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Pojo's Yu-Gi-Oh Card of the Day

Super Rare

As long as this card remains face-up on the field, all effects of Magic, Trap, and/or Effect Monster Cards that involve Graveyards are negated and neither player can remove cards in the Graveyards from play. In addition, increase the ATK and DEF of all monsters that includes "Gravekeeper's" in their card name by 500 points.

Type - Spell
Card Number - DR1-EN032

Card Ratings
Traditional: 3.5
Advanced: 4.5

Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.

Date Reviewed - 08.26.05



Obviously this gets a 5/5 in Gravekeeper Decks, so let’s focus on its use OUTSIDE of Gravekeeper Decks.

It prevents both players from removing from Graveyards (so it does stop the summoning of BLS-EotB). It also prevents players from targeting cards in the Graveyard (so it stops Premature Burial, Call of the Haunted, and Magician of Faith).

It does NOT stop cards that activate in the Graveyard. V-Lord, Serpent and Phoenix will still return. Sangan, Tomato, Turtle (Pyramid AND UFO) and Rat will still get to search. Momonga will still give you 1000 Life Points, and you’ll still be able to summon the others.

That being said, it can be a decent anti-Chaos Side Deck choice, I suppose, since Magician of Faith is so damn popular these days. Why not try it?

And again…Gravekeepers…kinda blatant.

CCGCC: 3/5
Gravekeeper Deck: 5/5

ExMinion OfDarkness

Sometimes, things aren't always as they seem.

...or rather, the best uses for something aren't always the ones laid out right in front of you.

If you run Gravekeeper monsters, you most likely run Necrovalley. However, there are other uses for this Field Spell outside of that particular deck.

Burn decks can actually get a helping hand from this. Everyone plays 2 Magician of Faith now, and given that Change of Heart isn't coming back with the new list most likely, everyone will STILL play 2 MoFs (just for the chance of reusing Pot or Confiscation.) Plus, everyone plays Call of the Haunted, Premature Burial, and BLS (until October). That's 5-6 commonly played cards that this thing negates; if your opponent already wasted their Heavy Storm, and you play this, odds are that Heavy isn't coming back any time soon and the rest of your S/Ts are safe.

There are other uses outside of Burn as well; if nothing else, it can tech against your opponent's broken cards, and if you run other (possibly better) cards, you set yourself up to have an advantage or at least draw M/T removal away from the traps you REALLY want to save.

Traditional: 3.5/5 (it's overrun by Chaos here, and shutting off your opponent's ability to bring out an Envoy is big)
Advanced: 4/5 (a GK deck made Top 8 at SJC Indy, and another one came fairly close; I wouldn't be suprised if the other GK deck made Top 8 at another event, then everyone netdecked it and started winning with the netdeck.)

Coin Flip
And now we come to Necrovalley, the card that may be the most powerful attribute of the Gravekeeper's deck.

GK has some of the most powerful and successful support in the game. Noone does exactly what they do. They have the only Spellcaster with Piercing Battle Damage (aka Trample), a monster that generates +1 advantage as well as acts as a 2000 Defender, a monster that puts out a free Enemy Controller each time it attacks, and even a modified Cannon Soldier and Hane-Hane. Each one is searchable by Mystic Tomato with only one exception, and that's the Chief (do not mention him, please). Heck, even the Chief is searchable by the upcoming Magician's Circle. This gives each and every one of them an unbelievable 500/500 boost and restricts the action of your opponent while allowing you to play completely free recursion and unbelievable hand destruction. There are three non-Monster cards that support GK, and they are ALL good.

Necrovalley is the activation condition for the Enemy Controller monster and the unbelievable hand destruction card. The GK deck is simply insane in premise because many of the cards in it are good even without a specific combo, making GK the most reliable combo deck in the game.

While I cannot say much for the use of this card in General, where its lockdown and huge boost are vastly unappreciated, the card is an absolute staple in GK. I often cite GK as the best theme ever released by Konami for the sole reason that it is so solid that some of its best cards are featured in deck not based around the GK theme. While perhaps not the best deck in the environment, I would have to be an idiot to say they weren't VERY good.

5/5 Gravekeeper's deck
Snapper Necrovalley

Our final card this week has nothing to do with CRV or Spiritual Arts; it's Necrovalley!

Whilst Necrovalley is active, all effects that affect a card in the Graveyard are negated and nobody can remove cards in the Graveyard from play. On top of that, it gives a 500 point boost to the ATK and DEF of all monsters with "Gravekeeper's" in their card name. To sum up what Necrovalley stops in one surprisingly short sentence, Necrovalley stops cards like Monster Reborn, Magician of Faith, Fiber Jar, Dark Necrofear, and Bazoo the Soul-Eater.

While it does stop a nice assortment of cards, it fails to negate those cards which can be a tad more threatening, like Sangan, Sinister Serpent, Vampire Lord, Mystic Tomato, Twin-Headed Behemoth, and so on. While it isn't a drawback, the "what could have been" factor activates, and you wonder what Necrovalley could have been had it stopped all Graveyard related cards. But then, if you desire to stop those effects, you could just use The End of Anubis, which we'll discuss some other day…

For the time being though, Necrovalley stops one thing in particular that makes its inability to stop Graveyard activating effect of little
importance: BLS. Because the opponent is unable to summon the double attacking 3000 ATK monster while Necrovalley is active, Gravekeeper Decks, which almost always use Necrovalley, can be a threat to be reckoned with.
Throw in the fact that it gives Gravekeepers a boost as well as special privileges, and it's no wonder Gravekeepers are such a favorite way to stop the almighty one.

All in all, Necrovalley is a crucial addition to Gravekeeper Decks, and a nice tool to use when countering Chaos. Sure it isn't the perfect tool for his feat, but it gets the job done.

Advanced (Gravekeeper Deck): 5/5. The rating doesn't really say much about Necrovalley's usage on the whole, but I'm sure you get the picture.
Traditional (Gravekeeper Deck): 5/5. Don't forget, it can stop CED too.
Advanced (Gravekeeper Deck): 5/5.
Art: 3/5. Meh, the Egyptian theme never struck a chord with me…

Dark Paladin
As this week of No Monsters comes to a close, we come to the only Magic card we're reviewing this week...


Necrovalley is obviously the Focal Magic Card for the ever more playable Gravekeeper deck. The traditional 500 point boost for Gravekeepers is quite nice.

So, this card gives 500 Attack AND Defense (which is unique for a Field
spell) to Gravekeepers. Though Field Magic cards are generally not used since they are Continuous, this one is worth using.

If it weren't enough that this powers up Gravekeepers, it adds in a Bonus...or a Curse I suppose, of a dual sided no revival from the Graveyard. This is one of those double edged sword deals.

It's good that your opponent can't revive anything, but it's NOT so good that you can't revive anything. This card is also a nice little Anti-Chaos ally, and might be worth a side-deck slot.


Traditional: 4.0/5
Traditional Gravekeeper: 4.5/5
Traditional Side-deck: 4.25/5

Advanced: 4.5/5
Advanced Gravekeeper: 5.0/5
Advanced Side-deck: 4.75/5

You stay classy, Planet Earth :)
Rj Necrovalley
Group: Spell Card
Type: Spell
As long as this card remains face up on the field, all effects of Magic, Trap, and/or Effect Monster Cards that involve Graveyards are negated and neither player can remove cards in the Graveyard from play. In addition, increase the ATK and DEF of all monsters that includes 'GraveKeeper's' in their card name by 500 points.
Good old Necrovalley =].

Gravekeepers have like 13 card of direct support, with other good cards like Terraforming to help their case. When this card is on the field, it is one heck of a pest, for your opponent that is. You, on the other hand will be living it up! 3-4 of their cards are now dead (BLS, Premature, and Call), and with your Chief out, you can do whatever you want in YOUR graveyard.

I don't feel like looking up all the rulings, Im sure a more reliable CoTD reviewer like Lord Tranorix or EmoD will share that with you guys xD.

I have seen my friends from my Local shop Galactic Goods, tech this card, it kinda worked, but kinda didn't. The idea of it is, Premature Burial, and Call Of The Haunted are not staples, not at all. They are better if you use beatsticks, or a deck that can easily combo off, like a Draw Engine decktype (See Jaeloves article on the Team Savage Vs. Team Comic Odyssey team match, the deck David "f00b" Simon was using was a "Draw Engine" deck ;] ), so, if you use a deck with smaller monsters, say a control type deck (Shrug), leave out Call or Premature, and try splashing this in =/. I ono ;x.

Traditional: Harpies? Dark Hole and Raigeki for the GK Swarm? No thanks. 1/5

Advanced: 4/5 Staple in Gravekeeper decks, a good card all around.

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