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The Future
Looks to the Past
Properties of speed, power, recursion, burn, trample, and Monster removal are hard to come by in one deck, but there is a deck that exists that holds these properties so synergetically that they all have the same name. In the future, the Gravekeeper deck will pose as an extremely tough competitor against even the toughest competition. Indeed, history seems to yearn to repeat itself.
The new additions to the Forbidden and Restricted List have ushered a new era of decks just waiting to be made. While most conventional decks have suffered from the limitation of speed and strength that the changes have imposed, Gravekeeper decks remain to be highly effective and destructive after April 1st. The reason for this hypothesis lies in their unsurpassed speed and strength – provided that they have the right support. In correlation with the other decks that will most likely be played commonly after the changes take effect, the Gravekeeper deck reigns supreme.
The concept lying underneath this theory is relatively simple; by understanding what decks will be played after the changes take effect. One deck anticipated to rise to cookie-cutterdom is the Graveyard-dependent theme of Zombies, which can be thoroughly abused by a properly-built Gravekeeper deck. Also, Chaos seems to have no end in sight, and this theme as well seems to scream that it cannot compete against a Gravekeeper deck. If these predictions are correct, it seems that rather, Gravekeeper decks will be the ones taking Regional tournaments.
As with most deck themes, there are always certain cards that are viewed as necessary to the idea, and coincidentally, Gravekeeper decks are the zenith of that theory. Some Gravekeeper Monsters are better than others, but almost every Gravekeeper deck has at least a copy of their unique Field Spell, Necrovalley. This card was once hailed as “the best Field Magic card around*,” and quite literally, it is. Its effect is quite controversial, and more than a few players are confused upon what it does and does not negate. (Unfortunately, I will not be the one to give you a full list, but you can check http://www.upperdeckentertainment.com/yugioh/en/faq_start.aspx for details). Anyways, this card is it to single-handedly destroy any deck that involves removing Monsters in the Graveyard from play. Plus, it hits a conventional deck player by negating their recursion and gives Gravekeepers a stat boost. If you run any support Spells in your Gravekeeper deck, this is the one to run.
Aside from Necrovalley, there are a slew of other cards you can keep in mind when running a Gravekeeper deck. Gravekeeper’s Spy can search for almost any Gravekeeper, Assailant is a versatile assassin, Spear Soldier has trample, Guard is an effective Monster remover, Cannonholder can deal a few points of Direct Damage, and Chief is the lovable Necrovalley antimatter, the card essential to protect one’s Graveyard. In addition to these cards, Gravekeepers also have a few more support Spells and Monsters, as well as their very own recursion in the form of a Trap. In all honesty, I have never known a more versatile breed of Monsters.
The Gravekeeper theory seems shrouded in mystery. It is not a deck meant to sustain the blows of a normal game, but simply a deck that sits behind a protective wall until it amasses enough destructive power to wipe out the opponent. Hence, Monster destruction as well as Spell/Trap destruction is essential for the successful Gravekeeper deck to survive. One should aim to win during the first few turns of the game, before the opponent grasps hold onto bits of protection. A good method to doing this is to have both a Spy and a Chief ready during the first few turns. As long as there is some form of protection available, the Gravekeepers should be more than able to defend themselves.
As with every deck article I have written, I have presented a deck example. Today is no exception.
18 Monsters: 2 Gravekeeper’s Chief 3 Gravekeeper’s Spy 3 Gravekeeper’s Assailant 3 Gravekeeper’s Spear Soldier 1 Gravekeeper’s Cannonholder 1 Breaker the Magical Warrior 1 Tribe-Infecting Virus 1 Exiled Force 1 Sangan 1 Morphing Jar 1 Sinister Serpent
15 Spells: 3 Necrovalley 1 Pot of Greed 1 Graceful Charity 1 Lightning Vortex 2 Nobleman of Crossout 1 Heavy Storm 1 Mystical Space Typhoon 1 Snatch Steal 2 Enemy Controller 1 Swords of Revealing Light
7 Traps: 1 Mirror Force 1 Torrential Tribute 1 Ring of Destruction 1 Magic Cylinder 3 Rite of Spirit
As you can see, I used in excess what I felt to be the two most effective aggressive Gravekeepers. Also, I decided a few cards were needed to allow me to remove opponents’ threats better, and replenish my hand. Two copies of Gravekeeper’s Chief are present to give me on-field presence at all times, and I felt that a little burn wouldn’t hurt, so I added a single copy of Gravekeeper’s Cannonholder.
I’m not sure exactly what the ruling is on Nobleman of Crossout v. Necrovalley, but I put two copies of Crossout in there regardless. They are essential to maintain an offensive strike. Some generic field and hand control is present, but not in excess. Three Necrovalley seemed to be a good way to go, and I decided to use Swords of Revealing Light to protect me for when Necrovalley isn’t available. The little Spell and Trap destruction I have ensures my opponent doesn’t beat me with their Traps.
The Traps I do use seem to be rather self-explanatory. The three Rite of Spirit that I pack keep my Gravekeepers on the field and out of their home world. Other than that, the rest seem to be conventional removal. I suppose Magic Cylinder’s use could be dubious, but it provides a solid finishing move.
So there you have it – the magnificent dimension of the Gravekeepers – quite possibly the most versatile theme ever.
Got any questions or comments about the Gravekeeper deck? Want to give me an idea for future articles? Drop me a line at siphon_x@yahoo.com. Until next time, Big Brother is watching…
* Vodkam’s review - http://www.pojo.com/yu-gi-oh/COTD/Aug03/13.shtml
~SiphonX~
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