Akira Posted February 10, 2009 Report Share Posted February 10, 2009 Yeah I know, "Gravekeeper's suck at Special Summoning, they only work with oppression, you're diminishing their win condition, yada yada yada..." but I'm serious guize, this could cause some big time despair... ( 18 )3 Goldd, Wu-Lord of Dark World3 Sillva, War Lord of Dark World3 Gravekeeper's Commandant3 Gravekeeper's Spy2 Broww, Huntsman of Dark World2 Gravekeeper's Assailant1 Gravekeeper's Guard1 Morphing jar ( 19 )3 Allure of Darkness3 Royal Tribute3 Burden of the Mighty3 Necrovalley3 Dark World Dealings1 Card Destruction1 Heavy Storm1 Giant Trunade1 Brain Control ( 3 )3 Solemn Judgment Royal Tribute turn 1 can devastate my opponent's options whilst giving me considerable advantage with the Dark World monsters, and Burden allows Golld/Sillva to run over practically anything my opponent chuck at me (with Solemn Judgment dealing with threats such as a pumped at Colossal Fighter) Crazy, but could it work? Link to comment Share on other sites More sharing options...
Skarlet Posted February 10, 2009 Report Share Posted February 10, 2009 Necrovalley spits on DWs Link to comment Share on other sites More sharing options...
Akira Posted February 10, 2009 Author Report Share Posted February 10, 2009 No it doesn't. Necrovalley prevents cards that target other cards in the grave, and also prevents you from removing cards in the graveyard from play. Since Dark World cards activate in the grave, I've no problem using them with Necrovalley. Link to comment Share on other sites More sharing options...
Mr. Judgment Dragon Posted February 11, 2009 Report Share Posted February 11, 2009 I think this can work. Link to comment Share on other sites More sharing options...
lordtyson Posted February 11, 2009 Report Share Posted February 11, 2009 i would say add another Guard2 will work better than none Link to comment Share on other sites More sharing options...
Akira Posted February 11, 2009 Author Report Share Posted February 11, 2009 i would say add another Guard2 will work better than none I prefer Guard in defensive builds/ builds that can utilise Guard as tribute material. That's why I'm running 2 Assailant instead for extra aggression. Link to comment Share on other sites More sharing options...
lordtyson Posted February 11, 2009 Report Share Posted February 11, 2009 yeah keep the assailants if you want aggression and add guards if you need defense Link to comment Share on other sites More sharing options...
werewolfjedi Posted February 11, 2009 Report Share Posted February 11, 2009 I would say hand destruction as well in here.- 3 allure+3 hand destruction. allure removes from play, so it can't trigger DW effect summons.Hand D. does, even if it does allow your opponent to draw. and side dark necrofear for lols. (I actually did use dark necrofear in a DW deck, it worked really well. but here necrovalley would get in the way.) Link to comment Share on other sites More sharing options...
That Fat Guy Posted February 11, 2009 Report Share Posted February 11, 2009 I like this idea. Can't think of any tweaks at the moment. Good luck with it. Link to comment Share on other sites More sharing options...
Akira Posted February 11, 2009 Author Report Share Posted February 11, 2009 I would say hand destruction as well in here.- 3 allure+3 hand destruction. allure removes from play' date=' so it can't trigger DW effect summons.Hand D. does, even if it does allow your opponent to draw. and side dark necrofear for lols. (I actually did use dark necrofear in a DW deck, it worked really well. but here necrovalley would get in the way.)[/quote'] Hand Destruction doesn't work with Dark Worlds because it says "send" not "discard". Link to comment Share on other sites More sharing options...
werewolfjedi Posted February 12, 2009 Report Share Posted February 12, 2009 I would say hand destruction as well in here.- 3 allure+3 hand destruction. allure removes from play' date=' so it can't trigger DW effect summons.Hand D. does, even if it does allow your opponent to draw. and side dark necrofear for lols. (I actually did use dark necrofear in a DW deck, it worked really well. but here necrovalley would get in the way.)[/quote'] Hand Destruction doesn't work with Dark Worlds because it says "send" not "discard". oh, well nvm then. Link to comment Share on other sites More sharing options...
Chevalier Posted February 13, 2009 Report Share Posted February 13, 2009 Necrovalley prevents cards that target other cards in the grave' date=' and also prevents you from removing cards in the graveyard from play. Since Dark World cards [i']activate[/i] in the grave, I've no problem using them with Necrovalley. That's right. Cards like PLZ and Malicious works fine with Valley. OT:-1 Burden-1 Trunade-1 Assailant+3 Rai-Oh Link to comment Share on other sites More sharing options...
Akira Posted February 13, 2009 Author Report Share Posted February 13, 2009 Necrovalley prevents cards that target other cards in the grave' date=' and also prevents you from removing cards in the graveyard from play. Since Dark World cards [i']activate[/i] in the grave, I've no problem using them with Necrovalley. That's right. Cards like PLZ and Malicious works fine with Valley. OT:-1 Burden-1 Trunade-1 Assailant+3 Rai-Oh Malicious doesn't work with Valley because it also has the effect that stops cards in the grave being removed from play. But yeah, PLZ works just fine. On the topic of Thunder Kings, I'd give them a try if I can get hold of any =/ They'd certainly help this deck's problem of not being able to run big stuff over.. Link to comment Share on other sites More sharing options...
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