Doomed Necromancer

Doomed Necromancer

Creature — Human Cleric Mercenary

, , Sacrifice Doomed Necromancer: Return target creature card from your graveyard to the battlefield.

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Trade

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Printings View all

Set Rarity
Commander 2019 (C19) Rare
Tenth Edition (10E) Rare
Onslaught (ONS) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Doomed Necromancer occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Doomed Necromancer Discussion

NiftyCheshireCat on Why won't they stay dead?!

2 months ago

Wow! Thanks multimedia for the really well put together advice! Yeah the land base will be getting an overhaul at some point in the near future, right now it's just cobbled together from what I wasn't using in other decks so I'll be getting my Bloodstained Mire and Blood Crypt as well as a number of the other lands you mentioned when I can. I love all the suggestions though! Necrotic Ooze and Kiki-Jiki, Mirror Breaker do work great with the rest of the deck so I'll have to think about them but I already have 3 decks that can win by going infinite so I'm not sure I want to turn this into one too. At a certain point I may as well just add Impact Tremors and win if I am going to run combo pieces but I'll think about it as they both work great with Apprentice Necromancer, Doomed Necromancer, Magus of the Wheel, etc. so it's super tempting just in terms of synergy.

Anyway thanks for all the suggestions and for taking the time to go over the list! Great tips, definitely gave me some new ideas!

multimedia on Chainer's Demon Summoning Posse

2 months ago

Hey, I didn't suggest to cut the Apostles, keep the Apostles. they're good and the best parts of your deck :)

I suggested Chainer, Nightmare Adept as General because he gives you more interaction with Apostles as well as reanimation which is good backup plan with Demons. Casting Apostles for one mana from your graveyard and giving the Demon you cheat into play with Apostles haste are interactions that make Apostles better. With Chainer you can abuse creatures for reanimation of Demons such as Doomed Necromancer and Apprentice Necromancer. After discarding one of these Necromancers or a Demon, Chainer lets you cast one of these Necromancers from your graveyard and then because of haste you can use them right away to reanimate the Demon you just discarded and that Demon can attack with haste.

Rakdos, the Showstopper as General doesn't have interaction with Apostles other than they can tutor for and put Demons onto the battlefield, but they can already do this meaning Rakdos is not adding anything to help with the Apostle strategy. Showstopper is better as a Demon in the 99, not General, therefore Apostles can tutor for it. Rakdos, Lord of Riots is better than Showstopper and Riots is good with Demons, but not good with Apostles. You will want to change your deck quite a lot if using Riots as Commander.

multimedia on Chainer's Demon Summoning Posse

2 months ago

Hey, good start and nice budget Rakdos deck.

The flavor is neat with Rakdos as General, but overall this Rakdos is lackluster. Consider Chainer, Nightmare Adept as Commander General? Chainer is being displayed as $8, but it's a glitch. It's not that much, in fact it's less than $2 at TCGPlayer.

Chainer can be an enabler for reanimation by discarding Demons or can recast Apostles from your graveyard. With Chainer any Demon you cheat onto the battlefield with Apostles gets haste. Reanimation and cards that are enablers for reanimation is a good secondary strategy when playing lots of high mana cost Demons. Apostles are the first plan to cheat Demons onto the battlefield and traditional reanimation can be a backup plan to also cheat Demons on the battlefield.

Budget cards to consider adding:

If you like these suggestions I offer help to make cuts. I also offer more advice if you like. Good luck with your deck.

BMHKain on Chainer's Codex of Oneirokinetic Neruotic Murder

2 months ago

UPDATE: Still trying to cut a deck w/ Reanimator, Discard, & Sacrifice elements; a 3 for 1 if need be.

Right now, I dunno how to try & find what cuts to put in/what to replace; & a lot of good cards are currently in the Maybeboard. I do want this to be Reanimator based, Animate Dead + Worldgorger Dragon (Worldgorge Win.) Hell's Caretaker, Everyone Discard like mad Waste Not, Bone Miser, among other effects, & Sacrifice for effects more beneficial to you, than your foes; likely resulting to benefitting from your other cards in exchange for Sidisi, Undead Vizier, Razaketh, the Foulblooded, even Doomed Necromancer! Some are hybrids of 2/3 of these effects; Maybe all 3!

So I'll ask again. What would you cut, and what to replace? Saying "Add" doesn't seem to be necessary anymore.

Yep, I'm on a status where I do want help again. I'll see what else to do about my CHAOS deck, but this is also important currently.

Thank you for responding (If so...)! :D

jpritcha on Blue/Black control

4 months ago

Here's some recommendations for cheap/casual reanimator from my experience building/playing these kinds of decks with friends:

  • More efficient reanimation mechanisms. Gravewaker has a really steep cost for what it does, I'd run 1 maximum. Cards like Apprentice Necromancer and/or Doomed Necromancer are cheap alternatives that let you reanimate much sooner.
  • Self mill and/or discard outlets. Need to get your fatties into the graveyard before you can reanimate them. Morgue Thrull and Necromancer's Assistant are good for self-mill and can block to buy time. Something like Abandon Hope might be fun for discard + disrupting their hand.
  • Look for "enters the battlefield" triggers on your reanimation targets. Dread Cacodemon doesn't make the best target since it only triggers when cast from hand. Something like Myr Battlesphere is a fun reanimation target with 'gains haste/sac at end of turn' type reanimation spells since it's 4 direct damage, swings for 8, and leaves behind behind 4 1/1s (also a great reason to play Dread Return, a super busted reanimation spell that is banned in modern and only costs a little over a dollar!). Or maybe Sundering Titan to kill a ton of lands. Both are also easy to cast late game being colorless.
  • Consider being more heavily black, and have more of a balance between counterspells and removal. If you are primarily concerned about creatures and are in black, removal is far more flexible than counter spells. There's tons of 2 mana black removal spells, many cost about a dollar for a playset of 4, (Doom Blade, Ultimate Price, Walk the Plank, and Victim of Night all come to mind). I'd also advise against highly specific counters like Annul, as they have a good probability of being dead cards.

multimedia on Rakdos Beatdown

4 months ago

Hey, you're welcome :)

I don't want to discourage you by suggesting to add so many cards and cut so many cards. You have a really good plan for when you get Rakdos onto the battlefield, but the problem is you haven't included many ways to cast Rakdos. Because can only cast him if an opponent loss life for the turn. You have a great late game base of creatures, really good, but there's not very much, if any, early game plays to make. Commander decks want three plans at various stages of a game. One for the early game, one for the mid game and one for the late game. Right now you have planned out the mid and late game well, but have neglected the early game. My advice is sacrifice some mid and late game cards for early game cards.

Some examples of different plans for each stage of the a game.

Early game (ramp and pingers):

Mid game (Rakdos and reanimation):

Late game (Eldrazi and other big creatures)

In my opinion it's better to have a lot more early game plays then mid and late game. The early game plays should help to setup and get into the mid and late game. Low mana cast reanimation/enablers is an an example of early game plays that can be just as good as a mid/late game plays. Tutors are an excellent bridge between each stage of the game because they let you get a certain card for what ever stage you're at and in of need at the time.


As I said in my last comment I think you can cut quite a few of the big creatures and replace them with more early game cards that let you interact with Rakdos faster.

Cards to consider cutting:

  • Cinder Barrens
  • Bloodfell Caves
  • 1x Mountain
  • 1x Swamp
  • Chainer, Dementia Master
  • Endling
  • Garna, the Bloodflame
  • Geth, Lord of the Vault
  • Greven, Predator Captain
  • Hythonia the Cruel
  • K'rrik, Son of Yawgmoth
  • Massacre Girl
  • Nighthowler
  • Overseer of the Damned
  • Soul of Innistrad
  • Tetzimoc, Primal Death
  • The Haunt of Hightower
  • The Scorpion God
  • Fated Return
  • Phthisis
  • Blackblade Reforged
  • Whispersilk Cloak
  • Loxodon Warhammer
  • Sword of Truth and Justice

All these cards are by no means bad, they're just in my opinion worse than the other cards here. In my last comment I listed about 20 cards for you to consider adding most except Heartless Hidetsugu and Artisan of Kozilek were one to three CMC. Which included pingers (Spear Spewer, etc.), mana rocks (Rakdos Signet, etc.), reanimation/enablers (Doomed Necromancer,Buried Alive, etc.) and instant removal (Chaos Warp, etc.).


40 lands is a lot of lands, consider cutting some for additional mana sources (mana rocks)?

I think you're better off adding mana rocks then having lots of lands and equipment. I think it helps your deck more to have color fixing and ramp then equipment. Mana rocks are excellent early game plays. Equipment are mid to late game plays and they only do something if you have creatures on the battlefield who can attack. Rakdos or Sin Prodder could be good sources of a creature for equipment, but equipment overall is not doing much here. Because of mana cost for Rakdos then mana rocks that can make colored mana are more desirable then ones that can't. However if you have the powerful mana rocks that only make colorless mana (Sol Ring, etc.) still play them because they're some of the best cards in Commander.

Lots of basic lands can be problematic when the main casting cost you're trying to make is for Rakdos. Some other playable Rakdos dual lands to consider adding:

multimedia on Rakdos Beatdown

5 months ago

Hey, you definitely like high mana cost cards (5 CMC plus). There's 28 here!

How do you expect to be able to cast Rakdos? Consider more cards that make an opponent lose life? This deck will have a difficult time functioning without having Rakdos on the battlefield, being able to reduce the casting cost of creatures. With a 4.9 avg. CMC even being able to cast Rakdos is going to be a problem.

My advice is focus much more on the early game and much less on the late game. You don't need 25 high mana cost creatures for Rakdos, it's overkill.

Cards to consider adding:

In the early game you want to make it easier to cast Rakdos this means mana rocks that can help make mana for his difficult casting cost and repeatable pingers to be able to make your opponents lose at least one life to be able to cast Rakdos.


Heartless Hidetsugu can reduce a ton of colorless mana with Rakdos with one activation. Use this reduction to free cast Eldrazi (Ulamog and Emrakul). Artisan of Kozilek can be reanimation and Void Winnower is also good. These Eldrazi are really the only high mana cost creatures you need because lets face it there's not a lot of other creatures that can even compare in power level.

Other high mana cost creatures of the ones here to consider keeping are: Ilharg, the Raze-Boar,Sidisi, Undead Vizier,Urabrask the Hidden,Etali, Primal Storm,Archfiend of Despair,Vilis, Broker of Blood,Sheoldred, Whispering One. This is a base to consider:

  • Heartless
  • LLharg
  • Sidisi
  • Urabrask
  • Eltali
  • Archfiend
  • Vilis
  • Sheoldred
  • Ulamog
  • Ulamog
  • Emrakul
  • Artisan
  • Winnower

There's beginnings of a reanimation strategy here with Chainer, Nightmare Adept. Reanimation is a good a backup plan to be able to get big creatures onto the battlefield without Rakdos. Reanimation needs two parts: enablers to get creatures into your graveyard and the actual reanimation to cheat them onto the battlefield. Consider expanding on each of these parts?

The Necromancers are good with Chainer. Discard a big creature than cast one of the Necromancers from your graveyard, it gets haste, sac it to reanimate the big creature you just discarded.

Other cards to consider adding:

If you would like I can give you a list of cards to consider cutting. Good luck with your deck.

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