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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
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Necrovalley
- #DUSA-EN050
All "Gravekeeper's" monsters gain 500 ATK and DEF. Cards in the Graveyard cannot be banished. Negate any card effect that would move a card in the Graveyard to a different place. Negate any card effect that changes Types or Attributes in the Graveyard.
Card Rating
Advanced:3.50
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Date Reviewed: April 27, 2017
Back to the main COTD
Page
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Syn |
Todays COTD and this throwback thursday is
Necrovalley, the perfect example of power creep.
Recently reprinted and erratad in Duelist Saga,
Necrovalley holds the title for being the only card
that Konami can't decide on how it actually works.
The 7th time around however, Necrovalley sports 4
separate effects. Firstly, all Gravekeeper's gain
500 attack and defense. Second and Third, no cards
can be banished from the graveyard and any effects
that move a card in the grave elsewhere are negated.
And lastly Necrovalley now negates any effect that
changes types or attributes in the grave.
In the past, Necrovalley has always boosted
Gravekeepers and prevented banishing cards from the
graveyard, but the remainder of its effects are
always in a state of flux, dependant on the state of
the game at the time. Negating the change of types
and attributes is new though, but still not quite
the Necrovalley that the OCG is enjoying.
A solid boost for Gravekeeper decks, and splashable
as counters for any decks that revolve around the
graveyard. Paleozoics, Dark World and Infernoids all
get hurt by this field spell. Easily searched
through Terraforming and Gravekeeper's Commandant,
it still suffers the same vulnerability that the
majority of field spells do, it is very prone to
destruction.
4/5 Not quite there just yet, but close. Maybe its
8th printing will give us the true Necrovalley.
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Baneful |
Now, this is a true classic. It's never
been a bad card. It was a defining card in
many ways. I think it's the beginning of what
eventually made Konami change the field spell rule.
It was the first Field Spell Card to do more than
just boost stats but also have a control-like
effect. A Legendary Ocean was first, but
Necrovalley had a disruption-type effect, a focused
archetype and a much larger stat boost.
Spy/Guard having 2400-2500 DEF and Spear/Assailant
being 2000 ATK beaters was insane. Although,
Necrovalley was very vulnerable to spell/trap
removal (and still is today). Gravekeepers had
their second prime a few years ago, but are now a
rogue deck again. Even as revival is more
common than ever, Necrovalley is too predictable,
very easy to stop, only counters against one form of
play, prevents the player from tampering with their
graveyard and limits the player to using an unstable
stun build or the Gravekeeper archetype which is
quite vulnerable.
2/5 (by today's standards, but it will always be a
higher number in my heart)
|
Kingof
Lullaby |
Hello Pojo Fans,
Necrovalley remains a solid side deck option.
Gravekeeper's love it because of Royal Tribute and
the 500ATK/DEF boost it gave their Spellcasters,
everyone else loves it for the lock down it imposes
on the graveyard.
No banishing from the grave, no Special Summoning
from the grave, and no pulling stuff out of the
grave, it is a literal undisturbed tomb. You can
still activate cards that banish things from the
field/hand like with Fairy Tail – Snow, but if you
do not banish Necrovalley with her effect she will
not be Special Summoned. However, certain monsters
can pull themselves out of the “tomb”, like
Infernoid Onuncu, as long as you banish from the
hand. Paleozoics are stopped by this card, as well
as any monster that tries to pull itself out of the
grave like Glow-Up Bulb. No Soul Charge, no Call, no
Miracle Fusion, etc. So many cards are stopped by
Necrovalley, and with the amount of cards that try
to pull from the grave or Special Summon make it a
great card to use in the game.
If you can play around it, you should be using it in
the side deck. If you have a deck that doesn't use
stuff in the grave, you should probably main it. It
is a Field Spell, so it can be searched, and, since
it has to stay on the field it will be vulnerable to
all destruction effects, but that doesn't take away
from how good the card is.
Advanced-4/5
Art-4/5
Until Next Time
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Warlockblitz
YouTube |
Necrovalley has had so many
text changes that I'm going to copy and paste from yugiohwikia It's
a Field Spell. All
"Gravekeeper's" monsters gain
500 ATK and DEF.
Cards in the Graveyard cannot
be banished. Negate any card effect that
would move a card in the Graveyard to a different
place. Negate any card effect that changes Types or Attributes in
the Graveyard. So first thing to notice is
that it costs nothing to activate. Gravekeeper
monsters get a stat boost. Then things get
interesting. No more grave banishing. Not for costs
nor for effects. Then only effects get negated if
they would move cards in the grave or change types
or attributes in the grave. If I'm reading this
correctly, monsters that need to go to the grave to
activate their effects will still resolve properly.
For instance, Shaddoll Falco won't work, but
Shaddoll Beast should work. Gravekeeper decks have
always been anti-meta, but this card is usually also
a Side Deck staple on its own. Outright grave
control for even one turn can severely cripple
certain decks. As such, own 3 for when you play a
deck that doesn't need the grave to surprise your
opponent.
Score: 4/5
Art: 4/5 Awesome right does to the name.
-WarlockBlitz
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