Instructions for Playing Gravekeeper's

Instructions for Playing Gravekeeper's

Instead of playing our turn like the orcust or our monster like the braindead, this deck makes opp unable to touch the grave, Galaxy-Eyes player duellinks doesn't like this . This deck has extremely OP and mercenary cards for many decks - Necrovalley, this deck has a few cards that will activate effects when there is Necrovalley or protection or effects related to the name Necrovalley.

Sections covered in this guide:




DNA Of Deck

 

Necrovalley (x2-3)

UR Rarity
Necrovalley
UR Rarity
Necrovalley
Necrovalley
Spell Field
Necrovalley

    All "Gravekeeper's" monsters gain 500 ATK and DEF. Cards in the Graveyard cannot be banished. Negate any card effect that would move a card in the Graveyard to a different place. Negate any card effect that changes Types or Attributes in the Graveyard.


    REMEMBER IT EFFECTS YOU TOO!!!


    The name Necrovalley is an advantage in this deck because many cards have Necrovalley written in the text
    This card has the following effects:
    - Grave cards cannot be removed (banish)
    - prevents the effect of sending cards from the grave to another place
    - Prevents effects from changing the system or attribute under the grave
    - all your Gravekeeper's monsters gain 500 ATK/DEF



    CORE

     

    Gravekeeper's Recruiter (x2-3)

    SR Rarity
    Gravekeeper's Recruiter
    SR Rarity
    Gravekeeper's Recruiter
    Gravekeeper's Recruiter
    DARK 3
    Gravekeeper's Recruiter
    • ATK:

    • 1200

    • DEF:

    • 1500


    If this card you control is sent to your GY: Add 1 "Gravekeeper's" monster with 1500 or less DEF from your Deck to your hand.


    is a very good starter for the deck, usually you normally summon this one then use it as a link material to send it to the grave, and when it goes to the grave, you search for a Gravekeeper DEF 1500 or lower, usually a Commandant to Commandant search Necrovalley.


    Combo: normal Recruiter -> link to Artemis -> Recruiter search Commandant -> Commandant search Necrovalley.

    Gravekeeper's Commandant (x3)

    R Rarity
    Gravekeeper's Commandant
    R Rarity
    Gravekeeper's Commandant
    Gravekeeper's Commandant
    EARTH 4
    Gravekeeper's Commandant
    • ATK:

    • 1600

    • DEF:

    • 1500


    You can discard this card to the Graveyard; add 1 "Necrovalley" from your Deck to your hand.


    is the search card Necrovalley, nothing is strong until this card searches once per turn and Necrovalley will buff this card to 2100 ATK, and I often use this card as main damage in cases where there is no card or cannot be fusioned.

    Gravekeeper's Heretic (x1-3)

    R Rarity
    Gravekeeper's Heretic
    R Rarity
    Gravekeeper's Heretic
    Gravekeeper's Heretic
    DARK 4
    Gravekeeper's Heretic
    • ATK:

    • 1800

    • DEF:

    • 1500


    This card on the field is unaffected by all other card effects, as long as "Necrovalley" is also on the field.


    It is also one of the main damage of the deck, can reach 2300 ATK with necrovalley and is immune to all other effects (including your effects), so this is one of the monsters that has the ability to attack and defend. delicious, the weakness is that the 2300 body is still small compared to boss opp and must have necrovalley on the field to be immune

    Necrovalley Throne (x2-3)

    SR Rarity
    Necrovalley Throne
    SR Rarity
    Necrovalley Throne
    Necrovalley Throne
    Spell Normal
    Necrovalley Throne

      Activate 1 of these effects. ● Add 1 "Gravekeeper's" monster from your Deck to your hand. ● Immediately after this effect resolves, Normal Summon 1 "Gravekeeper's" monster. You can only activate 1 "Necrovalley Throne" per turn.


      As the deck's searcher, this card often searches for Commandant to search for Necrovalley. In addition, because this deck is quite slow, the normal summon effect sometimes has a very good effect.


      and this card is hard once per turn so it is often played x1 in Necrovalley builds according to the stun style

      Hidden Temples of Necrovalley (x1-3)

      SR Rarity
      Hidden Temples of Necrovalley
      SR Rarity
      Hidden Temples of Necrovalley
      Hidden Temples of Necrovalley
      Spell Continuous
      Hidden Temples of Necrovalley

        Activate only if both a "Gravekeeper's" monster and "Necrovalley" are on the field. Neither player can Special Summon monsters, except "Gravekeeper's" monsters. If either a "Gravekeeper's" monster or "Necrovalley" is not on the field, destroy this card.


        This card has an extremely bad ability because it prevents BOTH PLAYERS from special summoning, except for Necrovalley, which is a stun enjoyer and I usually play x3 of this card. But both Gravekeeper's and Necrovalley monsters must be on the field to activate, so sometimes (usually 96.69%) bricks, and if the above conditions are not met, this card will self-destruct @@

        Royal Tribute (x1-3)

        SR Rarity
        Royal Tribute
        SR Rarity
        Royal Tribute
        Royal Tribute
        Spell Normal
        Royal Tribute

          If you control "Necrovalley": Both players discard any monsters in their hands.


          As a stun enjoyer, I play this card x3 (writing this article makes me feel so evil)


          This card causes both players to discard all the monsters in their hand, because you usually only have 1 monster, so opp will be bitter because the monster goes to the grave, because when used, this card must have a necrovalley on the field, so the monster opp goes to the grave will be necrovalley. Dumb and helpless like main hentai NTR


          Necrovalley Temple (x0-1)

          R Rarity
          Necrovalley Temple
          R Rarity
          Necrovalley Temple
          Necrovalley Temple
          Trap Continuous
          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".


            This card is SOFT ONCE PER TURN!!!

            This card allows you to reduce opp's ATK/DEF by 500 so it's easier for you to punch negate or boss opp, so it often has the ability to bait negate (if you don't negate, your monster will punch you to death). But don't overestimate this card, because except for fusion cards, your monsters rarely kill monsters with 3000+ ATK.
            This card also reactivates necrovalley from the hand or grave, so it has a very good recovery ability, although it is a trap and slow, but usually when the opp turn comes, they use a broom or lightning storm to clear the backrow.

            When this card is destroyed, you also place 1 necrovalley spell/trap directly from your deck on the field, except Necrovalley Temple.

            Imperial Tombs of Necrovalley (x1-3)

            SR Rarity
            Imperial Tombs of Necrovalley
            SR Rarity
            Imperial Tombs of Necrovalley
            Imperial Tombs of Necrovalley
            Trap Counter
            Imperial Tombs of Necrovalley

              When a Spell Card, Trap Card, or monster effect is activated, while both a "Gravekeeper's" monster and "Necrovalley" are on the field: Negate the activation, and if you do, destroy it. You can only activate 1 "Imperial Tombs of Necrovalley" per turn.


              Omni-Negate then destroys, although strong, it requires both Gravekeeper's and Necrovalley monsters so sometimes others bring it x0

              Gravekeeper's Spiritualist (x1-2)

              N Rarity
              Gravekeeper's Spiritualist
              N Rarity
              Gravekeeper's Spiritualist
              Gravekeeper's Spiritualist
              DARK 4
              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.


              searchable, is a card that has the ability (almost only in this deck) to fuse and boss.



              Extra Deck

               

              Gravekeeper's Supernaturalist (x1-3)

              UR Rarity
              Gravekeeper's Supernaturalist
              UR Rarity
              Gravekeeper's Supernaturalist
              Gravekeeper's Supernaturalist
              DARK 7
              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.


              Their boss monster has a body of 2000, so if you use full buff and debuff, you will be able to punch opp's bosses. Moreover, this monster also receives additional ATK DEF corresponding to the monster's total Level as a fusion material for this card. to help it hurt more


              Furthermore, this boss can also search for Gravekeeper's or (monster/magic/trap) Necrovalley monsters from the deck.



              Staple

               

              Lord of the Heavenly Prison (x3)

              UR Rarity
              Lord of the Heavenly Prison
              UR Rarity
              Lord of the Heavenly Prison
              Lord of the Heavenly Prison
              DARK 10
              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.


              Almost every deck that uses traps also plays this card. It has the ability to show itself to the opp and protect the Set card from being destroyed because the effect is very delicious and when the spell/trap being set is activated, you can jump the card. This one from the hand ( yep ATK/DEF 3000 ) and if this one activates the jump effect while showing to opp, this one jumps onto the field and sets a spell/trap from the deck, it can be a Pot or cards that you need

              Bắn Card Go Brrrrr

              SR Rarity
              Wind Pegasus @Ignister
              SR Rarity
              Wind Pegasus @Ignister
              Wind Pegasus @Ignister
              WIND 7
              Wind Pegasus @Ignister
              • ATK:

              • 2300

              • DEF:

              • 1500


              1 Tuner + 1+ non-Tuner monsters During your Main Phase: You can destroy Spells/Traps your opponent controls, up to the number of "@Ignister" monsters you control. If another card(s) you control is destroyed by battle or an opponent's card effect, while this card is on the field or in the GY: You can banish this card, then target 1 card your opponent controls; shuffle it into the Deck. You can only use each effect of "Wind Pegasus @Ignister" once per turn.


              UR Rarity
              Elder Entity N'tss
              UR Rarity
              Elder Entity N'tss
              Elder Entity N'tss
              LIGHT 4
              Elder Entity N'tss
              • ATK:

              • 2500

              • DEF:

              • 1200


              1 Synchro Monster + 1 Xyz Monster Must be Special Summoned (from your Extra Deck) by sending the above cards you control to the GY. (You do not use "Polymerization".) Once per turn: You can Special Summon 1 Level 4 monster from your hand. If this card is sent to the GY: You can target 1 card on the field; destroy it. You can only Special Summon "Elder Entity N'tss(s)" once per turn.


              R Rarity
              Dogmatika Punishment
              R Rarity
              Dogmatika Punishment
              Dogmatika Punishment
              Trap Normal
              Dogmatika Punishment

                Target 1 face-up monster your opponent controls; send 1 monster with an equal or higher ATK from your Extra Deck to the GY, and if you do, destroy that monster. Until the end of your next turn after this card resolves, you cannot Special Summon monsters from the Extra Deck. You can only activate 1 "Dogmatika Punishment" per turn.


                UR Rarity
                PSY-Framelord Omega
                UR Rarity
                PSY-Framelord Omega
                PSY-Framelord Omega
                LIGHT 8
                PSY-Framelord Omega
                • ATK:

                • 2800

                • DEF:

                • 2200


                1 Tuner + 1+ non-Tuner monsters Once per turn, during the Main Phase (Quick Effect): You can banish both this face-up card from the field and 1 random card from your opponent's hand, face-up, until your next Standby Phase. Once per turn, during your opponent's Standby Phase: You can target 1 banished card; return it to the GY. If this card is in your GY: You can target 1 other card in the GY; shuffle both that card and this card from the GY into the Deck.


                Mainly use Dogmatika Punishment, the remaining cards are mainly thrown down by this card to activate the effects of those cards when entering the grave.

                Number 81: Superdreadnought Rail Cannon Super Dora, Superdreadnought Rail Cannon Juggernaut Liebe and Superdreadnought Rail Cannon Gustav Max (x0-1)

                UR Rarity
                Number 81: Superdreadnought Rail Cannon Super Dora
                UR Rarity
                Number 81: Superdreadnought Rail Cannon Super Dora
                Number 81: Superdreadnought Rail Cannon Super Dora
                EARTH
                Number 81: Superdreadnought Rail Cannon Super Dora
                • ATK:

                • 3200

                • DEF:

                • 4000


                2 Level 10 monsters Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 face-up monster on the field; that target is unaffected by card effects, except its own, until the end of this turn.


                UR Rarity
                Superdreadnought Rail Cannon Juggernaut Liebe
                UR Rarity
                Superdreadnought Rail Cannon Juggernaut Liebe
                Superdreadnought Rail Cannon Juggernaut Liebe
                EARTH
                Superdreadnought Rail Cannon Juggernaut Liebe
                • ATK:

                • 4000

                • DEF:

                • 4000


                3 Level 11 monsters Once per turn, you can also Xyz Summon "Superdreadnought Rail Cannon Juggernaut Liebe" by using 1 Rank 10 Machine Xyz Monster you control as material. (Transfer its materials to this card.) Once per turn: You can detach 1 material from this card; it gains 2000 ATK/DEF, also for the rest of this turn, you can only declare an attack with this card. During each Battle Phase, this card can make attacks on monsters up to the number of materials it has +1.


                UR Rarity
                Superdreadnought Rail Cannon Gustav Max
                UR Rarity
                Superdreadnought Rail Cannon Gustav Max
                Superdreadnought Rail Cannon Gustav Max
                EARTH
                Superdreadnought Rail Cannon Gustav Max
                • ATK:

                • 3000

                • DEF:

                • 3000


                2 Level 10 monsters Once per turn: You can detach 1 material from this card; inflict 2000 damage to your opponent.


                Well lord of the heavenly prison level 10

                These guys have big bodies, clear the field, burn and protect themselves well, have strong defense and OTK

                Divine Arsenal AA-ZEUS - Sky Thunder (x1)

                UR Rarity
                Divine Arsenal AA-ZEUS - Sky Thunder
                UR Rarity
                Divine Arsenal AA-ZEUS - Sky Thunder
                Divine Arsenal AA-ZEUS - Sky Thunder
                LIGHT
                Divine Arsenal AA-ZEUS - Sky Thunder
                • ATK:

                • 3000

                • DEF:

                • 3000


                2 Level 12 monsters Once per turn, if an Xyz Monster battled this turn, you can also Xyz Summon "Divine Arsenal AA-ZEUS - Sky Thunder" by using 1 Xyz Monster you control as material. (Transfer its materials to this card.) (Quick Effect): You can detach 2 materials from this card; send all other cards from the field to the GY. Once per turn, if another card(s) you control is destroyed by battle or an opponent's card effect: You can attach 1 card from your hand, Deck, or Extra Deck to this card as material.




                Tag(s):

                ancient stamping machine, if there is an Xyz monster, there is this one, easy to get, send card not once per turn, split the card you need into Xyz material for this card to activate the effect in the grave, body to

                Who said this deck doesn't use extra decks?

                SR Rarity
                Knightmare Cerberus
                SR Rarity
                Knightmare Cerberus
                Knightmare Cerberus
                EARTH
                Knightmare Cerberus
                • ATK:

                • 1600

                • LINK-2

                Link Arrow:

                Left

                Top


                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.


                SR Rarity
                Link Spider
                SR Rarity
                Link Spider
                Link Spider
                EARTH
                Link Spider
                • ATK:

                • 1000

                • LINK-1

                Link Arrow:

                Bottom


                1 Normal Monster Once per turn: You can Special Summon 1 Level 4 or lower Normal Monster from your hand to your zone this card points to.


                SR Rarity
                Knightmare Phoenix
                SR Rarity
                Knightmare Phoenix
                Knightmare Phoenix
                FIRE
                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.


                UR Rarity
                Knightmare Unicorn
                UR Rarity
                Knightmare Unicorn
                Knightmare Unicorn
                DARK
                Knightmare Unicorn
                • ATK:

                • 2200

                • LINK-3

                Link Arrow:

                Left

                Bottom

                Right


                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.


                UR Rarity
                Unchained Abomination
                UR Rarity
                Unchained Abomination
                Unchained Abomination
                DARK
                Unchained Abomination
                • ATK:

                • 3000

                • LINK-4

                Link Arrow:

                Top

                Bottom-Left

                Bottom

                Bottom-Right


                2+ monsters including a Link Monster If a card(s) on the field is destroyed by card effect, except by "Unchained Abomination" (except during the Damage Step): You can target 1 card on the field; destroy it. When another monster is destroyed by battle: You can target 1 card on the field; destroy it. During the End Phase: You can target 1 card on the field; destroy it. You can only use each effect of "Unchained Abomination" once per turn.


                UR Rarity
                Mekk-Knight Crusadia Avramax
                UR Rarity
                Mekk-Knight Crusadia Avramax
                Mekk-Knight Crusadia Avramax
                LIGHT
                Mekk-Knight Crusadia Avramax
                • ATK:

                • 3000

                • LINK-4

                Link Arrow:

                Left

                Bottom-Left

                Bottom-Right

                Right


                2+ monsters Special Summoned from the Extra Deck While this Link Summoned card is on the field, your opponent cannot target this card with card effects, also their monsters cannot target monsters for attacks, except this one. Once per battle, during damage calculation, if this card battles a Special Summoned monster (Quick Effect): You can make this card gain ATK equal to that opponent's monster's ATK during that damage calculation only. If this Link Summoned card you control is sent to your GY by an opponent's card: You can shuffle 1 card on the field into the Deck.


                UR Rarity
                I:P Masquerena
                UR Rarity
                I:P Masquerena
                I:P Masquerena
                DARK
                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.


                UR Rarity
                Scapegoat
                UR Rarity
                Scapegoat
                Scapegoat
                Spell Quick
                Scapegoat

                  Special Summon 4 "Sheep Tokens" (Beast/EARTH/Level 1/ATK 0/DEF 0) in Defense Position. They cannot be Tributed for a Tribute Summon. You cannot Summon other monsters the turn you activate this card (but you can Normal Set).


                  In general, you create 4 sheep tokens then go to the boss like Avramax or Unchained Abomination, remember to meet the summoning conditions, for example avramax needs 2 or more special summon monsters from the extra deck, you use the linked sheep token to link spider,...

                  Solemn Judgment and Solemn Strike (Here we do not use handtrap)

                  UR Rarity
                  Solemn Judgment
                  UR Rarity
                  Solemn Judgment
                  Solemn Judgment
                  Trap Counter
                  Solemn Judgment

                    When a monster(s) would be Summoned, OR a Spell/Trap Card is activated: Pay half your LP; negate the Summon or activation, and if you do, destroy that card.




                    Tag(s):

                    UR Rarity
                    Solemn Strike
                    UR Rarity
                    Solemn Strike
                    Solemn Strike
                    Trap Counter
                    Solemn Strike

                      When a monster(s) would be Special Summoned, OR a monster effect is activated: Pay 1500 LP; negate the Summon or activation, and if you do, destroy that card.




                      Tag(s):

                      is a counter trap with power proven over time, the price to pay is that using it at the wrong time will easily result in OTK.

                      Trap Go Brrrrr

                      SR Rarity
                      Gozen Match
                      SR Rarity
                      Gozen Match
                      Gozen Match
                      Trap Continuous
                      Gozen Match

                        Each player can only control 1 Attribute of monster. Send all other face-up monsters they control to the GY.


                        UR Rarity
                        There Can Be Only One
                        UR Rarity
                        There Can Be Only One
                        There Can Be Only One
                        Trap Continuous
                        There Can Be Only One

                          Each player can only control 1 monster of each Type. If a player controls 2 or more monsters of the same Type, they must send some to the GY so they control no more than 1 monster of that Type.


                          SR Rarity
                          Evenly Matched
                          SR Rarity
                          Evenly Matched
                          Evenly Matched
                          Trap Normal
                          Evenly Matched

                            At the end of the Battle Phase, if your opponent controls more cards than you do: You can make your opponent banish cards from their field face-down so they control the same number of cards as you do. If you control no cards, you can activate this card from your hand.


                            SR Rarity
                            Ice Dragon's Prison
                            SR Rarity
                            Ice Dragon's Prison
                            Ice Dragon's Prison
                            Trap Normal
                            Ice Dragon's Prison

                              Target 1 monster in your opponent's GY; Special Summon it to your field, but its effects are negated, then, you can banish 1 monster from both players' fields that have the same Type as each other. You can only activate 1 "Ice Dragon's Prison" per turn.


                              UR Rarity
                              Infinite Impermanence
                              UR Rarity
                              Infinite Impermanence
                              Infinite Impermanence
                              Trap Normal
                              Infinite Impermanence

                                Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.


                                UR Rarity
                                Crackdown
                                UR Rarity
                                Crackdown
                                Crackdown
                                Trap Continuous
                                Crackdown

                                  Activate by targeting 1 face-up monster your opponent controls; take control of that monster. While you control that monster, it cannot attack or activate effects. When that monster leaves the field, destroy this card.




                                  Tag(s):

                                  SR Rarity
                                  Dimensional Barrier
                                  SR Rarity
                                  Dimensional Barrier
                                  Dimensional Barrier
                                  Trap Normal
                                  Dimensional Barrier

                                    Declare 1 monster card type (Ritual, Fusion, Synchro, Xyz, or Pendulum); for the rest of this turn, neither player can Special Summon monsters of the declared type, also negate the effects of all monsters of that type while they are on the field. You can only activate 1 "Dimensional Barrier" per turn.


                                    SR Rarity
                                    Skill Drain
                                    SR Rarity
                                    Skill Drain
                                    Skill Drain
                                    Trap Continuous
                                    Skill Drain

                                      Activate by paying 1000 LP. Negate the effects of all face-up monsters while they are face-up on the field (but their effects can still be activated).


                                      R Rarity
                                      Compulsory Evacuation Device
                                      R Rarity
                                      Compulsory Evacuation Device
                                      Compulsory Evacuation Device
                                      Trap Normal
                                      Compulsory Evacuation Device

                                        Target 1 monster on the field; return that target to the hand.


                                        R Rarity
                                        Torrential Tribute
                                        R Rarity
                                        Torrential Tribute
                                        Torrential Tribute
                                        Trap Normal
                                        Torrential Tribute

                                          When a monster(s) is Summoned: Destroy all monsters on the field.


                                          SR Rarity
                                          Rivalry of Warlords
                                          SR Rarity
                                          Rivalry of Warlords
                                          Rivalry of Warlords
                                          Trap Continuous
                                          Rivalry of Warlords

                                            Each player can only control 1 Type of monster. Send all other face-up monsters they control to the GY.


                                            SR Rarity
                                            Summon Limit
                                            SR Rarity
                                            Summon Limit
                                            Summon Limit
                                            Trap Continuous
                                            Summon Limit

                                              Neither player can Summon more than two times per turn. (Negated Summons count toward this limit. Negated cards/effects that would Summon do not count.)


                                              SR Rarity
                                              Anti-Spell Fragrance
                                              SR Rarity
                                              Anti-Spell Fragrance
                                              Anti-Spell Fragrance
                                              Trap Continuous
                                              Anti-Spell Fragrance

                                                Both players must Set Spell Cards before activating them, and cannot activate them until their next turn after Setting them.


                                                Crackdown: steals that monster's body, that monster does not attack or activate effects

                                                Skill Drain: UPON monster opp has its effect negated. If opp activates the effect at a cost of tribute, that card leaves the field so the effect is not negated by skill drain.
                                                CED: push card (usually push opp's normal summon)
                                                Imperm: handtrap, often uses opp's negate choke point
                                                Torrential Tribute: destroy ALL monsters on the field, not once per turn
                                                Ice Dragon's Prison : Fuck Eldlich
                                                Dimensional Barrier: blocks opp's play (if they rely too much on Extra Deck)
                                                Evenly Matched : handtrap, banish face-down

                                                You can use the remaining floodgate cards well, but for Anti-Spell Fragance (or boiling incense burner or something), you use the spell and then activate it, so it won't kill you :D

                                                +69 resources

                                                UR Rarity
                                                Upstart Goblin
                                                UR Rarity
                                                Upstart Goblin
                                                Upstart Goblin
                                                Spell Normal
                                                Upstart Goblin

                                                  Draw 1 card, then your opponent gains 1000 LP.


                                                  SR Rarity
                                                  Into the Void
                                                  SR Rarity
                                                  Into the Void
                                                  Into the Void
                                                  Spell Normal
                                                  Into the Void

                                                    If you have 3 or more cards in your hand: Draw 1 card, and if you do, during the End Phase of this turn, discard your entire hand.


                                                    SR Rarity
                                                    Pot of Desires
                                                    SR Rarity
                                                    Pot of Desires
                                                    Pot of Desires
                                                    Spell Normal
                                                    Pot of Desires

                                                      Banish 10 cards from the top of your Deck, face-down; draw 2 cards. You can only activate 1 "Pot of Desires" per turn.




                                                      Tag(s):

                                                      SR Rarity
                                                      Pot of Extravagance
                                                      SR Rarity
                                                      Pot of Extravagance
                                                      Pot of Extravagance
                                                      Spell Normal
                                                      Pot of Extravagance

                                                        At the start of your Main Phase 1: Banish 3 or 6 random face-down cards from your Extra Deck, face-down; draw 1 card for every 3 cards banished. For the rest of this turn after this card resolves, you cannot draw any cards by card effects.




                                                        Tag(s):

                                                        SR Rarity
                                                        Card of Demise
                                                        SR Rarity
                                                        Card of Demise
                                                        Card of Demise
                                                        Spell Normal
                                                        Card of Demise

                                                          Draw until you have 3 cards in your hand, also for the rest of this turn after this card resolves, your opponent takes no damage. During the End Phase of this turn, send your entire hand to the GY. You can only activate 1 "Card of Demise" per turn. You cannot Special Summon during the turn you activate this card.


                                                          SR Rarity
                                                          Pot of Prosperity
                                                          SR Rarity
                                                          Pot of Prosperity
                                                          Pot of Prosperity
                                                          Spell Normal
                                                          Pot of Prosperity

                                                            Banish 3 or 6 cards of your choice from your Extra Deck, face-down; for the rest of this turn after this card resolves, any damage your opponent takes is halved, also excavate cards from the top of your Deck equal to the number of cards banished, add 1 excavated card to your hand, place the rest on the bottom of your Deck in any order. You can only activate 1 "Pot of Prosperity" per turn. You cannot draw cards by card effects the turn you activate this card.




                                                            Tag(s):

                                                            SR Rarity
                                                            Pot of Duality
                                                            SR Rarity
                                                            Pot of Duality
                                                            Pot of Duality
                                                            Spell Normal
                                                            Pot of Duality

                                                              Excavate the top 3 cards of your Deck, add 1 of them to your hand, also, after that, shuffle the rest back into your Deck. You can only activate 1 "Pot of Duality" per turn. You cannot Special Summon during the turn you activate this card.




                                                              Tag(s):

                                                              Helps you have more resources to make opp more helpless

                                                              Egyptian God Slime and Metal Reflect Slime (God Slime But It Doesn't Come Out)

                                                              SR Rarity
                                                              Egyptian God Slime
                                                              SR Rarity
                                                              Egyptian God Slime
                                                              Egyptian God Slime
                                                              WATER 10
                                                              Egyptian God Slime
                                                              • ATK:

                                                              • 3000

                                                              • DEF:

                                                              • 3000


                                                              1 Aqua monster + 1 Level 10 WATER monster Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing 1 Level 10 Aqua monster with 0 ATK. This card can be treated as 1 or 3 Tributes for the Tribute Summon of a monster. Cannot be destroyed by battle. Your opponent's monsters cannot target for attacks, and your opponent cannot target with card effects, any monsters you control, except "Egyptian God Slime".


                                                              N Rarity
                                                              Metal Reflect Slime
                                                              N Rarity
                                                              Metal Reflect Slime
                                                              Metal Reflect Slime
                                                              Trap Continuous
                                                              Metal Reflect Slime

                                                                Special Summon this card in Defense Position as an Effect Monster (Aqua/WATER/Level 10/ATK 0/DEF 3000). (This card is also still a Trap.) This card cannot attack.


                                                                Tip: These two are both level 10 like Heavenly Prison so you can Xyz


                                                                In short, easy to understand, trap cards are mainly used to attack fusion monsters and that fusion monster has a big body capable of protecting you, even sacrificing itself to boss opp or punching a negate to death.

                                                                plot twist: actually, handtrap can still be used here

                                                                UR Rarity
                                                                Maxx "C"
                                                                UR Rarity
                                                                Maxx "C"
                                                                Maxx "C"
                                                                EARTH 2
                                                                Maxx "C"
                                                                • ATK:

                                                                • 500

                                                                • DEF:

                                                                • 200


                                                                During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.


                                                                UR Rarity
                                                                Nibiru, the Primal Being
                                                                UR Rarity
                                                                Nibiru, the Primal Being
                                                                Nibiru, the Primal Being
                                                                LIGHT 11
                                                                Nibiru, the Primal Being
                                                                • ATK:

                                                                • 3000

                                                                • DEF:

                                                                • 600


                                                                During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.


                                                                UR Rarity
                                                                Ash Blossom & Joyous Spring
                                                                UR Rarity
                                                                Ash Blossom & Joyous Spring
                                                                Ash Blossom & Joyous Spring
                                                                FIRE 3
                                                                Ash Blossom & Joyous Spring
                                                                • ATK:

                                                                • 0

                                                                • DEF:

                                                                • 1800


                                                                When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.


                                                                UR Rarity
                                                                Effect Veiler
                                                                UR Rarity
                                                                Effect Veiler
                                                                Effect Veiler
                                                                LIGHT 1
                                                                Effect Veiler
                                                                • ATK:

                                                                • 0

                                                                • DEF:

                                                                • 0


                                                                During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls; negate the effects of that face-up monster your opponent controls, until the end of this turn.


                                                                If you play a lot, it's easy to brick, because most of the time you need 1 Gravekeeper's and 1 Necrovalley, if you play, 3 springs because of braindead fusion, 3 maxx C because it's so OP, and some staple cards like Called By The Grave, Crossout,... You can play if you like, but you have to be bricked

                                                                break board powa

                                                                SR Rarity
                                                                Evenly Matched
                                                                SR Rarity
                                                                Evenly Matched
                                                                Evenly Matched
                                                                Trap Normal
                                                                Evenly Matched

                                                                  At the end of the Battle Phase, if your opponent controls more cards than you do: You can make your opponent banish cards from their field face-down so they control the same number of cards as you do. If you control no cards, you can activate this card from your hand.


                                                                  UR Rarity
                                                                  Raigeki
                                                                  UR Rarity
                                                                  Raigeki
                                                                  Raigeki
                                                                  Spell Normal
                                                                  Raigeki

                                                                    Destroy all monsters your opponent controls.




                                                                    Tag(s):

                                                                    UR Rarity
                                                                    Forbidden Droplet
                                                                    UR Rarity
                                                                    Forbidden Droplet
                                                                    Forbidden Droplet
                                                                    Spell Quick
                                                                    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.




                                                                      Tag(s):

                                                                      UR Rarity
                                                                      Harpie's Feather Duster
                                                                      UR Rarity
                                                                      Harpie's Feather Duster
                                                                      Harpie's Feather Duster
                                                                      Spell Normal
                                                                      Harpie's Feather Duster

                                                                        Destroy all Spell and Trap Cards your opponent controls.




                                                                        Tag(s):

                                                                        UR Rarity
                                                                        Dark Ruler No More
                                                                        UR Rarity
                                                                        Dark Ruler No More
                                                                        Dark Ruler No More
                                                                        Spell Normal
                                                                        Dark Ruler No More

                                                                          Negate the effects of all face-up monsters your opponent currently controls, until the end of this turn, also, for the rest of this turn after this card resolves, your opponent takes no damage. Neither player can activate monster effects in response to this card's activation.




                                                                          Tag(s):

                                                                          UR Rarity
                                                                          Lightning Storm
                                                                          UR Rarity
                                                                          Lightning Storm
                                                                          Lightning Storm
                                                                          Spell Normal
                                                                          Lightning Storm

                                                                            If you control no face-up cards: Activate 1 of these effects; ● Destroy all Attack Position monsters your opponent controls. ● Destroy all Spells and Traps your opponent controls. You can only activate 1 "Lightning Storm" per turn.




                                                                            Tag(s):

                                                                            You can play the cards above as you like, but in my opinion, between the droplet and the ruler strip being gone, DRNM is better because it doesn't waste resources as well as it prevents opp from taking damage and doesn't affect slow decks. like this deck




                                                                            Companion unit:

                                                                            - Yu-Gi-Oh! Guidance Vietnam





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