Gravekeeper Toolbox

Kefka Palazzo

New Member
MONSTERS (19)

Breaker the Magical Warrior
Gravekeeper's Assailant
Gravekeeper's Assailant
Gravekeeper's Assailant
Gravekeeper's Guard
Gravekeeper's Cannonholder
Gravekeeper's Spear Soldier
Gravekeeper's Spear Soldier
Gravekeeper's Spear Soldier
Gravekeeper's Spy
Gravekeeper's Spy
Gravekeeper's Spy
Injection Fairy Lily
Night Assailant
Sangan
Tsukuyomi
Gravekeeper's Chief
Gravekeeper's Chief
Dark Macician of Chaos



SPELLS (14)

Book of Moon
Confiscation
Graceful Charity
Heavy Storm
Last Will
Mystical Space Typhoon
Nobleman of Crossout
Nobleman of Extermination
Necrovalley
Necrovalley
Necrovalley
Snatch Steal
Terraforming
Terraforming



TRAPS (7)

Magician's Circle
Mirror Force
Rite of Spirit
Rite of Spirit
Rite of Spirit
Robbin' Goblin
Torrential Tribute


TOTAL (40)
 
Preview your deck is very solid... I would only make some minor changes.


-1 Night Assailant (There's no way to fully use his effect here)
-1
Gravekeeper's Cannonholder (don't really need it here)
-1
Terraforming (one is enough)
-1
Nobleman of Extermination (excellent card, but Sakuretsu wont harm you that much)
-1
Rite of Spirit (need the space)

+1
The End of Anubis (complete grave lock, CC-killer)
+1
Magician's Circle (well all of the are Spell casters and have 2000-)
+2
Magical Dimension (well they are Spellcasters after all)
+1
Royal Tribute (to help with the control aspect)
 
Well, good suggestions, however, I've tested everything there save for the Anubis. Tribute's tough, as this is NOT a dedicated GK control, and playing Tribute while removing a recursion card as you suggested is simply counterproductive, so that's a no-go. 2 Circles tend to get popped off before they can be of use; one is less of a dead draw than two. It's not a great topdeck, but is very powerful when it works. Hence the solo copy. As for Dimension...I had a heated discussion on another site about this one, so I won't go there on this board, but I can summarize it in a jiffy: It's absolutely jank in GK. Simple as that. As good as it looks on paper, and in theory, is how bad it actually is in practice. I've tested it for months, and it just doesn't work the way you want/expect, and usually causes poor hand management, poor field management, and overextension in a negative light. It's only really good with DMoC, but that doesn't justify it.

Rite of Spirit in less than triplicates in GK is folly, anyway. I've tried and tried, and it fails. Three is auto. The Assailant looks jank until you realize it's monster removal, can get me a Guard, which can be better than removal, and can fetch me a lost spy when I need a wall. And it helps with GC. It's more useful than it appears, though it could be removed. Cannonholder is far from useless in here, considering the massive amount of search and SS in here. Spy, Rite, Chief, Last Will, and Circle can all pull him out of the deck or grave on a whim, for an extra stick worth 1900 points of whoop, and as a finishing blow, similar to the way DW gets its kills. It just ekes out enough damage to end the game. You'd be far and away surprised at just how many Cannon-fueled KO's this deck can generate, until you've ran it yourself. It's a major factor in calling the deck a "toolbox" despite having nowhere near the versatility of, say, Warriors. However, it does add another dimension to the deck, and it's not as if there's anything else worthwile to place in here, as I find MoF too slow for GK, having played the deck since LOD(I made my own PGD patch for YVD as soon as the translations hit), and as useful as the lil gal can be, she doesn't make the grade in here. Terraforming in singles works well, indeed, but unlike a solely aggressive GK build, this deck is much more dependant on the effect of the Valley, so the more likely I can draw it, the better, and having a second copy in hand, or even a third, allows for faster recovery than wishing and hoping.Not to mention that half the point of GK's being good right now is the fact that they hose the carbon-copy CS/Return decks that everyone's netting from SJC Columbus. So, I'll keep my deck thinning and draw speed at peak.

Now, the Anubis, I could test, however, I pose this question: what to remove for it?
 
OMG!!! IT'S KEFKA!!! AND HE'S PLAYING A GRAVEKEEPER DECK?!?! ZOMGZORZ!!!

~Ahem*3~ You'll get sick of me soon enough, pal.

GKs are sexy. Sexy sexy sexy. Three Spears and three Assailants is some beatdown...a bit too much beatdown if you ask me. Assailant is the best card in the deck, so drop a Spear for an X-Force, because a little extra removal never hurt nobody. Plus it triggers and pulls from Last Will. I suggest maining a Dust over the random Goblin, simply to help avoid Mirror Force/Torrentials. Or My Body. Either one is nice. My Body may be a better choice as it does negate Crossout, which you don't like to see.
 
I could cut the Assailant for Exiled, and more than likely will.

As for the "random" Goblin...it's almost the best card in the deck. GK's can plink thru so much battle damage in so many ways; they swing into a set Guard/Spy, or even a set GK Assailant w/Valley...BAM, Goblin. YOu drill thru with Spear...BAM. YOu shift an unsuspecting DEF mon with Assailant for a couple hundred points...BAM. GK has so many ways to deal Battle damage, and on both player's turns, that I can't see how GOblin is not an auto for GK's. It's tremendous how quick opponents will scoop when you flip a Gob in here. It's just nuts. So, in short...it ain't goin anywhere.

As for the Mirror/Torrential...Last Will helps, but I have another simple way to deal with them. I never play more than two mons to the field until at least one's been used/lost/destroyed. I'll hold back my rush cards until I see one of the two board-clearers, then it's open season on [insert opponent]'s face. THough My Body is sexy as can be. I'd run it, but about the only thing I could drop for it would be COnfiscation or NoE...and I find them both to be a lot more versatile. I'll test with it, however, and post the results if they come out strong.

Thanks for the feedback guys, keep it coming.
 
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