How to make a good gravekeeper deck?

Is there anything i can do to make my Gravekeeper Deck better?

  • 40 Cards Monsters x20 Gravekeeper's Visionary Gravekeeper's Chief Gravekeeper's Assailant x2 Gravekeeper's Commandant x2 Gravekeeper's Descendant x2 Gravekeeper's Guard Gravekeeper's Spear Soldier Gravekeeper's Spy x3 Gravekeeper's Recruiter x2 Gravekeeper's Priestess Gravekeeper's Curse Maxx "C" A Cat of ILL Omen Effect Veiler Spells x10 Dark Hole Gravekeeper's Stele x2 Heavy Storm Monster Reborn Mystical Space Typhoon x2 Necrovalley x3 Traps x10 Bottomless Trap Hole Magician's Circle Mirror Force Rite of Spirit x2 Solemn Judgment Solemn Warning x2 Torrential Tribute Trap Dustshoot

  • Answer:

    All you really need to do is take out these three cards: Gravekeeper's Curse Maxx "C" A Cat of ILL Omen You can keep Maxx "C" if you want but it's really not needed in this deck. Definitely throw in Malefic Stardust Dragon with 2 Stardust Dragon on the side. Also put in a Starlight Road. I run 2 Malefic Cyber End Dragons too and they save me a lot. They are 4000atk but they can be risky. It'll freak out your opponents though and they will usually waste good cards to get rid of it. Also Dark Illusion is an excellent choice for this deck. It will save everything but Commandant in you deck.

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Lose Visionary, Chief, one Assailant and Spear Soldier, they're not needed for a few reasons. Visionary is just horrible, you don't need big attack, 4 direct attacks from your monsters and they're dead anyway, and anything big you can get round with Descendant, Guard or Assailant. Chief, like Visionary needs a tribute, so it is not a card you want to be drawing in to. Let's say you're in a tight spot, or haven't drawn a monster in a while, what good is Chief to you then? Assailant is great but you only need one. Spear Soldier sucks, if they've got a monster in defence then doing 300 damage to them with your piercing makes no difference in the long run. If they have a trap then Spear Soldier just runs blindly in to it. Descendant could easily destroy either, and then attack direct. On top of that, also drop Effect Veiler and Cyber End Dragon. Effect Veiler is a side deck card. If you're playing against T.G.s, Dark Worlds, most six sam cards, this card will be dead. Cyber End Dragon isn't a bad card I suppose, but honestly there are better cards to be running as I'll show you in a minute. My next point about your monsters is that you need one more Descendant, Commandant and Recruiter. Descendant is too good not to run at 3, same goes for Recruiter. This is a format with a lot of backrow hate, so that means Necrovalley won't be living too long, you'll want three Commandants to be searching it out. On to your spells, Monster Reborn has no place in this deck at all, Necrovalley negates it. You're also missing out on 3 different spell cards that are brilliant for Gravekeepers. First off Royal Tribute, run two of it. This card is awesome, it not only gets rid of their monsters it also lets you see everything in their hand, so you can prepare for what might be coming. The next spell card is Pot Of Duality, they not only thin your deck out slightly, they also let you choose which of three cards you want. Run three. The final spell card is an equip card called Wonder Wand. This card is great. Equip it to your spellcaster for an extra 500 atk, and then you can send the monster and the equip card to grave to draw 2. Equip it to Recruiter and you get to draw 2 and then search for a monster. Equip it to Assailant or Commandant and anything with 2500 atk and less is dead. On to the traps I suppose you have the right kind of idea, but you still need some changes here take out Dark Illusion again, it's not that useful to be honest. There are odd cases where it might be useful, but almost all of them could be easily prevented if you play properly. I mean if they've managed to Trishula in one turn without using the graveyard they pretty much deserve to banish your monster, other than that it would stop D-Prison and Ryko, which you should destroy with Descendant first anyway. Bottomless Trap Hole isn't needed when you have Solemn Warnings. Magician's Circle is kind of wasted really, I mean played right you should usually have a Descendant on field with maybe an Assailant or Recruiter, and most the other monsters should be in your hand or grave, since both Spy and Recruiter search them out. Furthermore, it's a little slow, waiting until you attack before you activate it, as opposed to Spy's or Recruiter's effects which are instant. You don't need it. Rite Of Spirit does seem like a good card, but it's kind of wasted, you have Stele already to bring back your monsters and Stele is better at it. I've personally never been a big fan of Torrential Tribute in Gravekeeper decks, most decks now-a-days swarm, Gravekeepers really don't. You don't want to blow up the field only for them to summon out another 3 monsters whilst you have to wait just to set one Recruiter or whatever. As for what to add, like the other guy said put in two Starlight Road, it'll stop Heavy Storm, Torrential, Dark Hole, Icarus Attack and many other cards, it also givves you a free Stardust, which is very handy. True it's only good for one negation still, but that's not bad. Also, put in Dimensional Prisons, these cards are great, if they attack you banish their monster, simple as. Also, as it banishes, not destroys they can't stop it with Stardust or other cards. So yeah, if you make all of those changes your deck should look something like this: Monsters: 15 Descendant x 3 Commandant x 3 Spy x 3 Recruiter x 3 Guard Assailant Malefic Stardust Dragon Spells: 15 Necrovalley x 3 Royal Tribute x 2 Pot Of Duality x 3 Gravekeeper's Stele x 2 Mystical Space Typhoon x 2 Dark Hole Book Of Moon Wonder Wand x 2 Traps: 9 Dimensional Prison x 2 Solemn Warning x 2 Starlight Road x 2 Solemn Judgment Trap Dustshoot Mirror Force You will find that this deck works way, way better than what you had before, and frankly this is how Gravekeepers are meant to be run.

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