Doomed Necromancer

Legality

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

Printings View all

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

Combos Browse all

Doomed Necromancer

Creature — Human Cleric Mercenary

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

Browse Alters

Doomed Necromancer Discussion

multimedia on Rakdos Beatdown

2 weeks 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

2 weeks 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.

Abaques on Who say's dreams (NIGHTMARES) don't come true?

3 weeks ago

I just played two games with my Chainer deck at my LGS and while Doomed Necromancer was the star I wouldn't have won without Kokusho, the Evening Star . I'd add that for sure. I'd also say that Gamble is just about a perfect tutor for Chainer.

Also, let me know what you think of my take if you get a chance: Chain Me Down

Massacar on We're All Mad Here (budget cEDH)

1 month ago

I was already planning on throwing in Dance of the Dead eventually, so I'll just put that in there now in the place of the Doomed Necromancer . He was in there just for general reanimation purposes, not specifically for the combo. As I say in my description, this deck is mean to be more than just the one combo.

I did throw back in Buried Alive , I had cut it earlier in favor of a more direct tutor. I am always in favor of including Unearth in any deck possible, so that works for me.

LittleBlueHero on Discard for Datcard

1 month ago

Having had the pleasure of getting Chainer out while testing the new commander decks I would like to suggest Doomed Necromancer as a near auto include for him. He came in the precon so unless you bought Chainer as a single you should have one.

With Chainer and DN on the field you can sac Necromancer for B, returning ANY creature from the yard to the battlefield, then discard a card and recast DN... Since the necromancer has Haste now you can sac him again and bring back ANOTHER creature.

Total this would cost 4 mana (DN Activation, Cast DN, Activate again) and you could potentially have two huge threats or simply a lot of utility at almost no cost.

This interaction alone was enough to make me want to build chainer once I pull the decks apart, it was bonkers. Only problem was the precon didn't offer me a lot of premium targets lol.

K1ngMars on Muldrotha, the Gravetide.

2 months ago

Il tuo piano di gioco è usare tanto ramp per tirare Muldrotha sul campo, dopodiché, cercare di tenerlo sul campo per il resto della partita.

Per il ramp ti consiglio:

Per la proteggere Muldrotha, ti consiglierei queste:

Un altra strategia per assicurarti di non dover pagare la Commander Tax per rigiocare Muldrotha è di rigiocarla dal cimitero. Meglio ancora se quelle carte possono a loro volta essere rigiocate dal cimitero con Muldrotha:

Ti consiglio di stare più in curva e di tagliare Slum Reaper , visto che ci sono opzioni che costano meno mana e fanno la stessa cosa: Fleshbag Marauder , Merciless Executioner e Plaguecrafter .

Carte che ti permettono di riprendere altre carte dal cimitero in mano:

  • Eternal Witness , Skullwinder e Nyx Weaver ti permettono di riprenderti carte utili, in modo da poter sforare il limite di un solo permanente per tipo dal cimitero. Inoltre, così puoi riprendere anche Instant e Sorcery, a cui normalmente non avresti più accesso una volta usate.

Ti suggerisco una combo interessante, il Flash Hulk . Consiste nel poter giocare e subito sacrificare il Protean Hulk già dal turno due per poi poterti andare a cercare creature nel mazzo che ti permettano di fare una combo infinita e vincere. Se cerchi online dovresti trovare fonti a sufficienza. Comunque, anche solo il Protean Hulk da solo è una grande inclusione.

Inoltre, una carta davvero buffa da poter giocare nella tua combinazione di colori: Villainous Wealth .

Un'altra carta per salvarti il cimitero da effetti come Bojuka Bog : Perpetual Timepiece .

Tra le terre che sono fortissime nel tuo mazzo ci sono anche: - Cabal Coffers insieme a Urborg, Tomb of Yawgmoth . - Alchemist's Refuge e Emergence Zone per poter giocare creature e altre cose ad instant speed. - Wasteland è una seconda Strip Mine . - Lotus Vale e Lotus Field sono più o meno ramp, ma anche un buon modo per fare molto mana se avessi il modo di stapparle. Magari con Deserted Temple , a cui sta anche simpatica Cabal Coffers , comunque. - Glacial Chasm è un piano di riserva che ti costa solo 2 punti vita a turno, a patto di rigiocarla sempre dal cimitero tutti i turni.

Tra le carte che ti suggerisco di togliere ci sono:

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Doomed Necromancer occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%