Doomed Necromancer

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Doomed Necromancer

Creature — Human Cleric Mercenary

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

legendofa on Is WotC Being Inconsistent in …

9 months ago

DemonDragonJ I'm not a professional designer, but if I had to guess at the reasonings for the restrictions on those cards:

Whispering Wizard is a 3/2, which carries a lot more pressure than a 1/5. It also triggers off planeswalkers, no creature artifacts, and battles, while Murmuring Mystic is instants and sorceries only.

Your desired used of Sunshot Militia is hugely above the expected complexity of a common card. It would be more powerful, but it would also be a rare card, at a glance. There's a loose but present ceiling on what a common should be able to do. And upgrading one red creature card's rarity means that either another red creature card has to get downgraded, or a rare red creature gets scrapped and a new common red creature created. And that's the minimum level of changes, assuming this was done very early in the process.

Instant-speed reanimation is unusual and expensive. When it does happen, it's 5+ mana Gravewaker, short-term Apprentice Necromancer, single-use Doomed Necromancer, or carries some other restrictions. (All my examples are activated abilities, but the same goes for spells, too). Permanently returning two creatures for four mana, at instant speed (so surprise blocker + haste), with the option of reusability, would make Slimefoot and Squee the strongest reanimator spell by far in the Modern era.

LumpySpaceJams on Ashnod's Vault

11 months ago

Thanks for the suggestions SufferFromEDHD!!

Fulminator Mage is a great suggestion, I'm always hesitant to dedicate a full spell slot to land destruction, but this may end up being an exception as it would be doubled and repeatable.

Doomed Necromancer and Hell's Caretaker I opted for Apprentice Necromancer instead since it combos with Blood Pet when Ashnod is out and does grant haste to my creatures it reanimates. Sacing it at end of turn isn't even a down side because I can instead sac it to one of the many sac outlets for value instead.

Stronghold Assassin is an interesting choice, I don't feel like I have enough targeted removal, so this may have to be tested.

SufferFromEDHD on Ashnod's Vault

11 months ago

Nice build. Packed full of solid triggers.

Fulminator Mage

Doomed Necromancer and/or Hell's Caretaker

Stronghold Assassin

Barbarian_Sun_Pope on LORD OF THE PIT ! - Mid/OK Tier Mono Black Casual

1 year ago

Hmmm ... been a while a since I seen Lord of the Pit. Have you considered Hell's Caretaker or Doomed Necromancer? their sacrifice ability feels like it would fit right in here and the Necrotic Ooze could provide some redundancy. Hope this helps.

multimedia on Abzan Graveyard Recursion Help

2 years ago

Good choices for cuts and adds.

Unfortunately, don't use the scale here to gauge competitiveness of your deck. It's crap, doesn't work well and it's better to just ignore it, turn it off in the editor. Trust me and everyone else who's helping you here in the comments. Your deck is improving, becoming more competitive with each change.

Yes, Bane of Bala Ged is better than Demon of Loathing, but it has similar drawback since it's also 7 mana and has to attack to trigger. Creatures like Bane and Demon are better in colors that have lots of haste enablers. On a budget Abzan doesn't have them therefore if you're going to play high mana cost creatures they should have an ETB ability or provide value another way. Sun Titan is an example, it's 6 mana, but in my opinion it's better than Bane and Demon since it could reanimate something when it ETB and it can be a combo piece.

I'm not saying to not play creatures who don't do anything the turn they ETB, but those creatures should be lower mana cost, not higher mana cost. Low mana cost to potentially play one and something else that same turn or play one and leave up mana for instant interaction with your opponents. Fauna Shaman is a good example, it can't tap the same turn you play it, but it's a 2 drop not a 7 drop. It's possible that Body Launderer won't do anything the same turn it ETB, but it's 4 drop as well as being a combo piece. These are big differences than a 7 drop.


Currently, your only option is to mutate Nethroi at sorcery speed on your turn thus the creatures you reanimate should give you value or combine to win the game that same turn. You don't want to rely on having those creatures on your next turn, reanimating creatures who don't do anything until they can attack could just waste Nethroi mutate. An opponent may just cast a board wipe and destroy all your creatures potentially not getting much from mutate.

There are effects in Abzan that are like haste such as flash or reanimating at instant speed. An effect that gives flash to a creature would let you cast/mutate Nethroi on an opponent's turn. Doing this lets all creatures you reanimated then attack on your next turn.

When you're playing so many creatures giving them flash can be very useful and also powerful. More instant creature reanimation goes with the strategy of self-mill, consistent creatures in graveyard. You're playing Doomed Necromancer, it and Apprentice Necromancer if they can tap can reanimate on an opponent's turn.

BishopAtavist on How I Cheat My Dragons

2 years ago

Love a dragon-theme deck! You should go into more detail about how you "cheat" your dragons. I'd love to hear the strategy there. I would consider adding Doomed Necromancer in place of Apprentice Necromancer. You lose the creature entering the battlefield with haste, but I'd rather keep the creature around longer than one turn in exchange for that ability.

multimedia on Rakdos, Lord of Riots Demon Tribal

2 years ago

In my last comment suggested a lot of cards to add, now here's some cards to consider cutting. For cards to consider cutting I would start with all the lower mana cost nonDemon creatures. I would simply replace these with other lower mana cost cards that can better enable Rakdos without attacking and reduce creature mana costs without attacking.

Rather than playing a lot of single creature removal spells, rely more on Demons who can destroy or remove creatures? Especially Demons who have repeatable removal effects. You could cut many creature removal spells and replace them with more draw.

Searing Spear, Shock, Disintegrate can target a player to make them lose life, but you have Lightning Bolt for that and you can make opponent lose life better ways then playing single burn spells. Some budget single removal spells are helpful such as Chaos Warp and Feed the Swarm because these spells can remove an enchantment, Warp any permanent. When attacking is important to your game plan these can remove Ghostly Prison, Propaganda and others.


Rakdos can only reduce the mana cost of creatures therefore play very few noncreature high mana cost spells or spells that require a lot of mana to be useful. Spells that need a lot mana paid to make them decent is not really what you want when playing many high mana cost creatures. Could cut these for more draw and ramp.

Rolling Earthquake is a budget spell like this that's worth playing because you can control how much damage each creature is going to take, most Demons including Rakdos have high toughness. You could cut a few of the lesser Demons.

Master of the Feast is really bad card in multiplayer Commander because only your opponents draw. Awaken the Sky Tyrant, Wretched Confluence and Seal of the Guildpact are subpar for the mana costs.


In my last comment I recommended adding a lot of loot effects for draw. Loot is excellent with Blood Speaker and Speaker is a good reason to play Demon tribal since it's a tribal tutor that can be repeatable, return to your hand from your graveyard. Rakdos can reduce Speaker's mana cost to only 1 mana, making it a mana efficient way to repeatedly tutor for Demons.

Loot can be an enabler for reanimation and recursion which are helpful effects to have with Demons. Reanimation is a way to get Demons onto the battlefield without having to cast them, a backup for when Rakdos is disrupted. Recursion is getting Demons back into your hand or casting them from your graveyard. Patriarch's Bidding can reanimate all Demons in your graveyard. Persist and Exhume can reanimate for only two mana.

Chainer, Nightmare Adept has interaction with looting, getting Demons into your graveyard to cast them using Rakdos mana cost reduction. If you discard a Demon using Chainer's ability you can cast that same Demon giving it haste to attack. Rakdos also gains haste from Chainer when he's cast from the Command Zone. Any creature you reanimate gains haste from Chainer.

Chainer has excellent interaction with creatures who can sac themselves for value such as Magus of the Wheel and Doomed Necromancer. With Chainer these creatures gain haste when cast from your graveyard allowing them to tap and activate their abilities right away. Doomed Necromancer can reanimate even at instant speed. Chainer is good with Blood Speaker as discard outlet that can keep coming back to your hand.


Some more budget Demons to consider adding:

Some budget land upgrades to consider:

Temple of the False God is not a good land when you have no land ramp. It will not tap for mana until at least turn five and that's if you make all your land drops. Even if playing green and land ramp such as Cultivate I still wouldn't play Temple of the False God, it's just not a good enough land in the early turns of a game.

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