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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!

Imperial Tombs of Necrovalley
- #LVAL-EN076 

When a Spell Card, Trap Card, or monster effect is activated, while both a "Gravekeeper's" monster and "Necrovalley" are on the field: Negate the activation, and if you do, destroy it. You can only activate 1 "Imperial Tombs of Necrovalley" per turn.

Card Ratings
Traditional: 3.43
Advanced: 4.25 

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


Date Reviewed - Jan. 31, 2014

Back to the main COTD Page

 

Dark

Paladin
Imperial Tombs of Necrovalley is very specific support for a theme.  Requiring both a Gravekeeper and Necrovalley on the Field (good as Necrovalley may be to Gravekeepers) and this is appropriately a Counter Trap.  It can negate the activation of a Magic or Trap card, or Monster Effect, and if successful (assuming you met the criteria to activate this card referred to earlier) you destroy that card.  The effect isn't bad, but the cost is high.  You need this, and two other cards, just to hopefully destroy one of your opponent's cards.  And good luck keeping Necrovalley on the Field for very long...
 
Ratings:

Traditional:  1/5 
Advanced:   3/5 
Art:  4/5

John Rocha
Imperial Tombs of Necrovalley

Howdy there today's card is Imperial Tombs of Necrovalley, another secret from Legacy and honestly one that GK did not need, it should have been super or ultra, the deck needs to run 3 of these and getting 3 in any local area will be difficult, I feel bad for gravekeepers and I am a huge fan, but still this card is insane, you can lock opponents hard now especially if you open 2 tombs, royal, necro, and like hieratic god damn good!

Traditional: 5/5 (Removal what, sorry Chaos)
Advanced: 5/5 (Sooooo goood)
Leo
Kearon

Imperial Tombs of Necrovalley
Counter Trap
When a Spell Card, Trap Card, or monster effect is activated, while both a "Gravekeeper's" monster and "Necrovalley" are on the field: Negate the activation, and if you do, destroy it. You can only activate 1 "Imperial Tombs of Necrovalley" per turn.
 
Wrapping up this week we have new Gravekeeper support/counter, Imperial Tombs of Necrovalley. Why have I called in a support and counter card? Well, read on.
 
Imperial Tombs of Necrovalley effect is simple if a card effect is activated and there is a face-up Necrovalley AND a face up Gravekeeper monster, you negate and destroy that card. So for Gravekeeper decks this is a no brainer, a free counter to any card effect is very powerful. Granted you can only activate once per turn but that is true with a lot of effects these days.
 
However remember I also mentioned this is a Gravekeeper counter card, why? Because it doesn’t say that you have to control any of the cards required to activate it. The opponent could  have both cards and you could still use this card against them. It wouldn’t be useful all the time and you might use something more reliable but it could be a handy side card especially if you know your opponent might play Gravekeepers.
 
Overall a good card for and against Gravekeepers might be one for both sides to consider
 
Traditional: 3.5/5
Advanced:  3.5/5


Fungal
Paranoia

Imperial Tombs of Necrovalley

Howdy there today's card is Imperial Tombs of Necrovalley, another secret from Legacy and honestly one that GK did not need, it should have been super or ultra, the deck needs to run 3 of these and getting 3 in any local area will be difficult, I feel bad for gravekeepers and I am a huge fan, but still this card is insane, you can lock opponents hard now especially if you open 2 tombs, royal, necro, and like hieratic god damn good!

Traditional: 5/5 (Removal what, sorry Chaos)
Advanced: 5/5 (Sooooo goood)

Art: 3/5 I wonder who is inside?

Cyberplum

Happy Friday everyone!  I hope you're all excited that it's Friday as I am, because quite frankly this week has been rather trying.  Anyway to close it up we look at one of the cards that's trying to breathe new life into Gravekeeper's, that being Imperial Tombs of Necrovalley.

This is the themed counter-trap for the Gravekeeper archetype, and quite frankly it's not bad.  It works the same way as Infernity Barrier, stopping just about anything you want so long as you meet the conditions.  Infernity Barrier has two conditions: control an attack-position Infernity monster, and have no hand.  In the case of Tombs, both Necrovalley and a Gravekeeper must be present on the field.  Present on the field.  That means not necessarily under your control.  That makes this card the side deck choice of the year if you want to piss off an unsuspecting opponent.

Don't get me wrong, it works well in the deck.  They have like 15 different ways to put Necrovalley on the field and protect it, so that's not an issue.  Controlling a Gravekeeper shouldn't be too hard either, with Spy's high defense and recruiting, along with the vast number of searchers they possess, even the new Heretic monster that's not affected by other cards.  

Basically what I'm saying is that the conditions are easy enough to meet to merit playing this card.  The only real downside is that you can only activate one a turn, so in a perfect world I'd run a single copy of Dark Bribe in the deck, to counteract anything that might shut down your Tomb.  Other than that it's solid.

Traditional: 3/5 because Necrovalley stops Chaos
Advanced: 3.5/5
Art: 4/5
 
Thanks for reading and have a great weekend!


Human Puppet
Twitter
YouTube

Imperial_Tombs_of_Necro

There was a time when people played Gravekeepers with 3 Solemn Judgements. The conditions required to make this card live are really easy to set up in the appropriate deck. The ability to negate anything...BROKEN.
If you're playing gravekeepers you're probably going to be playing a couple of these. If you're not playing gravekeepers why would you even look at this card?

5/5 in its deck


Baneful

Imperial Tombs of Necrovalley

I'll cut to the chase. I would use 2 of these in every Gravekeeper deck. No less than 2. Maining 3 might be a bit too much (though you can still make it work), as you should focus your opening play on getting Necro + a GK monster first, but after you have done that, this counter-trap will protect you from just about everything but summons. It's almost a Solemn Judgment without the hefty cost. Most importantly: it protects Necrovalley (and your whole set-up, in general) against removal, allowing you to continue winning games.

Traditional: 4/5 – GK's make an excellent case for anti-chaos and anti-meta

Advanced: 5/5 – i'm expecting GK's to rise up a tier, for sure

Terrorking

There was a time, a Dark Age, where fiends were routinely shot from cannons and then they disappeared and massive dragons replaced them, with the worst being a three-headed dragon that would erase a thought, a monster you control and a monster you lost. But this dragon only showed up once the fiends had put some protection behind it, which took the form of some kind of barrier that stopped the opponent from doing things. It was a dark and terrifying time.

...

Hello, my guppies, and welcome to the Terrorking's CotD review. Today I shall be tackling Infernity Barr- I mean Imperial Tombs of Necrovalley. If you've played Infernity, or against Infernity, you should know how much of a game changer a single Barrier in their backrow is, let alone 2 or 3. If you played in Stormless 2011, you should know how painful it is to play with Gravekeeper's when they have a 3-5 card backrow. It's like pulling a boulder up a hill littered in landmines. Well, this card strengthens their already-torturous backrow with removal that handles problems from every direction. The only difference between this and Barrier is Barrier has less stringent activation conditions, but Gravekeeper's have a monster that searches Necrovalley and numerous ways to recover and recruit other Gravekeeper's, so it should be active for you most of the time. With this you won't be destroyed by the overwhelming skill of Evilswarm Exciton Knight, so go ahead and use 2-3 of this thing, yeah.

Ways to counter Imperial Tombs of Necrovalley: any 1-for-1 removal Or bluff them. Or clear the field of monsters.

Traditional: 2/5
Advanced: 4/5


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