Grave (Yomi)
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[[File:Yomi Grave Char.png|right|alt=Yomi Grave character card|link=]] | [[File:Yomi Grave Char.png|right|alt=Yomi Grave character card|link=]] | ||
== Grave Stormborne, Wind Warrior == | == Grave Stormborne, Wind Warrior == | ||
+ | <div style="float:right; margin-left: 6px;">__TOC__</div> | ||
{{col|#C59423|Use training, discipline, and the spirit of storm dragons to read your opponents!}} | {{col|#C59423|Use training, discipline, and the spirit of storm dragons to read your opponents!}} | ||
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Grave trains alongside his sister Jaina and under Master Midori at his dojo in Dragon Tail Vale. Grave cares little about politics, and instead focuses on individual power. Many expect him to win the Fantasy Strike tournament against the previously undefeated Rook. | Grave trains alongside his sister Jaina and under Master Midori at his dojo in Dragon Tail Vale. Grave cares little about politics, and instead focuses on individual power. Many expect him to win the Fantasy Strike tournament against the previously undefeated Rook. | ||
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<br style="clear: both" /> | <br style="clear: both" /> | ||
== Card images == | == Card images == | ||
− | [[File:Yomi Grave 2.png|alt=Yomi Grave 2| | + | [[File:Yomi Grave 2.png|alt=Yomi Grave 2|279px|link=]] |
− | [[File:Yomi Grave 3.png|alt=Yomi Grave 3| | + | [[File:Yomi Grave 3.png|alt=Yomi Grave 3|279px|link=]] |
− | [[File:Yomi Grave 4.png|alt=Yomi Grave 4| | + | [[File:Yomi Grave 4.png|alt=Yomi Grave 4|279px|link=]] |
<br> | <br> | ||
− | [[File:Yomi Grave 5.png|alt=Yomi Grave 5| | + | [[File:Yomi Grave 5.png|alt=Yomi Grave 5|279px|link=]] |
− | [[File:Yomi Grave 6.png|alt=Yomi Grave 6| | + | [[File:Yomi Grave 6.png|alt=Yomi Grave 6|279px|link=]] |
− | [[File:Yomi Grave 7.png|alt=Yomi Grave 7| | + | [[File:Yomi Grave 7.png|alt=Yomi Grave 7|279px|link=]] |
<br> | <br> | ||
− | [[File:Yomi Grave 8.png|alt=Yomi Grave 8| | + | [[File:Yomi Grave 8.png|alt=Yomi Grave 8|279px|link=]] |
− | [[File:Yomi Grave 9.png|alt=Yomi Grave 9| | + | [[File:Yomi Grave 9.png|alt=Yomi Grave 9|279px|link=]] |
− | [[File:Yomi Grave 10.png|alt=Yomi Grave 10| | + | [[File:Yomi Grave 10.png|alt=Yomi Grave 10|279px|link=]] |
<br> | <br> | ||
− | [[File:Yomi Grave J.png|alt=Yomi Grave J| | + | [[File:Yomi Grave J.png|alt=Yomi Grave J|279px|link=]] |
− | [[File:Yomi Grave Q.png|alt=Yomi Grave Q| | + | [[File:Yomi Grave Q.png|alt=Yomi Grave Q|279px|link=]] |
− | [[File:Yomi Grave K.png|alt=Yomi Grave K| | + | [[File:Yomi Grave K.png|alt=Yomi Grave K|279px|link=]] |
<br> | <br> | ||
− | [[File:Yomi Grave A.png|alt=Yomi Grave A| | + | [[File:Yomi Grave A.png|alt=Yomi Grave A|279px|link=]] |
− | [[File:Yomi Grave Joker.png|alt=Yomi Grave Joker| | + | [[File:Yomi Grave Joker.png|alt=Yomi Grave Joker|279px|link=]] |
− | [[File:CBGrave.png|alt=Yomi Grave Character Card| | + | [[File:CBGrave.png|alt=Yomi Grave Character Card back|279px|link=]] |
+ | |||
+ | |||
+ | == Deck (text) == | ||
+ | |||
+ | '''Life:''' 90 | ||
+ | |||
+ | '''Max Combo:''' 4 | ||
+ | |||
+ | '''Innate:'''<br> | ||
+ | '''Knowing the Opponent:''' When you block an attack, you may reveal a card from your hand. If you combat-reveal that card next turn but don't win combat with it, draw a card. If you do win combat with it, search your deck or discard pile for a Queen. ''(Shuffle your deck if you searched it.)'' | ||
+ | |||
+ | |||
+ | '''Normal attacks:''' x damage, Speed x.6 | ||
+ | |||
+ | '''Normal throws:''' 7 damage, Speed x.6, 2 CP Starter, Knocks down | ||
+ | |||
+ | |||
+ | '''2:''' Attack 2 dmg, speed 2.6, 1 CP normal // Dodge | ||
+ | |||
+ | '''3:''' Attack 3 dmg, speed 3.6, 1 CP normal // Dodge | ||
+ | |||
+ | '''4:''' Attack 4 dmg, speed 4.6, 1 CP normal // Dodge | ||
+ | |||
+ | '''5:''' Attack 5 dmg, speed 5.6, 1 CP normal // Block | ||
+ | |||
+ | '''6:''' Attack 6 dmg, speed 6.6, 1 CP normal // Block | ||
+ | |||
+ | '''7:''' Block // Throw (KD) 7 dmg, speed 7.6, 2 CP Starter // *Martial Mastery<br> | ||
+ | Martial Mastery: [Draw Phase] Draw two cards, then discard a card, then the opponent reveals their hand. | ||
+ | |||
+ | '''8:''' Block // Throw (KD) 7 dmg, speed 8.6, 2 CP Starter | ||
+ | |||
+ | '''9:''' Block // Throw (KD) 7 dmg, speed 9.6, 2 CP Starter | ||
+ | |||
+ | '''10:''' Block // Throw (KD) 7 dmg, speed 10.6, 2 CP Starter // *Mental Toughness<br> | ||
+ | Mental Toughness: [Reaction] Discard a face card (and this card) to counter an ability. ''(Prevent and undo the ability and the opponent discards the card if played from hand. You can't counter Aces, Jokers, or character cards.)'' | ||
+ | |||
+ | '''Jack:''' Lightning Cloud: Attack 8 (3) dmg, speed 2.4, 1 CP Ender // *Lightning Trap<br> | ||
+ | Lightning Trap: [During Combat] When you deal block damage with this card, return it to your hand and the opponent doesn't draw a card from blocking. | ||
+ | |||
+ | '''Queen:''' Dragonheart: Attack 10 (2) dmg, speed 0.0, 3 CP Ender | ||
+ | |||
+ | '''King:''' Whirlwind: Attack 7+7 (+K) (1) dmg, speed 2.2, 2 CP Linker | ||
+ | |||
+ | '''Ace:''' True-Spark Arc: Attack 12 (3) dmg, speed 1.0, 2 CP Ender // True Power of Storms: Attack 45 (1) dmg, speed 0.4, 3 CP Ender AAA | ||
+ | |||
+ | |||
+ | |||
+ | ==FAQ== | ||
+ | |||
+ | Q: When I use Martial Mastery, do I have to discard one of the two cards I just drew, or can I discard any card in my hand? | ||
+ | |||
+ | A: You can discard any card in your hand; it does not have to be one of the two cards you just drew. | ||
+ | |||
+ | |||
+ | Q: How does the timing of Grave's character ability work? | ||
+ | |||
+ | A: When you block an attack, first draw a card from blocking, then you may reveal a card for his character ability (not the card you blocked with though, return that to your hand at the end of combat). Next turn, if you play the card you revealed in combat, you can search for a Queen or draw a card as soon as the winner of the combat is determined. This happens after any combat-reveal abilities from the opponent, and before any combo escapes. | ||
+ | |||
+ | |||
+ | Q: What happens and what doesn’t happen when I counter an ability? | ||
+ | |||
+ | A: When you counter an ability, prevent and undo all of its costs and effects, as if it never happened. Your opponent discards the ability card if they played it from their hand. You play this after they pay any costs to activate, but then the opponent gets their costs refunded when you counter. | ||
== Strategy == | == Strategy == | ||
+ | ''Note: This strategy guide was written for 1st Edition. Some content may be outdated.'' | ||
===Overview=== | ===Overview=== | ||
− | Grave is a very solid character, with few disadvantageous matchups against other characters. Blocking is one of his most powerful options, and his early game block is especially scary, both because of his innate and because if Grave builds a good hand, it can translate into a lot of damage very fast. Grave is very card efficient, with many cards | + | Grave is a very solid character, with few disadvantageous matchups against other characters. Blocking is one of his most powerful options, and his early game block is especially scary, both because of his innate and because if Grave builds a good hand, it can translate into a lot of damage very fast. Grave is very card efficient, with many cards dealing 6, 7, 8 and 10 damage. More importantly, any pair can become a 12 damage {{YomiCard|Ace|Grave A}} that is very easy to ditch, or combine into {{YomiCard|True Power of Storms|Grave A}} for 45 damage. This means 15 damage per card, and for a 45 damage hit, it's fairly easy to ditch too. |
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====Basic gameplan==== | ====Basic gameplan==== | ||
− | Your fundamental plan with Grave is to use his amazing blocks early on to get a good hand, and protect | + | Your fundamental plan with Grave is to use his amazing blocks early on to get a good hand, and protect those blocks with {{YomiCard|J|Grave J}}, {{YomiCard|Q|Grave Q}}, and the occasional {{YomiCard|Ace|Grave A}} or Joker depending on the matchup. {{YomiCard|7 throw|Grave 7}} is also a great defense ({{YomiCard|8 throw|Grave 8}} too, in matchups like DeGrey and Argagarg). |
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− | Outside of jokers, Grave has problems early on against fast throws and blocks, so use those. If you want, you can open first with something that beats J, or maybe do that on the second turn if you think he is capable of avoiding your first turn's counter to J. For some characters, it's not worth it though. Just block. But Geiger can open {{YomiCard|J|Geiger J}}, DeGrey can open with an {{YomiCard|A dodge|DeGrey A}}, Arg can {{YomiCard|Bubble Shield|Argagarg A}}, etc. | + | Outside of jokers, Grave has problems early on against fast throws and blocks, so use those. If you want, you can open first with something that beats J, or maybe do that on the second turn if you think he is capable of avoiding your first turn's counter to J. For some characters, it's not worth it though. Just block. But Geiger can open with {{YomiCard|J|Geiger J}}, DeGrey can open with an {{YomiCard|A dodge|DeGrey A}}, Arg can use {{YomiCard|Bubble Shield|Argagarg A}}, etc. |
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− | [[File: | + | [[File:JainaPortrait64.png|right|alt=Jaina|link=Jaina (Yomi)]] |
− | ====Grave vs [[ | + | ====Grave vs [[Jaina (Yomi)|Jaina]]==== |
− | This | + | Your blocks own, but so do her attacks. The early game is slightly in Grave's favor, since if she attacks into a block, it's painful. She can't do much about blocks more than blocking back ; she can throw, but not for a really big win. So basically, Grave should block a lot. The other part of the story is that block vs block is slightly favorable for Jaina. Jaina has a better late game because of her {{YomiCard|Smoldering Embers (10)|Jaina 10}} (which is a nightmare), but also because in the joker bluff game, it's harder to annoy Jaina than it is to annoy Grave. |
+ | |||
+ | So while Grave has the early game advantage in theory, Grave is under pressure to do damage before the late game. This pressure makes his early game not a breeze. | ||
+ | |||
+ | In summary, block quite a bit, your {{YomiCard|J|Grave J}} is as good as always, but try to sneak in throws. And if you throw, don't save anything. Max combo as much as you can. The reason is that once Jaina has Smoldering Embers (10s) in her discard pile, it's gonna be hell to get through if she has any life left. | ||
+ | |||
+ | Try to save your {{YomiCard|Qs|Grave Q}}. Once her 10s hit the discard pile, they are gonna be your main way of dealing damage. Naked {{YomiCard|AAA|Grave A}} is kind of decent, but loses against her {{YomiCard|Q|Jaina Q}} and {{YomiCard|Unstable Power-flipped|Jaina 7}} {{YomiCard|Ace|Jaina A}}. | ||
+ | |||
+ | Basically, the matchup is a race. Grave should try to "get in" before it's too late. | ||
+ | This matchup is about even. | ||
− | |||
+ | [[File:MidoriPortrait64.png|right|alt=Midori|link=Midori (Yomi)]] | ||
+ | ====Grave vs [[Midori (Yomi)|Midori]]==== | ||
− | + | This is an uphill battle for Grave, but once he gains momentum, it's his game to take. | |
− | + | Grave can't do anything against the block / throw game of early game Midori other than dropping {{YomiCard|J|Grave J}} for an easy combat win. J is '''the''' card of the match, and it makes a huge difference. Building a straight should be one of the ways to get ahead on the early game, and Gold Burst is a way of getting to your good mid-game fast. | |
− | + | Playing Block vs Block is to Grave's benefit, but since Midori doesn't need to attack, it's not a great move. | |
+ | If Grave manages to get ahead in the early game with a decent hand, slowly Midori will be able to do nothing against Grave. Grave can just start spamming attacks, and Midori has to ''connect'' his dodges perfectly. Midori's problem is that even successful dodges aren't a big deal, since he can't deal more than 20 damage (with {{YomiCard|2 aces|Midori A}}) from a dodge, unless he has {{YomiCard|Dragon Form|Midori 2}}, which is unlikely to happen since Grave can {{YomiCard|counter|Grave 10}} that. | ||
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− | |||
+ | So, as Grave, try to survive the early game with block vs block, J, straights and Gold Bursts. But throw quite a bit to not make his block game super easy. Once you have cards, just spam {{YomiCard|Q|Grave Q}}, {{YomiCard|A|Grave A}}, {{YomiCard|J|Grave J}}, {{YomiCard|K|Grave K}}, some straights, mix in some throws and blocks. And save any jokers to combo escape his dodges, and bluff those dodges quite a bit. | ||
+ | |||
+ | |||
+ | This matchup is about even. | ||
+ | |||
+ | |||
+ | [[File:SetsukiPortrait64.png|right|alt=Setsuki|link=Setsuki (Yomi)]] | ||
+ | ====Grave vs [[Setsuki (Yomi)|Setsuki]]==== | ||
+ | |||
+ | Attack and block a lot. Counter {{YomiCard|Bag of Tricks|Setsuki 7}}, and use {{YomiCard|Martial Mastery|Grave 7}} when her hand gets shorter. It's ok to use your {{YomiCard|8|Grave 8}} and {{YomiCard|9|Grave 9}} to throw occasionally, but you should throw very little. | ||
+ | |||
+ | |||
+ | {{YomiCard|Q|Grave Q}} is brutal against her, but {{YomiCard|single A|Grave A}} attacks are great too. Even {{YomiCard|K+K|Grave K}} is decent in some hands or after a dodge. | ||
+ | |||
+ | |||
+ | You shouldn't throw much because you shouldn't recieve much damage when she dodges, and your throw mostly loses against her throws. It's ok to throw against dodge spammers, but you should be able to win more games based on Q and A attacks. This matchup is more based on keeping to a solid tactic than on trying to read your opponent. Q, A a lot, block some (because you don't have infinite Qs and Aces), throw almost never. Use Martial Mastery to find out where she is and use your {{YomiCard|counter|Grave 10}} to stop the {{YomiCard|Bag of Tricks|Setsuki 7}} machine or she can put you in trouble. | ||
+ | |||
+ | |||
+ | If you activate {{YomiCard|your innate|Grave Char}}, you should almost always use the card you revealed. Even if you lose combat, gaining a {{YomiCard|Q|Grave Q}} is so important that it makes it practically a draw. | ||
+ | |||
+ | |||
+ | You should favor Combo Escapes over Gold Bursts. She goes down fast, and you don't need the 2 aces from a successful Gold Burst. That will increase the number of combats she needs to win, and since Setsuki will practically always follow up after her combat card, the success of your Combo Escape is practically guaranteed. | ||
+ | |||
+ | |||
+ | This matchup is in Grave's favor. | ||
+ | |||
+ | |||
+ | [[File:RookPortrait64.png|right|alt=Rook|link=Rook (Yomi)]] | ||
+ | ====Grave vs [[Rook (Yomi)|Rook]]==== | ||
+ | |||
+ | {{YomiCard|J|Grave J}} is your best card, but other than that, you have no great options. Try to use your {{YomiCard|7|Grave 7}} as Martial Mastery and your {{YomiCard|10|Grave 10}} to counter {{YomiCard|special|Rook 5}} {{YomiCard|Blocks|Rook 3}} late. It's ok to use both as a throw early on, but the speed is unlikely to ever matter. | ||
+ | |||
+ | |||
+ | Try to build a straight, you will need that to raise your damage. {{YomiCard|True Power of Storms (AAA)|Grave A}} is really good as it beats most things Rook can pull off. But meeting a {{YomiCard|Stone Wall|Rook 5}} is game deciding, so have a {{YomiCard|10|Grave 10}} just in case. | ||
+ | |||
+ | |||
+ | Be ready to Gold Burst. You need it to have enough damage, otherwise Rook can run you out of cards. As the game progresses, you should start blocking more. Once he has a decent hand, he is going to start attacking with normals, {{YomiCard|J|Rook J}} and {{YomiCard|Wall of Vines (AA attack)|Rook A}}. A block can give you the damage you need to keep in the game. | ||
− | If you | + | |
− | + | If you have a straight, be careful about using it after a KD. You will have to sometimes block/dodge or even Q, since players will {{YomiCard|J|Rook J}} attack there quite a bit. Basically, the biggest issue here is that Rook can empty your hand. Your best options to avoid that are straights and Gold Burst. Going block vs block is in your favor too, especially against Rook's special blocks. | |
− | This matchup is | + | |
+ | |||
+ | This matchup is slightly in Rook's favor. | ||
+ | |||
+ | |||
+ | [[File:DeGreyPortrait64.png|right|alt=DeGrey|link=DeGrey (Yomi)]] | ||
+ | ====Grave vs [[DeGrey (Yomi)|DeGrey]]==== | ||
+ | |||
+ | Throw him. DeGrey's only real counter to throws are {{YomiCard|Pilebunkers|DeGrey Q}}, which are very risky since they lose against blocks and {{YomiCard|J|Grave J}}, but is still his best option. So throw him, and then throw. It's ok to attack and block to mix up of course. | ||
+ | |||
+ | |||
+ | Generally prefer attacking over blocking. Blocking is somewhat dangerous because you could end with a big hand, then all of DeGrey's face cards end up doing {{YomiCard|+4 damage|DeGrey Char}}, and that would be awful. Don't be afraid to attack, even with {{YomiCard|K|Grave K}}: he has a hard time punish attacks except through {{YomiCard|Ace dodges|DeGrey A}}, which isn't that scary unless he also has {{YomiCard|K|DeGrey K}} in hand. Even Ace dodges are risky for him if you throw quite a bit. | ||
+ | |||
+ | |||
+ | Basically, this matchup is defined a lot on the early turns. If he drops his hand fast, you are half dead, as Grave has big issues emptying his hand. But Grave should win most combats as he has faster throws and attacks in general. | ||
+ | |||
+ | |||
+ | This matchup is even. | ||
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− | Valerie can't punish throws early on. She need {{YomiCard|Aces|Valerie A}} or lots of normals to put you in trouble, but otherwise, you can freely throw her. The problem with that statement is that {{YomiCard|10s|Grave 10}} are vital against Valerie, and 7s also are pretty good. As a result, it's easy to run out of throws. The point is, throw her while you can. Once Val gets a decent hand, her attacks are really good. | + | Valerie can't punish throws early on. She need {{YomiCard|Aces|Valerie A}} or lots of normals to put you in trouble, but otherwise, you can freely throw her. The problem with that statement is that {{YomiCard|10s|Grave 10}} are vital against Valerie, and {{YomiCard|7s|Grave 7}} also are pretty good. As a result, it's easy to run out of throws. The point is, throw her while you can. Once Val gets a decent hand, her attacks are really good. |
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This matchup is in Grave's favor. | This matchup is in Grave's favor. | ||
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− | [[File: | + | [[File:LumPortrait64.png|right|alt=Lum|link=Lum (Yomi)]] |
− | ====Grave vs [[ | + | ====Grave vs [[Lum (Yomi)|Lum]]==== |
+ | Lum is a lottery, sometimes his attacks are awesome, sometimes they are irrelevant. | ||
− | |||
− | |||
+ | There isn't much to say about this matchup, it's the usual block / throw Grave game. Straights are good in this matchup since good Lum players will throw a lot and attack with {{YomiCard|K|Lum K}} which loses against your {{YomiCard|2|Grave 2}}. Don't be afraid to throw Lum, his attacks aren't really awesome unless he has something build up, and that can take a while. Yeah, sometimes he will land {{YomiCard|Q+Q|Lum Q}} or {{YomiCard|K+K+K|Lum K}}, but what can you do. | ||
− | |||
+ | Gold Bursts are good against Lum. Save your {{YomiCard|10s|Grave 10}} to counter {{YomiCard|Poker Flourish|Lum 10}}. | ||
− | |||
− | |||
− | + | This matchup is in Grave's favor. | |
− | This matchup is in | + | [[File:ArgagargPortrait64.png|right|alt=Argagarg|link=Argagarg (Yomi)]] |
+ | ====Grave vs [[Argagarg (Yomi)|Argagarg]]==== | ||
+ | |||
+ | This matchup revolves around {{YomiCard|J|Grave J}}, Block, Throw. That´s basically it. | ||
+ | |||
+ | |||
+ | Now that we defined the matchup, some tips. | ||
+ | |||
+ | |||
+ | If you really want to attack, do it, but be very cautious. Of course, unless your hand is big, throws are KD. KD a lot. And then use Block / Normal attack. | ||
+ | |||
+ | |||
+ | Using Joker as a gold burst is reasonable since you won't escape big combos anytime soon against Argagarg. | ||
+ | |||
+ | |||
+ | Attacking is good because Argagarg has slow attacks, and his dodges and blocks are laughable. The exception is when you suspect he has an {{YomiCard|Ace|Argagarg A}} - then you should be wary. If he Bubble Shields, that's a major hit, and probably an unnecessary risk when you can basically beat all he does with just block and throws. | ||
+ | |||
+ | |||
+ | Dodges are your friend; be extra careful with them. Late game you will dodge / throw a lot, and you need those dodges. It's vital to build up {{YomiCard|AAA|Grave A}} to threaten your opponent. | ||
+ | |||
+ | |||
+ | If you use {{YomiCard|your innate|Grave Char}}, reveal a throw, preferably a fast one. It's very hard for Argagarg to deal with it. If Argagarg is at something like 12 life or less, don't be afraid to attack quite a bit more than normal. Mix it up a little, but even if he Bubble Shields, you can chip him down a lot. | ||
+ | |||
+ | This matchup is slightly in Argagarg's favor. | ||
+ | ''Credit to WaterD for this strategy guide.'' | ||
− | {{ | + | {{CSYomi}} |
− | See also: [[Grave (PS)]] | + | See also: [[Grave (PS)]], [[Grave (FD)]] |
Latest revision as of 02:53, 17 February 2015

Grave Stormborne, Wind Warrior
Contents |
Use training, discipline, and the spirit of storm dragons to read your opponents!
Grave lives to improve his skills every day, wondering what limits there are to a person's potential. He's dedicated, serious, and strong-willed. He carries a sword, but he was warned at a young age to "use it only when necessary, and no more." He has no such limit on tapping power from the blue dragons of lightning and thunder, though.
Grave trains alongside his sister Jaina and under Master Midori at his dojo in Dragon Tail Vale. Grave cares little about politics, and instead focuses on individual power. Many expect him to win the Fantasy Strike tournament against the previously undefeated Rook.
Card images
Deck (text)
Life: 90
Max Combo: 4
Innate:
Knowing the Opponent: When you block an attack, you may reveal a card from your hand. If you combat-reveal that card next turn but don't win combat with it, draw a card. If you do win combat with it, search your deck or discard pile for a Queen. (Shuffle your deck if you searched it.)
Normal attacks: x damage, Speed x.6
Normal throws: 7 damage, Speed x.6, 2 CP Starter, Knocks down
2: Attack 2 dmg, speed 2.6, 1 CP normal // Dodge
3: Attack 3 dmg, speed 3.6, 1 CP normal // Dodge
4: Attack 4 dmg, speed 4.6, 1 CP normal // Dodge
5: Attack 5 dmg, speed 5.6, 1 CP normal // Block
6: Attack 6 dmg, speed 6.6, 1 CP normal // Block
7: Block // Throw (KD) 7 dmg, speed 7.6, 2 CP Starter // *Martial Mastery
Martial Mastery: [Draw Phase] Draw two cards, then discard a card, then the opponent reveals their hand.
8: Block // Throw (KD) 7 dmg, speed 8.6, 2 CP Starter
9: Block // Throw (KD) 7 dmg, speed 9.6, 2 CP Starter
10: Block // Throw (KD) 7 dmg, speed 10.6, 2 CP Starter // *Mental Toughness
Mental Toughness: [Reaction] Discard a face card (and this card) to counter an ability. (Prevent and undo the ability and the opponent discards the card if played from hand. You can't counter Aces, Jokers, or character cards.)
Jack: Lightning Cloud: Attack 8 (3) dmg, speed 2.4, 1 CP Ender // *Lightning Trap
Lightning Trap: [During Combat] When you deal block damage with this card, return it to your hand and the opponent doesn't draw a card from blocking.
Queen: Dragonheart: Attack 10 (2) dmg, speed 0.0, 3 CP Ender
King: Whirlwind: Attack 7+7 (+K) (1) dmg, speed 2.2, 2 CP Linker
Ace: True-Spark Arc: Attack 12 (3) dmg, speed 1.0, 2 CP Ender // True Power of Storms: Attack 45 (1) dmg, speed 0.4, 3 CP Ender AAA
FAQ
Q: When I use Martial Mastery, do I have to discard one of the two cards I just drew, or can I discard any card in my hand?
A: You can discard any card in your hand; it does not have to be one of the two cards you just drew.
Q: How does the timing of Grave's character ability work?
A: When you block an attack, first draw a card from blocking, then you may reveal a card for his character ability (not the card you blocked with though, return that to your hand at the end of combat). Next turn, if you play the card you revealed in combat, you can search for a Queen or draw a card as soon as the winner of the combat is determined. This happens after any combat-reveal abilities from the opponent, and before any combo escapes.
Q: What happens and what doesn’t happen when I counter an ability?
A: When you counter an ability, prevent and undo all of its costs and effects, as if it never happened. Your opponent discards the ability card if they played it from their hand. You play this after they pay any costs to activate, but then the opponent gets their costs refunded when you counter.
Strategy
Note: This strategy guide was written for 1st Edition. Some content may be outdated.
Overview
Grave is a very solid character, with few disadvantageous matchups against other characters. Blocking is one of his most powerful options, and his early game block is especially scary, both because of his innate and because if Grave builds a good hand, it can translate into a lot of damage very fast. Grave is very card efficient, with many cards dealing 6, 7, 8 and 10 damage. More importantly, any pair can become a 12 damage Ace
Grave A

Grave A

Grave 10

Grave 7

Grave 7

Grave 10

Grave K

Grave 6

Grave J

Grave A
Basic gameplan
Your fundamental plan with Grave is to use his amazing blocks early on to get a good hand, and protect those blocks with J
Grave J

Grave Q

Grave A

Grave 7

Grave 8

Grave A
That's the basic plan, but in some matchups and against some players, you'll need to deviate from it. Just keep in mind that this is your most fundamental gameplan.
Card Analysis

Grave 2

Grave 3

Grave 4
Attack / Dodge

Grave A

Grave 8

Grave 5
If you start with 3456, it's reasonable to try to land that straight. Just be careful about playing different cards just because you want to build up a straight. You will find that by the time you do, you already have a decently sized hand.

Grave A

Grave 5

Grave 6
Attack / Block
Basically, these are the blocks you are going to use. If you have them, you will probably block with them.

Grave J

Grave A

Grave 7
Throw / Block / Martial Mastery
This is one of the hardest cards to play. Martial Mastery is a very powerful ability. However, throws are scarce for Grave, and this is his fastest. Against some characters, the choice is actually easy: for Setsuki, Rook or Midori, just use it as Martial Mastery most of the time ; it's not like the speed of the throw is going to do any good. Martial Mastery is especially good against Setsuki, since she does not have many real options in hand in general.
Against other characters, it's going to be a tough decision. A common strategy is to use them early on as throws, and later as Martial Mastery. Only block with this card in the most extreme of situations.

Grave 8

Grave 9
Throw / Block
These Grave throws are kind of slow (especially the 9), but hey, you need throws. Don't block with them if you can avoid it, and be extremely wary of exchanging them for Aces. You really don't want to run out of throws (you probably will anyway :/).

Grave 10
Throw / Block / Mental Toughness

Midori 2

Jaina 7

Geiger 4
Blocking with a 10 is somewhat of a desperation move, and in most matchups, you will only want to throw with a 10 in the most extreme of circumstances.

Grave J
Lightning Cloud attack (*Lightning Trap)
One of the best things in Grave's arsenal. Lightning Cloud is an excellent early game combat card, especially against grappler opponents - you can get good results by just playing it as soon as possible in the first few turns. Since early game dodges are much rarer than blocks, and since speed 2.4 is very reasonable, you'll rarely regret it.
An early game tactic of "play Jack if you have it, block a lot otherwise" can be surprisingly effective, since blocking is a good counter to what beats your Jack: dodges and early fast attacks.

Grave K

Grave 6

Grave Q
Dragonheart attack
Dragonheart is a super efficient card that happens to be speed 0.0. If you want to attack, this is generally your best choice. It's also one of the main ways to beat other people's attacks late on, when you don't have dodges, or even in place of dodges. Try to save them for the late game, when attack wars are more common.

Grave K
Whirlwind attack
Whirlwind is one of Grave least powerful cards, but it's still not bad at all! It's 7 damage for a card, and when you have 2, you can do decent throws and less terrible dodges. It's actually pretty reasonable when you need a fast attack, and Queens
Grave Q

Grave A

Grave 7

Grave A
Keep in mind that powering up KK for A in a vacuum is wrong unless you want to complete your AAA set. K+K is 14 damage versus a single Ace's 12. Both can be comboed into just as easily. The single Ace is faster, so it will win more as a naked attack, but K+K is two cards, so if you lose combat you only lose half the damage.

Grave A
True-Spark Arc attack / True Power of Storms attack

Lum A

Argagarg A

Valerie A
Sticking to AAA or going to single aces is one of the main valuation decisions for Grave. If the opponent makes your life easy by throwing jokers around, good for you. However, against a lot of players, it's better to save the headaches after a few turns of AAA not finding its way and just start slipping in Aces in simpler ways.

Grave Joker
Gold Burst / Rewind Time
Everybody has these! It's a pretty close call between Gold Burst and Combo Escape here, since his Aces are pretty strong. You'll have to make a judgement call depending on the matchup.
How to beat Grave
It's hard to really say how to beat Grave, because it's very character dependent, but the biggest tip is probably to use Combo Escape against him. Grave has trouble translating his hand into damage. If you have a decently sized hand and Combo Escape, make his life miserable in the late game. If you know AAA
Grave A

Geiger J

DeGrey A

Argagarg A
Outside of that, a block/fast throw mixup is hard for Grave to deal with early on. Later on, replace blocks with dodges. Attacks that only lose against Q are OK too. But really, all of this depends a lot on matchups.
Matchups
Grave vs Grave
This matchup revolves around J
Grave J

Grave 7
Please don't make this mistake: Jokers should be Combo Escapes, and nothing else. Grave hates Combo Escapes. That alone makes a huge difference.

Grave J
Keep in mind that if your attack meets a block, it's going to be really painful.
The whole reason why this happens is that Grave has no real way to punish throws; he can't use jokers as a gold burst either. So both players should throw a lot. The only good anti-throw Grave has is straights.

Grave Q

Grave A
Grave vs Jaina
Your blocks own, but so do her attacks. The early game is slightly in Grave's favor, since if she attacks into a block, it's painful. She can't do much about blocks more than blocking back ; she can throw, but not for a really big win. So basically, Grave should block a lot. The other part of the story is that block vs block is slightly favorable for Jaina. Jaina has a better late game because of her Smoldering Embers (10)
Jaina 10
So while Grave has the early game advantage in theory, Grave is under pressure to do damage before the late game. This pressure makes his early game not a breeze.
In summary, block quite a bit, your J
Grave J

Grave Q

Grave A

Jaina Q

Jaina 7

Jaina A
Basically, the matchup is a race. Grave should try to "get in" before it's too late.
This matchup is about even.
Grave vs Midori
This is an uphill battle for Grave, but once he gains momentum, it's his game to take.

Grave J
Playing Block vs Block is to Grave's benefit, but since Midori doesn't need to attack, it's not a great move.

Midori A

Midori 2

Grave 10

Grave Q

Grave A

Grave J

Grave K
This matchup is about even.
Grave vs Setsuki
Attack and block a lot. Counter Bag of Tricks
Setsuki 7

Grave 7

Grave 8

Grave 9

Grave Q

Grave A

Grave K

Grave 10

Setsuki 7

Grave Char

Grave Q
You should favor Combo Escapes over Gold Bursts. She goes down fast, and you don't need the 2 aces from a successful Gold Burst. That will increase the number of combats she needs to win, and since Setsuki will practically always follow up after her combat card, the success of your Combo Escape is practically guaranteed.
This matchup is in Grave's favor.
Grave vs Rook
J
Grave J

Grave 7

Grave 10

Rook 5

Rook 3

Grave A

Rook 5

Grave 10

Rook J

Rook A

Rook J
This matchup is slightly in Rook's favor.
Grave vs DeGrey
Throw him. DeGrey's only real counter to throws are Pilebunkers
DeGrey Q

Grave J

DeGrey Char

Grave K

DeGrey A

DeGrey K
Basically, this matchup is defined a lot on the early turns. If he drops his hand fast, you are half dead, as Grave has big issues emptying his hand. But Grave should win most combats as he has faster throws and attacks in general.
This matchup is even.
Grave vs Valerie
In the early game, throw a lot, block some to scare her, then throw some more.

Valerie A

Grave 10

Grave 7

Grave Q
Going block vs block against Valerie isn't especially good, since it lets her build her hand, which is often a hard thing for her to do.

Grave Q

Grave A

Grave J

Valerie A
Jokers are Combo Escapes against Valerie. Do it after throws, normals or dodges, since your jokers are worth one extra combat. Don't be afraid to bluff her, either. You are going to build a big hand pretty easily, and Valerie has 80 life. If you bluff her, however, bluff her at dodges. She won't stop for bluffs with normals or throws.
This matchup is in Grave's favor.
Grave vs Geiger
My first tip is "Ignore his Fast Time Spiral (J)
Geiger J

Grave J
Try to avoid attacking with any non-J, non-straights early on. Gold burst is an acceptable move here, but keep in mind that Geiger blocks quite a bit.

Grave J

Grave K

Geiger J

Geiger 4

Grave 9

Grave 8

Grave 10

Grave 7
You will use all your throws because you should throw as much as you can, but use them wisely, as they are scarce. Block a bit just to keep him afraid, but don't expect much attacks until mid to late game. Also, be ready to save dodges, as your game is going to be obviously dodge / attack heavy late, with some throws.
This matchup is slightly in Grave's favor.
Grave vs Lum
Lum is a lottery, sometimes his attacks are awesome, sometimes they are irrelevant.

Lum K

Grave 2

Lum Q

Lum K

Grave 10

Lum 10
This matchup is in Grave's favor.
Grave vs Argagarg
This matchup revolves around J
Grave J
Now that we defined the matchup, some tips.
If you really want to attack, do it, but be very cautious. Of course, unless your hand is big, throws are KD. KD a lot. And then use Block / Normal attack.
Using Joker as a gold burst is reasonable since you won't escape big combos anytime soon against Argagarg.

Argagarg A

Grave A

Grave Char
This matchup is slightly in Argagarg's favor.
Credit to WaterD for this strategy guide.
See also: Grave (PS), Grave (FD)