Some of the things you suggest will make certain battles VERY hard. What is Apprentice Magician for in this deck? I thought that only summond level 2 and lower monsters and was for magic token things.
I kinda want to keep Jinzo. He is always useful in a tight situation.
I don't know about parting with Cannonholder. There have been MANY times where I have been able to win the game all because I had him out. This was usually when the opponent had so many damn protective monster and spell/trap cards.
Smashing ground is not available to me yet. What does it do again? I forgot.
I want to keep United We Stand. It has its uses. But I will definatly take the rest out and add what I can. The suggestions you have for this part of my deck I truly agree with. There are so many magic cards out there that I forget about.
I have some issues with your trap suggestions. There are several I can part with but others I cannot. I am going to have one hell of a time in most matches if I can't block certain magic and trap cards. I will put some of those in the side deck. The Gravekeeper guy in this game is an ass if you can't get rid of certain magic and traps. To top it all off, there are only 3 Necrovalleys my friend. If I can't fend off when someone tries to get rid of them too many times then I am done for.
This is what I worried about when I heard you wanted to make suggestions. Some I agree with and some I don't. I like to just do things my way. I am happy to see some of my faults pointed out, but some parts leave me wondering. I guess its a matter of preference. That and I tend to try to be pretty Universial about what I do. This can be both good and bad.
Note that I added a second "Old Vindictive Magician". That's a Level 2 Spellcaster-Type monster right there. That's why I added "Apprentice Magician": To get "Old Vindictive Magician" faster.
"Jinzo" is HORRIBLE in this Deck. You need your "Rite of Spirit" and other Trap Cards to work.
You'll have enough beatdown power with "Gravekeeper's Commandant", "Gravekeeper's Spear Soldier", and "Gravekeeper's Assailant". You don't need a burn power here. Save that for the Side Deck, just in case. Then again, most just play one Duel, so you won't be using your Side Deck against the AI opponents.
"Smashing Ground" is a Normal Spell that destroys your opponent's face-up monster with the highest DEF. It has more of a chance of destroying the monster you want destroyed than "Fissure" does.
Keeping "United We Stand" is a bad idea. What if your opponent steals your equipped monster with "Brain Control"? You would be so screwed.
3 "Necrovalley" cards is enough. You don't really need so much protection in Trap Cards. You already have a partial Graveyard lock and plenty of strong monsters. Trust me, you don't need so many Trap Cards.
Yeah, but the opinion of someone who's used a "Gravekeeper's" Deck since they came out is extremely valuable to you. Why would you refuse the knowledge of someone who really knows how the Deck needs to work?