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Gravekeepers for days


BatMed

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Hello lovely people of ycm

I believe you all saw the new GK Fusion monster, I kinda had "Secret Six Samurai" vibes when I did. I always see "missing potential" whenever I came across GKs, they had it since the beginning: a Gouki-like searcher that misses timing, a Field Searcher that is only a Field Searcher but with legs, a valley that hates GY but not Goukis, super conditional floudgates and warning, and slow field swarmers.

Yes. They had it.

But anyways x) What they really need in order to shine and bright IMO was a proper way to trigger Recruiter and actual "field-build strategies". I once tried "Transmodify" to make plays with Recruiter but I can't remember why I end up droping it, (It either misses timing OR was too inconsistent), either way I made the cards below to fix GKs WHILE staying faithful to their OG concept.
 
[spoiler=Cards]
gravekeeper_s_enchanter_by_batmed-dbmpaj
 

You can Special Summon this card (from your hand or GY) by Tributing 1 "Gravekeeper's" monster you control. You can only Special Summon “Gravekeeper's Enchanter“ once per turn this way. A "Gravekeeper's” monster Tribute Summoned using this card as a Tribute gains this effect. This effect cannot accumulate.
● Once per turn, during your opponent's turn: You can send 1 other "Gravekeeper's” monster from your hand or field to the GY, then target 1 monster your opponent controls; send it to the GY.

 

gravekeeper_s_avatar_of_ra_by_batmed-dbr
 

MEGA ULTRA CHICKEN

Cannot be Normal Summoned/Set. Must first be Special Summoned by Tributing 3 "Gravekeeper's" monsters you control. This card's Special Summon cannot be negated. This card's ATK becomes the combined original ATK of the Tributed monsters. Once per turn (Quick Effect): You can pay 1000 LP; send 1 card on the field to the GY. During the next Standby Phase after this card was sent from your Monster Zone to the GY: Special Summon this card from the GY. This effect is unaffected by "Necrovalley". You can only Special Summon “Gravekeeper's Avatar of Ra(s)” once per turn.

 

 

[spoiler=Old GK Necromancer]

gravekeeper_s_necromancer_by_batmed-dbmp
 

When this card is Normal Summoned: You can Special Summon 1 "Gravekeeper's" monster from your GY, but its ATK and DEF become 0. This effect is unaffected by "Necrovalley". If Necrovalley" is on the field (Quick Effect): You can Tribute 1 monster you control; add 1 "Gravekeeper's" or "Necrovalley" Spell/Trap from your Deck to your hand. You can only use this effect of "Gravekeeper's Necromancer" once per turn.

 

 

gravekeeper_s_necromancer_by_batmed-dbmp

 

2 "Gravekeeper's" monsters
If this card is Link Summoned: You can Special Summon 1 "Gravekeeper's" monster from your Deck. During your opponent's turn (Quick Effect): You can activate 1 "Necrovalley" Spell/Trap from your hand. If this card is sent to the GY: You can add 1 "Gravekeeper's" monster from your GY to your hand, then add 1 "Gravekeeper's" or "Necrovalley" Spell/Trap from your Deck to your hand. This effect is unaffected by the effect of "Necrovalley". You can only use each effect of "Gravekeeper's Necromancer" once per turn.

 
necrovalley_s_ankh_of_revival_by_batmed-
 

Equip only to a "Gravekeeper's" monster. It gains 300 ATK. If it would be destroyed, destroy this card instead. If you control the equipped monster: You can discard 1 Spellcaster monster, then target 1 monster in either player's GY; Special Summon it. This effect is unaffected by "Necrovalley". This effect can only be used once while this card is face-up on the field.

 

 

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Enchanter-This would be great, if the bigger GKs were worth playing. Though, this would give at least some reason to play the bigger ones(most likely Chief). Also, you forgot the “unaffected by Necrovalley” clause for its summon effect.

 

Necromancer- Good revival and, with Recruiter, can easily be a plus 2. Actually, this can be a small loop with this reviving Recruiter, tributing Recruiter, then Recruiter searching out a second Necromancer.

 

Avatar of Ra- Now this is a boss monster I like. Pretty much has anime Ra’s Effect, and gets the extra 500 from Necrovalley to boot. The only thing I don’t like about it is that after it gets beaten once, it pretty much just becomes either tribute or ED summon fodder.

 

Ahnk-Not sure how good stealing your opponent’s monsters is. That just seems too situational, but reviving your own stuff is always nice, as well as the small protection effect. I’d say you could afford to go a little further and add targeting protection to it to.

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Enchanter-This would be great, if the bigger GKs were worth playing. Though, this would give at least some reason to play the bigger ones(most likely Chief). Also, you forgot the “unaffected by Necrovalley” clause for its summon effect.

I thought I covered all the "unaffected by Necrovalley" bugs X)

 

Necromancer- Good revival and, with Recruiter, can easily be a plus 2. Actually, this can be a small loop with this reviving Recruiter, tributing Recruiter, then Recruiter searching out a second Necromancer.

If Recruiter wouldn't miss timing, they would have access to some great plays

 

Avatar of Ra- Now this is a boss monster I like. Pretty much has anime Ra’s Effect, and gets the extra 500 from Necrovalley to boot. The only thing I don’t like about it is that after it gets beaten once, it pretty much just becomes either tribute or ED summon fodder.

Well that was the purpose, but it still has the pop effect.

 

Ahnk-Not sure how good stealing your opponent’s monsters is. That just seems too situational, but reviving your own stuff is always nice, as well as the small protection effect. I’d say you could afford to go a little further and add targeting protection to it to.

tbh this one was for the flavor x)
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I thought I covered all the "unaffected by Necrovalley" bugs X) If Recruiter wouldn't miss timing, they would have access to some great plays Well that was the purpose, but it still has the pop effect. tbh this one was for the flavor x)

Don’t mandatory “when” effects not miss timing? According to the ruling, Recruiter gets its effect if sent to the grave as a cost.

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Don’t mandatory “when” effects not miss timing? According to the ruling, Recruiter gets its effect if sent to the grave as a cost.

oh shooot I done goofed: I meant it would miss timing if sent to the GY as a material for a Link monster it does right?

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oh shooot I done goofed: I meant it would miss timing if sent to the GY as a material for a Link monster it does right?

 

Nope. Recruiter doesn't miss timing in that case either.

 

 

Enchanter:

Good for triggering Recruiter and IDK what other floaters GKs have. IDK if it's enough incentive to run the bigger GKs, but that Quick Effect non-destructive removal sure is appealing.

 

Necromancer:

Great card. Not only it's an archetype Wolfbark or "1-card, 2-material ED monster" as I call them sometimes, also it assists you with grabbing potent GK cards, namely Stele the Counter Trap. It's even better if you Tribute Recruiter for it.

 

Ra:

Unsure of this one. Powerful and resilient, but also difficult to Summon. I don't remember GKs being swarmy enough to get 3 GKs on the board.

 

Ankh:

Not too impressive, IMO. Requires you to control a GK, and the revival is a 1-for-1 that needs a Spellcaster on hand, so it will be dead in some cases. In other words, it has a bit too many conditions to fulfill and you may be better off running other cards. Although it does have few pluses, like bypassing Necrovalley and getting Equip support.

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Nope. Recruiter doesn't miss timing in that case either.

 

 

Enchanter:

Good for triggering Recruiter and IDK what other floaters GKs have. IDK if it's enough incentive to run the bigger GKs, but that Quick Effect non-destructive removal sure is appealing.

 

Necromancer:

Great card. Not only it's an archetype Wolfbark or "1-card, 2-material ED monster" as I call them sometimes, also it assists you with grabbing potent GK cards, namely Stele the Counter Trap. It's even better if you Tribute Recruiter for it.

 

Ra:

Unsure of this one. Powerful and resilient, but also difficult to Summon. I don't remember GKs being swarmy enough to get 3 GKs on the board.

 

Ankh:

Not too impressive, IMO. Requires you to control a GK, and the revival is a 1-for-1 that needs a Spellcaster on hand, so it will be dead in some cases. In other words, it has a bit too many conditions to fulfill and you may be better off running other cards. Although it does have few pluses, like bypassing Necrovalley and getting Equip support.

Then I was wrong, they still have hope! Also Ankh effect will literally translates to "SS a GK from your hand" mostly in mid games, it will be cool as a 1-of since it's searchable with Necromancer. 

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