Rite of Spirit PGD-100

Trap

Select 1 Monster Card that includes "Gravekeeper's" in its card name from your Graveyard and Special Summon it in face-up Attack or Defense Position. This card's activation and effect is not affected by "Necrovalley".

We all know how cards like Monster Reborn, Call of the Haunted and Premature Burial are useless while Necrovalley is on the field. This card gives Gravekeeper decks an edge over the opponent while its in play. Unlike the revival just mentioned it CAN revive monsters from the graveyard. The only condition is that it must a Gravekeeper. Other than that go nuts bringing these guy back and back again. There's no restriction on this card and no costs either.

Besides the usual trap negators, the one thing that seals the graveyards and still stops it is The End of Anubis.
 
Rite of Spirit gives the Gravekeeper's deck swarmability like no other. Painful Choice, then trigger Rite of Spirit, Sac that one for Chief, revive another chief and you have two creatures on the field. Got to love it. Also Cheif only effects your Graveyard, so don't worry about your opponent using recursion cards.
 
PerfectZelgadis said:
Rite of Spirit gives the Gravekeeper's deck swarmability like no other. Painful Choice, then trigger Rite of Spirit, Sac that one for Chief, revive another chief and you have two creatures on the field. Got to love it. Also Cheif only effects your Graveyard, so don't worry about your opponent using recursion cards.
But you can't have 2 chiefs on the field at the same time. Did you mean revive another (monster other than Chief) by chief's effect?
 
that might be what he meant...

rite of spirit- a must for all GK decks. MUST. M U S T. truly, these decks pwn in swarming (spies, this, cheifs, etc)

stoppable by EoA, Necro until Cheif, trap stoppers...

artwork is pretty cool... combine it with royal tribute for some fun...? (maybe)

1/10 in any deck, 7/10 in GK deck (for obvious reasons)
 
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