You may cast Necromancy as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.
When Necromancy enters the battlefield, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach Necromancy to it. When Necromancy leaves the battlefield, that creature's controller sacrifices it.
|Have (2)||metalmagic ,|
|Want (2)||ZeGuigui , Wiljami|
Printings View all
Combos Browse all
|Commander / EDH||Legal|
Necromancy occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
BUG (Sultai): 0.58%
4 days ago
I took this deck to a few commander tournaments and it definitely did what it is supposed to, but every game I play with this deck makes me realize, why I dislike cEDH. It is just hit or miss most of the time. If my opponent resolves Ad Nauseam at the end of his turn 2 (my turn 1), there is absolutely nothing I can do. And if I go first and open Protean Hulk, Lesser Masticore, Mana Crypt, Bayou and Necromancy I win without interference. Also, almost no one in my regular LGS plays cEDH and this deck does not fare well against regular EDH decks. It either wins way too fast, is too resilient for the other players to stop, or I just brick too much to win in a reasonable time.
But there are also many things I like about this deck specifically, namely it's speed and consistency. And I am not talking about what turn it can go into combo, but rather it always having a fast start and not many bad opening hands (aside from drawing combo pieces). Since Meren is my favorite commander, I decided to make this deck into a reanimator/toolbox deck.
And now we reach the reason for me commenting: I lack a win condition. I always play decks that are "perfect" within the boundaries I set for myself when building that deck and it is not uncommon that I am asked to play another deck, after winning a game. And that is what I want to avoid. I find that most people don't particularly dislike losing to combo, as long as they feel like it was "fair", myself included. But to me it is one of the worst things to happen in a commander game, if I have to explain to someone why they are not allowed to play the game anymore and that they have to scoop up all their cards now. In my experience, it is always bad if a player wins in a single turn and that everyone prefers to be killed by an army of creatures (or any "foreseeable" thing for that matter), because it just feels "more fair".
So how does this deck win, when combo is entirely off the table? The wincon I most adore is for sure Queen Marchesa's. It combines Group Slug, Pillowfort, Politics and strategic resource management to "control the game without controlling it". It punished decks for what they do best without removing their ability to play the game. It only strikes down other people's strategies when they point their aggression towards the player piloting the Marchesa deck and manages to keep it's opponents in line trough "fear". Once the other players are done fighting and only one victor emerges, it is time to use up all the stored resources to utterly crush the last remaining foe. Truly wonderful
So please tell me if you can think of any "fair and fun" wincon for this deck. I also always liked the idea of Groupslug, as it can't ever be unfair, because it only punished opponents for what they are doing. It does not exclude anyone from the game, while still keeping everything in check. The only decks that need to be destroyed are these glass-cannon cEDH decks. Most of them combo and win, or fail to do so and lose. I do no know a way to make a game enjoyable for this kind of deck, so it just just be crushed.
2 weeks ago
You should really be running Leonin Relic-Warder, since you're already running Animate Dead and Blood Artist effects. Dance of the Dead and Necromancy are little clunkier than Animate Dead, but for the purposes of an aristocrats/combo build, the tapping or sacrificing doesn't really matter. Final Parting can tutor an Animate Dead/Blood Artist to hand and Leonin Relic-Warder to the yard, basically meaning if you can get to 7 mana, or 5 mana and last a turn, you win on the spot.
3 weeks ago
4 weeks ago
Planeswalkers: Sarkhan and Liliana obviously both performed well, so I won't bore you with explaining why they're good.
Daretti, Scrap Savant has so far been good but still unsure about his place in the deck. 4 cmc is quite a lot, but the possible rummage 2 has given me some much needed gas at times. Furthermore, the -2 has allowed me to pseudo-ramp for a turn by sacrificing a Talisman for a Mana Vault, or by sacrificing a tapped Mana Vault for another mana rock.
As for Tibalt, the Fiend-Blooded, honestly he is just a bit of a meme but he has also performed well. People underestimate him as an engine and he provides you with a constant loot engine on Turn 2. He isn't necessary for the deck, but I have a soft spot for making such a 'bad planeswalker' so good for me.
Instants: Goryo's Vengeance is primarily there to reanimate Bladewing the Risen at instant speed. In addition, casting Vengeance during the end step allows you to circumvent the trigger, giving you a Legendary Creature during your entire turn.
Enchantments: Warstorm Surge is a little bit too high of a cmc for a card that does nothing the turn it comes down, not to mention it is really more of a 'win-more' card. Panharmonicon was cut for the same reasons.
Underworld Breach is a pure combo card through and through. It allows you to re-cast your spells, including Dance of the Dead, Animate Dead and Necromancy. For extra value, Entomb is one of the best cards to combo off with Breach as it puts it immediately into your yard to then re-cast. Along the same lines, Altar of Dementia also provides gas for a Breach combo.
I hope this has provided clarification and help for your own build.
1 month ago
I've played more games since you last commented, and would like to keep you in the loop as requested. Can you check out my 2/20/20 update in the deck description and let me know what you think? I essentially began to cut down on combos, as you suggested initially, and focused on Niv-Mizzet and Worldgorger Dragon combos.
I know you suggested Niv-Mizzet, Parun, but I don't recall if I already had Niv-Mizzet, the Firemind and Niv-Mizzet, Dracogenius when you first made the suggestion. Would you still recommend including Niv-Mizzet, Parun if that brings the number of Niv-Mizzets up to three?
Hellkite Tyrant has been useful at times, but it has admittedly underperformed, because I could always just kill an opponent or win rather than steal artifacts. I could cut it in favor of Niv-Mizzet, Parun or another more efficient Dragon.
Tainted Strike hasn't found as much use either so far, like you implied.
I'm planning to add your name to the references section too if you don't mind.
Thank you for your suggestions! Having learned about Dance of the Dead and Necromancy from you, I opted to focus on Worldgorger Dragon combos over mass reanimation. I had previously been on the fence about the two, since mass reanimation seemed incompatible with having Worldgorger Dragon in the graveyard. I'm also planning to add your contribution to my references section if you don't mind.
1 month ago
Hey, your deck is already pretty damn competitive. Well done making it.
Some ideas to make it more competitive is fast reanimation for Vilis or Razaketh as well as other win condition combos. Ways to tutor for and put Gravecrawler into your graveyard can speed up the Altar combo. I think Dreadhorde Invasion would be a good addition so would Bitterblossom.
Cards to consider adding:
- Insidious Dreams: the closest spell to Doomsday without the risk of having to exile the rest of your library and lose half your life.
- Buried Alive
- Animate Dead
- Mikaeus, the Unhallowed: is a Zombie.
- Walking Ballista
- Viscera Seer
- Sensei's Divining Top
- Emergence Zone: assemble combos at instant speed.
- Inventors' Fair: tutor for an important artifact.
If interested in adding these cards then I offer more advice of what cards to cut. Good luck with your deck.
1 month ago
Wow. Nice Orzhov good stuff list. Lots of overlap in strategy. Focused cycles of creatures. Just going to spit ball some ideas of cards that might be useful.
Mangara of Corondor can't be abused so it should be replaced.
Saw Kokusho. Where was Yosei, the Morning Star? Best one out of the cycle imo.
Pull from Eternity interesting tutor.
Necromancy round out your reanimation spells.
Scroll Rack with Land Tax is one of the best engines in EDH.
1 month ago
This is my Scion list that started as the precon and was upgraded. I noticed several nice additions to your list that are in mine if you would like to go take a look at it. Another take on the Ur Dragon precon upgrade