[dragonboy1@optonline.net]
Evil Post-Ban Deck Types, Malcolm
Hello, everyone. This is my second post, actually my third (my other name is Ishinara, but the things posted in the post that has that name are a bunch of BULL%$#@),  so you may have read my last post called "Awesome Attack Locks", If not, you haven't seen the beginning of this month. Anyways I wanted to see what people thought of the new deck types the ban list is promoting, and really, I agree with them. Please don't send me hate-mail just because I said that, because when I first saw it, it made me HATE, absolutely Hate Konomi (I played a Chaos/Yata deck), but then I saw that it would actually help me (My CED was stolen on a plane trip during the summer [along with my Shinato and my Guardian Angel Joan {all of which were in my Chaos Deck}]). A Yu-Gi-OH Veteran at my local Yu-Gi-OH place had a deck that no one could defeat: A Burn/Stall deck. This guy had many decks that I could crush with my Chaos Deck (I, fortunately, was the only one who played Chaos [the Metagame was Beatdown there]), then he comes out of the blue with this deck with NO beatdown monsters. I was thinking "His other decks are so weak, I can crush them with my little pinky, even his Instant win deck was hardly even a threaght, what's this gonna do?" He played it,................and CRUSHED ME LIKE A BUG!!! Sorry abou that, anyways, here are the deck types and why they are good. I won't tell you how to build them, I'll just give you the staple cards to use.
 
 
1. Gravekeepers Deck:
 
Staples:
Spells:
3x Necrovalley: Essential, plain and simple.+ 500 ATK and DEF is nothing to scoff at, and blocking off the graveyard is just an added annoyance (for your opponent that is).
3x Terraforming: need I explain why? 2 x the chances that you'll get Necrovalley.
Traps:
3x Rite of Spirit: Basically an upgraded form of monster reborn for your gravekeepers. Not affected by Necrovalley is HUGE plusses in this deck, It's also a trap so you can activate it on your opponents turn, EVIL.
3 or 4 trap and magic negators: I recommend Curse of Royal, Magic Jammer, 7 tools, or Judgement of Anubis(if you can get it). #1 concern in a Gravekeepers deck: PROTECT NECROVALLEY, otherwise all your 2000 ATK Kill Cards become 1500 weaksticks (that's why you have 3 in this deck. 6, counting the terraformings).
Monsters:
3x Gravekeepers Assailant: Oh, you seem to have an Archfiend Soldier equipped with an Axe of Despair and Mellevolent Nuzzler, and all I have is a puny 1500 ATK Gravekeepers monster. Oh, look what I play, Necrovalley. Now it's 2000 ATK. I Attack. Would you normally do that, No. If the monster just happened to be Gravekeepers Assailent would you, YES! Let's go on with the story saying that the Gravekeepers Monster is Gravekeepers Assailent. I attack, I switch your 3600 ATK  monster into Defense. It seams only to have 1500 DEF. OUCH! (your opponent is a sore loser and hits you because he refuses to believe you completely crushed his most powerful monster [Once my opponent did hit me when I Raigeki'd his feild after he played Lord of D. and activated 2 Flutes of Summoning dagons on 3 Blue Eyes and a Tri Horned Dragon on  the first turn]).
3x Gravekeepers Spear Soldier: 2000 ATK, 4 star Trampler (does damage if your opponents monster is in defence, for those of you who didn't know) W/ Necrovalley out. Sick, Evil, and JUST PLAIN NUTS!!!
3x Gravekeepers Spy: your opponent has a berserk gorrila running a rampage? No problemo. Set this little baby in defenceand have halted in it's tracks and you get any gravekeeper, except Gravekeepers Cheif from your deck and special summon it in F/U attack or defence. With Necrovally out your opponent takes 500 points of damage (because of her exceptional defence of 2000, then adding the Necrovalley ATK/DEF bonus 2500), you get a Gravekeepers Assailant, your next turn, You get a free shot at your opponents life points (switch Gorilla into defence, thus destroying it by its own effect, you redirect your attack at something else [like your opponents life points for instance]).
1x Gravekeepers Cheif: This is my least favorite Gravekeepers card, but it's a nice beatstick (2400 ATK). I agree with the only one Cheif on the feild at a time, but I think the other effect should have been "when this card is succesfuly tribute summoned select one monster with Gravekeepers on its name and special summon it in face up attack or defense, This cards effect is not effected by Necrovalley". Your graveyard being free will not be what you want. Even though Monster Reborn's gone ther still is Autonomous Action Unit, Soul Release, and other stuff I can't think of right now. You still basically get a Level 4 2400, no matter what happens. You could put in 2 of these, but that's MAX.
1x Gravekeepers Guard: Hane Hane's older, Gravekeeper brother. 1900 DEF is nice, because it's 2400 DEF W/ Necrovalley. The effect is nice, but that's all it is, no gamebreakingly BROKEN effects, so you should put in only 1.
3x Mystic Tomato: OK, now we get into the NON Gravekeeper monsters. In fact, in a Gravekeepers deck these are the only non-Gravekeepers you want in there. It's Basically this: get virtually any card from your deck when this card is destroyed in battle. It's like another 3 Spies.Evil, huh?
 
 
Strengths: It may not seem like it, but this basically is a beatdown deck, with all monsters exept 1 searchable. Its evil, just plain evil. I, Unfortunately haven't gotten to play with one of these, but they have unlimited potential. Second only in pure brute strength to well built water decks (average 4 star monster = 2600 ATK w/ A Legendary Ocean) Gravekeepers Decks tip the scales at 2000 ATK w/ Necrovalley per 4 star monster, but wait, there's more! Gravekeepers Decks also have the Impecable ability to SWARM. Also, the main backbone of the Deck, Necrovalley seems to have the ability to BLOCK OFF THE GRAVEYARD! The revival tool, Rite of Spirit, is a trap and is NOT AFFECTED BY NECROVALLEY!!!
 
Weaknesses: Another Gravekeepers deck will hurt because limiting them from their graveyard is just what they do. A Water Deck: A well built water de blows this deck away with all of their 5 star 2400's turning into 4 star 2600 when ALO is out. That's Just Wrong. Also a stall deck will hurt cause you can't attack. You might want to Side deck 3 Gravekeepers vassals just for that.
 
2. Water:
 
Staple Cards:
Spells:
3x A Legendary Ocean: Do I even Have to explain??? 1 less level for every single water monster and + 200 ATK! THIS CARD IS BROKEN. It's what allows Water decks to get, oh, let's say 2650 ATK 4 STAR MONSTERS!!!!!
3x Terraforming: same reason as in the Gravekeepers deck.
Traps:
2 or 3 Magic, Trap removers: Same reason as in Gravekeepers, but it's not as vitally important.
Monsters:
4-6 Level 5 2400's and 2450's water monsters. Whether it be Terrorking Salmon, or be it Giga Gagagigo (chuckle), these are what really make this deck shine. 2600 or even 2650 for a 4 star monster isn't right, sensible, or even COMPREHENDABLE!! It's evil, just that, there's nothing more to be said.
3 or 4 Level 4 1800+ water Monsters. Good ways to get around that nasty gravity bind, or level limit area B, for that matter. 2000+ ATK Lvl 3 monsters are evil as well.
1x The Legendary Fisherman. You know why that's in there.
3x Aqua Spirit: Aw common who doesn't love having your opponents strongest monster turned into defense. I Love it, and so should You.
Strengths: I don't HAve to tell you, do I?
Weaknesses: Another Water deck, I guess. A good Stall/Burn Would knock it around a bit, too.
 
I saved the Best, and mean BEST for last.
 
3. Stall/Burn
 
Staple cards:
Spell"s:
3x Level Limit Area B: stalling.
3x Messenger of Peace: again, stalling.
3x Burn Spells: The ones I can think of are Ookazi and Poison of the Old Man. I prefer Poison.
3x Wave Motion Cannon: 8 turns= instant death for opponent. Trust me, 8 turns go very fast.
2x Raregold Armor: trust me, Its evil, very, very evil in this deck.
1x Dark Room of Nightmare: an extra 300 damage will screw your opponent, very, VERY, much. Think about it: cannon soldier does the same damge as ookazi by killing a monster, ookazi does 1100 points now, and Poisons effects are much more equal now. Trust me, it adds upp ludicrously fast.
1x Infinite Cards: For ludicrously large hands, which is very bad for your opponent, very good for you.
1x Stumbling: switch monsters into defence when they're summoned, with Gravity Axe grarl, it makes it evil.
1x Gravity Axe Grarl: Here's a little combo, first turn: activate stumbling, then equip Gravity Axe grarlto a Monster: BOOM they cant attack (unless it's a total defence shogun, and those don't see mush play).
Traps:
3x Secret Barrel: CED is Gone, so people don't worry about their hand size any more. boom flip this when your opponent has over 5 cards on the feild and 5 in their hands. BOOM, they just lost 2000 points of damage. Since this is a stall deck their feild and hand will be pretty big.
2x Barrel Behind the Door: Just in case you run into another burn deck. Also, you can combine it with RoD and do double damage. Side deck one as well.
1x Magic Cylinder: stall, do damage: KILL.
1x Ring of Destruction: Combinewith BBoD to do massive life point damage.
1x Ceasefire: Ah, My favorite burn card, Ceasefire. Boom, activate this card all of his F/D flip effects, and defences are flipped F/U w/ no effects activated then do 500 points of damage for eery effect monster on the feild. In this deck that's probably around 3000 points of damage to your opponent for screwing up their strategy. That sounds fair.
Monsters:
3x Des Lacooda: Drawing power made crazy. 3 of these on the feild and you've got yourself 4 cards a turn you draw. believe me, it's evil.
3x Solar Flare Dragon: 3 on feild, 1 equipped with RA, or you have a PoD on the feild attack lock, and -1500 to your opponents life points each turn. EVIL.
2x Patrician of Darkness: Two words for why this monster is in here: Attack Locks.
2x Cannon Soldier: he's evil here too.
 
Strengths: OK, most decks wont be able to attack, you're doing massive damage to them, they are going to lose. Plain and simple.
Weaknesses: Another burn deck, I guess. Also a life point gain deck. You have limited demage inducing cards, they have pemanant life point increasing cards. Sidedeck 2 Simochi's for this.
 
Those are only the basic cards that you can use. Tweak them to liking and completely demolish your opponent. But in the Water Vs Gravekeepers thing I think That gravekeepers would win because of their swarming abilities and the fact that the Gravekeepers Assailant switches the strong attack weak defensed waters into defense, and the strong defense, weak attack monsters into attack.
 
I am Malcolm and you can E-Mail me at Dragonboy1@optonline.net
P.S. I have A Burn/Stall and I'm making a Gravekeepers.