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Pojo's Yu-Gi-Oh Card of the Day

Rite of Spirit
Common

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”.

Type - Normal Trap
Card Number
- PGD-100

Ratings are based on a 1 to 5 scale 1 being 
the worst.  3 ... average.  5 is the highest rating

Date Reviewed - 9.3.04

ExMinion OfDarkness Friday:
Rite of Spirit

Call of the Haunted for Gravekeeper's that gets around the bad Necrovalley effect.

This is where the Gravekeeper deck shines -- its MASS recursion. Unlike Call, you'll actually get to keep the monster if you chain this to M/T removal. It's not that this card is so broken, it's more of a "hahaha, I can bring back stuff from my Graveyard and you can't" that gives this card its appeal.

I don't have much else to say here; what I will say though is that Gravekeepers are worth another look after the new banlist hits and MST is restricted to 1. With the lack of quick M/T removal, the theme stands more of a chance. (And considering that a GK deck stole a Top 4 spot at a NY Regionals in the past, it doesn't need a LOT of help to begin with.)

4/5 
Tranorix Rite of Spirit

Rite of Spirit is one of the best cards to use in a Gravekeeper deck, and I'd say at least two of them is an absolute necessity. First of all, you get to summon any Gravekeeper from your Graveyard; and there are quite a few worth summoning (namely Chief, Assailant, and Spear Soldier).

Secondly, it isn't affected by Necrovalley. You get to Special Summon from your Graveyard even if Necrovalley is on the field, something sure to irritate your opponent to no end. It essentially makes it so that Necrovalley is only really hurting your opponent while you’re immune.

Thirdly, it's not continuous! Activate it and your opponent won't be able to MST or Heavy Storm it later to kill your monster. Moreover, you can even chain it to your opponent's MST or Storm or Duster, equating to +1 card advantage for you. Rite of Spirit is an excellent card in Gravekeeper decks, almost as much of a staple as Necrovalley itself.

Typical tournament deck: 1/5
Gravekeeper deck: 5/5
OVERALL RATING: 3/5 
Otaku

Stats: Rite of Spirit is a Normal Trap card.  It’s a mixed blessing-the most important thing is that, so long as there are no [severe] activation requirements, then it should be pretty hard to destroy.  Since it’s a Trap, the only Negation to counter it are things that cancel out all Traps in general, or cards that are expensive to use, or things that rarely see play.  If it were a Quick-Play Spell, it would be more useful, since it could be played right away, but it would also be easier to negate (Imperial Order, Magic Jammer, Magic Drain, etc.)

Effect(s): It is most accurately described as a Gravekeepers only Call of the Haunted that doesn’t stay on the field, and is unaffected by Necrovalley.  As apparent by the newest Japanese bannings, that may be about as good as revival cards are allowed to get.

Uses/Combinations: You run three in Gravekeeper deck, sometimes completely replacing the “normal” recursion trio: Call of the Haunted, Monster Reborn, and Pre-Mature Burial.  Since the only requirement to activate it is a Gravekeeper in the Graveyard, it’s roughly as chainable as Ring of Destruction-once the game is a few turns in, it should be easy to chain to most Spell/Trap removal.

Ratings

Note that today (and most of the week) I have been using Gravekeeper specific ratings, and I apologize for not saying so.  As some of you may recall, until recently, I preferred to rate cards “in general”, but that adds even more long winded explanations.

Casual: 4.25/5, 4.5/5 with bans.  The only reason not to use this is if you are not running Gravekeepers.  It isn’t perfectly chainable, but it’s about as good as it gets.

Tournament: 4/5, 4.25/5 with bans.  A little harder for the Gravekeeper crew to pull off the win here.  Still a fantastic card though.

Limited: 3.75/5-The only reason it ranks so low is you might not pull any (or any useful) Gravekeepers.

Summary
Since I failed to attach it properly and was working on a public computer, I got to type this review twice… good thing it was a great card.  ;)

dawnyoshi There's no real point in reviewing Rite of Spirit as the last card in the week of Gravekeepers. This card revives your gravekeeper monsters in any mode, is chainable, and it's not effect by your graveyard-locking spell card. It benefits from your dumps via Graceful Charity, Painful Choice, and Royal Tribute. This card is basically a monster reborn for you. Recursion when your opponent can't revive anything is good. This card is, without a doubt, a Gravekeeper staple. If you run at least 8 Gravekeepers, you should be running this card. If you're running over 12 Gravekeepers, I'd think you would be running three Rites of Spirit.

Constructed: 5/5- Gravekeeper necessity. Run this card in your Gravekeeper deck.

Limited: 4/5- This card is one of the few recursion cards in Pharaonic Guardian. Unlike many of those cards, this one is easy to use. This is a nice second or third pick if you've come across some nice Gravekeepers. It's a first turn pick on your third pack if you're already gotten some great Gravekeepers. 
JAELOVE

Friday: Rite of Spirit

Rated for: Gravekeepers’ Deck

To those who’ve waited patiently, I’ve got good news: Today we’ll be reviewing a good card! Hurray. Rite of Spirit is the GK deck’s powerful method of recursion; it’ll contribute a heavy dosage of swarm to the equation.

Advantage F/H: It’s chainable to s/t removal, works permanently (unlike Call of the Haunted and Premature Burial) and can bring out any Gravekeeper in your arsenal. If you’re running a GK deck, this is almost as good as monster reborn.   9/10.

Best Draw for the Situation: As long as you have a GK in the graveyard (highly possible in a GK deck) you’ll be able to use this card. It’ll also provide the highly useful function of baiting out m/t removal. It’s great in every phase of play.    8.5/10.

Attributes/Effect: For GK recursion, only Monster Reborn is superior (only slightly.) It’s a costless recursion card that’s absolutely fantastic.                    9.5/10.

Dependability: It’s a chainable trap that has staying power, so it’s far more dependable than Call and Premature. It really only needs GK’s in the graveyard to derive use. An excellent choice for the savvy Gravekeeper user.                         8/10.

The Bottom Line: You should most definitely run three.

A BAD Score:  35/40=                                                            88/100

Cards it functions with: Standard GK support (Assailants, Chiefs, Spear Soldiers, Spies.) Necrovalley, etc al.

 

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