Duel Academy
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Duel Academy Log in

Get your game on!


descriptionGravekeepers help EmptyGravekeepers help

more_horiz
So ive been running this deck for 3 years, I will neber get bored of it.
Anything I should change?

Monsters: 16
3 gk recruiter
3 gk spy
3 gk descendant
3 gk commandant
2 gk Guard
1 gk shaman
1 gk assailant

spells: 11
3 Necrovalley
3 Pot of Duality
2 gk stele
1 Royal Tribute
1 Dark Hole
1 Book of Moon

Traps: 13
2 dark bribes
3 Fiendish Chain
2 Mirror Force
2 D prison
1 Solemn Warning
1 Bottomless
1 compulsory
1 torrential

side:
1 Creature Swap
2 Smashing Ground
1 Starlight Road
3 dust tornados
1 macros
2 Magic Cylinder
3 Deck Devastation Virus
2 dark allusion

Extra:
Stardust
Wind up zenmaister
Zenmaines
Chimeratech Fortress dragon

descriptionGravekeepers help EmptyRe: Gravekeepers help

more_horiz
malefic Stardust Dragon is good since u have Stardust in there

descriptionGravekeepers help EmptyRe: Gravekeepers help

more_horiz
Virus wrote:
malefic Stardust Dragon is good since u have Stardust in there


I ran it but it didnt work out Sad
Side and extra deck help pls if you can

descriptionGravekeepers help EmptyRe: Gravekeepers help

more_horiz
Imperial Tombs ?

descriptionGravekeepers help EmptyRe: Gravekeepers help

more_horiz
Why is Shaman in there?

descriptionGravekeepers help EmptyRe: Gravekeepers help

more_horiz
Mr.Kandy wrote:
Why is Shaman in there?

He negates effects that activate in the grave plus he keeps necro in a lockdown from being destroyed.

descriptionGravekeepers help EmptyRe: Gravekeepers help

more_horiz
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.

descriptionGravekeepers help EmptyRe: Gravekeepers help

more_horiz
hmmmm thanks Nait for some of the tips, Ive ran Graves since their physical existence, its great to get a contemporary insight on graves, considering ive been out of the game for a while ^^

descriptionGravekeepers help EmptyRe: Gravekeepers help

more_horiz
You're welcome. If you need anymore help with GK's, let me know. I'm usually pretty good with lock-down decks.

descriptionGravekeepers help EmptyRe: Gravekeepers help

more_horiz
Ok thanks Raizo!

descriptionGravekeepers help EmptyRe: Gravekeepers help

more_horiz
Call him Roduse and listen to him.

How about adding Malefic?

descriptionGravekeepers help EmptyRe: Gravekeepers help

more_horiz
Please don't call me Roduse...

Only Malefic that would work in this deck is Malefic Stardust. He would be a nice addition, but it takes up space in your Main Deck that could be dedicated to better monsters, spells, and traps.

Also, though Extra Deck is for show, Stardust does take up space that you could use for monsters that are way more useful.

My last problem with Malefic monsters is that they have an effect that prevents all the other monsters on the Field but themselves from attacking. Great if you've got some sort of Stun Deck that uses Beast King Barbaros and Malefic Cyber End Dragon, but not so great if you're using Gravekeepers. You'd have to use Skill Drain to allow your other Gravekeepers to attack, which means you can't use their effects, which are the strongest points of Gravekeepers. Also means that Stardust can't protect your Necrovalley. Overall, not really worth it.

descriptionGravekeepers help EmptyRe: Gravekeepers help

more_horiz
Roduce....

descriptionGravekeepers help EmptyRe: Gravekeepers help

more_horiz
Kandy you ass. >>

descriptionGravekeepers help EmptyRe: Gravekeepers help

more_horiz
Sorry Roduce <3

descriptionGravekeepers help EmptyRe: Gravekeepers help

more_horiz
>> I hate you.

descriptionGravekeepers help EmptyRe: Gravekeepers help

more_horiz
Naito Raizu wrote:
>> I hate you.


You guys dont need to fight

descriptionGravekeepers help EmptyRe: Gravekeepers help

more_horiz
It's not fighting. It's friendly bickering. :3

descriptionGravekeepers help EmptyRe: Gravekeepers help

more_horiz
Oh ok sorry to cut into you guys bickering then

descriptionGravekeepers help EmptyRe: Gravekeepers help

more_horiz
Psh, it's fine. :3

Anzo used to cut in all the time on stupid arguments. Wish he did that more. It was hilarious.

descriptionGravekeepers help EmptyRe: Gravekeepers help

more_horiz
Yeah Anzo always has something funny to say

descriptionGravekeepers help EmptyRe: Gravekeepers help

more_horiz
Naito Raizu wrote:
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.


the pro has talked, Topic has ended Gravekeepers help 3974120512

descriptionGravekeepers help EmptyRe: Gravekeepers help

more_horiz
privacy_tip Permissions in this forum:
You cannot reply to topics in this forum
power_settings_newLogin to reply