Power: High Rogue (7.6/10) - TCG-legal Link Evolution Spellbook Prophecy control. The rebuild removes Forbidden Jowgen and Apollousa, then raises the ceiling with Spellbook of Judgment, Magicians' Souls, Fate, Tower, Priestess, and legal Spellcaster tools.
Consistency: High. Spellbook Magician, Secrets, Knowledge, Judgment, Master, Crescent, Terraforming, Tower, and Souls give many openers. Judgment turns normal spell sequencing into end-phase searches and follow-up instead of relying on a banned lock piece.
Ceiling: Strong but fair. Fate gives non-targeting removal, Priestess and World pressure boards, Judgment can reload several Spellbooks, and Selene, BLS Soldier, Borrelsword, Big Eye, Dracossack, and Ebon High Magician give legal Extra Deck conversion.
Recovery: Very good. Tower recycles a Spellbook every Standby Phase, Eternity recovers banished names, Life and Reborn revive key Spellcasters, Knowledge digs, and Judgment can rebuild a hand after trading resources.
Going first/second: Slightly better first. First sets up Tower, Fate, Judgment follow-up, Crowley, or Priestess pressure. Going second, the side brings Dark Ruler, Evenly, Twin Twisters, Feather Duster, Lancea, and Nibiru.
Choke points: Stop Secrets, Magician, or Judgment before the Spellbook chain snowballs. Remove the face-up Spellcaster before Fate resolves. Banish Tower or Fate targets from the GY to reduce removal and recycling.
Key cards: Spellbook of Judgment, Spellbook Magician of Prophecy, Spellbook of Secrets, Spellbook of Knowledge, Spellbook of Fate, The Grand Spellbook Tower, High Priestess of Prophecy, World of Prophecy, Magicians' Souls.
Key combos: Secrets finds Magician or Judgment. Judgment after multiple spells searches a fresh Spellbook package and can summon a Prophecy monster. Souls sends Priestess or World, then converts spare Spellbooks into draws. Fate plus three Spellbooks in GY answers almost anything.