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Necrofear
03-23-2005, 06:50 PM
Gravekeepers are the very essence of the term "Beatdown". the dictionary defines "Beat" as: Countious pounding on an object.
This object is your opponet's LP and Monsters.
The main thing Gravekeepers do best is: THEY JUST KEEP COMING. They never stop. You kill one, here come 10 more. You think i'm kidding? Nope

The problem is many of the best GK cards are not used and under judged as "worthless" This will go through every GK card that is worth anything, including it's powers and weaknesses

Gravekeepers Spy- possibly the most useful of the GK cards, Spy can summon a GK once it is flipped. The multiplying begins...

Gravekeepers Chief-The strongest of the GKs(which is pretty sad) Chief not only can call another GK back from the graveyard, but negates Necrovally's effects on your Graveyard! The bad thing about him is that only one can be on the field at a time.

Gravekeepers Assailant- the 'brute' of the GKs, Assailant's special ability switches even the mightest monster to def mode! The one problem with this card, is that u need necrovally on the field to use it.

Gravekeepers Spearsoldier-fairy metior crush card, weak without Necrovally.

Gravekeepers Guard- the Hane-Hane of GKs, this card has great def.

GKs Channonholder- the most underrated card in GKs, most ppl wouldn't dream of using this card. It is, how ever, one of the few ways GKs can beat Gravity bind, or not drawing necrovally. This card is catapult turtle for GKs and rocks the world. Don't underestimate it.

Necrovally- the field spell card to end all field spell card, this card give GKs 500 extra atk and def, and Stops Graveyard effects like call of the haunted, Monster reborn, Mask of Darkness, etc. As an added bounus, it also prevents cards in the Graveyard from being removed from play. No more Envoys beating you down.

Rite of Spirt-So, you can't use monster reborn. Soo what? This card is a Necrovally imune monster reborn that beings GKs to the field in a jiffy.


So now some deck building suggestions.
I strongly recomend having at least 3 Assailants, Spys, and Chiefs in any GK deck. 2 Guards, Cannons, and 2 or 3 Spearsoldiers will help 2.
For spells, you defenanlty want 3 Necrovallys. A terroforming or 2 works nice also. One the greatest card for GKs is UNITED WE STAND. with their multiplying ability, it will own the world.
Traps find u with 3 Rite of Spirts as well as some spell card negation to save your necrovallies from being MSTd or Harpyd.

I hope this helpped you increase the GK legacy of kicking major @$$.

dd warrior man
03-23-2005, 07:48 PM
yes it helped

Riditation
03-23-2005, 08:13 PM
holy sh*t that helped lol

GKchief11
04-09-2005, 02:31 PM
Wow I have a pretty good Gravekeeper's deck and that actually helped me. I am putting this article under my favorites list for reference.

The X-MEN
04-12-2005, 06:24 PM
yeah it helped .

AnimaSage
04-16-2005, 10:54 AM
Yep sure helped me alot