Instead of playing our turn like the orcust or our monster like the braindead, this deck makes opp unable to touch the grave, Galaxy-Eyes player duellinks doesn't like this . This deck has extremely OP and mercenary cards for many decks - Necrovalley, this deck has a few cards that will activate effects when there is Necrovalley or protection or effects related to the name Necrovalley.
Instructions for Playing Gravekeeper's
Sections covered in this guide:
DNA Of Deck
Necrovalley (x2-3)
REMEMBER IT EFFECTS YOU TOO!!!
CORE
Gravekeeper's Recruiter (x2-3)
is a very good starter for the deck, usually you normally summon this one then use it as a link material to send it to the grave, and when it goes to the grave, you search for a Gravekeeper DEF 1500 or lower, usually a Commandant to Commandant search Necrovalley.
Gravekeeper's Commandant (x3)
is the search card Necrovalley, nothing is strong until this card searches once per turn and Necrovalley will buff this card to 2100 ATK, and I often use this card as main damage in cases where there is no card or cannot be fusioned.
Gravekeeper's Heretic (x1-3)
It is also one of the main damage of the deck, can reach 2300 ATK with necrovalley and is immune to all other effects (including your effects), so this is one of the monsters that has the ability to attack and defend. delicious, the weakness is that the 2300 body is still small compared to boss opp and must have necrovalley on the field to be immune
Necrovalley Throne (x2-3)
As the deck's searcher, this card often searches for Commandant to search for Necrovalley. In addition, because this deck is quite slow, the normal summon effect sometimes has a very good effect.
Hidden Temples of Necrovalley (x1-3)
This card has an extremely bad ability because it prevents BOTH PLAYERS from special summoning, except for Necrovalley, which is a stun enjoyer and I usually play x3 of this card. But both Gravekeeper's and Necrovalley monsters must be on the field to activate, so sometimes (usually 96.69%) bricks, and if the above conditions are not met, this card will self-destruct @@
Royal Tribute (x1-3)
As a stun enjoyer, I play this card x3 (writing this article makes me feel so evil)
Necrovalley Temple (x0-1)
Necrovalley Temple
While a "Gravekeeper's" monster(s) and "Necrovalley" are both on the field, monsters your opponent controls lose 500 ATK/DEF. Once per turn, during the Main Phase, if you control no card in your Field Zone: You can activate 1 "Necrovalley" directly from your hand or GY. If this card in your possession is destroyed by an opponent's effect and sent to your GY: You can Set 1 "Necrovalley" Spell/Trap directly from your Deck, except "Necrovalley Temple".
This card is SOFT ONCE PER TURN!!!
Imperial Tombs of Necrovalley (x1-3)
Omni-Negate then destroys, although strong, it requires both Gravekeeper's and Necrovalley monsters so sometimes others bring it x0
Gravekeeper's Spiritualist (x1-2)
Gravekeeper's Spiritualist
ATK:
1500
DEF:
1500
During your Main Phase, if "Necrovalley" is on the field: You can Fusion Summon 1 Spellcaster Fusion Monster from your Extra Deck, using this card you control and other monsters from your hand or field as Fusion Material. You can only use this effect of "Gravekeeper's Spiritualist" once per turn.
searchable, is a card that has the ability (almost only in this deck) to fuse and boss.
Extra Deck
Gravekeeper's Supernaturalist (x1-3)
Gravekeeper's Supernaturalist
ATK:
2000
DEF:
2000
2 "Gravekeeper's" monsters Gains ATK/DEF equal to the combined original Levels of the materials used for its Fusion Summon x 100. While "Necrovalley" is on the field, this card, and any card in your Field Zone, cannot be destroyed by card effects. During your Main Phase: You can activate this effect; during the End Phase of this turn, add 1 "Gravekeeper's" monster or 1 "Necrovalley" card from your Deck to your hand. You can only use this effect of "Gravekeeper's Supernaturalist" once per turn.
Their boss monster has a body of 2000, so if you use full buff and debuff, you will be able to punch opp's bosses. Moreover, this monster also receives additional ATK DEF corresponding to the monster's total Level as a fusion material for this card. to help it hurt more
Staple
Lord of the Heavenly Prison (x3)
Lord of the Heavenly Prison
ATK:
3000
DEF:
3000
During your Main Phase: You can activate this effect; this card in your hand becomes revealed until the end of your opponent's turn. While this card is revealed by this effect, Set cards on the field cannot be destroyed by card effects. If a Set Spell/Trap Card is activated (except during the Damage Step): You can Special Summon this card from your hand, then, if you activated this effect while this card was revealed, you can reveal and Set 1 Spell/Trap directly from your Deck, but banish it during the End Phase of the next turn. You can only use 1 "Lord of the Heavenly Prison" effect per turn, and only once that turn.
Almost every deck that uses traps also plays this card. It has the ability to show itself to the opp and protect the Set card from being destroyed because the effect is very delicious and when the spell/trap being set is activated, you can jump the card. This one from the hand ( yep ATK/DEF 3000 ) and if this one activates the jump effect while showing to opp, this one jumps onto the field and sets a spell/trap from the deck, it can be a Pot or cards that you need
Bắn Card Go Brrrrr
Wind Pegasus @Ignister
ATK:
2300
DEF:
1500
1 Tuner + 1+ non-Tuner monsters During your Main Phase: You can destroy Spells/Traps your opponent controls, up to the number of "@Ignister" monsters you control. If another card(s) you control is destroyed by battle or an opponent's card effect, while this card is on the field or in the GY: You can banish this card, then target 1 card your opponent controls; shuffle it into the Deck. You can only use each effect of "Wind Pegasus @Ignister" once per turn.
Elder Entity N'tss
ATK:
2500
DEF:
1200
1 Synchro Monster + 1 Xyz Monster Must be Special Summoned (from your Extra Deck) by sending the above cards you control to the GY. (You do not use "Polymerization".) Once per turn: You can Special Summon 1 Level 4 monster from your hand. If this card is sent to the GY: You can target 1 card on the field; destroy it. You can only Special Summon "Elder Entity N'tss(s)" once per turn.
Dogmatika Punishment
Target 1 face-up monster your opponent controls; send 1 monster with an equal or higher ATK from your Extra Deck to the GY, and if you do, destroy that monster. Until the end of your next turn after this card resolves, you cannot Special Summon monsters from the Extra Deck. You can only activate 1 "Dogmatika Punishment" per turn.
PSY-Framelord Omega
ATK:
2800
DEF:
2200
1 Tuner + 1+ non-Tuner monsters Once per turn, during the Main Phase (Quick Effect): You can banish both this face-up card from the field and 1 random card from your opponent's hand, face-up, until your next Standby Phase. Once per turn, during your opponent's Standby Phase: You can target 1 banished card; return it to the GY. If this card is in your GY: You can target 1 other card in the GY; shuffle both that card and this card from the GY into the Deck.
Mainly use Dogmatika Punishment, the remaining cards are mainly thrown down by this card to activate the effects of those cards when entering the grave.
Number 81: Superdreadnought Rail Cannon Super Dora, Superdreadnought Rail Cannon Juggernaut Liebe and Superdreadnought Rail Cannon Gustav Max (x0-1)
Superdreadnought Rail Cannon Juggernaut Liebe
ATK:
4000
DEF:
4000
3 Level 11 monsters Once per turn, you can also Xyz Summon "Superdreadnought Rail Cannon Juggernaut Liebe" by using 1 Rank 10 Machine Xyz Monster you control as material. (Transfer its materials to this card.) Once per turn: You can detach 1 material from this card; it gains 2000 ATK/DEF, also for the rest of this turn, you can only declare an attack with this card. During each Battle Phase, this card can make attacks on monsters up to the number of materials it has +1.
Well lord of the heavenly prison level 10
Divine Arsenal AA-ZEUS - Sky Thunder (x1)
Divine Arsenal AA-ZEUS - Sky Thunder
ATK:
3000
DEF:
3000
2 Level 12 monsters Once per turn, if an Xyz Monster battled this turn, you can also Xyz Summon "Divine Arsenal AA-ZEUS - Sky Thunder" by using 1 Xyz Monster you control as material. (Transfer its materials to this card.) (Quick Effect): You can detach 2 materials from this card; send all other cards from the field to the GY. Once per turn, if another card(s) you control is destroyed by battle or an opponent's card effect: You can attach 1 card from your hand, Deck, or Extra Deck to this card as material.
ancient stamping machine, if there is an Xyz monster, there is this one, easy to get, send card not once per turn, split the card you need into Xyz material for this card to activate the effect in the grave, body to
Who said this deck doesn't use extra decks?
Knightmare Cerberus
ATK:
1600
LINK-2
Link Arrow:
Left
Top
2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Special Summoned monster in your opponent's Main Monster Zone; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Cerberus" once per turn. Co-linked monsters you control cannot be destroyed by card effects.
Knightmare Phoenix
ATK:
1900
LINK-2
Link Arrow:
Top
Right
2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.
Knightmare Unicorn
ATK:
2200
LINK-3
Link Arrow:
Left
Bottom
Right
2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.
Unchained Abomination
ATK:
3000
LINK-4
Link Arrow:
Top
Bottom-Left
Bottom
Bottom-Right
2+ monsters including a Link Monster If a card(s) on the field is destroyed by card effect, except by "Unchained Abomination" (except during the Damage Step): You can target 1 card on the field; destroy it. When another monster is destroyed by battle: You can target 1 card on the field; destroy it. During the End Phase: You can target 1 card on the field; destroy it. You can only use each effect of "Unchained Abomination" once per turn.
Mekk-Knight Crusadia Avramax
ATK:
3000
LINK-4
Link Arrow:
Left
Bottom-Left
Bottom-Right
Right
2+ monsters Special Summoned from the Extra Deck While this Link Summoned card is on the field, your opponent cannot target this card with card effects, also their monsters cannot target monsters for attacks, except this one. Once per battle, during damage calculation, if this card battles a Special Summoned monster (Quick Effect): You can make this card gain ATK equal to that opponent's monster's ATK during that damage calculation only. If this Link Summoned card you control is sent to your GY by an opponent's card: You can shuffle 1 card on the field into the Deck.
I:P Masquerena
ATK:
800
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.
In general, you create 4 sheep tokens then go to the boss like Avramax or Unchained Abomination, remember to meet the summoning conditions, for example avramax needs 2 or more special summon monsters from the extra deck, you use the linked sheep token to link spider,...
Solemn Judgment and Solemn Strike (Here we do not use handtrap)
is a counter trap with power proven over time, the price to pay is that using it at the wrong time will easily result in OTK.
Trap Go Brrrrr
Infinite Impermanence
Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.
Dimensional Barrier
Declare 1 monster card type (Ritual, Fusion, Synchro, Xyz, or Pendulum); for the rest of this turn, neither player can Special Summon monsters of the declared type, also negate the effects of all monsters of that type while they are on the field. You can only activate 1 "Dimensional Barrier" per turn.
Crackdown: steals that monster's body, that monster does not attack or activate effects
+69 resources
Card of Demise
Draw until you have 3 cards in your hand, also for the rest of this turn after this card resolves, your opponent takes no damage. During the End Phase of this turn, send your entire hand to the GY. You can only activate 1 "Card of Demise" per turn. You cannot Special Summon during the turn you activate this card.
Pot of Prosperity
Banish 3 or 6 cards of your choice from your Extra Deck, face-down; for the rest of this turn after this card resolves, any damage your opponent takes is halved, also excavate cards from the top of your Deck equal to the number of cards banished, add 1 excavated card to your hand, place the rest on the bottom of your Deck in any order. You can only activate 1 "Pot of Prosperity" per turn. You cannot draw cards by card effects the turn you activate this card.
Helps you have more resources to make opp more helpless
Egyptian God Slime and Metal Reflect Slime (God Slime But It Doesn't Come Out)
Egyptian God Slime
ATK:
3000
DEF:
3000
1 Aqua monster + 1 Level 10 WATER monster Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing 1 Level 10 Aqua monster with 0 ATK. This card can be treated as 1 or 3 Tributes for the Tribute Summon of a monster. Cannot be destroyed by battle. Your opponent's monsters cannot target for attacks, and your opponent cannot target with card effects, any monsters you control, except "Egyptian God Slime".
Tip: These two are both level 10 like Heavenly Prison so you can Xyz
plot twist: actually, handtrap can still be used here
Nibiru, the Primal Being
ATK:
3000
DEF:
600
During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.
Ash Blossom & Joyous Spring
ATK:
0
DEF:
1800
When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.
If you play a lot, it's easy to brick, because most of the time you need 1 Gravekeeper's and 1 Necrovalley, if you play, 3 springs because of braindead fusion, 3 maxx C because it's so OP, and some staple cards like Called By The Grave, Crossout,... You can play if you like, but you have to be bricked
break board powa
Forbidden Droplet
Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.
Dark Ruler No More
Negate the effects of all face-up monsters your opponent currently controls, until the end of this turn, also, for the rest of this turn after this card resolves, your opponent takes no damage. Neither player can activate monster effects in response to this card's activation.
You can play the cards above as you like, but in my opinion, between the droplet and the ruler strip being gone, DRNM is better because it doesn't waste resources as well as it prevents opp from taking damage and doesn't affect slow decks. like this deck