
Gravekeeper gameplay guide
The Gravekeeper Monsters
Gravekeeper's Commandant (x1-3)
Gravekeeper's Commandant is a free search card from Necrovalley, not a one-per-turn. It's a 4 star card so it can be used for rank 4 Xyz. Commandant is the number 1 choice to search from Necrovalley Throne or Gravekeeper's Destiny . Overall, a great card for the deck.
Gravekeeper's Spiritualist (x0-3)








Gravekeeper's Spiritualist
ATK:
1500
DEF:
1500
During your Main Phase, if "Necrovalley" is on the field: You can Fusion Summon 1 Spellcaster Fusion Monster from your Extra Deck, using this card you control and other monsters from your hand or field as Fusion Material. You can only use this effect of "Gravekeeper's Spiritualist" once per turn.
Gravekeeper's Heretic (x0-2)
This card can be quite fun to play sometimes, especially in metas that focus heavily on the graveyard, or decks that destroy monsters on the field with effects. Therefore, Heretic can be a reasonable choice in some special cases.
Gravekeeper's Headman (x0-3)








Gravekeeper's Headman
ATK:
500
DEF:
1500
If this card is Summoned: You can target 1 Level 4 "Gravekeeper's" monster in your GY; Special Summon it in Attack Position or face-down Defense Position. You can only use this effect of "Gravekeeper's Headman" once per turn. This effect is unaffected by "Necrovalley".
Headman is an archetype resurrecting card that can be easily found through the Gravekeeper's Destiny ability. You can resurrect Gravekeeper's Spiritualist to quickly summon Supernaturalist . I personally enjoy playing this card, but it is not required in the deck.
Gravekeeper's Visionary (x0-1)
Ishizu Ishtar's Duel Links ace card is made very playable thanks to her Gravekeeper's Destiny ability. With Visionary , all of your monsters gain 1000 ATK, while your opponent's monsters lose 1000 ATK. Visionary itself also gains 200 ATK for each Gravekeeper monster in the graveyard.
Tribute only one Gravekeeper's monster instead of two to Summon, and can prevent being destroyed as long as you have a Gravekeeper's monster in your hand to discard.
Gravekeeper's Oracle (x0-1)








Gravekeeper's Oracle
ATK:
2000
DEF:
1500
You can Tribute 3 monsters or 1 "Gravekeeper's" monster to Tribute Summon (but not Set) this card. When this card is Tribute Summoned: You can activate any of these effects, and resolve in sequence, up to the number of "Gravekeeper's" monsters Tributed for its Summon; ● This card gains ATK equal to the combined Levels that all monsters Tributed for its Tribute Summon had on the field x 100. ● Destroy all Set monsters your opponent controls. ● All monsters your opponent currently controls lose 2000 ATK/DEF.
I don't recommend playing this card unless a deck like Ghostrick comes back into the meta. The effect of destroying all face-down monsters isn't bad, and the 2000 ATK/DEF reduction can sometimes be game-changing, but this card is too resource-intensive, so it's not the best choice.
Gravekeeper's Chief (x0-2)
This card is a better resurrection option than Gravekeeper's Headman , but requires a monster to be sacrificed. Chief allows you to use your graveyard while still locking your opponent's graveyard.
Gravekeeper's Spy (x0)
Gravekeeper's Priestess (x0)
Priestess is a card that makes the entire field look like it has Necrovalley but without locking the grave. She also increases the ATK/DEF of all Gravekeeper's monsters by 200. However, Priestess is really bad, and I can't think of any reason to play her.
Gravekeeper's Recruiter (x0-3)
Recruiter is a good card to sacrifice for summoning, and is a valuable addition, especially since the Gravekeeper's Destiny ability provides an additional Gravekeeper's sacrifice summon in addition to the normal summon.
Recruiter can search Gravekeeper's Commandant to indirectly search Necrovalley . This card can search all Gravekeeper's monsters except Gravekeeper's Visionary , Gravekeeper's Spy , and Gravekeeper's Guard . Unfortunately, you need to control this card to activate the effect, so you can't discard it from your hand to activate the effect.
Gravekeeper's Descendant (x0)
Descendant is a way to activate Gravekeeper's Recruiter and remove your opponent's monster. It cannot sacrifice itself, but can be revived by Gravekeeper's Headman . Its effect is not limited to once per turn, so you can use it as many times as you like. However, it is not recommended to play this card.
Gravekeeper's Cannonholder (x0)
Cannonholder is an archetypal version of Cannon Soldier with 700 damage instead of 500. The reason this card is balanced is because it belongs in a slow deck like Gravekeeper's . Maybe you can find a way to OTK combo? I feel like if you try hard enough, someone can figure out how to OTK their opponent with this card. Unless you want to play this card as a unique OTK strategy, don't play this card.
Gravekeeper's Nobleman (x0)
Nobleman helps summon Gravekeeper's cards like Gravekeeper's Spy for free defense, Gravekeeper's Guard to return your opponent's important cards to the hand, or Gravekeeper's Ambusher to remove graveyard items in a deck that already has graveyard locked...? (I don't understand why Ambusher exists either.) Don't play this card.
Gravekeeper's Shaman (x0-3)








Gravekeeper's Shaman
ATK:
1500
DEF:
1500
Gains 200 DEF for each "Gravekeeper's" monster in your GY. Negate all monster effects that activate in the GY, except "Gravekeeper's" monsters. While "Necrovalley" is on the field, your opponent cannot activate Field Spell Cards, also Field Spell Cards cannot be destroyed by your opponent's card effects.
Shaman is... a card you can play! She's a combination of Gravekeeper's Supernaturalist and Gravekeeper's Chief , gaining 200 DEF for each Gravekeeper's monster in the graveyard. She's also one of the few Field Spell-locking cards in the game, preventing your opponent from activating a Field Spell. This can negate some important Field cards, but doesn't negate field cards already on the field, so it's quite a 3... .
Shaman also requires sacrifice, so why play her when we can play Gravekeeper's Supernaturalist , a much easier card to summon. Don't play this card.
Gravekeeper's Ambusher (x0)








Gravekeeper's Ambusher
ATK:
1700
DEF:
0
When this card is flipped face-up: You can target 1 card in your opponent's GY; place that target on the bottom of their Deck. If this card is sent from the field to the GY after being flipped face-up: You can target 1 "Necrovalley" card in your GY; add that target to your hand. These effects are unaffected by "Necrovalley".
Ambusher is the only card in the archetype that can restore Necrovalley after it's destroyed, but if it's in the meta, Cosmic Cyclone can easily be played to counter it. Its effect only activates after being flipped, so it's not really that effective.
This card synergizes well with Book of Eclipse and Gravekeeper's Nobleman . Ambusher also returns cards from your opponent's graveyard to the deck. Honestly, I don't understand why you'd want to do that in a deck that focuses on locking down the entire graveyard. Like releasing prisoners from jail? Don't play this card.
Charm of Shabti (x0)
Handtrap is an archetype! Prevents combat damage! But not worth taking up deck space! Cards you want to protect like Gravekeeper's Visionary already have self-protection effects. This card also cannot be searched by Necrovalley Throne or Gravekeeper's Destiny , and is a dead card if you draw it alone. Don't play this card.
Do these leaves belong to the Archetype???
Since most of these cards have pretty simple effects, I'll compare them to existing cards. If they have a use case, I'll mention it.
Gravekeeper's Spear Soldier (x0)
Gravekeeper's name with Pentestag -like effect . I don't know why Konami likes to add piercing effect to random archetypes, but this card is not worth playing in any Gravekeeper's deck . It is a level 4 monster, so it can be used to summon level 4 Xyz and be revived by Gravekeeper's Headman .
Gravekeeper's Guard (x0-1)
Guard is a Compulsory Evacuation Device version of the archetype, activated when flipped face up. It synergizes well with Gravekeeper's Nobleman . The setup and abilities of this card are not ideal in the current meta, but it can be used as a Tribute for Gravekeeper's Destiny . It is also a Level 4 monster, so it can be used to Xyz Summon Level 4 cards and be revived by Gravekeeper's Headman .
Gravekeeper's Watcher (x0)
When the meta has many discard-based decks, this card could be a silver bullet, and is a 4-star monster called Gravekeeper's . As such, it can be discarded to trigger Gravekeeper's Destiny and revived by Gravekeeper's Headman . In fact, this card feels like it could be one of the evil sisters (like Ash Blossom & Joyous Spring ). Gravekeeper's Watcher & Hidden Temples , my favorite handtrap!
Gravekeeper's Vassal (x0)
This card can be used in PvE, but not PvP. You can use Vassal in a deck like Blue-Eyes White Dragon and Union Attack to maximize the result of the match. This card is pretty bad, and there are very few cards out there that only negate combat damage. Don't play this card.
Cards that combine with NecroValley
Gravekeeper's Assailant (x0)
When Assailant , a low ATK monster, declares an attack while Necrovalley is on the field, you can make your opponent's monster change battle position. It is a level 4 monster and is named Gravekeeper's , so it can be revived by Gravekeeper's Headman , but it is basically a useless card. Don't play this card.
A Cat of Ill Omen and An Owl of Luck (x0)
Cat and Owl are non- Gravekeeper's Flip monsters that search for Traps and field cards respectively. If Necrovalley is not on the field, the selected cards are placed on top of the deck, but if Necrovalley is present, the searched cards are added to the hand. Cat can be useful for searching for powerful Traps, while Owl can search for the Necrovalley field card. These Gravekeeper 's pets are also not played.
Handtraps
Handtrap








Lord of the Heavenly Prison
ATK:
3000
DEF:
3000
During your Main Phase: You can activate this effect; this card in your hand becomes revealed until the end of your opponent's turn. While this card is revealed by this effect, Set cards on the field cannot be destroyed by card effects. If a Set Spell/Trap Card is activated (except during the Damage Step): You can Special Summon this card from your hand, then, if you activated this effect while this card was revealed, you can reveal and Set 1 Spell/Trap directly from your Deck, but banish it during the End Phase of the next turn. You can only use 1 "Lord of the Heavenly Prison" effect per turn, and only once that turn.








Kiteroid
ATK:
200
DEF:
400
During damage calculation, if your opponent's monster attacks directly (Quick Effect): You can discard this card; you take no battle damage from that battle. During damage calculation, if your opponent's monster attacks directly (Quick Effect): You can banish this card from your Graveyard; you take no battle damage from that battle.
All of the following handtraps work quite well as core cards in the deck if needed. Lord of the Heavenly Prison and Nibiru, the Primal Being cannot be special summoned if you use Gravekeeper's Destiny . Who knows, Konami might one day improve this to allow Nibiru and Lord , as Gravekeeper's isn't a strong deck so it might get buffed
Spell/Trap
Necrovalley (x1-3)
Necrovalley is a classic Yu-Gi-Oh! Graveyard Lock card. It disables banishment from the graveyard, so cards like Orcust Harp Horror cannot be activated. It also disables cards that move cards in the graveyard to another location, so cards like Lyrilusc - Beryl Canary and Pot of Avarice cannot be activated.
The Type and Attribute changes in the graveyard are quite specific, the only card that comes to mind right away is Zombie World . In Gravekeeper's deck, it increases ATK/DEF for all monsters by 500. This card is the heart and soul of Gravekeeper's , the best card in the deck. In normal Gravekeeper's decks, this card is a must-play.
Necrovalley Throne (x1-3)
Throne is a great searcher, allowing you to add a Gravekeeper's monster from your deck to your hand or provide an extra normal summon for Gravekeeper's , helping to build a stronger board. For decks that usually only normal summon -> activate effects, can special summon and end the turn, this card is a powerful addition.
It's a hard OPT card, so drawing multiple copies can cause a jam. Usage usually depends on the number of cards in the deck. I usually play two copies, but in a 30-card deck, three copies might be better.
Hidden Temples of Necrovalley (x0-3)
Hidden Temples is an excellent floodgate card, limiting all special summons to Gravekeeper's , but only if you control Necrovalley and a Gravekeeper's monster . This card can be a burden for your opponent to remove, especially if they don't play a backrow break. I really like Hidden Temples .
Gravekeeper's Stele (x0)
Stele is a good recovery card, but not really worth playing right now. It can be useful for recovering cards like Gravekeeper's Headman or Gravekeeper's Spiritualist , but overall I don't recommend playing this card.
Imperial Tombs of Necrovalley (x0-3)
Imperial Tombs is an Omni-Negate card when you control Necrovalley and a Gravekeeper's monster. It's a once-per-turn limit card, but an omni-negate is always a good addition to the field.
Rite of Spirit (x0-3)
Rite of Spirit is the archetype's Trap version of Monster Reborn , only for your graveyard. This card is not affected by Necrovalley , so there's no need to worry about having its effects negated.
Necrovalley Temple (x0)








Necrovalley Temple
While a "Gravekeeper's" monster(s) and "Necrovalley" are both on the field, monsters your opponent controls lose 500 ATK/DEF. Once per turn, during the Main Phase, if you control no card in your Field Zone: You can activate 1 "Necrovalley" directly from your hand or GY. If this card in your possession is destroyed by an opponent's effect and sent to your GY: You can Set 1 "Necrovalley" Spell/Trap directly from your Deck, except "Necrovalley Temple".
Necrovalley Temple is a good anti -Mystical Space Typhoon card, allowing you to activate Necrovalley from your graveyard or hand on any turn. It also has a secondary effect that reduces your opponent's monster's ATK/DEF by 500, but only if you control a Gravekeeper's monster and Necrovalley . When the Temple is destroyed, you can set a Necrovalley Spell/Trap card from your deck to the field!
Staple








Book of Eclipse
Change all face-up monsters on the field to face-down Defense Position. During the End Phase of this turn, change as many face-down Defense Position monsters your opponent controls as possible to face-up Defense Position, then your opponent draws cards equal to the number of monsters changed face-up by this effect.








Forbidden Droplet
Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.
This deck can comfortably play any Staple.
Extra Deck
Gravekeeper's Supernaturalist (x1-3)








Gravekeeper's Supernaturalist
ATK:
2000
DEF:
2000
2 "Gravekeeper's" monsters Gains ATK/DEF equal to the combined original Levels of the materials used for its Fusion Summon x 100. While "Necrovalley" is on the field, this card, and any card in your Field Zone, cannot be destroyed by card effects. During your Main Phase: You can activate this effect; during the End Phase of this turn, add 1 "Gravekeeper's" monster or 1 "Necrovalley" card from your Deck to your hand. You can only use this effect of "Gravekeeper's Supernaturalist" once per turn.
Supernaturalist is a very interesting card. As of this writing, it is the only Gravekeeper's Extra Deck monster. It has three effects (WOW, VRAINS?! 3 Effects?!), so I'll break them down individually:
- Effect 1 : A bit boring, but can be useful. Supernaturalist gains ATK equal to the total level of the Fusion materials used to summon it, usually 600-700 ATK, making its ATK around 3100 when Necrovalley is on the field!
- Effect 2 : While Necrovalley is on the field, it cannot be destroyed by card effects, and the same goes for Field Spells. This synergizes well with Dark Hole , allowing us to play a surprise Dark Hole on turn three. It's also a good anti -Mystical Space Typhoon (which is superior to Necrovalley Temple ), but not as effective against Cosmic Cyclone (which unfortunately gets more play now because of Utopia . Damn, Utopia !).
- Effect 3 : Every Main Phase, you can choose to search for a free Gravekeeper's or Necrovalley card, which activates during the End Phase of the respective turn. This effect usually activates every turn, setting you up for the next turn, if there is a next turn (with the way the meta is going, maybe not...). But it also thins out the deck, which is always nice.
Popular Link Cards







Day-Breaker the Shining Magical Warrior
ATK:
1600
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 Spellcaster monsters If this card is Link Summoned: Place 1 Spell Counter on it. Gains 300 ATK for each Spell Counter on it. You can only activate each of the following effects of "Day-Breaker the Shining Magical Warrior" once per turn. ● If a Spellcaster monster(s) is Special Summoned to a zone(s) this card points to: Place 1 Spell Counter on this card. ● You can remove 2 Spell Counters from this card, then target 1 card on the field; destroy it.







Knightmare Cerberus
ATK:
1600
LINK-2
Link Arrow:
Top
Left
2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Special Summoned monster in your opponent's Main Monster Zone; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Cerberus" once per turn. Co-linked monsters you control cannot be destroyed by card effects.







Knightmare Unicorn
ATK:
2200
LINK-3
Link Arrow:
Left
Right
Bottom
2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.







I:P Masquerena
ATK:
800
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.







Artemis, the Magistus Moon Maiden
ATK:
800
LINK-1
Link Arrow:
Top
1 Level 4 or lower Spellcaster monster If another "Magistus" monster(s) is Normal or Special Summoned while you control this monster (except during the Damage Step): You can target 1 of those monsters; equip this card you control to it. While this card is equipped to a monster: You can add 1 "Magistus" monster from your Deck to your hand. You can only use each effect of "Artemis, the Magistus Moon Maiden" once per turn. You can only Special Summon "Artemis, the Magistus Moon Maiden" once per turn.







Knightmare Phoenix
ATK:
1900
LINK-2
Link Arrow:
Top
Right
2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.







Underworld Goddess of the Closed World
ATK:
3000
LINK-5
Link Arrow:
Top
Top-Right
Right
Bottom
Bottom-Right
4+ Effect Monsters You can also use 1 monster your opponent controls as material to Link Summon this card. If this card is Link Summoned: You can negate the effects of all face-up monsters your opponent currently controls. This Link Summoned card is unaffected by your opponent's activated effects, unless they target this card. Once per turn, when your opponent activates a card or effect that Special Summons a monster(s) from the GY (Quick Effect): You can negate the activation.
Since we only have one Extra Deck monster of the archetype, Mercenary Link cards are a good choice for the Extra Deck.
Leaves that come with Super Poly








Ultimate Ancient Gear Golem
ATK:
4400
DEF:
3400
"Ancient Gear Golem" + 2 "Ancient Gear" monsters Must be Fusion Summoned. If this card attacks a Defense Position monster, inflict piercing battle damage. If this card attacks, your opponent cannot activate Spell/Trap Cards until the end of the Damage Step. If this card is destroyed: You can target 1 "Ancient Gear Golem" in your GY; Special Summon it, ignoring its Summoning conditions.








Mudragon of the Swamp
ATK:
1900
DEF:
1600
2 monsters with the same Attribute but different Types Your opponent cannot target this card, or monsters on the field with the same Attribute as this card, with card effects. Once per turn (Quick Effect): You can declare 1 Attribute; this card becomes that Attribute until the end of this turn.








Masquerade the Blazing Dragon
ATK:
2500
DEF:
2000
1 "Despia" monster + 1 LIGHT or DARK monster While you control this Fusion Summoned card, your opponent must pay 600 LP to activate cards or effects. If your opponent controls a Ritual, Fusion, Synchro, Xyz, or Link Monster, while this card is in your GY (Quick Effect): You can Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Masquerade the Blazing Dragon" once per turn.








Elemental HERO Sunrise
ATK:
2500
DEF:
1200
2 "HERO" monsters with different Attributes Must be Fusion Summoned. Monsters you control gain 200 ATK for each different Attribute you control. You can only use each of the following effects of "Elemental HERO Sunrise" once per turn. ● If this card is Special Summoned: You can add 1 "Miracle Fusion" from your Deck to your hand. ● When an attack is declared involving another "HERO" monster you control: You can target 1 card on the field; destroy it.








Starving Venom Fusion Dragon
ATK:
2800
DEF:
2000
2 DARK monsters on the field, except Tokens If this card is Fusion Summoned: You can make this card gain ATK equal to 1 opponent's Special Summoned monster, until the end of this turn. Once per turn: You can target 1 Level 5 or higher monster your opponent controls; until the End Phase, this card's name becomes that monster's original name, and replace this effect with that monster's original effects. If this Fusion Summoned card is destroyed: You can destroy all your opponent's Special Summoned monsters.








El Shaddoll Apkallone
ATK:
2500
DEF:
2000
2 "Shaddoll" monsters with different Attributes Must first be Fusion Summoned. Cannot be destroyed by battle. You can only use each of the following effects of "El Shaddoll Apkallone" once per turn. ● If this card is Special Summoned: You can target 1 face-up card on the field; negate its effects. ● If this card is sent to the GY: You can add 1 "Shaddoll" card from your Deck or GY to your hand, then discard 1 card.
Super Polymerization allows you to steal your opponent's monsters and turn them into powerful Fusion monsters. These work better in Fusion-focused metas, where stealing yours is easier.
The common XYZ Rank 4








Abyss Dweller
ATK:
1700
DEF:
1400
2 Level 4 monsters While this card has a material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn (Quick Effect): You can detach 1 material from this card; your opponent cannot activate any card effects in their GY this turn.








Number 70: Malevolent Sin
ATK:
2400
DEF:
1200
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3.
Since you can summon two level 4 monsters in some cases, these level 4 Xyz cards are meant to directly deal with specific threats. Number 70: Malevolent Sin and Dark Rebellion Xyz Dragon are often used to deal with high ATK monsters, Tornado Dragon helps deal with heavy backrows or annoying Field/Trap continuous cards, and Abyss Dweller is for Graveyard-dependent Decks (which aren't needed much since they're negated by Necrovalley ). I usually go for just Number 70 or Dark Rebellion , sometimes both.
Skill
Gravekeeper's Destiny (Skill Card) (100%)






Gravekeeper's Destiny (Skill Card)
ATK:
0
DEF:
0
You can only use this Skill's second effect once per Duel. 1: You cannot Normal or Special Summon (excluding Special Summons from the Extra Deck) any monsters, except "Gravekeeper's" monsters. 2: Send 1 "Gravekeeper's" monster from your hand to the Graveyard, then add 1 "Gravekeeper's" monster from your Deck to your hand. During this turn, you can Tribute Summon 1 "Gravekeeper's" monster in face-up Attack Position during your Main Phase in addition to your regular Normal Summon/Set. 3: At the start of the Battle Phase, if you control "Gravekeeper's Visionary", all monsters you control gain 1000 ATK/DEF until the end of this turn, and all monsters your opponent controls lose 1000 ATK/DEF until the end of this turn.
I will analyze each effect of this skill separately for easy understanding:
- Effect 1 : Locks you from normal or special summoning only Gravekeeper's monsters. Cannot special summon Nibiru, the Primal Being , or Lord of the Heavenly Prison .
- Effect 2 : Allows you to discard a Gravekeeper's monster from your hand to the graveyard to search for another Gravekeeper's monster, helping set up Gravekeeper's Headman or start a combo with Gravekeeper's Recruiter . The second part of this effect provides an additional Gravekeeper's Tribute Summon in addition to the normal summon/set, allowing for a free Gravekeeper's Chief or Gravekeeper's Visionary . The effect is great, but unfortunately can only be used once per battle.
- Effect 3 : If you control Gravekeeper's Visionary , your monsters gain 1000 ATK, and your opponent's monsters lose 1000 ATK. This is a great bonus to an already good skill, and can sometimes be the deciding factor between winning and losing.