Post by g1nz0 on Nov 13, 2013 0:05:08 GMT -6
**** Gravekeeper's" is an archetype of cards based on ancient Egyptians who guard the Pharaoh's tomb. The monsters of this archetype are all Spellcaster-type and almost all DARK Attribute. The cards all work in coordination with the archetype's theme specific Field Spell; Necrovalley. Necrovalley aims to lock the players out of the Graveyard, generally speaking, and while it should affect your opponent negatively, it won't hurt you at all. The archetype is the oldest in the game and comes in and out of relevance. It's last surge into the Meta came with the release of Gravekeeper's Recruiter, but it has fallen out of the lime light recently. The deck has been one of the most popular of all time even when it is not at it's strongest.
Let's Begin:
* RUN 3 With Recruiter's release the deck got a breath of fresh air. Recruiter allows the player to dig for any Gravekeeper Monster with 1500 or less DEF which is virtually everyone except for Spy, and then randomly used Guards.
* RUN 3 Spy encapsulates the strategy of the Gravekeeper deck all on it's own. The deck is a slow paced control deck that aims to hide behind it's control and defensive nature while it slowly wears away the opponent' LP's. The card's quality is so good that it has, often enough, been used to strengthen many other decks in the past such as Monarchs, and even X-Sabers.
* RUN 3 (2) Descendant is your all purpose problem solver. With Necrovalley on the field he is a stout 2000 ATK'er that can use any of your other on field Gravekeeper's as fodder to destroy any 1 card your opponent controls.
* RUN 0-1 Assailant offers the deck the ability to overcome a variety of different Monsters. It can single handedly take care of a Spirit Reaper, while also being able to take down a Monarch. If the opponent is hiding behind a defense position Monster, use Assailant to switch it to ATK. If your opponent's boss Monster has a strong ATK, but is weak in the DEF department; switch it to defense position and run it over. A great utility for the deck.
* RUN 2-3 The often mispronounced Commandant is very generic in what it offers, but as generic as it is, it is also as effective. If one thing is clear about the Gravekeeper deck it is that the deck's survival depends on it's ability to draw that Necrovalley; Commandant gives you an additional three opportunities to do just that. And not to mention, if you don't need him to dig out a copy of Necrovalley, he can become a 2100 ATK beat stick ready to go to work.
* RUN 0-1 While Gravekeeper's Guard may not see a lot of play these days, that doesn't make him a bad option. The ability to bounce a Monster on your opponent's side of the Field back to their hand can prove to be a very useful asset to have at your disposal.
* Gravekeeper's Cannonholder
* Gravekeeper's Chief
* Gravekeeper's Curse
* Gravekeeper's Priestess
* Gravekeeper's Spear Soldier
* Gravekeeper's Vassal
* Gravekeeper's Visionary
* Gravekeeper's Watcher
* A Cat of Ill Omen
* An Owl of Luck
* Charm of Shabti
* RUN 0-2 (3) Any deck that will run a high level of Traps and low Monster count can only do better with the help of Cardcar D accelerating turns.
* RUN 0-2 Summmoner Monk is another theme specific option, in regards to it's Type, that can help dig Monsters out of the deck to make Xyz Plays. Once again, it being a Dark will be more relevant since Number 66: Master Key Beetle hit the scene. But it is also a Spellcaster which could matter depending on the other support you may be running in your version.
* RUN 0-3 Kagetokage is another way to facilitate the Rank 4 play. Not only does it assist in that respect, but it is also a Dark Monster as well which means access to Master Key Beetle lies here as well. Kagetokage will grant access to King of the Feral Imps in the Extra Deck as well for early game resource building.
* RUN 0-2 Evilswarm Madragora is an option for the Gravekeeper player who is interested in making the Xyz mechanic more relevant for their build. It is very evident that while the deck can make Extra Deck plays, they are few and far between. Mandragora could be less of a flavor, maybe, kind of card, and more of a must since Number 66: Master Key Beetle is a card.
* RUN 0-2 Inari Fire is another card that can make Xyz plays more relevant for the Gravekeeper deck; especially considering it is geared to be used by Spellcaster themed decks. The ability to summon more than once in a turn is not something the Gravekeeper deck does outside of Gravekeeper's Spy, so any help in this area could be welcomed.
* RUN 0-2 (3) Tsukuyomi could be a potential power house tech for you if your deck can control the tempo of the game. Just reusing Guard alone via Tsukuyomi's effect is reason enough to consider it.
* If there is one aspect of the game that keeps old archetypes, like Gravekeeper, popping up from time to time it is the ability to make the deck into a hybrid. This aspect of the game helps players to revisit old favorites to try and breathe new life into them. The Gravekeeper deck is no different; even if at times the only Gravekeeper card to make a splash in certain decks is Necrovalley. For Gravekeeper's, though, they have the ability to adapt and change their strategy from the more common way we view them. By adding in a copy, or two, of Malefic Stardust Dragon you can have an additional way to protect the very important Necrovalley. Also, by altering the deck a bit from it's more common recipe, you can have your Gravekeeper deck become a more aggressive deck with the likes of Malefic Cyber End Dragon who, with one direct attack, can put the game at half way over in a blink of an eye. Another good aspect of including these Monsters is the fact that their presence gives you access to the Virus cards, and more importantly, Eradicator Epidemic Virus. Also keep in mind that you do not have to theme the deck around these guys by adding in multiple copies. You could simply add a lone copy of one, or both, to give yourself the additional options that could prove to be quite dynamic.
* It's easy to try out the Malefic approach to the Gravekeeper deck since the Extra Deck is generally wide open since there are very few cards there that are must haves to the strategy.
* RUN 3 If there is no Necrovalley, there really is no Gravekeeper deck. Necrovalley aims to control the Graveyard and since the game has become so Graveyard oriented, this keeps the players coming back to the Gravekeeper deck at all times to see if the deck has any relevance in the Meta. Necrovalley is not only important to the concept of the deck, but also vital since certain card's effects cannot even be activated without it on the field such as Gravekeeper's Assailant, or Royal Tribute. This is definitely one of the best cards in the deck that you will have access to.
* RUN 0-2 (3) Gravekeeper decks are often signified by low monster counts; Gravekeeper's Stele can keep you strong through any given duel since, if your engines were working during the game, you will get to a point where drawing Monsters is quite difficult. Stele allows you to access fallen Gravekeepers so you can continue your assault.
* RUN 0-1 Although some would argue that Royal Tribute is the only reason to ever play the Gravekeeper deck, with the change in the game leading to deck's that contain higher counts of Monsters, the Gravekeeper deck could see itself move in that direction itself. While it may not be the best thing, it is an option. After all, Effect Veiler has already started to see play in the Gravekeeper deck, and conventional wisdom would say that Royal Tribute and Effect Veiler is a bad combination. Regardless of that, Royal Tribute resolving against certain decks is as much of a guaranteed win as one can ask for, but it's limiting has hurt the deck's dirtiness.
* RUN 0-2 Book of Moon can be used against your opponent's Monsters, but also to reuse your own Monster effects such as Gravekeeper's Spy and Guard. And that seems pretty good.
* RUN 0-3 Wonder Wand is an awesome bit of Spellcaster support that the Gravekeeper deck can put to use. Best case scenario would be to equip this to a Gravekeeper's Recruiter, attack, and then MP2 send both to the Graveyard and the do some serious digging.
* While Allure of Darkness may not be a first choice accelerator for the deck since your Monster count could be low, it is still very applicable to the deck.
* RUN 3 Duality could prove to be very important when digging for a missing combo piece such as Necrovalley, or Royal Tribute. And since the deck doesn't Special Summon a lot, it only makes the decision to run Duality eaiser.
* Upstart Goblin has seen play in the Gravekeeper deck for duelists who put a high value on opening Necrovalley + Royal Tribute.
* Spellbook of Power can act as an ATK booster for your Gravekeeper Monsters which can help them to push over problem Monsters. If you happen to run a copy, or two, of Wisdom you get a mini, archetype, specific utility engine. Forbidden Lance is problem best here, but the Spellbook cards would allow for individual form if you are so inclined.
* Spellbook of Wisdom is a new bit of tech for the Gravekeeper deck. Some Gravekeeper duelists resorted to the likes of Forbidden Lance, but now they have a better option. Sure they have to choose to protect from either Spells or Traps, but they do not lose the 800 ATK which can prove to be a detrimental aspect to using Lance as protection.
* Gravekeeper's Servant
* The Gravekeeper deck is generally fully loaded with commonly seen Stun Traps such as Bottomless Trap Hole, Compulsory Evacuation Device and Dimensional Prison, so we won't go over those. But, let's take a look at some of the other types of support for the deck:
* Rite of Spirit is the Gravekeeper's very own theme specific Call of the Haunted. It doesn't get used often, but the choice is there.
* Since your Gravekeeper Monsters like Assailant and Descendant can get to 2000 ATK in combination with the ATK boost from Necrovalley, as well as other Support Monsters you could be running, Deck Devastation Virus could be a lynch pin tech.
* Fiendish Chain only becomes more relevant if you are not Main Decking copies of Effect Veiler. Since negating an effect isn't always enough, especially considering the generally low ATK of your Monsters, also preventing the Monster from attacking whose effect was negated can prove to be quite important.
* Dark Bribe and Starlight Road are old hats now in the game of protecting decks that have to over commit to the field to solidify their strategey. The Gravekeeper deck is no different. While Road may have fallen off a bit, Dark Bribe still maintains it's constant value to the deck. Not overpowered, but seemingly enough at times.
* Here is a bit of interesting tech you can think about when building your Gravekeeper deck. It is quite obvious at times how important Gravekeeper's Descendant can be to your game. And what's more, is how easy it is for your opponent to address a 2000 ATK monster; and that is if Necrovalley is on the field. You can use Gagagashield to make getting him, or any of your other Spellcasters, off the field a little more difficult.
* Speaking of gimmicky support cards, we cannot go without mentioning Magician's Circle. The one thing I don't like about this card is the potential to give your opponent an additional Monster. Especially considering Kycoo the Ghost Destroyer is seeing significant play at the moment.
* Certain Gravekeeper decks have been evolving their tactics, especially due to Master Key Beetle. So you can test Instant Fusion to help you put two Dark Monsters on the field to allow you to summon Master Key Beetle with more ease than would be the case in a more traditional variant of the Gravekeeper deck.
* If your Gravekeeper deck is Main Decking, or even Side Decking, Effect Veiler, you will want to have a copy of Ally of Justice Catastor handy since it will be quite easy to make it with your deck.
* While Steelswarm Roach and Wind-Up Zenmaister aren't the cream of the crop in the realm of Rank 4 Xyz Monsters, they do offer interesting options. Steelswarm Roach can help you address problem match-ups like that of the Six Samurai and other rogue decks, and Zenmaister can help you to reuse your flip effect monsters such as Spy and Guard. Now, there are much better cards you should be considering in the Extra Deck, but since the Extra Deck is open for customization, and probably going to be full of standard Rank 4 options, why not consider a tech option; or two.
* Since the Gravekeeper duelist is always in search of a way to help protect it's most important, and most vulnerable, card - Necrovalley - there is no reason to consider this one. Master Key Beetle can force your opponent to address it instead of immediately addressing the Valley. And since most deck's only have 3 Mystical Space Typhoons and maybe 1-3 other cards to affect Necrovalley, that makes the job of handling Necrovalley that much more difficult. This card is the reason players are starting to test Mandragora and Instant Fusion/Darkfire Dragon in the Gravekeeper deck. Master Key Beetle requires two Dark Level 4 Monsters, and while the deck is chock full of them, summoning two at a time is much more difficult for this deck.
* If Effect Veiler isn't in your Main Deck it probably should be in your Side Deck. A good Side Decking strategy could be to Side Out your Tribute to Side In your Veilers.
* A Spellcaster that happens to be pretty good against the Meta at the moment. Why not?
* Fossil Dyan Pachycephalo is a great anti-meta choice for any Anti-Meta/Stun style of deck; especially considering how Special Summon oriented the game has become.
* While the Gravekeeper deck won't want to tribute Monsters that often, if ever at all, I have seen Anubis sided in the era of Mermail. So if this is relevant to your Meta, the choice is there for the making.
* Mystical Space Typhoon most likely won't be in your Main Deck, although it very well could be, it should definitely be in your Side Deck for counter Side Decking purposes.
* Secret Village of the Spellcasters could be a nice Side Deck tech verus certain match-ups. For instance: Infernity or Dark World. Or any deck that uses a high level of spells as an engine, or facilitator, to it's strategy.
* Gozen Match and/or Rivalry of the Warlords can be used by the Gravekeeper deck since neither really affect the deck in a negative way. It may cut off your ability to access your Extra Deck, but that should affect your opponent more than it affects you.
* Darklight offers an intersting Side Deck choice. With Necrovalley on the field, all of your Gravekeeper Monsters will fulfill the 1500 ATK or more condition which would allow you to virtually Raigeki your opponent; well at least their Special Summons.
* Effect Veiler should be Main Decked in most decks at the moment, but if it is not it could potentially be a great card since it could shut off key Monster effects like that of Gravekeeper's Descendant and Gravekeeper's Spy.
* Puppet Plant is seeing Side Deck play due to the relevance of the Prophecy deck, so it is a great card to side in especially if you can use the Gravekeeper's you steal for Syncro, or Xyz, summons.
* Last Day of Witch was a very common place Side Deck card due to the relevance of the Prophecy deck. It will only have value if you come up against a Gravekeeper player in a meta where Prophecy is rampant and this card is called upon.
* A lot of the current Meta decks aren't Main Decking copies of Mystical Space Typhoon at the moment, or at least not a full play set, so you will definitely want to add these in to try and hit those Necrovalleys, or even some of the Side Deck cards the Gravekeeper duelist may Side Deck in against you.
* Since the Gravekeeper deck has the potential to be Trap heavy, Royal Decree could prove to be a key card in winning the match-up. Not only will it not allow them to hide behind their defensive Traps, but more importantly it will allow you to save your Mystical Space Typhoons for what you really want to use them on: Necrovalley.
* Shadow-Imprisoning Mirror is a great card versus the Gravekeeper Match-Up since this one card will shut them out of the game if they cannot address it.
Let's Begin:
MONSTERS
* RUN 3 With Recruiter's release the deck got a breath of fresh air. Recruiter allows the player to dig for any Gravekeeper Monster with 1500 or less DEF which is virtually everyone except for Spy, and then randomly used Guards.
* RUN 3 Spy encapsulates the strategy of the Gravekeeper deck all on it's own. The deck is a slow paced control deck that aims to hide behind it's control and defensive nature while it slowly wears away the opponent' LP's. The card's quality is so good that it has, often enough, been used to strengthen many other decks in the past such as Monarchs, and even X-Sabers.
* RUN 3 (2) Descendant is your all purpose problem solver. With Necrovalley on the field he is a stout 2000 ATK'er that can use any of your other on field Gravekeeper's as fodder to destroy any 1 card your opponent controls.
* RUN 0-1 Assailant offers the deck the ability to overcome a variety of different Monsters. It can single handedly take care of a Spirit Reaper, while also being able to take down a Monarch. If the opponent is hiding behind a defense position Monster, use Assailant to switch it to ATK. If your opponent's boss Monster has a strong ATK, but is weak in the DEF department; switch it to defense position and run it over. A great utility for the deck.
* RUN 2-3 The often mispronounced Commandant is very generic in what it offers, but as generic as it is, it is also as effective. If one thing is clear about the Gravekeeper deck it is that the deck's survival depends on it's ability to draw that Necrovalley; Commandant gives you an additional three opportunities to do just that. And not to mention, if you don't need him to dig out a copy of Necrovalley, he can become a 2100 ATK beat stick ready to go to work.
* RUN 0-1 While Gravekeeper's Guard may not see a lot of play these days, that doesn't make him a bad option. The ability to bounce a Monster on your opponent's side of the Field back to their hand can prove to be a very useful asset to have at your disposal.
OTHER GRAVEKEEPER MONSTERS
* Gravekeeper's Cannonholder
* Gravekeeper's Chief
* Gravekeeper's Curse
* Gravekeeper's Priestess
* Gravekeeper's Spear Soldier
* Gravekeeper's Vassal
* Gravekeeper's Visionary
* Gravekeeper's Watcher
OTHER THEME SPECIFIC MONSTERS
* A Cat of Ill Omen
* An Owl of Luck
* Charm of Shabti
SUPPORT MONSTERS
* RUN 0-2 (3) Any deck that will run a high level of Traps and low Monster count can only do better with the help of Cardcar D accelerating turns.
* RUN 0-2 Summmoner Monk is another theme specific option, in regards to it's Type, that can help dig Monsters out of the deck to make Xyz Plays. Once again, it being a Dark will be more relevant since Number 66: Master Key Beetle hit the scene. But it is also a Spellcaster which could matter depending on the other support you may be running in your version.
* RUN 0-3 Kagetokage is another way to facilitate the Rank 4 play. Not only does it assist in that respect, but it is also a Dark Monster as well which means access to Master Key Beetle lies here as well. Kagetokage will grant access to King of the Feral Imps in the Extra Deck as well for early game resource building.
* RUN 0-2 Evilswarm Madragora is an option for the Gravekeeper player who is interested in making the Xyz mechanic more relevant for their build. It is very evident that while the deck can make Extra Deck plays, they are few and far between. Mandragora could be less of a flavor, maybe, kind of card, and more of a must since Number 66: Master Key Beetle is a card.
* RUN 0-2 Inari Fire is another card that can make Xyz plays more relevant for the Gravekeeper deck; especially considering it is geared to be used by Spellcaster themed decks. The ability to summon more than once in a turn is not something the Gravekeeper deck does outside of Gravekeeper's Spy, so any help in this area could be welcomed.
* RUN 0-2 (3) Tsukuyomi could be a potential power house tech for you if your deck can control the tempo of the game. Just reusing Guard alone via Tsukuyomi's effect is reason enough to consider it.
VALLEY OF SIN
* If there is one aspect of the game that keeps old archetypes, like Gravekeeper, popping up from time to time it is the ability to make the deck into a hybrid. This aspect of the game helps players to revisit old favorites to try and breathe new life into them. The Gravekeeper deck is no different; even if at times the only Gravekeeper card to make a splash in certain decks is Necrovalley. For Gravekeeper's, though, they have the ability to adapt and change their strategy from the more common way we view them. By adding in a copy, or two, of Malefic Stardust Dragon you can have an additional way to protect the very important Necrovalley. Also, by altering the deck a bit from it's more common recipe, you can have your Gravekeeper deck become a more aggressive deck with the likes of Malefic Cyber End Dragon who, with one direct attack, can put the game at half way over in a blink of an eye. Another good aspect of including these Monsters is the fact that their presence gives you access to the Virus cards, and more importantly, Eradicator Epidemic Virus. Also keep in mind that you do not have to theme the deck around these guys by adding in multiple copies. You could simply add a lone copy of one, or both, to give yourself the additional options that could prove to be quite dynamic.
* It's easy to try out the Malefic approach to the Gravekeeper deck since the Extra Deck is generally wide open since there are very few cards there that are must haves to the strategy.
SPELLS
* RUN 3 If there is no Necrovalley, there really is no Gravekeeper deck. Necrovalley aims to control the Graveyard and since the game has become so Graveyard oriented, this keeps the players coming back to the Gravekeeper deck at all times to see if the deck has any relevance in the Meta. Necrovalley is not only important to the concept of the deck, but also vital since certain card's effects cannot even be activated without it on the field such as Gravekeeper's Assailant, or Royal Tribute. This is definitely one of the best cards in the deck that you will have access to.
* RUN 0-2 (3) Gravekeeper decks are often signified by low monster counts; Gravekeeper's Stele can keep you strong through any given duel since, if your engines were working during the game, you will get to a point where drawing Monsters is quite difficult. Stele allows you to access fallen Gravekeepers so you can continue your assault.
* RUN 0-1 Although some would argue that Royal Tribute is the only reason to ever play the Gravekeeper deck, with the change in the game leading to deck's that contain higher counts of Monsters, the Gravekeeper deck could see itself move in that direction itself. While it may not be the best thing, it is an option. After all, Effect Veiler has already started to see play in the Gravekeeper deck, and conventional wisdom would say that Royal Tribute and Effect Veiler is a bad combination. Regardless of that, Royal Tribute resolving against certain decks is as much of a guaranteed win as one can ask for, but it's limiting has hurt the deck's dirtiness.
* RUN 0-2 Book of Moon can be used against your opponent's Monsters, but also to reuse your own Monster effects such as Gravekeeper's Spy and Guard. And that seems pretty good.
* RUN 0-3 Wonder Wand is an awesome bit of Spellcaster support that the Gravekeeper deck can put to use. Best case scenario would be to equip this to a Gravekeeper's Recruiter, attack, and then MP2 send both to the Graveyard and the do some serious digging.
* While Allure of Darkness may not be a first choice accelerator for the deck since your Monster count could be low, it is still very applicable to the deck.
* RUN 3 Duality could prove to be very important when digging for a missing combo piece such as Necrovalley, or Royal Tribute. And since the deck doesn't Special Summon a lot, it only makes the decision to run Duality eaiser.
* Upstart Goblin has seen play in the Gravekeeper deck for duelists who put a high value on opening Necrovalley + Royal Tribute.
* Spellbook of Power can act as an ATK booster for your Gravekeeper Monsters which can help them to push over problem Monsters. If you happen to run a copy, or two, of Wisdom you get a mini, archetype, specific utility engine. Forbidden Lance is problem best here, but the Spellbook cards would allow for individual form if you are so inclined.
* Spellbook of Wisdom is a new bit of tech for the Gravekeeper deck. Some Gravekeeper duelists resorted to the likes of Forbidden Lance, but now they have a better option. Sure they have to choose to protect from either Spells or Traps, but they do not lose the 800 ATK which can prove to be a detrimental aspect to using Lance as protection.
OTHER GRAVEKEEPER SPELLS
* Gravekeeper's Servant
TRAPS
* The Gravekeeper deck is generally fully loaded with commonly seen Stun Traps such as Bottomless Trap Hole, Compulsory Evacuation Device and Dimensional Prison, so we won't go over those. But, let's take a look at some of the other types of support for the deck:
* Rite of Spirit is the Gravekeeper's very own theme specific Call of the Haunted. It doesn't get used often, but the choice is there.
* Since your Gravekeeper Monsters like Assailant and Descendant can get to 2000 ATK in combination with the ATK boost from Necrovalley, as well as other Support Monsters you could be running, Deck Devastation Virus could be a lynch pin tech.
* Fiendish Chain only becomes more relevant if you are not Main Decking copies of Effect Veiler. Since negating an effect isn't always enough, especially considering the generally low ATK of your Monsters, also preventing the Monster from attacking whose effect was negated can prove to be quite important.
* Dark Bribe and Starlight Road are old hats now in the game of protecting decks that have to over commit to the field to solidify their strategey. The Gravekeeper deck is no different. While Road may have fallen off a bit, Dark Bribe still maintains it's constant value to the deck. Not overpowered, but seemingly enough at times.
* Here is a bit of interesting tech you can think about when building your Gravekeeper deck. It is quite obvious at times how important Gravekeeper's Descendant can be to your game. And what's more, is how easy it is for your opponent to address a 2000 ATK monster; and that is if Necrovalley is on the field. You can use Gagagashield to make getting him, or any of your other Spellcasters, off the field a little more difficult.
* Speaking of gimmicky support cards, we cannot go without mentioning Magician's Circle. The one thing I don't like about this card is the potential to give your opponent an additional Monster. Especially considering Kycoo the Ghost Destroyer is seeing significant play at the moment.
EXTRA DECK
* Certain Gravekeeper decks have been evolving their tactics, especially due to Master Key Beetle. So you can test Instant Fusion to help you put two Dark Monsters on the field to allow you to summon Master Key Beetle with more ease than would be the case in a more traditional variant of the Gravekeeper deck.
* If your Gravekeeper deck is Main Decking, or even Side Decking, Effect Veiler, you will want to have a copy of Ally of Justice Catastor handy since it will be quite easy to make it with your deck.
* While Steelswarm Roach and Wind-Up Zenmaister aren't the cream of the crop in the realm of Rank 4 Xyz Monsters, they do offer interesting options. Steelswarm Roach can help you address problem match-ups like that of the Six Samurai and other rogue decks, and Zenmaister can help you to reuse your flip effect monsters such as Spy and Guard. Now, there are much better cards you should be considering in the Extra Deck, but since the Extra Deck is open for customization, and probably going to be full of standard Rank 4 options, why not consider a tech option; or two.
* Since the Gravekeeper duelist is always in search of a way to help protect it's most important, and most vulnerable, card - Necrovalley - there is no reason to consider this one. Master Key Beetle can force your opponent to address it instead of immediately addressing the Valley. And since most deck's only have 3 Mystical Space Typhoons and maybe 1-3 other cards to affect Necrovalley, that makes the job of handling Necrovalley that much more difficult. This card is the reason players are starting to test Mandragora and Instant Fusion/Darkfire Dragon in the Gravekeeper deck. Master Key Beetle requires two Dark Level 4 Monsters, and while the deck is chock full of them, summoning two at a time is much more difficult for this deck.
SIDE DECKING FOR GRAVEKEEPER
* If Effect Veiler isn't in your Main Deck it probably should be in your Side Deck. A good Side Decking strategy could be to Side Out your Tribute to Side In your Veilers.
* A Spellcaster that happens to be pretty good against the Meta at the moment. Why not?
* Fossil Dyan Pachycephalo is a great anti-meta choice for any Anti-Meta/Stun style of deck; especially considering how Special Summon oriented the game has become.
* While the Gravekeeper deck won't want to tribute Monsters that often, if ever at all, I have seen Anubis sided in the era of Mermail. So if this is relevant to your Meta, the choice is there for the making.
* Mystical Space Typhoon most likely won't be in your Main Deck, although it very well could be, it should definitely be in your Side Deck for counter Side Decking purposes.
* Secret Village of the Spellcasters could be a nice Side Deck tech verus certain match-ups. For instance: Infernity or Dark World. Or any deck that uses a high level of spells as an engine, or facilitator, to it's strategy.
* Gozen Match and/or Rivalry of the Warlords can be used by the Gravekeeper deck since neither really affect the deck in a negative way. It may cut off your ability to access your Extra Deck, but that should affect your opponent more than it affects you.
* Darklight offers an intersting Side Deck choice. With Necrovalley on the field, all of your Gravekeeper Monsters will fulfill the 1500 ATK or more condition which would allow you to virtually Raigeki your opponent; well at least their Special Summons.
PLAYING AGAINST GRAVEKEEPER
* Effect Veiler should be Main Decked in most decks at the moment, but if it is not it could potentially be a great card since it could shut off key Monster effects like that of Gravekeeper's Descendant and Gravekeeper's Spy.
* Puppet Plant is seeing Side Deck play due to the relevance of the Prophecy deck, so it is a great card to side in especially if you can use the Gravekeeper's you steal for Syncro, or Xyz, summons.
* Last Day of Witch was a very common place Side Deck card due to the relevance of the Prophecy deck. It will only have value if you come up against a Gravekeeper player in a meta where Prophecy is rampant and this card is called upon.
* A lot of the current Meta decks aren't Main Decking copies of Mystical Space Typhoon at the moment, or at least not a full play set, so you will definitely want to add these in to try and hit those Necrovalleys, or even some of the Side Deck cards the Gravekeeper duelist may Side Deck in against you.
* Since the Gravekeeper deck has the potential to be Trap heavy, Royal Decree could prove to be a key card in winning the match-up. Not only will it not allow them to hide behind their defensive Traps, but more importantly it will allow you to save your Mystical Space Typhoons for what you really want to use them on: Necrovalley.
* Shadow-Imprisoning Mirror is a great card versus the Gravekeeper Match-Up since this one card will shut them out of the game if they cannot address it.
DECKS