Gravekeeper's - Restart

Deck by F_Hrunting
Deck Overview
Deck Consistency
Pack Expense
Farm Expense
Card Trader Expense
Deck Skill
Character Skill
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Deck Build
3 16 1 0
Monsters: 11
Spells: 9
Traps: 0
Monster Card
Card Rarity Quantity
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 the 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 and DEF.

SR 2
Gravekeeper's Chief
ATK: 1900 DEF: 1200

You can only control 1 face-up "Gravekeeper's Chief". Your Graveyard is unaffected by "Necrovalley". When this card is Tribute Summoned: You can target 1 "Gravekeeper's" monster in your Graveyard; Special Summon that target.

SR 3
Gravekeeper's Recruiter
ATK: 1200 DEF: 1500

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

SR 3
Legion the Fiend Jester
ATK: 1300 DEF: 1500

During your Main Phase, you can Tribute Summon 1 Spellcaster-Type monster in face-up Attack Position, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this card is sent from the field to the Graveyard: You can add 1 Spellcaster-Type Normal Monster from your Deck or Graveyard to your hand. You can only use this effect of "Legion the Fiend Jester" once per turn.

SR 1
Gravekeeper's Priestess
ATK: 1000 DEF: 1500

While there is no face-up Field Spell Card, the field is treated as "Necrovalley". All "Gravekeeper's" monsters gain 200 ATK and DEF.

SR 1
Crystal Seer
ATK: 100 DEF: 100

FLIP: Excavate the top 2 cards of your Deck, add 1 of them to your hand, then place the other on the bottom of your Deck.

R 1
Spell Card
Card Rarity Quantity
Soul Exchange
Soul Exchange
Soul Exchange

Target 1 monster your opponent controls; this turn, if you Tribute a monster, you must Tribute that monster, as if you controlled it. You cannot conduct your Battle Phase the turn you activate this card.

UR 3
Super Double Summon
Double Summon
Super Double Summon
You can conduct 2 Normal Summons/Sets this turn, not just 1.
SR 3
Enemy Controller
Enemy Controller
Enemy Controller

Activate 1 of these effects.● Target 1 face-up monster your opponent controls; change that target's battle position.● Tribute 1 monster, then target 1 face-up monster your opponent controls; take control of that target until the End Phase.

SR 3
Draw Simulator
Packs to pull to build this deck
Characters to farm to build this deck
Deck Strengths
  • Gravekeepers are known for their aggressive summoning speed. With options such as Soul Exchange and Double Summon they can get their stronger monsters out fast and establish field control.
  • Recruiter grants you access to any Gravekeeper unit that you need for a given situation. The searching effect is unparalleled in Duel Links and fuels the deck's aggressive power plays. 
  • Soul Exchange and Enemy Controller can be used to break through opponents defenses and reduce their board control. In particular, Soul Exchange into Enemy Controller steal is an incredibly powerful play, and the only counter is Dimension Gate, which is falling out of the meta. 
  • Gravekeepers Chief can recycle Gravekeepers to continuously put pressure on your opponent the whole game. Chief is especially potent when reviving Recruiter, the Gravekeeper advantage engine is the strongest in the game. 
  • Oracle can reduce the strongest monsters into squishy targets for your smaller units, or outright destroy annoying set monsters like Guardian Statue or Pumprincess, or Tea Burn walls such as Lady Assailant of Flames and Big Shield Gardna.
  • Power of Dark versions have 1900 DEF Priestess, and weakens Dunames because its a Fairy Type, and can survive an attack from Dinos; providing great stall to give you chances to draw into key cards.
  • Power of Dark versions counter Venus/Fairy Decks.
Deck Weaknesses
  • Power of Dark versions have a hard time with the Harpie match up, as even if you don't set any backrow, Harpies will Destroy your field spell. Also since the days of the KC Cup, Harpies now have Harpie Lady 1 and Sonic Duck, when combined together can get over priestess and any other walls you may have even if your field spell is still up.
  • In Restart builds, if you can't open with Recruiter or draw him in 3 turns, you will fall behind very quickly. While the engine is incredibly strong, it has an extreme reliance on Recruiter to start the engine and open up plays. 
  • Your starting units are very squishy, averaging 1200 ATK, with 1500-1700 DEF, and most beatdown decks run 1800+ ATK beaters.
  • Your "boss" monsters aren't that much better in the stat range, and if they can't resolve their effects, they are weak against regular 2050+ beaters.
  • Soul Exchange plays will deny your battle phase, giving your opponent a free turn to draw for a response to your play. 
Deck Summary

Gravekeepers have been a force to be reckoned with since the days of the KC Cup, and has seen large popularity after finishing second under the piloting of renowned duelist Dkayed/Bya.

Considered one of the best decks in the current meta and rightfully so, the deck has a vast amount of versatile cards with powerful effects, and many different variants varying from powerful beater variants to aggressive rapid summoning glass cannon ones. The current meta build is the glass cannon one featuring Double Summons and Soul Exchange in order to swarm the field rapidly and create huge tempo swings. Combining the constant revival of Recruiter with powerful Oracle and Soul Exchange plays is an incredibly potent engine that very few decks in the game can stand up to. 

We will be looking at the modern Restart build, with the replacement cards sections listing possible techs for different matchups or player preference. 

Core Cards
Card Explanation

Recruiter is essential to all Gravekeeper's decks, it's signature plays, and their combos. It can search all Gravekeeper units in the game including itself when it hits the grave from the field, and pairs especially well with Chief. Combining Recruiter with any combination of Enemy Controller tribute, Double Summon, or Chief revival is the core of the deck's power plays, since Recruiter searches for extra monsters and maintains advantage for the Gravekeeper player. 

Opening Recruiter is paramount to the deck's success, if the Gravekeeper player has access to Recruiter early, it immediately puts Gravekeepers in an advantageous position. Recruiter can search for a Chief, which can revive Recruiter and continue to abuse Recruiter searches to toolbox whatever Gravekeeper monster is required. 

3 copies are required.

Gravekeeper's intermediary boss monster with the effect of reviving any Gravekeeper from the graveyard. Use Chief to set up Double Summon combos to swarm or use Soul Exchange to tribute your opponent's monster and flip field advantage with a 2 monster summon at a price of 1 tribute. While he has very mediocre 1900/1200 stats, he pairs very well with Soul Exchange to remove your opponent's monsters and Double Summon to combo with a freshly revived monster. 

Chief is a pivotal monster than can rapidly swing the game's tempo and maintain advantage with Recruiter abuse. 

2 copies are essential, 3 is optimal for aggressive builds.

Gravekeeper's boss monster; its 3 powerful effects can change the tide of battle depending on how many Gravekeeper units are tributed for its summon. Oracle is essential to make powerful swing plays that can weaken or destroy an entire field full of monsters. Unfortunately Oracle doesn't work very well with Soul Exchange since he requires a Gravekeeper tribute, but Double Summon combos with Oracle open up powerful one turn plays out of nowhere. 

2 copies are essential.

Enemy Controller

Enemy Controller opens doors for so many kinds of tempo plays and tricks with Recruiter, such as tributing Recruiter to take a monster, searching Chief, and then tributing the stolen monster for Chief to bring back Recruiter and establish a big presence on the board. Definitely a signature Gravekeeper play that disrupts any plans your opponent may have had. It's still very good for defense, but it particularly shines in Gravekeepers because it can steal monsters and combo ridiculously well with Double Summon or Soul Exchange. 

3 copies are essential. 

Soul Exchange

Another essential card for Gravekeeper plays. Combo this with a destroyed Recruiter searching Chief, and then using Soul Exchange to tribute the opponent's monster to bring out your own monster and bring back Recruiter. You may lose out your battle phase but it can still lead to other plays and set up a very solid board for another play next turn. Soul Exchange is absolutely essential as a combination of threat removal and a free tribute for Chief. 

  • Combo Soul Exchange with Enemy Controller: Use the target as the tribute requirement for Enemy Controller's second effect and tribute the stolen monster for Chief and revive another unit, essentially flipping board advantage.
  • You can also use 2 Soul Exchange to tribute two targets for Oracle if you have no other plays in a dire situation.
  • In the mirror match, you can use Soul Exchange to fulfill the one Gravekeeper unit tribute requirement for Oracle

3 copies are highly recommended.

Super Double Summon

Double Summon is a very powerful card in Gravekeepers, but for different reasons than Soul Exchange. Instead of being spot removal and an advantage play, Double Summon opens up aggressive combo plays that allow Gravekeepers to speed through their opponents. Normally the deck is rather slow since Soul Exchange prevents Gravekeepers from conducting their battle phase and they are limited to one normal summon per turn, but Double Summon bypasses that restriction entirely. There are combo plays like using Enemy Controller to tribute Recruiter, search Chief, and then Double Summon to tribute their monster for Chief, or Double Summon Recruiter and Oracle in the same turn. While Double Summon can be a bit inconsistent, it raises the deck's ceiling tremendously and let's it compete at the top level. 

3 copies are highly recommended.

Replacement/Tech Cards
Card Explanation

Legion's ability to give you an extra tribute summon is invaluable. Use this to special summon Chief in one turn if you have units in the graveyard that Chief can special summon such as a Recruiter or Oracle. It is essentially a different version of Double Summon; it is itself tribute fodder to summon Chief with only 1 card, but the downside is that it can't combo with Oracle. 

Legion can replace defensive cards like Priestess or Crystal Seer, possibly Double Summon. 

Since the deck is so reliant on Recruiter and their power spells, Seer is a great way to search for combo pieces. It's a bit slow, but in hands without Recruiter, Seer is essential to search out keys cards. 

Extra copies can replace Legion or Priestess. 

Dark General Freed

Freed can be included to protect your Gravekeeper's monsters from spells that target. It can negate things like Enemy Controller and Soul Exchange (but notably not Order to Charge) and even search Legion if that is required. 

One copy can be included to replace Chief.

Gravekeeper's Stele

If you are running Double Summon, Stele can help alleviate any dead Double Summons late game by bringing back Recruiter and an Oracle for an aggressive tempo swing.

Only 1 copy is recommended for addition.

Since the optimal build runs 9x Spells, Eliminating the League is a great way to discard any dead spells and be proactive on your opponent's turn. One copy of EtL can be teched to remove threats and check your opponent's hand.  

Only 1 copy is recommended for addition.

Cards that Counter this Deck
Card Explanation

Gravekeeper's initial units are level 3, making them prime targets to Dark Soul. If Dark Soul can snatch away a Recruiter from a GK player, it may have already made them lose the duel.

Just like Dark Soul, if Relinquished steals a Recruiter, GK players will have a hard time catching up and may not be able to survive.

IMT can be used to counter attempts of GK players using Soul Exchange and Enemy Controller on particular targets by banishing them, protecting them and having them waste resources.

Dimension Gate

Just like IMT, Dimension Gate can be used to waste Soul Exchange and Enemy Controller by banishing targets from the field. Unlike IMT, it won't come back to the field until you try to attack your opponent directly, so banished threats like Blue-Eyes or Barrel Dragon can be difficult to deal with. 

Denying any of a GK player's spells or making them pay for them can significantly hurt their momentum and followup plays.

At a higher cost than the rest of the counters, if you can successfully counter a Chief or Oracle play with this, it completely stops Gravekeepers in their tracks. A well timed Divine Wrath is possibly the hardest counter to Gravekeepers in the game.