FLIP: Special Summon 1 "Gravekeeper's" monster with 1500 or less ATK from your deck. |
GKs, yup. No rulings for this one, easy and short effect.
Let's take a close look:
-Gravekeeper monster, supports, supports everywhere, necrovalley mainly.
-DARK, should I say something? This attribute has probably the higher number of supports, probabl even more of the LIGHT one.
-Spellcaster, spellcaster support, wonder wand, and Secret Village of the Spellcasters (yeah, lol).
-Stats, nice body, 1200 ATK and 2000 DEF, respectively 1700 and 2500 under Necrovalley, great, isn't it?
Set this, opponent attacks, get another monster, possibly XYZ or Synchro. I really like this card, it was a quite popular engine alongside guard or descendant, before the tour engine appeared.
I want to talk about this card because of some things I'm thinking of. I really hate laggia, so I like Snowman Eater a lot, I was going to review that, but then I noticed that it was in the main page of wikia, so I decided not to. Thinking of some cards with a similar effect, I thought of guard. 1900 DEF, bounce effect, not bad, really. However the review is on Spy, and not Guard, and there's a reason. In quite some time I learnt some tricks with Spy. Other than being a R4, he is compatible with Necrovalley to be a 2500 body, to give quite some problems to the already named Laggia, but even without it you can take care of cards like Thunder King. However, leaving apart this ordinary stuff, I learnt how this card's type is awesome. Spy, Summon another GK, bounce the other GK (if you summoned one that's not LV4) for Birdman, then go into Arcanite with Spy. If you summon a LV4 gravekeeper you can then just bounce Spy to reuse it and go into arcanite however. But, that's not all, if you bring Recruiter you can bounce Spy to reuse it and go into a random LV6 Synchro, while searching with Recruiter's effect. However, the main thing is Secret Village of Spellcasters. I truly love that card. Summon Spy, he gets attacked but not destroyed, get a monster, activate Village and have two bodies (one of them is 2000 DEF, the other could be pretty much anything) that lock your opponent's spells. A thing like this would be game against Dark World, but even heroes can't do too much, based on the build, though. Just solemn once their Stratos and you've won.
Just think of a deck that plays Gravekeeper's Spy, Gravekeeper's Guard, Gravekeeper's Descendant, Gravekeeper's Recruiter, Birdman, Village, Necrovalley (well, good card, if you play against a spellcaster deck you don't want to lose right away during game 1, do you?), tons of protection...
I like it.
Good Match-Up against Dark World, Rabbit Laggia, little advantage against Wind-Up, sad match-up against Inzektors, Chaos Dragon and Magical post-ABYR. Inzektor can be killed just using some protections before he can pull off some loops and comboes, Chaos Dragon puts quite some giant monsters on the field, so it's difficult to win against them, but if you manage to go into colossal fighter you should have win, while Magical is quite different. If you have Village, they'll bypass the spell-locking effect, but if you have Necrovalley they'll kill it right after activating their field spell, that they can search way faster than us. I'm siding Cursed Seal of the Forbidden Spell for that exact reason. If you can forbid the opponent's field spell, you shouldn't have problems anymore against spellcaster decks, go into necrovalley and you're just fine. With the side deck we can shift into a village-only build, against decks that do automatically lose against this card, or into a regular (or little teched) gravekeeper, so that you can use the advantages you still have.
I was even thinking of a little madolche engine. 3 Majoleine, 1 Butlerusk, get to search what you need, but that's just a concept.
Just for the sake of knowing, I wrote this without any pre-thinking, since the planned CotW would have been Snowman Eater, so I improvised everything.
That's All, Stay Tuned.
No comments:
Post a Comment