Card Game
Card of the Day
TCG Fan Tips
Top 10 Lists
Banned/Restricted List
Yu-Gi-Oh News
Tourney Reports
Duelist Interviews
Featured Writers
Baneful's Column
Anteaus on YGO
General Zorpa
Dark Paladin's Dimension
Retired Writers
Releases + Spoilers
Booster Sets (Original Series)
LOB |
MRD |
MRL |
PSV
LON |
LOD |
PGD |
MFC
DCR |
IOC |
AST |
SOD
RDS |
FET
Booster Sets (GX Series)
TLM |
CRV |
EEN |
SOI
EOJ |
POTD |
CDIP |
STON
FOTB |
TAEV |
GLAS |
PTDN
LODT
Booster Sets (5D Series)
TDGS |
CSOC |
CRMS |
RBGT
ANPR |
SOVR |
ABPF |
TSHD
STBL |
STOR |
EXVC
Booster Sets (Zexal Series)
GENF |
PHSW |
ORCS |
GAOV
REDU |
ABYR |
CBLZ |
LTGY
NUMH |
JOTL |
SHSP |
LVAL
PRIO
Starter Decks
Yugi |
Kaiba
Joey |
Pegasus
Yugi 2004 |
Kaiba 2004
GX: 2006 |
Jaden | Syrus
5D: 1 | 2 | Toolbox
Zexal: 2011 | 2012 | 2013
Yugi 2013 | Kaiba 2013
Structure Decks
Dragons Roar &
Zombie Madness
Blaze of Destruction &
Fury from the Deep
Warrior's Triumph
Spellcaster's Judgment
Lord of the Storm
Invincible Fortress
Dinosaurs Rage
Machine Revolt
Rise of Dragon Lords
Dark Emperor
Zombie World
Spellcaster Command
Warrior Strike
Machina Mayhem
Marik
Dragunity Legion
Lost Sanctuary
Underworld Gates
Samurai Warlord
Sea Emperor
Fire Kings
Saga of Blue-Eyes
Cyber Dragon
Promo Cards:
Promos Spoiler
Coll. Tins Spoiler
MP1 Spoiler
EP1 Spoiler
Tournament Packs:
TP1 /
TP2 /
TP3 /
TP4
TP5 /
TP6 /
TP7 /
TP8
Duelist Packs
Jaden |
Chazz
Jaden #2 | Zane
Aster | Jaden #3
Jesse | Yusei
Yugi | Yusei #2
Kaiba | Yusei #3
Crow
Reprint Sets
Dark Beginnings
1
| 2
Dark Revelations
1 |
2 |
3 | 4
Gold Series
1 | 2 | 3 | 4 | 5
Dark Legends
DLG1
Retro Pack
1 | 2
Champion Pack
1 | 2 | 3 | 4
5 | 6 | 7 | 8
Turbo Pack
1 | 2 | 3 | 4
5 | 6 | 7
Hidden Arsenal:
1 | 2 | 3 | 4
5 | 6 | 7
Checklists
Brawlermatrix 08
Evan T 08
X-Ref List
X-Ref List w/ Passcodes
Anime
Episode Guide
Character Bios
GX Character Bios
Video Games
Millennium Duels (2014)
Nighmare Troubadour (2005)
Destiny Board Traveler (2004)
Power of Chaos (2004)
Worldwide Edition (2003)
Dungeon Dice Monsters (2003)
Falsebound Kingdom (2003)
Eternal Duelist Soul (2002)
Forbidden Memories (2002)
Dark Duel Stories (2002)
Other
About Yu-Gi-Oh
Yu-Gi-Oh! Timeline
Pojo's YuGiOh Books
Apprentice Stuff
Life Point Calculators
DDM Starter Spoiler
DDM Dragonflame Spoiler
The DungeonMaster
Millennium Board Game
Magic
DBZ
Pokemon
Yu Yu Hakusho
NeoPets
HeroClix
Harry Potter
Anime
Vs. System
Megaman
This Space
For Rent
|
|
Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
|
|
Gravekeeper's Shaman
- #LVAL-EN033 This card gains 200 DEF for each "Gravekeeper's" monster in your Graveyard. Negate all monster effects that activate in the Graveyard, except "Gravekeeper's" monsters. While "Necrovalley" is on the field, your opponent cannot activate Field Spell Cards, also Field Spell Cards on the field cannot be destroyed by your opponent's card effects.
Card Ratings
Traditional: 2.67
Advanced:
2.50
Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - Feb. 17, 2014
Back to the main COTD
Page
|
Dark
Paladin |
All righty, welcome to my Legacy of the Valiant
week. Things take an upswing this week, and despite
what the first three days may tell you this week,
it's not Gravekeepers' week. Gravekeeper's Shaman
may not look like the best Gravekeeper card at first
glance, and it's not, BUT...it sure as hell isn't as
bad as it may initially appear either. Level 6,
Dark, with 1500 attack and defense aren't going to
win you much, and Spellcaster, while good, is all
but irrelevant as it only effects its play in its
own Deck. Keep in mind though the Gravekeeper Deck
has ways to Special Summon Monsters with 2000 or
less defense, making the Tribute factor a little
less relevant too. This card gains 200 defense (odd
but still better than nothing and could be a serious
defender) for each Gravekeeper in your Graveyard. So
I'd say at least 5 for 2500, but 7 or 8 is 2900 or
3100 respectfully, and that's near impossible to
break Monster wise. So it also negates all Monster
effects that activate in the Graveyard, except for
Gravekeepers. Note, not YOURS, but ALL, not that I
see that as relevant as you probably won't run into
it that often (as I try to justify this card). It
gives protection to Necrovalley though, as your
opponent can't play Field Magics, and can't destroy
with card effects either. Honestly, I'd try one, or
even two of these in your Gravekeeper Deck. See what
happens
Ratings:
Traditional: 2/5
Advanced: 3/5
Art: 4.5/5
|
Cyberplum |
Hey everyone, welcome back from
the weekend. We start off a chain of Gravekeeper
reviews today, starting with Shaman, a super rare
from Legacy.
Shaman may seem great on paper; it protects
Necrovalley, will boost its defense to a reasonable
level without much effort, and stops any effect that
activates in the graveyard, which is all lovely.
However, some fundamental flaws may cause hardcore
GK players to shy away from this. While you can
special summon this with Spy, you're going to have
an issue if you actually draw it. Being level 6,
you will of course have to tribute summon her if you
want to get her out. Generally you're going to want
your normal summon to be something more along the
lines of a Recruiter, Spy, or Descendant, which will
have to wait if you want to use this.
Furthermore, given how many of the Gravekeeper
monsters you're going to want to combo with each
other for maximum potential, you may not want to
give one up that you control. Recruiter works no
matter how he goes to the grave, so you can freely
sacrifice him, but do you want to cough up a
Descendant that can create advantage using that same
Recruiter, or one of your Spies that's blocking
everything in sight with the 2500 Defense?
The answer, short and simple, is that it's not
really worth it. With Imperial Tomb also in this
set, you're free to stop whatever's going to blow up
your Necrovalley without giving up monster
advantage. I don't think Shaman is awful, being
able to summon it with Spy is great, but you need to
plan for the worst because the worst can happen.
Maybe run one of these, but not any more.
Traditional: 2/5, GKs aren't bad here but this isn't
great
Advanced: 2/5
Art: 4/5
Thanks for reading!
|
Baneful |
Gravekeeper's Shaman
Welcome to Gravekeeper week!
GK's are an archetype that have been perennially
winning tournaments since 2003 and are a great deck
type to use against decks which abuse the graveyard.
So let's get started on Shaman.
This card's two effects are a dream come true for
many G.K. players because it fortifies the deck's
weaknesses. Necrovalley's loophole of allowing cards
that target themselves to Special Summon was a
gaping flaw so Shaman fixes it. It also protects
Necrovalley from both Mystical Space Typhoon and the
opponent using a Field Spell of their own.
This card does have problems though, such as it
costing a tribute (which is tough to bear in a GK
deck). Also, it focuses on it's Defense power yet in
order to get it face-up, you have to summon it in
Attack Mode or Flip Summon it in Attack Mode. Flaws
aside, I still think this is a really capable card
worth trying out.
Traditional: 3/5
Advanced: 3/5
|
Terrorking |
Men wearing skirts and nothing else, young women
wearing curvy dresses and old women covering up: if
yugioh art is any true indication, the ancient
Egyptians knew how to live. That aside, hello, my
dear guppies, and welcome to Terrorking's review of
some Gravekeeper's card.
One of Yu-Gi-Oh's oldest and most abused design
spaces is "when/if this card is sent to the
graveyard." No less than 40 cards use this text, so
today's card instantly shuts those down, some of
which include: Atlantean Dragoons, Marksman and
Heavy Infantry, Dandylion... what I'm getting at is
she stops a lot of decks from functioning properly.
With a little backrow protecting her from 2000+
monsters, you can just sit behind her and as your
opponent pulls their hairs out from frustration.
Also, do note that while in the deck it only has
1500, which means you can summon it off
Gravekeeper's Spy. A bit that's of note is this card
keeps Necrovalley from being destroyed by card
effects or from being replaced by another Field
Spell. That said, you don't need this card in your
GK deck, but it's a very solid card if you do decide
to include it
Ways to counter Shaman: your best bet is killing
it as soon as it hits. The longer it's out on the
field, the more you're losing.
Advanced: 3.5/5
Traditional: 2/5
|
|