Welcome
back to DeathJester’s Dojo. This week I will
show you how to build a deck using the
simple principles I’ve presented to you over
the last 3 weeks. As an added bonus, the
deck I’m building this week is a precise
deck list from one of my personal decks. To
the originality buffs out there, you’d be
pleased to hear that this deck is a
Gravekeeper deck. So before you scroll down
to see a deck list, I’d like for you to read
carefully to fully understand the reasoning
behind the deck.
Background Info
About a
year ago, I wrote an article about
Gravekeepers. It was a deck that has always
been particularly effective in nearly every
format, but has also been rumored to be one
of the most difficult decks to play
correctly. This is true because of the
Gravekeeper deck’s reliance on Necrovalley.
You can construct builds that aren’t so
reliant on Necrovalley, but they are both
effective in their own ways.
Considering the format, Gravekeepers are
equipped with an impressive arsenal of
monsters, spells, and traps. A deck
archetype that is fully supported in every
way (a rarity), Gravekeepers possess
graveyard negation, bounce effects, search,
revival, trample, hand discarding negation,
damage prevention, swarm, and even burn
effects. If you look carefully, a well built
Gravekeeper deck can do anything; especially
countering any metagame. To understand the
capabilities of the Gravekeeper deck, you
have to reorganize the way you think about
the deck. Gravekeepers can be constructed to
suit any style of play with little trouble;
this is a feat not easily accomplished by
any other monster-type out there. Today’s
deck will be a deck built to my play style:
Aggro/Control.
The
Monsters
Since
we’re going with Aggro/Control, we have to
include the right mix of Aggro and Control
monsters from the Gravekeeper family first.
I’ll go with:
Card
Labeling Key:
Aggro >
(A)
Control > (C)
Aggro/Control > (A/C)
Combo > (Co)
+3
Gravekeeper’s Spy (C)
+3 Gravekeeper’s Assailant (A)
+2 Gravekeeper’s Spear Soldier (A)
+1 Gravekeeper’s Guard (C)
+1 Gravekeeper’s Chief (A)
With 3
Spies I can almost guarantee that I’ll have
the right Gravekeepers at the right time.
Spies provide me with an instant +1, a
rock-solid 2000 DEF, Tribute fodder and
access to nearly every Gravekeeper in my
deck. The GK Assailants are one of the
deadliest monsters in the game. GK Assailant
(with Necrovalley on the field) can destroy
any monster with 2000 ATK or lower or 1900
DEF or lower. That is quite an impressive
array of targets for Assailant’s “switch”
ability. As icing to the cake, GK
Assailant’s “switch” ability is famous for
eliminating 2-3 Spirit Reapers Berserk
Gorillas in one Battle Phase. You can
potentially rack up a +3 advantage with GK
Assailant. That’s too impressive to ignore.
Gravekeeper’s Spear Soldier is an excellent
Aggro monster for the Gravekeeper line-up.
Its trample ability is active even without
Necrovalley. The overabundance of Magical
Merchants, Dekoichis, and various low DEF
Flip-Effect monsters make Spear Soldier a
serious threat with or without Necrovalley.
Dare I mention what Spear Soldier can do to
the ultra-popular Spirit Reaper? No
explanation needed there. Damage adds up
quickly with trample monsters, thus leading
to quicker victories.
The GK
Guard will allow me to deal with various
threats and it opens up the field for quick
assaults with other monsters. GK Chief
provides me with an additional way to swarm
my opponent for more quick shots at their
Life Points.
Next up,
we’ll add a few more monsters to the line-up
to give us more stability and less reliance
on Necrovalley:
+2 Mystic
Tomato (A/C)
+1 Tsukuyomi (Co)
+1 Breaker the Magical Warrior (A/C)
+1 Sangan (C)
+1 Mobius the Frost Monarch (A/C)
+1 Cyber Jar (C)
These
monsters round out the monster count at 17.
The pair of Mystic Tomatoes adds more
search, stability, and sickening set-up
tricks to the deck. Mystic Tomato deals with
Don Zaloogs and flipped Dekoichis netting
you +1 during battle. Tomato can also fetch
you 2000 ATK Gravekeeper monsters to deal
any situation with the aid of Necrovalley.
Tsukuyomi
will allow me to abuse the 4 vital
Flip-Effect monsters I have in my deck to
help me gain supreme advantage. Cyber Jar is
the trump card of the deck. This card is an
absolute bomb and is completely goes against
what the whole format is about: Using a
series of 1 for 1s to reduce the opponent’s
card advantage to ineffective amounts. Cyber
Jar will flood the field with Gravekeepers
and give each player +5. Though it’s a risk,
testing has proved that Cyber Jar is an
excellent addition to the Gravekeeper
line-up.
*Note*
this is an Aggro/Control deck. In Aggro/Control,
you have to be able to switch strategies
during the duel. Cyber Jar lets me pull off
massive assaults or save myself from a
brutal strike from my opponent. This perfect
example of duality is the hallmark of an
Aggro/Control deck.
The
Spells
The Spell-set of a GK deck has
been a highly debated subject for years.
What is the correct Necrovalley to
Gravekeeper ratio? How many Terraforming
should I play? These questions have plagued
Gravekeeper players for a long time. Right
now, I can say that it depends on your
preference. However, I do plan on providing
some solid mathematical evidence to prove
the appropriate ratios in a later article.
Anyway,
let’s move on to the Spell-set:
+2
Necrovalley (A/C)
+2 Terraforming (C)
+1 Snatch Steal (A/C)
+1 Book of Moon (C)
+1 Dark Hole (A)
+1 Mystical Space Typhoon (A/C)
+1 Smashing Ground (A)
+1 Swords of Revealing Light (C)
+1 Nobleman of Crossout (A)
+1 Rush Recklessly (A)
This
leaves us with 12 Spells. The majority of
these Spells are auto-ins, but there are a
couple Spells that stand out immediately.
Rush
Recklessly is nice quick-play that doesn’t
see as much play as it deserves. An extra
700 ATK can go a LONG way in a match,
especially in a deck that relies on damage
more than advantage in certain situations.
It’s chainable to removal and can be use din
the Damage Step. This card almost makes an
enemy Mobius useless in the right
situations. Think about it.
The
single copy of Smashing Ground is there for
stability purposes. There will be a time
when Necrovalley won’t be on the field and
you need to clear a path to victory.
Two
Terraforming and two Necrovalley should be
enough to support 10 Gravekeepers. Two
Necrovalley may seem like too little, but I
say “A properly timed Necrovalley is a
Necrovalley that stays on the field for more
than one turn.”
The
Traps
So far,
the Monsters and Spells are interesting, but
pretty standard right? Well the Trap set
will be sure to surprise you. In my opinion,
the most important element to a GK deck next
to the proper Necrovalley to GK ratio is the
Trap set. The Traps are the safety cushions
in a GK deck; they add stability and most
important of all…breathing room:
+3 Solemn
Judgment (C)
+2 Dust Tornado (A/C) or +2 Royal Decree (C)
+2 Bottomless Trap Hole (C)
+2 Rite of Spirit (A/C)
+1 Magician’s Circle (A)
+1 Ready for Intercepting (C)
+1 Torrential Tribute (A/C)
This
leaves us with 12 Traps. In my experience,
Solemn Judgment has always proved to be a
true staple in a GK deck. The type of
protection it offers to this deck is vital
to its success. The power to negate anything
is too tempting to ignore. Solemn Judgments
are most effective in 2s or 3s anyway. Try
it.
I’ve been
trying to decide between Dust Tornado and
Royal Decree. Two Dust Tornados give this
deck the room it needs to strike fast with
impunity, but Royal Decree can give me a
terrible advantage against the national
metagame’s 10-trap arsenal. Decree also
functions as bait for Spell/Trap removal
most notably Mobius the Frost Monarch. Which
do I choose?
A pair of
Rite of Spirit is perfect for 10
Gravekeepers. Chainable revival is hard to
come by; Rite of Spirit abuses your
opponent’s weakened position by bypassing
Necrovalley’s effect and can Special Summon
a Gravekeeper in ATK or DEF position.
Magician’s Circle is a neat card I’ve been
trying out. It keeps the pressure on your
opponent by Special Summoning more
Gravekeepers and it fishes out your
opponent’s Magicians and counter-less
Breakers to the field in ATK position. When
your opponents attack with their Breakers or
Magicians, surprise them with a Magician’s
Circle and Special Summon a 2000 ATK
Gravekeeper to deal with.
Another
overlooked card is Ready for Intercepting.
For those of you who aren’t familiar with
this card, it allows you to flip 1 Warrior
or Spellcaster-type monster to face-down
Defense position. What does this sound like
to you? If you’re thinking Book of Moon,
then you are correct. If you look closely,
this deck could even support additional
copies of RFI to provide me with Book of
Moon-esque abuse. We all know what Book of
Moon can do. Considering the format, RFI
could be used to protect your Gravekeepers
from Smashing Ground, Brain Control, Snatch
Steal, Sakuretsu Armor, Bottomless Trap
Hole, Widespread Ruin, and enemy Warriors
and Spellcasters. There’s no need for
justification. How many Warriors and
Spellcasters are in each deck these days?
Who wouldn’t want to benefit from an
additional Book of Moon?
Looking at the Deck
Let’s
take a look at the strengths and weaknesses
of this particular GK build.
Strengths:
-
Necrovalley negates Premature Burial,
Call of the Haunted, Kycoo the Ghost
Destroyer, Magician of Faith, Pot of
Avarice, Book of Life, Gateway to Dark
World, Bazoo the Soul Eater, along with
every other card that takes anything out
of the Graveyard.
-
Gravekeeper’s Assailant can kill 95% of
all playable monsters in the entire
game.
-
Gravekeeper’s Spear Soldier can trample
for massive amounts of damage.
-
Gravekeeper’s Chief can Special Summon
another GK even if you Tribute your
opponent’s monster.
-
Mystic Tomato counters Don Zaloogs and
Dekoichis, netting you +1 each time.
-
Mystic Tomato searches out about 65% of
your monsters (11/17).
-
Sangan searches out 76% of your monsters
(13/17)
-
Two
Terraforming lets you search for
Necrovalley reliably.
-
Tsukuyomi is an effective counter to a
Soul Control filled metagame and also
functions as a Flip-Effect abuser.
-
Three
copies of Solemn Judgment will keep the
game in your favor or shift it into your
favor.
-
Bottomless Trap Hole will eliminate any
major threats to this deck: Mobius,
Cyber Dragon, D.D. Assailant, Bazoo the
Soul Eater, Return from the Different
Dimension.
-
Dust
Tornado will stifle the annoyances
presented by multiple Sakuretsu Armors,
Bottomless Trap Holes, and Widespread
Ruins.
-
Rite
of Spirit is free and chainable revival.
Also immune to Necrovalley.
-
Ready
for Intercepting protects 70% of your
monsters from face-up effects and allows
you to re-use Flip-Effects.
-
Magician’s Circle can provide quick
kills and disable your opponent’s
Breakers and Magicians of Faith.
-
Gravekeeper’s Spy is an instant +1 and
provides access to 9/10 of the
Gravekeeper’s in the deck.
Weaknesses:
-
Gravekeeper’s Chief’s 1900 ATK is easily
dealt with by Cyber Dragon.
-
GK
Assailant and Spear Soldier cannot
stand-up to Cyber Dragon on the
opponent’s turn.
-
Cyber
can potentially back fire.
-
2
Traps can ruin you against Royal Decree
and Jinzo.
-
Three
Solemn Judgments can lead to extremely
low Life Point totals. This card does
not allow you to make mistakes.
-
Magician’s Circle may Special Summon
your opponent’s Injection Fairy Lily.
-
Gravekeeper’s Guard may end up
“bouncing” an enemy Breaker or Cyber
Dragon.
-
Two
Terraforming and Two Necrovalley can
clog your hand.
-
The
absence of Necrovalley MAY hinder the
performance of this deck.
-
Bottomless Trap Hole is ineffective
against Spirit Reapers, Don Zaloogs, and
Dekoichis.
-
If
you choose to run Royal Decree, you may
hinder your own performance. Use it
wisely.
Closing Remarks
This deck
build is surprisingly simple. For
consistency purposes, I like to build my
decks with multiple copies of cards to draw
them more often, thus allowing me to take
advantage of the synergy of the deck. Since
Gravekeepers have a variety of Aggro,
Control, and Combo cards; I can build the
deck to my liking. I think I’ve included the
right mix of Aggro and Control cards to
fully express the duality of Aggro/Control
and take advantage of its strengths.
Most
importantly, I’m not going to be one who
will tell you not to copy this deck list and
use it for yourself. I’m not against
net-decking. Net-decking is irritating to
most, but it also promotes metagame
evolution. It exposes us to certain
strategies and forces us to adapt and evolve
our own strategies to overcome the popular
ones. This is the essence of deck
creativity. Thus, I would like to state to
all YGO players: “Feel free to net-deck me,
but give credit where it’s due. Do not take
this deck and claim you built it yourself.”
Copy this deck, test it, put it through the
gauntlet and let me know how it fares. I’ve
done my fair share of testing, but I can
only do so much with the time I have on a
day-to-day basis.
If you
like the deck build, hate it, or came up
with an evolved build, email me at
deathjester86@gmail.com I’d love to hear
about it.
Until
next time everyone, remember to play hard,
think about your moves, and most
importantly…have fun!
The
Complete Deck List: 41 Cards
Title: Bryan’s GK
Monsters: 17
Gravekeeper’s Spy (C)
Gravekeeper’s Spy (C)
Gravekeeper’s Spy (C)
Gravekeeper’s Guard (C)
Gravekeeper’s Assailant (A)
Gravekeeper’s Assailant (A)
Gravekeeper’s Assailant (A)
Gravekeeper’s Spear Soldier (A)
Gravekeeper’s Spear Soldier (A)
Gravekeeper’s Chief (A)
Mystic Tomato (A/C)
Mystic Tomato (A/C)
Tsukuyomi (Co)
Sangan (C)
Breaker the Magical Warrior (A/C)
Cyber Jar (C)
Mobius the Frost Monarch (A/C)
Spells:
12
Terraforming (C)
Terraforming (C)
Necrovalley (A/C)
Necrovalley (A/C)
Snatch Steal (A/C)
Mystical Space Typhoon (A/C)
Book of Moon (C)
Dark Hole (A)
Smashing Ground (A)
Swords of Revealing Light (C)
Nobleman of Crossout (A)
Rush Recklessly (A)
Traps:
12
Solemn
Judgment (C)
Solemn Judgment (C)
Solemn Judgment (C)
Dust Tornado (A/C) or Royal Decree (C)
Dust Tornado (A/C) or Royal Decree (C)
Bottomless Trap Hole (A/C)
Bottomless Trap Hole (A/C)
Ready for Intercepting (C)
Torrential Tribute (A/C)
Rite of Spirit (A/C)
Rite of Spirit (A/C)
Magician’s Circle (A) |