September 2008
Looking Under The Bed - Gravekeepers
Hey all, and welcome to another edition of "Looking
Under the Bed." Last time we spoke about Trick Burn
and its interesting mechanics (and cards), and this
time I'd like to speak to you about a deck that's
incredibly fun to run (took me to 1st place at a
local tourney), incredibly hard to play against and
even harder to sidedeck against. I'm speaking, of
course, about Gravekeepers, and their amazing
ability to shut down just about anything. Which is
what we're going to focus on here today. The point
of the Gravekeepers deck is simple; overload the
field with boosted-ATK monsters that share a theme,
have synergy, and flow well, while denying access to
the Graveyard and destroying all hope of recursion
for your opponent while you slaughter them whole.
Oh, and being able to use your Graveyard while your
opponent cannot is always fun too.
There are many Gravekeeper builds out there. Some
are more traditional, while some (including mine)
are a bit more unorthodox in nature. A lot of people
who play Gravekeepers ignore the fact that they are,
in fact, Spellcasters, and therefore have the same
resources that any other Spellcaster deck would
enjoy. This includes some cards that are normally
left for hardcore Spellcasters and Dark Magician
builds, but can be perfectly reasonable in this here
build. So without further ado, I present to you my
very own Gravekeepers build:
Monsters (20):
2x Gravekeeper’s Assailant
3x Gravekeeper’s Guard
3x Gravekeeper’s Spy
3x Gravekeeper’s Spear Soldier
2x Gravekeeper’s Chief
3x Mystic Tomato
1x Gravekeeper’s Commandant
1x Breaker the Magical Warrior
1x Don Zaloog
1x Spirit Reaper
Now, the cool thing about this monster lineup is
that it's traditional and yet not at the same time.
Gravekeepers are known for their amazing synergy,
able to pull themselves up and keep swinging (even
moreso with Necrovalley on the field). Gravekeeper's
Assailant acts as your very own Enemy Controller,
allowing you to reposition your opponent's monsters
and throw them to your friends, while Guard puts
them back in the hand and Spy fetches. The great
thing about this deck is the amount of recruiting
power at your fingertips: three copies of both
Gravekeeper's Spy and Mystic Tomato will ensure that
you'll almost always have a Gravekeeper on the
field, and Gravekeeper's Chief ensures that you can
bring them back and Special Summon them whenever
you'd like. It's a simple monster build, but
according to Occam's Razor, simple explanations are
the best. You don't need superflouous monsters when
the core build here should suffice.
Spell (12):
3x Necrovalley
1x Terraforming
2x Magical Dimension
1x Smashing Ground
1x Mystical Space Typhoon
1x Book of Moon
3x Shrink
This is where it gets really interesting. You have
your three copies of Necrovalley, adding a fourth
with a lone copy of Terraforming (and a fifth with
Gravekeeper's Commandant), while Magical Dimension
helps to cycle your monsters and keep some fresh
ones on the table. It's a good choice in this
agressive build because, during battle, you can
switch Gravekeepers out of the fight and replace
them with new ones (due to Magical Dimension's
Quick-Play status). Smashing Ground, Mystical Space
Typhoon and Book of Moon (the lone copy) are
staples, able to deal with multiple threats, but the
biggest surprise of them all (well, one of two
anyway) is the three copies of Shrink. Shrink has
been skirted by the hardcore players of today,
labeled as too inconsistent and not worthy of the
slots it takes up. However, they are completely
wrong. Gravekeepers are small and out-of-the-way, so
they need some oomph to make them noticable. Shrink
brings them up to the level of the mightiest (by
bringing the mightiest down to their level, if that
makes sense) and lets them compete against Monarchs,
Gladiator Beasts, Lightsworn and more (Lightsworn in
particular gets crushed). It's Quick-Play status
makes it all the more ideal to spring surprise
attacks on your opponents and gain the upper hand
through subterfuge and espionage as opposed to
outright aggression.
Traps (8):
2x Rite of Spirit
2x Solemn Judgment
1x Torrential Tribute
1x Mirror Force
2x Magic Drain
The Trap lineup is also fairly simple. Gravekeepers
are reliant exclusively on Necrovalley for support
and maintenance, so its important that you protect
it at all costs anytime it is on the field. This is
where Magic Drain and Solemn Judgment come in,
because they're your biggest negator cards. Your
Gravekeepers can handle any big monsters, as can
your Spell lineup, but you're dead in the water
without Necrovalley. It's cruicial that you keep it
on the field.
Gravekeepers like to be in control. Therefore, you
need to keep them in control as long as possible.
Make sure that you control the tempo of the game,
and this is done by keeping a steady flow of
monsters and getting Necrovalley out as soon as
possible. Once Necrovalley hits the field, you're
going to be sitting pretty because all of your
Gravekeepers are going to be a lot harder to kill.
Use your monsters wisely - you have multiples of all
of them, sure, but once they're gone they're going
to be harder to get back as it gets later and later
in the game. Rite of Spirit and Gravekeeper's Chief
are important cards, but not as important as keeping
the monsters in your hand and on the field.
-Anteaus