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Pojo's Yu-Gi-Oh Card of the Day
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Necrovalley
Super Rare
As
long as this card remains face-up on the field, all
effects of Spell, Trap, and/or Effect Monster Cards
that involve Graveyards are negated and neither
player can remove cards in the Graveyards from play.
In addition, increase the ATK and DEF of all
monsters that includes “Gravekeeper’s” in their card
name by 500 points.
Type
- Field Spell
Card Number
- PGD-084
Ratings
are based on a 1 to 5 scale
1 being
the worst. 3 ... average. 5 is the highest rating
Date Reviewed - 8.30.04 |
ExMinion OfDarkness |
Monday:
Necrovalley
Today we take another look at one of the better
anti-Chaos cards out there, Necrovalley.
Field magics aren't broken in general, but this is
the most broken of field magics. 500 ATK and DEF for
Gravekeepers AND dual-sided Graveyard denial.
Basically, a deck that runs this won't run Reborn,
Call, or Premature...and the opponent won't be able
to use their Reborn, Call, Premature, or Chaos
monsters while this is out.
One of the beautiful things about this card is that
it lets you get around that 1500 search rule, mainly
because if you have this out, the Gravekeeper you
bring out because it's 1500 or less won't be under
1500 anymore.
Gravekeeper decks get an automatic 5/5 for this (as
I will give to all field magics regarding their
respective deck)...only a 2/5 for non-pure-Gravekeeper
though. It's anti-Chaos, but then again, so is Kycoo
and he's a better candidate for the cookie-cutter or
anti-cookie-cutter. |
Tranorix |
Necrovalley
We start the week off with Necrovalley, the card
around which Gravekeeper decks revolve. It's a Field
Spell, so it is vulnerable to removal; but that will
certainly change with the coming of the new ban
list. Basically, it has two effects. One is all that
Graveyard nonsense and the other is a nice little
power-up for Gravekeepers.
Necrovalley WILL negate things like Monster Reborn,
Call of the Haunted, Premature Burial, Magician of
Faith, and yes, the summoning of the Chaos monsters.
That last reason has convinced quite a few players
to try out Gravekeeper decks in hopes of overcoming
the currently overplayed Chaos deck.
It won't negate cards such as Witch of the Black
Forest, Mystic Tomato, Vampire Lord's recursion
effect, or Sinister Serpent. Necrovalley can't stop
cards whose effects activate in the Graveyard.
Then there's the power-up. What's not to like about
that? It turns the Gravekeepers into formidable
monsters and permits some of them to use effects
they would otherwise be unable to use. It makes
Necrovalley a staple for Gravekeeper decks, simple
as that.
All in all, Necrovalley is an interesting card to
base a deck around. If you want to play
Gravekeepers, you should be playing Necrovalley; and
it's not even a bad Side Deck choice for when you're
going against Chaos, though I wouldn't really run
this in a typical deck.
Typical tournament deck: 2/5
Gravekeeper deck: 5/5
OVERALL RATING: 3.5/5 |
Otaku |
Stats:
Necrovalley is a Field Magic (or is that “Spell”
now) card. As we will see later in the
Uses/Combinations section, this is for the
best. The only other appropriate forms that it
could take would be a Normal or Quick-Play Spell
that left an effect residing on the field (too
potent and hard to control), or as a Permanent
Spell or Trap (making you lose a normal a space
in your Spell/Trap Zone). Yes, it becomes a
target for Spell/Trap Removal, but that is the
nature of the game.
Effect(s):
Two delicious effects. In simplest terms, the
first effect basically means that anything that
reaches into the Graveyard from outside the
Graveyard or that tries to remove cards from the
Graveyard would be negated. On the other hand,
things that take place entirely in the
Graveyard-such as the effect of Marie the Fallen
One-or things when said card was already in the
Graveyard, like Manticore of Darkness, Sinister
Serpent, and Vampire Lord, work as normal. This
is a pretty nice effect-a lot of powerful cards
are negated. Things like any “remove X
card(s) from your Graveyard to summon”,
recursion cards and even Fiber Jar are blocked
by its effect.
Now take a peak at the second effect. A whole,
unique category of Monster, the Gravekeepers,
will each gain a +500/+500 stat bonus while this
card is active and on the Field. As the main
drawback of said monsters was being a tad
under-powered, they go from teeny to titans when
on their home turf.
Uses/Combinations:
This is the backbone of every serious
Gravekeeper deck, and as such most would label
Gravekeeper decks a sub category of Necrovalley
decks. Not sure if there is any serious
attempts at a deck that doesn’t run at least a
few of both together as the main theme: maybe a
depletion/removal deck? Well, outside of this,
there is good side-deck material. In addition
to shutting down the oh-so-broken Chaos decks,
it makes Necrofear cry and just messes up the
normal “drop, revive, and swarm” tactic that
most decks at least use as a back up plan. Some
Magic Jammers/Drains
can usually be easily found and help protect
it. If you have money or are good at trading,
there are some stronger cards too.
If you play at a store using what I believe has
been confirmed as the new Japanese ban list
(where MST is limited to one-per deck and
Harpie's Feather
Duster is banned), I think the Necrovalley, as
the cornerstone for Gravekeepers, could become
quite potent.
Also note that Pharonic
Guardian (the set that contained this card),
featured multiple cards outside of the
Gravekeepers, that got bonuses from it in some
way or another, or required it.
Ratings
Casual:
4/5, 4.25/5 with bans. Gravekeepers are a
finely tuned machine with this on the field, and
it can screw up a lot of other casual decks. In
fact, it’s almost too much for casual.
Tournament:
3.75/5, 4/5 with bans. Alas, the Gravekeeper
decks are just a hair to weak to be dominant
here. Still, Necrovalley itself is great to
counter Chaos, and may very well fit into most
side-decks.
Limited:
4/5-Dude, set revolves around the Gravekeepers.
It will probably be a shock to not pull at least
a handful of related cards to it.
Summary
Great card that just needs those new bans to get
a chance to shine… and maybe some Gravekeeper/Necrovalley
specific S/T destruction. ;)
|
dawnyoshi |
Necrovalley was a field spell that was horribly
overlooked upon release, and when people finally
discovered how great Necrovalley and the
Gravekeepers were, Magician's Force came out, people
saw Breaker and Tribe-Infecting Virus, and everyone
said "what's Necrovalley?". Tragic. Very tragic.
Necrovalley, at this current point in time, is
nasty. This deck is counter-chaos, which is the most
popular tournament deck right now. Protecting
Necrovalley can be the hard part. Imperial Order
negates your field, which needs to stay active, so
I'd recommend Cursed Seal of the Forbidden Spell,
Judgment of Anubis, Solemn Judgment, Magic
Reflector, or a classic Magic Jammer. Cursed Seal
will prove most useful in stopping MST and other
fields, so I'd recommend that over all the others.
500 ATK for all of your gravekeepers is certainly
game changing, since all of those monster have nifty
effects. Assailant can destroy Spirit Reaper with
ease, Spear Soldier is just downright painful, and
Gravekeeper's Chief competes well with Jinzo. Oops,
I almost forgot about your now 2500 defense
Gravekeeper's Spy! Looks like Magical Scientist just
paid for Dark Balter for no reason at all...sucks to
be them. Don't forget that in most tournament decks,
you'll be fighting harpie's feather duster, heavy
storm, 3 MSTs, and Breaker. Keeping Necrovalley out
may be difficult, and losing your Necrovalley is
going to cause you to lose the game if you're
running Gravekeepers.
Constructed- 4/5- a bit fragile, but it's the
perfect counter to the metagame, which gives it a
nice plus. Remember not to go staple-crazy with this
deck, as you may prefer solid protection of your
field spell...besides, this shuts down quite a few
cards in your opponent's deck. That should be good
enough.
Limited: 5/5- If you pull this in a draft, you
better start drafting Gravekeepers. This is a first
round pick that makes you unstoppable once out, and
most gravekeepers are common. Lucky you. |
JAELOVE |
Monday: Necrovalley
Rated For: Gravekeepers Deck
We kick off
Gravekeeper’s week with the key card in the lineup,
Necrovalley. This is a card that’s already been
reviewed in my Gravekeeper article, reprinted in
full! Nothing’s changed since then, so the insight
should be valid.
Advantage F/H: Necrovalley single-handedly makes
this deck run smoothly. Without it, all of your
gravekeepers are 1200-1500 attack weaksticks. You
can't limit your opponent's graveyard. With it, the
deck transforms into a powerhouse. 9.5/10.
Best Draw for the Situation: Always a welcome
sight in a Gravekeeper's deck. You just don't want
to see two or three of them in hand at one time, or
draw it when you're top-decking and don't have
monsters. Take a few off for those drawbacks for
9/10.
Attributes/Effect: You can't have a
Gravekeeper's deck without this card. It gets a
perfect score for making a whole archetype
effective. 10/10.
Dependability: Your opponent has many spell/trap
removers that can get rid of it. You'll have some
protection up there, but it's bound to be removed a
few times when it's up there. That's why you'll run
three copies of it. 7.5/10.
The Bottom Line: The score shows why you run 3
in a Gravekeepers deck.
A BAD Score: 36/40 =
90/100
Cards it functions with: Terraforming, Owl of
Good Luck, Gravekeeper monsters, Magic Reflector,
Magic Drain. |
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