Okay, so I'ma break this deck down piece by piece and look at it.
Let's start with monsters.
You run the following:
3 gk recruiter
3 gk spy
3 gk descendant
3 gk commandant
2 gk Guard
1 gk shaman
1 gk assailant
My suggestions.
- Get rid of Shaman. Anything in the Main Deck that's above Level 4 is not worth running in Gravekeepers. Not worth the time, and definitely not worth the monster sacrifice. Don't care how good it's effect is. High levels kill usefulness in Gravekeepers
- Toss another Assailant inside this thing. Assailant is a saviour in duels. Ask Kandy, who I've crushed using Assailant (much to his dismay.) Assailant's ability to shift the battle position of an opponent's monster is amazingly good. Plus, 2000 ATK and DEF on a Level 4 monsters when Necrovalley is on the field? Sheesh, why not run more!?
- Guard is a personal choice really. It's DEF is good, and it's effect isn't too shabby, but Gravekeepers are very much a set of offensive field-locking opponent-crushing wankers, and Guard isn't a great choice for a pure build. If you really want to try playing a defensive game with Gravekeepers, be my guest, but it's much better to go all out and kick your opponent in the face, while your spell/trap line up has his arms and legs bound by rope.
- Throw in a Gravekeeper's Ambusher. It's got some great ATK points, and it's effect is really good. When it's flipped up, it takes a card in your opponent's Graveyard and throws it in the bottom of their deck. This is especially useful when you're fighting Zombies, Chaos, or Fire Kings. Along with that, if Ambusher would be sent to the Graveyard after being flipped face-up (say it was attacked) Ambusher gets to grab you a Necrovalley from your Graveyard and throw it into your hand. It's a really great card to use.
- A better choice than Guard is Apostle (Other's know it as Nobleman). If you're going to go on the defensive at all, Apostle is a superior choice. Her low defenses allow for her effect to activate, which is that whenever she's destroyed by battle, you can bring a Gravekeeper to the field in face-down defense position, except for her. This way, you can slap Spy face-down, and then get your opponent to attack Spy instead, activating Spy's effect. Plus, a quick way to rifle through your deck for 2500 DEF points is great.
That's all I have for your monster line-up. Let's go with spells now.
You run:
3 Necrovalley
3 Pot of Duality
2 gk stele
1 Royal Tribute
1 Dark Hole
1 Book of Moon
My suggestions:
- Two Stele? Yikes. Drop one. You won't need more than one in most duels. The other one can go into the Side deck.
- Throw in Hidden Temples of Necrovalley. They are GREAT for this deck, because it's the only deck the card will function with. I mean, c'mon, not being able to Special Summon anything but Gravekeepers. That's EXACTLY what you want. Sure, no Extra Deck isn't very fun, but you'll have a much easier time when the opponent can't access their Extra Deck either, because this deck is designed to NOT have an Extra Deck. The Extra Deck is for show. And if you're worried about keeping Gravekeepers and Necrovalley on the field, don't. Necrovalley is easily retrieved, and Gravekeepers will be buffed up with Necrovalley on the field. The deck you'll have the hardest time with is Fire Fists, and a Side Deck buff will sort that out fast.
That's all my advice for spells. Now onto traps.
You run:
Traps: 13
2 dark bribes
3 Fiendish Chain
2 Mirror Force
2 D prison
1 Solemn Warning
1 Bottomless
1 compulsory
1 torrential
My advice:
- Mate, you can build a good Trap and Spell set, but there's still some wonky items. First off, Dark Bribe is rubbish. Not good whatsoever in this deck. Well, actually, it's decent Side Deck material, but there's a lot better stuff you can find. Dump the Bribes.
- Take away one Fiendish. You don't need three. Two will suffice.
- You wanna piss off your opponent? Lemmie let you in on something. Imperial Tomb of Necrovalley. Have you ever heard of Solemn Judgment? I'm sure you have. Well, Imperial Tomb is pretty much a Solemn Judgment for Gravekeepers! You'll need to meet the requirements to have Hidden Valley on the field as well, and Imperial Tomb doesn't negate summons, but that's fine. Not like your opponent will have anything like it for their deck. Plus, Judgment is banned, so they can't do much of anything to your Imperial Tomb. Chuck three of these babies into your deck, and prepare to unleash bloodied hell on your opponent.
Other than that, your trap line-up is all good.
I personally don't like your Side Deck or Extra Deck, but I'll leave it at here for now. If you want some more advice, drop another message in here. I'll watch this topic for a while.