Subject: Request for help with Necro designs... Date: Fri, 16 Oct 1998 23:52:01 EDT From: MahamotiDj@aol.com To: fkusumot@IX.NETCOM.COM Howdy! I caught a Necro review on the Dojo, and, seeing as I'm most interested in this deck type right now, I'd thought I'd run a few ideas down all ya'lls necks before hitting the streets. First off, an explination - my design for Necro is of the DungeonNecro variant. I spent a few weeks at Duke this summer, and through some demonstration, I was taught a few things about how this deck runs. In my opinion, DungeonNecro is particularly nasty if you focus more on the control aspects of Necro than on mad beatdown, but I've seen both types of decks under the mantle. Deck #1 - Original Design; June, 1998 4 Carnophage 4 Sarcomancy 4 Dauthi Horror 4 Dauthi Slayer 4 Bottle Gnomes 4 Necropotence 4 Volrath's Dungeon 4 Drain Life 4 Dark Ritual 2 Corpse Dance 18 Swamp 4 Wasteland. Very straight-forword. Play it like suicide until your hand is empty, drop a Necro, fill your hand up, drop a Dungeon and your hand, and your opponent is left clamoring with ways to deal with the swarm of weenies. Clearly it is a very easy to play, and efficient design. Deck #2 - Defensive Design; August, 1998 4 Nevinyrral's Disk 4 Bottle Gnome 2 Steel Golem 4 Dauthi Horror 2 Knight of Stromgald 2 Derelor 1 Nekrataal 1 Barrow Ghoul 4 Necropotence 3 Volrath's Dungeon 4 Drain Life 4 Dark Ritual 2 Terror 1 Corpse Dance 17 Swamp 4 Wasteland 1 Volrath's Stronghold This deck still had the same idea behind it - build board advantage, drop the combo and pull away - but it had different methods of achieving everything. The Disks played a big role in gaining the board advantage, then Derelors, Barrow Ghouls, or Steel Golems were use for buff beatdown. I actually played this deck to a 3rd place finish at JSS-New Orleans, and I think it is somewhat superior to the strictly offensive design in that it can win the game in the same method, yet it doesn't drop all of its eggs into one basket. Deck #3 - UZ Initial Remix; October, 1998 4 Dauthi Horror 4 Bottle Gnome 2 Skitering Skirge 1 Derelor 4 Necropotence 3 Volrath's Dungeon 4 Dark Ritual 4 Drain Life 4 Duress 2 Expunge (Terror? Thinking quick Ball / Tradewind / Weaver removal) 1 Corpse Dance 4 Nevinyrral's Disk 1 Claw of Gix 17 Swamp 4 Wasteland 1 Volrath's Stronghold Admittedly, this deck is weaker than the second design, but it simply dominates any sort of countermagic-based deck by using Duress to eliminate early threats, and stopping any Capsization with the single Claw. Really taking a wild leap into the metagame without a parachute with this deck, but I still believe that it is strong enough to win 70% of the time, which is good enough to net a few tournament victories. Well, thanks for your time, and any help you chuck back at me. I appreciate everything. -Brad Ryan