Cheap Gravekeeper's Control
Deck Primer
Gravekeeper's Control:
The goal of this deck is to go first, and lock your opponent out of the graveyard and special summoning anything with Necrovalley and Hidden Temples of Necrovalley. To achieve this, the aim on the first turn is to turbo out a Necrovalley and the main boss monster, Gravekeeper's Supernaturalist, and then use Supernaturalist's effect to add Hidden Temples to your hand during the end phase. The rest of this deck is built around helping this combo achieve consistency and increasing special summoning power. Supernaturalist, when summoned, will usually have about 3200 attack, protects your Necrovalley from destruction which eliminates the need for Gravekeeper's Shaman, can search any Gravekeeper's and Necrovalley spell and trap, and is immune to destruction, making it hard to beat over when your opponent is locked out of special summoning. This deck avoids using the outdated flip effect Gravekeeper's, as they are too slow to compete in the modern meta. The rest of the summary will discuss the purpose of each card and its uses.
Main Deck Monsters:
Gravekeeper's Spiritualist: The deck's fusion card, which saves you from needing fusion spells. The goal is to add her and Necrovalley to your hand first turn with the deck's large amount of search power, summon her and use her and another Gravekeeper's in your hand as fusion material. The downsides are she must be on the field to use her, and is vulnerable to Effect Veiler and Impermanence. Also, you need a Necrovalley on the field first in order to fusion with her, but you can use Gravekeeper's Priestess in place of Necrovalley as well.
Gravekeeper's Priestess: These two are mainly here to increase the consistency of using Spiritualist's effect first turn. In case you can't get a Necrovalley, use her in place of it and special summon Spiritualist to use her fusion effect. The attack boost is not important, but sometimes helps.
Gravekeeper's Headman: When normal or special summoned can revive any level 4 Gravekeeper's, not negated by Necrovalley. Can use with Descendant to pop an opponent's card, Spiritualist to perform another fusion, or Commandant just as fusion or XYZ fodder or a beatstick. Use to extend combos basically.
Gravekeeper's Descendant: The deck's main form of spell/trap or monster removal. Requires a tribute, but you can turn this into a free monster search if you tribute Recruiter, which does not miss timing. It's important to note that this is not once per turn. Then works well for fusion and XYZ fodder.
Gravekeeper's Recruiter: When sent from the field to the graveyard in any way, gives you a free search of any other Gravekeeper's, of which you'd usually want to add Spiritualist. It's important to note that this card does not miss timing on any of the cards in this deck you could combo with it and isn't once per turn, so feel free to exploit it to your heart's content.
Gravekeeper's Commandant: A free unlimited Terraforming that can also double as a monster for any fusion or XYZ plays.
Gravekeeper's Chief: Works well with Transmodify when tributing any of your level 4 monsters, but when used in this way doesn't gain its tribute summon effect. When tribute summoned revives any of your Gravekeeper's in the graveyard, including Supernaturalist. He also negates the effect of Necrovalley for your graveyard only, letting you use Dark Magic Veil on any of your monsters in the graveyard. He has good, but very situational uses, which is why I have him at only one copy.
Summoner Monk: Is both dark and spellcaster, the same as Gravekeeper's monsters, letting this card benefit from Dark Magic Veil, Magician's Circle, and Transmodify. It's important effect, the special summon, is only a soft once per turn, so you can use multiple copies on the field, it works whether it is normal or special summoned, and can even search another copy of itself out if desired. You can discard a spell you don't need to special summon any level 4 from your deck, of which the best target for is most often Spiritualist to fusion summon Supernaturalist. You can also use this one card for a free XYZ summon of any rank four, as overlaying does not count as tributing the card. However, it cannot be used as fusion material for Supernaturalist. Overall a very versatile card in Gravekeeper's.
Extra Deck Monsters:
Gravekeeper's Supernaturalist: The main boss monster of the deck. When fusion summoned and with Necrovalley, has a minimum of 3200 attack. With Necrovalley on the field both Necrovalley and Supernaturalist are immune to destruction effects, which is why Gravekeeper's Shaman isn't included in this deck, as Supernaturalist does what she does but better. Its search effect happens during the end phase, but remember to activate it during your main phase. With it, you can search any Gravekeeper's or Necrovalley spell or trap. The goal is to get this card out first turn, and then search Hidden Temples of Necrovalley if you didn't hard draw it.
Number 101: Silent Honor ARK: Functions as a situational option for removing a problem monster without destroying it. Can then use that monster as material to save itself from destruction.
Castel, the Skyblaster Musketeer: Similar to Silent Honor ARK, this card can bounce any face up card, including spells and traps, back into the deck. Is also here for its situational uses.
Quintet Magician: It should not be a goal of this deck to summon this card, but it's here as a very powerful situational option that can win the game on its own, if you happen to be able to go into it.
Spell Cards:
Necrovalley: The main spell card of the deck, used to make almost all its plays. The attack increase is good, but its main purposes are to enable your card effects such as Spiritualist and Hidden Temples, and to lock your opponent out of moving any cards any their graveyard while you retain full access to yours. You want this card in your hand first turn.
Hidden Temples of Necrovalley: The second most important spell card, this card locks both players out of all special summoning, except Gravekeeper's. Keep in mind this restricts you from XYZ summoning or special summoning Summoner Monk. Is a very good card to hard draw first turn, but is mainly added to the hand with Supernaturalist.
Throne of Necrovalley: Is a very good searcher for any Gravekeeper's, of which you could use it to add a Commandant to your hand to then use its effect to get a Necrovalley, search Spiritualist for a fusion summon, or even Headman or Chief for a special summon from the graveyard. Instead, can also be used for an extra normal summon of a Gravekeeper's to extend combo plays, making this the most versatile option in the deck.
Dark Magic Veil: Is an amazing special summon of any monster in this deck from your hand or graveyard, for barely any cost, and is not once per turn. Keep in mind however, that if you have Necrovalley on the field and don't have Chief on the field, you can only use this to special summon from the hand, but even then this card is still very useful.
Transmodify: Is very versatile in this deck, mainly to turn any level 3 on the field into any level 4 from the deck, as all monsters in this deck are the same type and attribute. You'd mostly want to summon Spiritualist with this card. Also works very well with Recruiter for a free search to turn its cost into a benefit, and does not miss timing. You could also use it on a level 4 to bring out Chief from the deck to use Dark Magic Veil on monsters in the graveyard. However, it is reliant on having a level 3 on the field, so I have it at two copies, but I could see someone wanting to play it at three.
Terraforming: Free search for Necrovalley. Is limited to one copy on the ban list.
Trap Cards:
Imperial Tombs of Necrovalley: A powerful omni-negate and destroy of any card effect, if you have Necrovalley and a Gravekeeper's on the field. However, as a trap card and with the limitations it has, it can be a bit slow, so feel free to slot in hand traps like Nibiru, Ash Blossom, Effect Veiler, or Infinite Impermanence if you want to, but this card is a cheap and still pretty good alternative to those.
Magician's Circle: A free special summon of literally any monster in your deck if a spellcaster on the field declares an attack. While this effect is almost broken, it can backfire if your opponent runs any spellcasters, so you could also side deck this card and run something like the hand traps listed above or another Transmodify if you want.
Conclusion: Gravekeeper's are a good anti-meta deck that can go against even strong meta decks, but they are reliant on establishing their field before your opponent can, otherwise the swarm abilities and negates of meta decks will be too much to handle. However, this is a cheap and easy to play deck that is great for anyone looking to get into Yu-Gi-Oh and start winning games.
The goal of this deck is to go first, and lock your opponent out of the graveyard and special summoning anything with Necrovalley and Hidden Temples of Necrovalley. To achieve this, the aim on the first turn is to turbo out a Necrovalley and the main boss monster, Gravekeeper's Supernaturalist, and then use Supernaturalist's effect to add Hidden Temples to your hand during the end phase. The rest of this deck is built around helping this combo achieve consistency and increasing special summoning power. Supernaturalist, when summoned, will usually have about 3200 attack, protects your Necrovalley from destruction which eliminates the need for Gravekeeper's Shaman, can search any Gravekeeper's and Necrovalley spell and trap, and is immune to destruction, making it hard to beat over when your opponent is locked out of special summoning. This deck avoids using the outdated flip effect Gravekeeper's, as they are too slow to compete in the modern meta. The rest of the summary will discuss the purpose of each card and its uses.
Main Deck Monsters:
Gravekeeper's Spiritualist: The deck's fusion card, which saves you from needing fusion spells. The goal is to add her and Necrovalley to your hand first turn with the deck's large amount of search power, summon her and use her and another Gravekeeper's in your hand as fusion material. The downsides are she must be on the field to use her, and is vulnerable to Effect Veiler and Impermanence. Also, you need a Necrovalley on the field first in order to fusion with her, but you can use Gravekeeper's Priestess in place of Necrovalley as well.
Gravekeeper's Priestess: These two are mainly here to increase the consistency of using Spiritualist's effect first turn. In case you can't get a Necrovalley, use her in place of it and special summon Spiritualist to use her fusion effect. The attack boost is not important, but sometimes helps.
Gravekeeper's Headman: When normal or special summoned can revive any level 4 Gravekeeper's, not negated by Necrovalley. Can use with Descendant to pop an opponent's card, Spiritualist to perform another fusion, or Commandant just as fusion or XYZ fodder or a beatstick. Use to extend combos basically.
Gravekeeper's Descendant: The deck's main form of spell/trap or monster removal. Requires a tribute, but you can turn this into a free monster search if you tribute Recruiter, which does not miss timing. It's important to note that this is not once per turn. Then works well for fusion and XYZ fodder.
Gravekeeper's Recruiter: When sent from the field to the graveyard in any way, gives you a free search of any other Gravekeeper's, of which you'd usually want to add Spiritualist. It's important to note that this card does not miss timing on any of the cards in this deck you could combo with it and isn't once per turn, so feel free to exploit it to your heart's content.
Gravekeeper's Commandant: A free unlimited Terraforming that can also double as a monster for any fusion or XYZ plays.
Gravekeeper's Chief: Works well with Transmodify when tributing any of your level 4 monsters, but when used in this way doesn't gain its tribute summon effect. When tribute summoned revives any of your Gravekeeper's in the graveyard, including Supernaturalist. He also negates the effect of Necrovalley for your graveyard only, letting you use Dark Magic Veil on any of your monsters in the graveyard. He has good, but very situational uses, which is why I have him at only one copy.
Summoner Monk: Is both dark and spellcaster, the same as Gravekeeper's monsters, letting this card benefit from Dark Magic Veil, Magician's Circle, and Transmodify. It's important effect, the special summon, is only a soft once per turn, so you can use multiple copies on the field, it works whether it is normal or special summoned, and can even search another copy of itself out if desired. You can discard a spell you don't need to special summon any level 4 from your deck, of which the best target for is most often Spiritualist to fusion summon Supernaturalist. You can also use this one card for a free XYZ summon of any rank four, as overlaying does not count as tributing the card. However, it cannot be used as fusion material for Supernaturalist. Overall a very versatile card in Gravekeeper's.
Extra Deck Monsters:
Gravekeeper's Supernaturalist: The main boss monster of the deck. When fusion summoned and with Necrovalley, has a minimum of 3200 attack. With Necrovalley on the field both Necrovalley and Supernaturalist are immune to destruction effects, which is why Gravekeeper's Shaman isn't included in this deck, as Supernaturalist does what she does but better. Its search effect happens during the end phase, but remember to activate it during your main phase. With it, you can search any Gravekeeper's or Necrovalley spell or trap. The goal is to get this card out first turn, and then search Hidden Temples of Necrovalley if you didn't hard draw it.
Number 101: Silent Honor ARK: Functions as a situational option for removing a problem monster without destroying it. Can then use that monster as material to save itself from destruction.
Castel, the Skyblaster Musketeer: Similar to Silent Honor ARK, this card can bounce any face up card, including spells and traps, back into the deck. Is also here for its situational uses.
Quintet Magician: It should not be a goal of this deck to summon this card, but it's here as a very powerful situational option that can win the game on its own, if you happen to be able to go into it.
Spell Cards:
Necrovalley: The main spell card of the deck, used to make almost all its plays. The attack increase is good, but its main purposes are to enable your card effects such as Spiritualist and Hidden Temples, and to lock your opponent out of moving any cards any their graveyard while you retain full access to yours. You want this card in your hand first turn.
Hidden Temples of Necrovalley: The second most important spell card, this card locks both players out of all special summoning, except Gravekeeper's. Keep in mind this restricts you from XYZ summoning or special summoning Summoner Monk. Is a very good card to hard draw first turn, but is mainly added to the hand with Supernaturalist.
Throne of Necrovalley: Is a very good searcher for any Gravekeeper's, of which you could use it to add a Commandant to your hand to then use its effect to get a Necrovalley, search Spiritualist for a fusion summon, or even Headman or Chief for a special summon from the graveyard. Instead, can also be used for an extra normal summon of a Gravekeeper's to extend combo plays, making this the most versatile option in the deck.
Dark Magic Veil: Is an amazing special summon of any monster in this deck from your hand or graveyard, for barely any cost, and is not once per turn. Keep in mind however, that if you have Necrovalley on the field and don't have Chief on the field, you can only use this to special summon from the hand, but even then this card is still very useful.
Transmodify: Is very versatile in this deck, mainly to turn any level 3 on the field into any level 4 from the deck, as all monsters in this deck are the same type and attribute. You'd mostly want to summon Spiritualist with this card. Also works very well with Recruiter for a free search to turn its cost into a benefit, and does not miss timing. You could also use it on a level 4 to bring out Chief from the deck to use Dark Magic Veil on monsters in the graveyard. However, it is reliant on having a level 3 on the field, so I have it at two copies, but I could see someone wanting to play it at three.
Terraforming: Free search for Necrovalley. Is limited to one copy on the ban list.
Trap Cards:
Imperial Tombs of Necrovalley: A powerful omni-negate and destroy of any card effect, if you have Necrovalley and a Gravekeeper's on the field. However, as a trap card and with the limitations it has, it can be a bit slow, so feel free to slot in hand traps like Nibiru, Ash Blossom, Effect Veiler, or Infinite Impermanence if you want to, but this card is a cheap and still pretty good alternative to those.
Magician's Circle: A free special summon of literally any monster in your deck if a spellcaster on the field declares an attack. While this effect is almost broken, it can backfire if your opponent runs any spellcasters, so you could also side deck this card and run something like the hand traps listed above or another Transmodify if you want.
Conclusion: Gravekeeper's are a good anti-meta deck that can go against even strong meta decks, but they are reliant on establishing their field before your opponent can, otherwise the swarm abilities and negates of meta decks will be too much to handle. However, this is a cheap and easy to play deck that is great for anyone looking to get into Yu-Gi-Oh and start winning games.
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