So i'm pretty done with the meta's shit so here's an annoying control deck that can initiane Buster Lock and lock down the grave yard with a PK engine. I hate it too.
Deck guide
3x Shaman- Shaman is basically a field barrier on legs, which helps to protect the main card this deck revolves around, Necrovalley. It also negate's your opponent's field spells, which can help to counteract some key parts of other decks. It also gains defense, although since it's tribute summoned, that's not very important. You have to wait a turn to summon Shaman, making it a bit of a pain, but it's worth it.
2x Chief- Chief is another slow tribute monster, although it's fairly worth the time and resource investment. Chief makes your GY immune to Necrovalley, allowing you to do some other plays with your Gravekeeper's freely and use the PK's to search without problem. Chief also makes it so you can special a Gravekeeper on his summon, recycling various effects and possibly allowing you to go into a Union Carrier for a Buster Lock.
3x Gravekeeper's Commandmant- Commandmant is basically terraforming on a Gravekeeper's body, allowing you to search out Necrovalley without being limited or having a once per turn. You can easily use more Commandement's if the first get's ashed, to eventually dig through your deck to a Necrovalley.
3x Spiritualist- Spiritualist is the deck's fusion spell, but on legs. I'm seeing a pattern here. Anyway, Spiritualist allows you to go into Supernaturalist, AKA big beater with protection, as long as you have Necrovalley out. This deck searches Necrovalley constantly, so getting it won't be a problem. You can get a big beatstick with Supernaturalist in order to push for game after your opponent finds they can't do anything under Necrovalley.
3x Priestess- Priestess is, Necrovalley on legs. As long as Necrovalley isn't on the field, Priestess makes the entire field into Necrovalley, so the opponent still isn't safe even if they manage to negate all your searches or destroy your Necrovalleys. It also gives a minor boost to your Gravekeeper's, although that's not very notable really.
2x Descendant- Descendant is one of the deck's only pieces of card removal. It can tribute another GRavekeeper (aside from itself) to pop an opponent's card, which isn't great, but isn't bad either. It's too slow to justify playing at 3, but not bad enough to justify playing at 1 or 0.
1x Headman- Headman is basically the deck's Monster Reborn on legs, as it revives a level 4 gravekeeper. Note that it's only level 4's, nothing higher or lower, and that it's immune to Necrovalley. So, Headman can be used for either recovering a lost monster, or for a small combo i came up with. You can discard Commandment for it's search, and then get Commandment into the grave by that discard. Activate Necrovalley from the search, and summon Headman. From Headman, you can summon Commandment back. Then you can go into a link-2 Union Carrier and equip the Union Carrier with Buster to lock down both the opponent's grave yard and extra deck, so they're basically just not allowed to play the game.
3x Ash Blossom- Ash Blossom is a staple hand trap in basically every deck now, and for good reason, since it can cripple nearly any combo. Since this is a control deck, Ash is great, as it doesn't allow the opponent to do any combos they can even attempt under Necrovalley and/or Buster lock.
2x Buster- The other part of the buster lock, along with Union Carrier. Buster equips to Union Carrier by the effect of Carrier to make it so your opponent can't summon from the extra deck, which completely shuts off another core component of the game and cripples a ton of decks like Adamancipators, D-link, etc. Even if they can out this, they have to dedicate resources just to outing it.
1x Cloak- Cloak is the starter of the PK engine, which you either normal to SS Boots or banish from the grave to get it's search. Cloak is generally a searcher and a starter, which is quite solid.
1x Boots- Boots is another part of the PK engine, which special summons itself as long as you control Cloak. These two, along with other cards like Shade Briganade, are essential to summoning Bardiche. Boots is also a searcher, although this time locked into Fog Blades and Briganades.
3x Necrovalley- Necrovalley is the deck's key card, as it completely shuts down the opponent's grave yard. This effect shuts down tons of modern decks, as nearly all decks rely on the graveyard to make plays. Necrovalley also gives a nice boost to Gravekeeper's, although it isn't as important as the graveyard shut-down.
3x Hidden Temple- Hidden Temple is another fantastic floodgate of the deck. As long as you have a Gravekeeper and Necrovalley on the field, which isn't that hard to get for this deck, you can completely shut down any non-Gravekeeper's special summoning. While this locks you out of the Buster Lock and Bardiche, it is completely worth it, as it cripples literally any deck in the game, as all decks rely on special summoning.
3x Throne- Throne is the archetypal ROTA, allowing you to search out any Gravekeeper to fill in the gaps of your hand. It also forces you to normal summon right after you add. I can't tell, though, if that counts as an additional normal summon or if that's your normal summon for the turn. Any help on that end would be appreciated.
3x Field Barrier- Field Barrier is an essential card that you want in your opening hand, as you can't actually search it in this deck, sadly. Having to hard draw it is annoying, but it's still a great card, as it protects the essential card for this deck, Necrovalley.
3x Imperial Tomb- Imperial Tomb allows you to control the tempo of the game as you negate key combo pieces that your opponent try's to use, as you can negate anything they try that doesn't involve the graveyard.
3x Fog Blade- Fog Blade is a very, very helpful card for this deck. Fog Blade is more so insurance than anything, in a lot of aspects. In case your opponent manages to get out a monster even under all the pressure and floodgates, you can Fog Blade it so they're not even allowed to do shit with their own boss monster. Then ya stall until you can out it.
1x Briganade- Briganade is mainly just fuel for Union Carrier or Bardiche, as it can be activated the turn it's set as long as you have no traps in grave, and you shouldn't have any in a best case scenario. So as long as you open it, it's very helpful for going into Union and/or Bardiche.
The extra deck
3x Supernaturalist- Supernaturalist is simply more of a big beater with good protection, as using Spiritualist you can go into him, get him to high attack stats, and then poke at the opponent while they struggle to do anything until they eventually lose.
3x Dragoon- Dragoon is just a target for Reaper, to get out all the opponent's copies of Dragoon in game 2 if i know they're playing Dragoon
3x Union Carrier- Union Carrier actually serves a dual purpose. It can be used for the buster lock, to completely shut off the opponent's extra deck so they're not allowed to play the game. But you can also use it as a target for Reaper, since so many decks like D-link are also playing the Buster lock.
3x Halqifibrax- Halqi is just another target for Reaper in order to cripple D-link and Adamancipator strats.
1x Bardiche- Bardiche is a great control card, as it can send some monsters to the grave in order to set great control cards with Fog Blade directly from the deck.
2x Borreload Savage- literally just another target for Reaper
Side deck
3x Ghost Reaper- Ghost reaper is just used to get rid of problem cards like Dragoon, Halqi, and etc so the opponent loses combo pieces or their boss monster. This deck doesn't care about it's extra deck too much, so it can easily fill up the extra deck with Reaper targets.
3x Nibiru- Nibiru is another great card when playing against combo decks, as you can easily make a ton of their attempts at playing the game worthless. (This deck is also Nibiru-proof, so that's nice.)
1x Pankratops- Pankratops is basically the deck's only going second card, as it hates going second, but Pankra is a nice card in case you want a pop.
2x Lost Wind- Lost Wind is another control card that can heavily counter stuff like D-link and Adamancipators.
Playing guide
The ideal hand is something involving Field Barrier, a few Necrovalley monsters, and Necrovalley itself. That's a more so simplified hand, really, as with that, you can activate Necro, set up Barrier, and summon your vital Necrovalley's and then control the game from there. You can fusion, pop cards, etc. Although, hands can wildly differ. In the end, the playing guide goes something like this. You'll want to activate Necrovalley, and hopefully activate Field Barrier alongside it if you opened it. Then you'll want to either do one of two things, depending on the hand: summon a Necro and either fusion or pass, but you can also be even more of a ****. You can use the PK engine and shit to go into Union Carrier, and equip Union Carrier with Buster, completely shutting down the opponent's extra deck. Although, if you didn't open Buster, you can go into Bardiche and set up some strong backrow. After that, you just want to set up your backrow and pass. Then, you control the game's tempo and state until your opponent either quits or gets wittled down to 0 LP by the Necrovalley's.
(things to note: Extrav is a nice draw option, I just opted not to play it as I didn't have space. This deck also heavily counters a lot of the current meta, like D-link. And it also dies going second.)
Any suggestions are appreciated! Thank you, have a nice day.