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