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
|
|
Necrovalley
Super Rare
As long as this card remains face-up on the field,
all effects of Magic, 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 - Spell
Card Number - DR1-EN032
Card Ratings
Traditional: 3.5
Advanced:
4.5
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 08.26.05 |
Lord
Tranorix |
Necrovalley
Obviously this gets a 5/5 in Gravekeeper Decks, so
let’s focus on its use OUTSIDE of Gravekeeper Decks.
It prevents both players from removing from
Graveyards (so it does stop the summoning of
BLS-EotB). It also prevents players from targeting
cards in the Graveyard (so it stops Premature
Burial, Call of the Haunted, and Magician of Faith).
It does NOT stop cards that activate in the
Graveyard. V-Lord, Serpent and Phoenix will still
return. Sangan, Tomato, Turtle (Pyramid AND UFO) and
Rat will still get to search. Momonga will still
give you 1000 Life Points, and you’ll still be able
to summon the others.
That being said, it can be a decent anti-Chaos Side
Deck choice, I suppose, since Magician of Faith is
so damn popular these days. Why not try it?
And again…Gravekeepers…kinda blatant.
CCGCC: 3/5
Gravekeeper Deck: 5/5
OVERALL RATING: 4/5
|
ExMinion OfDarkness |
Necrovalley
Sometimes, things aren't always as they seem.
...or rather, the best uses for something aren't
always the ones laid out right in front of you.
If you run Gravekeeper monsters, you most likely run
Necrovalley. However, there are other uses for this
Field Spell outside of that particular deck.
Burn decks can actually get a helping hand from
this. Everyone plays 2 Magician of Faith now, and
given that Change of Heart isn't coming back with
the new list most likely, everyone will STILL play 2
MoFs (just for the chance of reusing Pot or
Confiscation.) Plus, everyone plays Call of the
Haunted, Premature Burial, and BLS (until October).
That's 5-6 commonly played cards that this thing
negates; if your opponent already wasted their Heavy
Storm, and you play this, odds are that Heavy isn't
coming back any time soon and the rest of your S/Ts
are safe.
There are other uses outside of Burn as well; if
nothing else, it can tech against your opponent's
broken cards, and if you run other (possibly better)
cards, you set yourself up to have an advantage or
at least draw M/T removal away from the traps you
REALLY want to save.
Traditional: 3.5/5 (it's overrun by Chaos here, and
shutting off your opponent's ability to bring out an
Envoy is big)
Advanced: 4/5 (a GK deck made Top 8 at SJC Indy, and
another one came fairly close; I wouldn't be
suprised if the other GK deck made Top 8 at another
event, then everyone netdecked it and started
winning with the netdeck.)
|
Coin Flip |
And
now we come to Necrovalley, the card that may be the
most powerful attribute of the Gravekeeper's deck.
GK has some of the most powerful and successful
support in the game. Noone does exactly what they
do. They have the only Spellcaster with Piercing
Battle Damage (aka Trample), a monster that
generates +1 advantage as well as acts as a 2000
Defender, a monster that puts out a free Enemy
Controller each time it attacks, and even a modified
Cannon Soldier and Hane-Hane. Each one is searchable
by Mystic Tomato with only one exception, and that's
the Chief (do not mention him, please). Heck, even
the Chief is searchable by the upcoming Magician's
Circle. This gives each and every one of them an
unbelievable 500/500 boost and restricts the action
of your opponent while allowing you to play
completely free recursion and unbelievable hand
destruction. There are three non-Monster cards that
support GK, and they are ALL good.
Necrovalley is the activation condition for the
Enemy Controller monster and the unbelievable hand
destruction card. The GK deck is simply insane in
premise because many of the cards in it are good
even without a specific combo, making GK the most
reliable combo deck in the game.
While I cannot say much for the use of this card in
General, where its lockdown and huge boost are
vastly unappreciated, the card is an absolute staple
in GK. I often cite GK as the best theme ever
released by Konami for the sole reason that it is so
solid that some of its best cards are featured in
deck not based around the GK theme. While perhaps
not the best deck in the environment, I would have
to be an idiot to say they weren't VERY good.
5/5 Gravekeeper's deck
|
Snapper |
Necrovalley
Our final card this week has nothing to do with CRV
or Spiritual Arts; it's Necrovalley!
Whilst Necrovalley is active, all effects that
affect a card in the Graveyard are negated and
nobody can remove cards in the Graveyard from play.
On top of that, it gives a 500 point boost to the
ATK and DEF of all monsters with "Gravekeeper's" in
their card name. To sum up what Necrovalley stops in
one surprisingly short sentence, Necrovalley stops
cards like Monster Reborn, Magician of Faith, Fiber
Jar, Dark Necrofear, and Bazoo the Soul-Eater.
While it does stop a nice assortment of cards, it
fails to negate those cards which can be a tad more
threatening, like Sangan, Sinister Serpent, Vampire
Lord, Mystic Tomato, Twin-Headed Behemoth, and so
on. While it isn't a drawback, the "what could have
been" factor activates, and you wonder what
Necrovalley could have been had it stopped all
Graveyard related cards. But then, if you desire to
stop those effects, you could just use The End of
Anubis, which we'll discuss some other day…
For the time being though, Necrovalley stops one
thing in particular that makes its inability to stop
Graveyard activating effect of little
importance: BLS. Because the opponent is unable to
summon the double attacking 3000 ATK monster while
Necrovalley is active, Gravekeeper Decks, which
almost always use Necrovalley, can be a threat to be
reckoned with.
Throw in the fact that it gives Gravekeepers a boost
as well as special privileges, and it's no wonder
Gravekeepers are such a favorite way to stop the
almighty one.
All in all, Necrovalley is a crucial addition to
Gravekeeper Decks, and a nice tool to use when
countering Chaos. Sure it isn't the perfect tool for
his feat, but it gets the job done.
Advanced (Gravekeeper Deck): 5/5. The rating doesn't
really say much about Necrovalley's usage on the
whole, but I'm sure you get the picture.
Traditional (Gravekeeper Deck): 5/5. Don't forget,
it can stop CED too.
Advanced (Gravekeeper Deck): 5/5.
Art: 3/5. Meh, the Egyptian theme never struck a
chord with me…
|
Dark Paladin |
As
this week of No Monsters comes to a close, we come
to the only Magic card we're reviewing this week...
Necrovalley
Necrovalley is obviously the Focal Magic Card for
the ever more playable Gravekeeper deck. The
traditional 500 point boost for Gravekeepers is
quite nice.
So, this card gives 500 Attack AND Defense (which is
unique for a Field
spell) to Gravekeepers. Though Field Magic cards are
generally not used since they are Continuous, this
one is worth using.
If it weren't enough that this powers up
Gravekeepers, it adds in a Bonus...or a Curse I
suppose, of a dual sided no revival from the
Graveyard. This is one of those double edged sword
deals.
It's good that your opponent can't revive anything,
but it's NOT so good that you can't revive anything.
This card is also a nice little Anti-Chaos ally, and
might be worth a side-deck slot.
Ratings:
Traditional: 4.0/5
Traditional Gravekeeper: 4.5/5
Traditional Side-deck: 4.25/5
Advanced: 4.5/5
Advanced Gravekeeper: 5.0/5
Advanced Side-deck: 4.75/5
You stay classy, Planet Earth :)
|
Rj |
Necrovalley
Group: Spell Card
Type: Spell
Icon:Field
As long as this card remains face up on the field,
all effects of Magic, Trap, and/or Effect Monster
Cards that involve Graveyards are negated and
neither player can remove cards in the Graveyard
from play. In addition, increase the ATK and DEF of
all monsters that includes 'GraveKeeper's' in their
card name by 500 points.
Good old Necrovalley =].
Gravekeepers have like 13 card of direct support,
with other good cards like Terraforming to help
their case. When this card is on the field, it is
one heck of a pest, for your opponent that is. You,
on the other hand will be living it up! 3-4 of their
cards are now dead (BLS, Premature, and Call), and
with your Chief out, you can do whatever you want in
YOUR graveyard.
I don't feel like looking up all the rulings, Im
sure a more reliable CoTD reviewer like Lord
Tranorix or EmoD will share that with you guys xD.
I have seen my friends from my Local shop Galactic
Goods, tech this card, it kinda worked, but kinda
didn't. The idea of it is, Premature Burial, and
Call Of The Haunted are not staples, not at all.
They are better if you use beatsticks, or a deck
that can easily combo off, like a Draw Engine
decktype (See Jaeloves article on the Team Savage
Vs. Team Comic Odyssey team match, the deck David
"f00b" Simon was using was a "Draw Engine" deck ;]
), so, if you use a deck with smaller monsters, say
a control type deck (Shrug), leave out Call or
Premature, and try splashing this in =/. I ono ;x.
Traditional: Harpies? Dark Hole and Raigeki for the
GK Swarm? No thanks. 1/5
Advanced: 4/5 Staple in Gravekeeper decks, a good
card all around.
|
|