Keepers of the Grave

This is my gravekeeper deck, before the banlist ever came out this deck was unstoppable, I could cut through arggo to control or any form in between.
Since the ban list this deck is lacking a little bit, so any help would be great.
The only request I have is absoultly no Cyber Dragons, Don Zaloogs, Spirit Reapers, or Magic Reflectors. I want to keep this deck very gravekeeper themed.
Thanks.

Monsters: 18

Gravekeeper's Chief x 1
Jinzo
Gravekeeper's Assailant x 3
Gravekeeper's Spear Soldier x 3
Gravekeeper's Spy x 3
Gravekeeper's Guard x 2
Breaker the Magical Warrior
Sangan
Morphing Jar
Cyber Jar
Mystic Tomato

Spells: 16

Necrovalley x 3
Terraforming
Mystical Space Typhoon
Dark Hole
Snatch Steal
Smashing Ground x 2
Swords of Revealing Light
Book of Moon
Giant Trunade x 2
Heavy Storm
Magical Dimension x 2


Traps: 10

Rite of Spirit x 3
Sakuretsu Armor x 3
Dust Tornado x 2
Bottomless Trap Hole x 2

Sometimes when I play this deck it seems like it doesn't have enough defense, so take a look and let me know what you think!
 
Gravekeeper Deck

Here is my latest attempt at a Gravekeeper Deck. Hopefully you can find something in it to add to yours to strengthen it.

One of the biggest problems I have found is protecting my Necrovalley. It tends to get destroyed in my opponent's turn and I then have all these weak monsters on the field for them to destroy. I thought about adding spell stoppers like Magic Jammer etc but found I never had them at the right time. In the end, I opted for 2 Giant Trunades to allow me to summon safely and attack hard when I could and then sort of hope for the best after that.

Cyber Jar is excellent when either player activates it as I should get lots of strong monsters on the field with great effects - trample or switch battle position - as long as Necrovalley is present of course.

The new Magical Dimension helps when the opponent tries to Bottomless Trap Hole or Sakuretsu Armor me. Magician's Circle is great for me to bring out a Gravekeeper's Assailant when they bring out even an Injection Fairy Lily.

Mobius the Frost Monarch is there for Spell/Trap removal with strong attack. The 2 Mystic Tomato are there to bring out another Gravekeeper or even the Newdoria if I am really in trouble.

I understand what you say about lacking in defence. That is why I have the Cyber Jar and Newdoria - to destroy their monsters in a pinch. I normally also play Exiled Force for the same reason - great against any of those painful ones like Dark Ruler Ha Des, Jinzo, Horus the Black Flame Dragon LV8 etc.

I have also included only 2 tribute monsters because I almost always had my hand full of tributes at the worst time.

It was hard in the spells to leave out some of the so called staples but in the end I opted for cards which stalled play to my benefit or harmed my opponent while leaving me intact - ie no Heavy Storm or Dark Hole for example. I do not have any Smashing Grounds but do include a Fissure in my Side Deck.

With the Traps, I have had great success with Ceasefire, especially since I normally swarm the field - it is often a game-ender like Ring of Destruction used to be. Magic Cylinder is also great for that. The other Traps are there for destruction and swarming. I know I include lots of Traps but feel that they are all playable in almost any scenario - ie I do not have to wait for some rare opportunity before I can activate them.

Here is my Deck:

Monsters (18)
1 x Mobius the Frost Monarch
1 x Gravekeeper's Chief
3 x Gravekeeper's Spear Soldier
3 x Gravekeeper's Spy
3 x Gravekeeper's Assailant
1 x Breaker the Magical Warrior
1 x Tsukuyomi
2 x Mystic Tomato
1 x Newdoria
1 x Sangan
1 x Cyber Jar

Spells (15)
3 x Necrovalley
2 x Terraforming
2 x Magical Dimension
1 x Lightning Vortex
1 x Snatch Steal
1 x Mystical Space Typhoon
2 x Giant Trunade
1 x Nobleman of Crossout
1 x Swords of Revealing Light
1 x Book of Moon

Traps (10)
2 x Rite of Spirit
2 x Magician's Circle
1 x Magic Cylinder
1 x Ceasefire
2 x Sakuretsu Armor
2 x Bottomless Trap Hole


By all means comment against it as well. Hopefully, all suggestions can be used by all of us in the best way to build as strong a deck as possible.

Thanks
Wizit
 
My thoughts

I have thought about Magical Dimension, and magicians circle, but I do not have either of those cards just yet. I have tried Giant Trunades, and I noticed that 2 of them was a little overkill, because I seemed to top deck them at all the wrong times.
As you said about leaving out some of the staples, I understand I leave out Heavy Storm, why would I destroy my own Necrovalley, but I have had great luck with Smashing Ground, and even Hammer Shot, I used to include two Enemy Controllers, but I took them out for Ready for Intercepting, and Rush Recklessly.
Rush Recklessly seems to help, espically when my opponent tries to attack my flipped spy or guard.
Ready for Intercepting is nice when protecting my spy or guard, or my opponent attacks, because everyong is running spellcasters and warriors.
As far as 2 Terraformings, I have noticed that it is a bit of overkill, because if my Necrovalley is on the field I seem to top deck a Terraforming, when I could use something else.
Now to the traps, I went a little different then I normally go, I usually run 3 Wabokus instead of sak armor. I have tried Magic Cylinder, and it has never worked for me.
I have noticed with gravekeepers, your traps should be chainable to protect you on your opponents turn, for when they destroy Necrovalley.
Thanks for the help, if you have any more suggestion, I would truly appriceiate them.
 
The trick with Magic Reflector is to never run more then one. It's a great card, but more of a tech option then anything else. I always try to run one in my Side Deck when I can find the room for it and if my game depends heavily on the Field/Continuous/Equip card I'm running.

I ike the Ready for Intercepting. Not a lot of people try the and it's really useful. Some things to consider that also stymie your opponent further are Threatening Roar, Non Aggression Area and Magic Jammer.
 
Threating roar and non aggresion area, are good ideas, but that is why I run solemn judgement (I will put 2 in when I get another one), because I can then negate anything my opponent throws at me, all I have to do is decide if it will cause me problems, then if it will mess up my strategy I negate it. Solemn judgement comes with a heavy cost, but it is worth it most times.
I have also used Magic Jammer before, and I found that a lot of times it is less painful to just let the spell go through, or use Magic Drain and make your opponent pay for that spell.
Thanks for the suggestions, if you have any more that would be great, and I am considering threating roar.
Let me know if I can return the favor
 
dragonseeker012000 said:
Threating roar and non aggresion area, are good ideas, but that is why I run solemn judgement (I will put 2 in when I get another one), because I can then negate anything my opponent throws at me, all I have to do is decide if it will cause me problems, then if it will mess up my strategy I negate it. Solemn judgement comes with a heavy cost, but it is worth it most times.
I have also used Magic Jammer before, and I found that a lot of times it is less painful to just let the spell go through, or use Magic Drain and make your opponent pay for that spell.
Thanks for the suggestions, if you have any more that would be great, and I am considering threating roar.
Let me know if I can return the favor
No problem. Solemn Judgment is indeed a good card if you can afford the Life Point payment and if you've learned it's trickyness. I've run two before, myself.

Now you may like Threatening Roar for its differing functionlity. You might not. They can't declare an attack this turn so, unlike Waboku, they cannot flip anything you've set by just attcking for no damage. This may be strategicly to your advantage if you didn't want your flip effect to go off on their turn. It's also very chainable as long as it's your opponent's turn.

Waboku on the other hand is usable on your turn, so its always a good idea to weigh the balnce you want between the two cards. You may decide to go three and three or two and one or none at all, depending on your playing style. Me, I'm a heavy negator. I do three and three all the time just to annoy people. ;)
 
I never thought of it like that before, stopping there attack, so I can flip my own Cyber Jar, Morphing Jar, or gravekeeeper spy.
That way I can control what happens a little better.
I do have to say I am sold on the idea of threathing roar, THANKS.
Do you have any other suggestions, and is there any decks of your that I may be able to help with?
 
You can do a search of this section for all my decks. I haven't posted a new one in a few weeks. They are all obscure decks that are largely untested as I' still collecting peices for some. I don't run the usual stuff. I'm sort of on a mission to prove that originality can be competitive if enough time and effort is put into it. :) Some are older decks that have been abandoned. The Jank Engine is my main deck and it needs some tweeks for the current meta. You can bump any of those if you have any suggestions.
 
awsome

I have to give you kudo's, I don't meet to many people that go with the orginality. I also love orginality, I have many decks that are semi orginal, but they are all base on a theme, not just throwing in all the good and popular cards.
I will check out your decks.
 
I have been considering putting in a mobius, because I used to run a Jinzo, and my favorite thing to pull off was Change of Heart summon Jinzo and attack for 2400 on my first turn.
I was actually accused of cheating because, I pulled it off so often.
So I am thinking with the increased amount of traps in my deck, mobius would be a better option
 
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