|White Magician's Defensive Spell|
Can be used if you control a Spellcaster-Type monster. Roll a die two times and apply the appropriate effect based on the result.
● 2: Decrease DEF of all monsters your opponent controls by 1000.
● 3-7: Decrease DEF of all monsters your opponent controls by 700.
● 8-11: Decrease DEF of all monsters your opponent controls by 500.
● 12: Decrease DEF of all monsters your opponent controls by 100.
This Skill can only be used once per turn and twice per Duel.
|DARK Spellcaster ★4|
ATK 1500 / DEF 1500
|Dark Dimension [N]|
|During your Main Phase, if "Necrovalley" is on the field: You can Fusion Summon 1 Spellcaster Fusion Monster from your Extra Deck, using this card you control and other monsters from your hand or field as Fusion Material. You can only use this effect of "Gravekeeper's Spiritualist" once per turn.|
During your Main Phase, if “Necrovalley” is on the field, you can Fusion Summon 1 Spellcaster Fusion Monster from your Extra Deck using Gravekeeper’s Spiritualist and other monsters from your hand or field as Fusion Material. You can use this effect to Summon Gravekeeper’s Supernaturalist, which would simply require 2 “Gravekeeper’s” monsters, or, if you happen to have enough resources available, even Quintet Magician.
Gravekeeper's Spy act as a pretty strong defensive monster, with base stats of 1200/2000 (1700/2500 with Necrovalley), with a powerful Flip Effect that can Special Summon a Gravekeeper with 1500 ATK or less from your Deck.
A Field Removal and non-once per turn by tributing other face-up Gravekeeper monsters except himself. With Necrovalley on the field, it can be a decent beater with 2000 ATK and 1700 DEF.
Guard is another defender besides Spy but with lower stats of 1000/1900 (1500/2400 with Necrovalley) which can still to hold off attacks from regular beatsticks. You can bounce a monster on the field to the owner's hand, this effect can deals with those monsters that has powerful stats or cannot be destroyed by battle and card effect.
|DARK Spellcaster ★3|
ATK 500 / DEF 1500
|Dark Dimension [R]|
|If this card is Summoned: You can target 1 Level 4 “Gravekeeper's” monster in your GY; Special Summon it in face-up Attack Position or face-down Defense Position. You can only use this effect of “Gravekeeper's Headman” once per turn. This effect is unaffected by “Necrovalley”.|
A good board rebuilder that can special summon Level 4 Gravekeeper monster from your Graveyard like Spy, Nobleman, or Spiritualist.
Commandant has a very useful effect: similar to Terraforming's effect, you can search out Necrovalley from your Deck by discarding him. With base stats of 1600/1500, he becomes a fearsome 2100/2000 beater when you have Necrovalley on your field.
Necrovalley increases the ATK and DEF of all “Gravekeeper’s” monsters by 500, it prevents cards from being banished from the Graveyard, and it negates any card effect that would move a card in the Graveyard to a different place.
Necrovalley essentially shuts down Darklord, prevent Phantom Knights from activating their graveyard effect to search or send cards, prevents Spellbooks from activating their best card, prevents Neos Fusion from protecting Elemental HERO Brave Neos, and that’s just no name a few of the instances in which this Field Spell can either win you the Duel or severely hinder your opponent.
Necrovalley Throne allows you to add 1 “Gravekeeper’s” monster from your Deck to your hand. If you want to Summon Supernaturalist, you can search Spiritualist, if you need something to Tribute for Silent Magician, you can search Recruiter, and, if you need Silent Magician, you can search a Level 4 “Gravekeeper’s” monster and then use your Skill.
You can also use this Spell Card to Normal Summon a “Gravekeeper’s” monster, but, although it’s still a nice option, it’s probably going to be more relevant in a “Gravekeeper’s” Deck that features Gravekeeper's Chief, Gravekeeper's Oracle, and Gravekeeper's Visionary.
|DARK Spellcaster ★10|
ATK 2000 / DEF 2000
|Dark Dimension [R]|
|2 “Gravekeeper's” monsters|
Gains ATK/DEF equal to the combined original Levels of the materials used for its Fusion Summon x 100. While “Necrovalley” is on the field, this card, and any card in your Field Zone, cannot be destroyed by card effects. During your Main Phase: You can activate this effect; during the End Phase of this turn, add 1 “Gravekeeper’s” monster or 1 “Necrovalley” card from your Deck to your hand. You can only this effect of "Gravekeeper's Supernaturalist" once per turn.
Gravekeeper’s Supernaturalist gains ATK and DEF equal to the combined original Levels of the monsters you used to Fusion Summon it, which means that, even if you use 2 Level 3 monsters, it will have enough ATK to get over a Legendary Six Samurai - Shi En and a Dragon Spirit of White, even without Necrovalley.
While Necrovalley in on the field, Supernaturalist and any card in your Field Zone cannot be destroyed by card effects. Your Field Spell can still be targeted, so it’s not safe from Cosmic Cyclone, and Supernaturalist can still be destroyed by battle, banished, returned to the hand, Extra Deck, or sent directly to the Graveyard, but I guess you will not have to worry about Treacherous Trap Hole.
Finally, once per turn, Supernaturalist allows you to add 1 “Gravekeeper’s” monster or 1 “Necrovalley” card from your Deck to your hand. This is an Ignition Effect, which means you have to activate it during your Main Phase, and the card is added to your hand during the End Phase, but being able to thin your Deck and adding something to your hand gratis is always great.
Gaia Dragon, the Thunder Charger
|WIND Dragon ★7|
ATK 2600 / DEF 2100
|Infinite Ray [SR]|
|2 Level 7 monsters|
You can also Xyz Summon this card by using a Rank 5 or 6 Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
Decent ATK with Piercing Attack Damage Effect which can lets you attack right away to help secure some games quickly, instead of giving your opponent another turn to make a comeback.
General Rank 4 Xyz Monster for players to use so far. Its effect essentially lets you deal 2500 (its own ATK) damage if this attacks the monster you targeted. The advantage is that your opponent's monster's ATK is also lowered, allowing you to attack over it with your other weaker monsters.
Number 70: Malevolent Sin
|DARK Insect ★4|
ATK 2400 / DEF 1200
|Photons of Galaxy [SR]|
|2 Level 4 monsters|
Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3.
Works well against opponents that only have 1 monster on the field. Even better if it's an XYZ monster since it will remove all their materials, or if it's a monster that says that it can't be special summoned in the card text.
Can stop a synchro, pendulum, or certain monsters from special summoning themselves. This can potentially prevent your opponent from making strong plays since they have to play around the Roach.
|LIGHT Spellcaster ★4|
ATK 1000 / DEF 1000
|Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing 1 Spellcaster-Type monster, and cannot be Special Summoned by other ways. This card gains 500 ATK for each card in your hand. Once per turn, during either player's turn, when a Spell Card is activated: You can negate the activation. If this card is destroyed by battle, or if this card in its owner's control is destroyed by an opponent's card effect: You can Special Summon 1 "Silent Magician" monster from your hand or Deck, except "Silent Magician", ignoring its Summoning conditions.|
You can Special Summon Silent Magician by Tributing a Spellcaster-Type monster you control. If you Tribute Gravekeeper’s Recruiter in order to Summon Silent Magician, you will get to add 1 “Gravekeeper’s” monster with 1500 or less DEF from your Deck to your hand. You can search Gravekeeper’s Spiritualist or any other Level 4 “Gravekeeper’s” monster via Recruiter’s effect and then use your Skill to add a Silent Magician to your hand.
Silent Magician is able to, once per turn, negate the activation of a Spell Card, which is particularly relevant in the current meta. Moreover, since, after being negated, the card is simply sent to the Graveyard without being destroyed, you can safely use this effect to negate Geartown or Ancient Gear Fortress.
While its original ATK and DEF are definitely on the low side, thanks to its effect, Silent Magician can quickly become a pretty big threat, gaining 500 ATK for each card in your hand. Additionally, if Silent Magician is destroyed by battle or card effect, you can Special Summon from your hand or Deck a Silent Magician LV8, a 3500 ATK monster that your opponent cannot take control of via Enemy Controller and that also cannot be weakened by World Legacy Clash.
|DARK Spellcaster ★3|
ATK 1000 / DEF 1000
|Dark Dimension [R]|
|When this card you control is destroyed by battle with an opponent's attacking monster and sent to your Graveyard: You can Special Summon 1 "Gravekeeper's" monster from your Deck in face-down Defense Position, except "Gravekeeper's Nobleman".|
Usually used to special summon Spy for preparing setup. Keep in mind that this effect can only applies when Nobleman is getting destroyed by battle only, not even included Card Effect.
|DARK Plant ★2|
ATK 600 / DEF 200
|Witchs Sorcery [R]|
|Monsters with a Predator Counter that you use as Fusion Materials are treated as DARK. During your Main Phase: You can Fusion Summon 1 DARK Fusion Monster from your Extra Deck, using this card on the field and monsters from your hand, field, and/or monsters with a Predator Counter your opponent controls as Fusion Materials. You can only use this effect of "Predaplant Chlamydosundew" once per turn.|
All Gravekeeper monsters are DARK attribute, which means you can mix the Predaplant Engine into the deck and add Chimerafflesia as an alternative boss monster. This engine won't affect your consistency much because you're only adding Chlamydosundew to your Main Deck. And it only requires you have Chlamydosundew on the field and at least 1 DARK monster onhand to make use of the engine.
|DARK Plant ★7|
ATK 2500 / DEF 2000
|Witchs Sorcery [UR]|
|1 "Predaplant" monster + 1 DARK monster|
Once per turn: You can target 1 monster on the field with a Level less than or equal to this card's; banish it. When an attack is declared involving this card and an opponent's face-up monster: You can activate this effect; until the end of this turn, that opponent's monster loses 1000 ATK, and if it does, this card gains 1000 ATK. Once per turn, during the next Standby Phase after this card was sent to the Graveyard: You can add 1 "Polymerization" Spell Card or "Fusion" Spell Card from your Deck to your hand.
Chimerafflesia has good enough stats to be an effective beater. This is supplemented by its self ATK boost and debuffing the opponent's during battle, making Chimerafflesia almost impossible to beat in battle.
The free removal effect also helps in getting rid of problematic monsters such as Assault Blackwing - Raikiri the Rain Shower and other Blackwing Synchros.
|DARK Spellcaster ★12|
ATK 4500 / DEF 4500
|Dark Dimension [SR]|
|5 Spellcaster monsters|
Must be Fusion Summoned. If this card is Fusion Summoned using 5 Spellcaster monsters with different names: You can destroy all cards your opponent controls. This face-up card on the field cannot be Tributed, nor used as Fusion Material, also it cannot be destroyed by card effects.
If it’s Fusion Summoned using 5 Spellcaster monsters with different names, Quintet Magician allows you to destroy all cards your opponent controls. Now, you are rarely going to pull this off, but you can include Gravekeeper’s Stele in your Deck in order to be able to do it more a bit more consistently. Even if you don’t get to wipe your opponent’s side of the field, Quintet Magician is still a pretty powerful monster and, interestingly enough, the first one that cannot be removed via Lava Golem.
|WATER Sea Serpent ★4|
ATK 1700 / DEF 1400
|Photons of Galaxy [UR]|
|2 Level 4 monsters|
While this card has an Xyz Material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; any card effects that activate in your opponent's Graveyard cannot be activated this turn.
Abyss Dweller is an anti-Graveyard interaction tech, intended to hinder Decks that activate a ton of effects from the graveyard. It's best to activate this at the start of the opponent's turn, so make sure to toggle Chain to "ON" and activate Abyss Dweller's effect during the opponent's Draw Phase.
Number 18: Heraldry Patriarch
|LIGHT Psychic ★4|
ATK 2200 / DEF 2200
|Voltage of the Metal [R]|
|2 Level 4 monsters|
Once per Chain, during either player's turn, if 2 or more monsters with the same name are on the field: You can detach 1 Xyz Material from this card; choose 1 monster among those with the same name, and destroy all other monsters with that name. While this card remains face-up on the field, your opponent cannot Summon monsters with the same name as any of the monster(s) chosen for this card's effect. If this card is sent to the Graveyard: You can send 2 "Heraldic Beast" monsters from your Deck to the Graveyard.
Useful card to bring if the meta uses decks that use monsters with similar names especially Harpies, preventing them from being able to perform long combos.
Note By Alchemist:
This is a resourceful Gravekeepers list, with plenty of checks and counters for today's meta. Balance proved to be the best skill to run. This build is especially strong against any GY-based archetypes or combo decks. Dark Magician is the only strongly negative matchup. It's a fun rogue deck, mildly competitive.
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