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| Card Combos & Strategy Discuss ways to use single cards and card combos. |
09-20-2005
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#1
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Top-decker
Join Date: Dec 2004
Location: Randomland
Posts: 767
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Maku's Guide to Gravekeepers (for new Ban)
Chapters:
1. The stregnths/weaknesses
2. The deck;monsters, spell, and trap lookover, And Side Deck
Chapter 1: Strengths/ Weaknesses
Strenghts:
Gravekeeper is one of the fastest deck type around. there main goal is to gain and maintain control of the field more than the hand. with the build that I have It is easier to attain some decent hand advantage as well. No I'm not talking about airknight. Gravekeepers have the ability to swarm fast and hard. If a Gk deck is made well enough it can win on the third turn.
Note: I have done this many times
Weaknesses:
Althought GK is a fast type of deck, all decks have weaknesses. Gk decks are very weak against all decks that uses a lot of stall such as; lockdown burn; mill; wennie rush
by looking at those three deck types it's easy to figure out that Gk don't work against cards that effect the field - mainly the monsters
ex. gravity bind, messenger of peace, level limit area-b
this is why the side deck of a Gk deck should consist of mainly extra support and cards to counter these weaknesses
Chapter 2: The Deck
I thought since I'm going to go over most of the cards, I may as well do the deck first. My Gk has quite a differnt build since I;ve been playing new ban so I know what gk should look like.
Monsters:18
x2 Gk Chief
x1 Dark Magicain of choas/ Gilford the lightning- it's worth testing
x1 breaker the magical warrior
x2 Gk Assailant
x3 Gk Spear soldier
x1 Gk Cannon soldier
x2 Gk Spy
x2 Gk Guard
x1 Mystic Tomato
x1 Tsukuyomi
x1 Magician Of Faith
x1 D.D Warrior Lady
I will just summarize the effects instead of writing the entire thing since most of you know the cards
Some of you will say:
"where is Jinzo?"
Jinzo is not needed in this deck, with my build and the new bans, traps are not aa big a problem
Gk chief: Key monster
Spellcaster/ Dark 5 stars
1900/1200
there can only be 1 Gk chief on the field at a time. when you succesfully tribute summon this card. you can special summon one card with GK in it's card name from your graveyard to the field. As long as this card remains face-up on the field. your graveyard in not affected by "necrovalley"
This the most powerful Gk. it has the ability to swarm even more. this card has very high potential and there is a reason why I run two. most people don't know this, but Chief's effect doesn't target, so if it get's trap holed, you can just sp summon it with it's own effect. this also works well with cards like torriential . you summon chief, activate effect chain torrential, it resolves first then you bring back a gk monster of choice and there are no monsters in the way either.
Gk Cannonholder
Spellcaster/ Dark 4 stars
1400/1000
Tribute one monster on your side of the field with Gk in it's card name to inflict 700 points of damage to your opponents lifepoints
I personally don't like this card but it does have potential so I use it as a tech card. this card is good to use if your playing a burn deck or are finishing off an opponent
D.D warrior lady
Warrior/ Light 4 stars
1500/1600
when this card battles with an other monster you can remove the monster that battled with this monster at the end of the damage step.
this card is used for the extra control. it's also a good card to use when you don't have a necrovalley
Mystic Tomato
Plant/Dark 4 stars
1400/1100
When this card is destroyed as a result of battle. Special summon one dark monster with 1500 attack or less from you deck in face up attack position
this card is basically the third Gk spy.
Gravekeepers Assaillant
Spellcaster/ Dark 4 Stars
1500/1500
you can only activate this effect if necrovalley is on the field. When this Card declare's an attack you can change the position of one face-up monster on you opponents side of the field
The reason I run two of these is becuase this card is dependant on necrovalley, you should never depend on a card to win the duel, but use the card to your advantage to win.
Some may not know this but if you read the text. Gk Assaillants effect activates when it declare's an attack which mean it cannot be negated even if the monster is destroyed or the attack is negated
Dark Magician Of Choas
Spellcaster/Dark 2800/2600
When this card is succesfully normal summoned or special summoned, you can select one spell card from your graveyard and add it to your hand. when this card destroys a monster as a result of battle, the monster is removed from play instead of going to the graveyard. when this card is removed from the field, it is removed from play
This is the secondary beatsick, yes seconary, cuase if I have a valley I can't even bring back a spell, which is why there's 2 chiefs. The main purpose of dmoc is for extra support to get back vital spell cards. it's also a huge threat, only a handfull of monsters can touch this guy
Spells:17
x3 Necrovalley
x1 Terraforming
Or
x2 Necrovalley
x2 Terraforming
x2 Giant Trunade
x1 Dark Hole
x1 Card Of Safe Return
x1 Snatch Steal
x1 Heavy Storm
x1 Nobleman Of Crossout
x1 smashing ground
x1 Premature Burial
x1 Book Of Moon
x1 Confiscation
x1 My Body As A Shield
x1 Swords Of Revealing Light
x1 Wave Motion Cannon
Card Of Safe Return
Spell/ Continuos
As long as this card remains face up on the field.Draw one card every time a monster is special summoned from your Graveyard to the field
this card can give me a +7 at the least card advantage on my oppnent assuming all recursion cards aren't used yet.
Wave Motion Cannon
Spell/Continuos
counting from your stanby phase. during each of your standby phases place one spell counter on this card. you can destroy this card during your standby phase to inflict damage to you opponent by 1000 x the number of spell counters on this card.
this is the Bluffer. the point to this card is to get your opponent to use s/t removal on it so they can't hit the necrovalley
ex: you got valley and a loaded cannon, they need to get rid of valley, but they need to get rid of the wave motion or they lose. what will they decide
My Body As A Shield
Spell/ Quick Play
Pay 1500 Lp.Negate the activation and effect of a card that has the effect of destroying a monster and destroy the card.
This card is used for the sould purpose of keeping your control. this is a very good late game when you are delivering the final blow. this is also why solemne jughment is good in a Gk deck
Giant Trunade
Spell/ Normal
Return all spell and trap cards on the field to the owners hands
this card has so much synergy with the deck
a) it removes threats and you keep necrovalley
b) reuse card of safe return and premature burial
Note: I used premature 3 times in the same turn and gained +3 card advantage due to card of safe return. I didn't even care about the lifepoints. Gk almost never get's a direct attack to lp. or at least mine.
Dark Hole is not really needed becuase mass removal of monsters is unnesesary in Gk, but since I can't think of anything else I threw it in anyway
Traps:7
x2 Dust Tornado
x3 Rite of sprirt
x1 Solemne Judgment
x1 Magicians Circle
Dust Tornado
Trap/ Normal
Destroy one spell or trap on the field. you may set one spell or trap from your hand
this is for field control. never use the second effect unless it's a trap you need to use on the very next turn or it will prob be s/t removal bait. it's best to use this on the end phase.
Solemne Judgment
Trap/ Counter
Pay half your lifepoints to negate the activation and effect of a summon/spell/trap card and destroy it
This card is mostly used to ensure you end the game or to stop any thing that may give you a big disadvantage.
Magician Circle
Trap/Normal
You can only activate this card when a spellcaster type monster declares an attack. Both players can special summon 1 spellcaster with 2000 attack or less from there respective decks to the field face-up
Side Deck:
like I said this is mosly extra support and anti- burn
x1 Gk Chief
x1 Mobius The Frost Monarch
x1 Gk Watcher
x1 Don Zaloog
x1 Gk spy
x1 Mystical Space Typhoon
x1 Terraforming- if using 3 valleys
x1 Necrovalley- if using 2 valleys
x1 Lightning Vortex
x1 Brain Control
Traps:
x2 Trap Of Board Eraser
x1 Royal Decree
x1 Dark Devastation Virus
x1 Mind Crush
__________________
Changing The Game Without You knowing It
90% of TCG/OCG players are nerdy, smelly, and unattractive. If you're one of the 10% who aren't, put this in your sig.
My Decks are coming: ~run Away: it's Original O.O~
Last edited by maku; 09-24-2005 at 05:31 PM.
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09-20-2005
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#2
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Guest
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This deck is ok,but it's not offensive enough,Gravekeepers should swarm and do alot of damage this deck doesn't have enough bite to it.It's a good article I just think there are a few better cards that would flow better in this deck.
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09-20-2005
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#3
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Top-decker
Join Date: Jul 2005
Location: With my cyber Team:AEK ATHENS
Posts: 826
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this guide is great the greatest guide for gravekeepers for a long time I have been browsing the card combos and strategy
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09-20-2005
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#4
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Power Player
Join Date: Jul 2005
Location: In your face!
Posts: 3,759
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wow good job maku keep up the good work and nice guide by the way
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09-20-2005
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#5
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Top-decker
Join Date: Dec 2004
Location: Randomland
Posts: 767
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Quote:
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Originally Posted by mr_perfct
This deck is ok,but it's not offensive enough,Gravekeepers should swarm and do alot of damage this deck doesn't have enough bite to it.It's a good article I just think there are a few better cards that would flow better in this deck.
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my Gk is a bit different.
I made it so that while I gain field advantage I aslo gain hand advantage, which is what card os safe return is for.
I was going to show you guys a normal Gk but,you can just look at necrofears guide he has a Normal Gk
Edit:
people say anything, request on cards, complaints, just don't flame.
questions.. just post
__________________
Changing The Game Without You knowing It
90% of TCG/OCG players are nerdy, smelly, and unattractive. If you're one of the 10% who aren't, put this in your sig.
My Decks are coming: ~run Away: it's Original O.O~
Last edited by maku; 09-20-2005 at 04:06 PM.
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09-20-2005
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#6
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Yugioh Moderator
Join Date: May 2004
Location: Far out in the uncharted backwaters of the unfashionable end of the Western Spiral arm of the Galaxy
Posts: 4,429
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i noticed you changed you style a little from when you bad mouthed my gk guide. two cheif's now instead of just one. also, a new reason for having bottomless: stopping that combo (cheif recover himself)
nice job though.
greekmanchamp:this guide is great the greatest guide for gravekeepers for a long time I have been browsing the card combos and strategy
__________________
It strains the mind a bit don'it? You think you're all alone... maybe I come down the chimney, bring presents to the good girls and boys. Maybe not, though. Maybe I've always been here.
Agent of the Black Circle (Dark Magician: Arkana)
Magicians (trad)
Magicians (adv Sept 2009)
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09-20-2005
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#7
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Top-decker
Join Date: Dec 2004
Location: Randomland
Posts: 767
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Quote:
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Originally Posted by Necrofear
i noticed you changed you style a little from when you bad mouthed my gk guide. two cheif's now instead of just one. also, a new reason for having bottomless: stopping that combo (cheif recover himself)
nice job though.
greekmanchamp:this guide is great the greatest guide for gravekeepers for a long time I have been browsing the card combos and strategy

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I said use 1 becuase your Gk is differnet from mine as you can see.
I'm suprised to see you complemented my guide most other people would have trashed talked, by that's done and over with..
oh damn, that's true. an other reason to use bottomless, But I can just bring back an other monster so BTH won't completly screw it up but I had lost -1 advantage (one card from hand, one on field then Plus one for Gk's effect) I just personally don't like it
__________________
Changing The Game Without You knowing It
90% of TCG/OCG players are nerdy, smelly, and unattractive. If you're one of the 10% who aren't, put this in your sig.
My Decks are coming: ~run Away: it's Original O.O~
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09-21-2005
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#8
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Guest
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Nice guide, GK deck is hardly seen or talked about, but in post ban, i would not be surprised to see a variation especially with the new spellcaster structure coming out.
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09-21-2005
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#9
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Top-decker
Join Date: Jul 2005
Location: With my cyber Team:AEK ATHENS
Posts: 826
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well necrofear dont be offended ok.Actually I started viewing card commbos and strategy yesterday lol I will be sure to check your guide
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09-21-2005
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#10
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Top-decker
Join Date: Dec 2004
Location: Randomland
Posts: 767
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Quote:
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Originally Posted by ensabehnur
Nice guide, GK deck is hardly seen or talked about, but in post ban, i would not be surprised to see a variation especially with the new spellcaster structure coming out.
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OMG. THANX man, you reminded me of the main trap to use
magicains circle
__________________
Changing The Game Without You knowing It
90% of TCG/OCG players are nerdy, smelly, and unattractive. If you're one of the 10% who aren't, put this in your sig.
My Decks are coming: ~run Away: it's Original O.O~
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