Continuing from previous reviews, today let us look into the
first ever true archetype in the game, Gravekeepers. Currently, the deck hasn’t
seen as much play as previous years. Perhaps everyone are caught by the wind of
Inzektors, Hieroglyphs and Rabbits. Though little can be said about
Gravekeepers, they are certainly a threat even in the current format. Old-fashion,
however, still very much effective in my opinion. I learned my lesson the hard
way during Asia Qualifiers and since then Gravekeepers has regained its spot in
my list of decks to be aware of. Not exactly the most skill-dependent deck but
players has to have a sense of timing when piloting this deck. Let us start
then.
STUN ENGINE
The deck itself doesn’t possess the necessary skills to
adopt the current fast-paced game-plays but it has what it takes to keep up or
slow down faster decks to a certain point. Yes, stun-oriented. In my opinion, this
is the best way to survive in the current format if you cannot afford to race
them. Gravekeepers has a bit of everything in them. Descendant can go aggro
when necessary, duelists can choose to tech in huge beaters like Malefic
Stardust Dragon and Malefic Cyber End Dragon. Though very much dependant on
Necrovalley, Gravekeepers can easily turn the table around with cards like
Commandant, Recruiter, and Stele. Even Spy proves to be troublesome at times
and he gives you access to other tactics. Either go aggro, continue to wall up
or proceed to special summon a bigger monster to hold ground. Plus this deck
sides in and out relatively easy, it hardly affects the synergy of the deck. It
is even fair to say Gravekeepers can afford to over-extend.
HEAVY BACK-ROW
The second best arsenal in GK. Play a bunch of Meta-hate
traps backed with techs like Starlight Road and Fake Trap. How long can your
opponent last depends on how well they draw. We can debate on the current
format being triple MST and Heavy Storm dominant but at the end of the day if
you don’t draw into them fast enough it still doesn’t mean anything. Reality
sucks most of the time. For both players that is. By running tons of trap
cards, GK can easily solve a problem and neutralize the amount of damage done
to them. This is the part where you can call them flexible. Loads of
back-row which stops any kind of combos
and instill fear into opponents. So, man up and be fearless when you meet such
a field. Remember, they can be bluffs. Don’t forget hand traps.
NECROVALLEY
Additional boost and soft-lock. Gravekeepers can be
persistent with the help of Necrovalley. Some decks will find it hard to even
combat them. Decks that primarily has small monsters. The extra boost gives GK
monsters a lot of leverage when it comes to the basics, summon and attack.
Locking both Graveyards also makes it rather annoying for certain decks that
are very much Graveyard-dependent. Example, Chaos Dragons. Though it doesn’t
exactly becomes a game closer but it provides players with ample amount of time
to draw into more outs. And no shit, Gravekeepers run a lot of instant-out
cards. Not a plus but it slows the pace down and that is what makes them a
threat because they provide you with little room for recovery. This card also
give birth to DDV or EEV plays in GK.
ROYAL TRIBUTE
The best bullshit in the game. Players who run Gravekeepers
will be very happy to resolve Royal Tribute turn 1 and players of the opposing
side will definitely feel the need to flip the damn table. Nothing compares to
Royal Tribute in YGO, we can talk about Mind Crush and Dragged but, yeah,
everyone knows how fuckin’ powerful this card is. Compared to Turn 1 Rabbit
plays or Six Sam plays, resolving Royal Tribute hurts a lot more. Regardless
the turn you are in. Royal Tribute wrecks so many potential plays and leaves you utterly
in despair. Nonetheless, this card is Gravekeepers’ best weapon. Though there
are risks and it can easily become a minus.
SKILL DRAIN
Yes, I’ve mentioned it a lot of times. The effectiveness of
Skill Drain is worthy of praise and attention I suppose. Being a stun-based deck, Skill Drain
becomes and weapon with no collateral damage in Gravekeepers. As explained
above, you either lead the race or tail as long as you can to find an opening. Skill
Drain gives GK that added factor to control the pace. Played with a popular
tech, Barbaros, makes this deck even more beastly. The other being Fusilier
Dragon. Simple yet effective, summon and attack. The oldest trick in the book
done perfectly. And of course, Skill Drain looks of pluses gained through
effects which GK can afford not to have. Wicked much.
Now I shall end my wall of text. Hopefully it has been
productive and informative. GK may not be the best deck to run for this format
but they are worthy enough to be a strong contender. So, remember to save up
your resources and deal with the most important key piece of this deck. Do
leave a comment and remember to play smart, fight hard or go home a loser.
Thank you for reading!
U haven't played with my GK before right?
ReplyDeleteI don't recall bro. The only deck i played against you was T.G Agents and GraveBF. Which i remember. Whaddup?
DeleteCan you make a review on Hero or X-Saber. Nice blog, btw
ReplyDeleteSure. I'll look into that. Thank you.
DeleteU and me, we both learn how powerful and scary this deck can be the hard way bro.
ReplyDeleteRoyal Tribute flush as well? LOL
Delete