spellcaster 0500 / 0400 ¥100
1 List of decks using this cardEffect Veiler LIGHT 1 Spellcaster 0000 / 0000 ¥50
spell (15 Types・25)
1 List of decks using this cardSpellbook of the Master - - - - ¥20
1 List of decks using this cardSpellbook of Power - - - - ¥30
3 List of decks using this cardUpstart Goblin - - - - ¥28
1 List of decks using this cardReinforcement of the Army - - - - ¥19
1 List of decks using this cardSpellbook of Eternity - - - - ¥10
3 List of decks using this cardPot of Duality - - - - ¥110
3 List of decks using this cardSpellbook of Secrets - - - - ¥35
1 List of decks using this cardBait Doll - - - - ¥20
3 List of decks using this cardConvulsion of Nature - - - - ¥20
3 List of decks using this cardArchfiend's Oath - - - - ¥20
1 List of decks using this cardFalling Down - - - - ¥20
1 List of decks using this cardSpellbook of Fate - - - - ¥50
1 List of decks using this cardBook of Moon - - - - ¥10
1 List of decks using this cardSpellbook Organization (Updated from: Pigeonholing Books of Spell) - - - - ¥20
1 List of decks using this cardThe Grand Spellbook Tower - - - - ¥20
trap (3 Types・7)
2 List of decks using this cardSpiritual Water Art - Aoi - - - - ¥15
3 List of decks using this cardMind Crush - - - - ¥15
2 List of decks using this cardTorrential Tribute - - - - ¥5
Extra Deck (10 Types・10)
1 List of decks using this cardArcanite Magician LIGHT 7 Spellcaster 0400 / 1800 ¥18
1 List of decks using this cardT.G. Hyper Librarian DARK 5 Spellcaster 2400 / 1800 ¥25
1 List of decks using this cardUnderworld Fighter Balmung DARK 4 Warrior 2100 / 0800 ¥40
1 List of decks using this cardMist Bird Clausolas WIND 3 Winged Beast 0000 / 2300 ¥20
1 List of decks using this cardHeroic Champion - Excalibur LIGHT 4 Warrior 2000 / 2000 ¥70
1 List of decks using this cardSteelswarm Roach DARK 4 Fiend 1900 / 0000 ¥640
1 List of decks using this cardGem-Knight Pearl EARTH 4 Rock 2600 / 1900 ¥30
1 List of decks using this cardLavalval Chain FIRE 4 Sea Serpent 1800 / 1000 ¥30
1 List of decks using this cardShining Elf WIND 2 Spellcaster 1600 / 1000 ¥26
1 List of decks using this cardDaigusto Phoenix WIND 2 Pyro 1500 / 1100 ¥620
Main deck minimum construction amount ¥2902


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