It doesn't require a strategy article to show that Necropotence can nearly turn Drain Life into a Braingeyser. Building and playing a winning Necrodeck, however, is not simply a matter of throwing Necropotence and a bunch of other cards together. As with all decks, building a deck around this card is a process of careful card choices guided by a thoughtful design philosophy, a philosophy that incorporates an understanding of the key cards in the deck and the strategies they engender. This article, therefore, looks at the role of the Necropotence deck in Type II by exploring not just the card combinations that define the Necrodeck but also the strategic principles on which this deck type is based.
The Faustian Bargain
Let us begin with the reason people play with Necropotence: its power. The card reads: "Skip your draw phase. If you discard a card from your hand, remove that card from the game. {0} : Pay 1 life to set aside the top card of your library. At the beginning of your next discard phase, put that card into your hand. Effects that prevent or redirect damage cannot be used to counter this loss of life." Once in play, this enchantment grants the ability to draw a card without any expenditure of mana, limited only by the amount of life its controller has. Often it can supply the controller with several cards per turn. (In contrast, Ancestral Recall can only be used once and yields only three cards.)
What are the costs of this power? The first cost of any card is the amount and color of mana required to put it in play. At BBB, Necropotence imposes a significant color burden. In Type II, playing Necropotence almost always means playing an all-black deck to ensure a consistent supply of black mana. Second, Necropotence forces its controller to skip his or her draw phase. The only way to get new cards into play is by paying life; in the worst case, if the controller only has one life left, he or she cannot afford to draw. Third, the cards obtained through Necropotence come into the hand at the beginning of the controller's discard phase, essentially giving the opponent another full turn to act.
Necropotence, therefore, presents a Faustian bargain: the immediate rush of power in exchange for a steady decline towards utter helplessness. Anyone desiring to make such a bargain must take these properties into account in deck building and in strategy.
The Best Offense...
All successful decks must have an offense (some way to win) and a defense (some way not to lose). Almost all tournament decks win by reducing the opponent's life to 0, with a minority attempting to run the opponent out of cards. Defensive strategies also can be divided into two broad categories: disruption and threat neutralization. Disruption means preventing the opponent from playing his or her game unimpeded; no matter how good your offense may be, if your opponents can do everything they want to do, their strategy will ultimately overcome yours. Threat neutralization means dealing with offensive threats (cards that will kill you) or defensive threats (cards that will prevent you from killing your opponent). These threats usually come in three categories: creatures, artifacts, and enchantments. Without the ability to deal with all three classes of threats, a deck simply cannot consistently win.
In fact, most good tournament decks are built around defense; if you can neutralize all of your opponent's offensive threats, you win. On the other hand, if you cannot defend, you lose. That Scryb Sprites may only do 1 damage when it attacks, but it will kill you in twenty turns. The successful Necrodeck, therefore, must have a solid defensive foundation that incorporates both disruption and threat-neutralization cards capable of taking care of creatures, artifacts, and enchantments. However, Necropotence requires playing black, and black is notoriously weak in threat neutralization. It has few real global anticreature measures like white's Wrath of God; its anti-artifact measures (Warp Artifact, Haunting Wind, etc.) are extremely weak; and color hosers like Gloom are pretty much the only way it can handle enchantments. In addition, Necropotence itself makes it difficult to stay alive, leeching away its controller's life with every card drawn using its ability.
...Is A Good Defense
One way around these drawbacks is a fast offense that can overwhelm the opponent before the Necropotence begins to turn into a liability. This all-out speed-offense mindset is, in fact, the dominating philosophy behind most Necrodecks. Most Necrodeck players rely on weenie hordes, direct damage, or some other form of extremely fast offense to empty their hand so they can refill it using Necropotence. The problem with this is that the Necrodeck's offense can be stopped cold by a defensive global effect, at which point it quickly becomes too costly for the Necropotence player to recover by drawing additional cards. For example, CoP: Black can halt a black-weenie Necrodeck in its tracks, and the Necrodeck player simply cannot draw many more cards without some way of gaining life.
In addition, a Necropotence deck's offensive elements must be structured around its use of the Disk. The typical strategy of putting out three or four small creatures is not advisable since the Disk will destroy them all. The alternatives are to use regenerating creatures, easily replaced creatures, or no permanents at all. Since black lacks good offensive regenerators and has few good direct-damage spells, all-black Necro-decks (which make up the majority of Necrodecks) use dangerous creatures that can be easily replaced. Order of the Ebon Hand from Fallen Empires and Knights of Stromgald from Ice Age fit this description perfectly; they have protection from white, so they cannot be Plowshared or Spirit Linked, or blocked by the ubiquitous Serra Angel; they can be given first strike or pumped up for more damage-dealing power; and at a cheap BB, those that are destroyed by the Disk can easily be replaced. A Type II Necrodeck can have eight of these lethal creatures. Or, since Order of the Ebon Hand is easier prey for Serrated Arrows, you might choose to substitute a few Black Knights.
Finally, since each point of life potentially equals an extra card, gaining and preserving life is extremely important. In combination with the Disk, permanent life-gainers are of questionable utility; while Ivory Tower and Zuran Orb pass the test because of their immense power, cards like El-Hajjaj, Spirit Link (which requires playing white), and Fountain of Youth are probably better replaced with Drain Life, which is unaffected by the Disk and additionally serves both a defensive (anticreature) and an offensive (direct-damage) purpose.
These, then, are the usual elements of the Necrodeck: early disruption, fast-yet-powerful offense, mid- to late-game threat neutralization, and life gain that doesn't rely on many permanents. But how do you play the deck effectively?
Playing with Death
The most important principle to remember when playing a Necrodeck is what L. A.'s Mark Chalice calls the "parity situation." A parity situation is achieved when neither side has an advantage in terms of cards in hand and cards in play, and you are at an equal but not dangerously low point in life. You and your opponent have traded card for card-you put out a Specter, he Plowshares it; you cast a Hymn and he counters it; you get out a creature, he gets out a creature; and so on. It is at this point that casting Necropotence can be so powerful. By taking advantage of the initial rush of anywhere between three and seven cards that Necropotence offers, you can achieve instant card superiority. Even if Necropotence is countered, you are not at a disadvantage, since you traded Necropotence for a counterspell and you continue to draw normally.
Being able to identify when you've reached this parity situation is the most important strategic element of the Necrodeck. Parity against a passive, blue/white deck is different from parity against an aggressive, red/green deck, and experience is the key to knowing when you've reached parity and when you haven't.
The defenses on which a Necrodeck rely work to support this parity situation. The discard effects force the opponent to get cards into play or risk losing them to a Hymn. Land destruction also puts pressure on the opponent since there is no guarantee that he or she will have the mana needed to cast his or her important spells. Once your opponent has been pressured into casting the creatures, artifacts, enchantments, or other destruction effects that are important to his or her strategy, you can use the Disk to wipe all of them from the board and start over, usually with a huge card advantage that Necropotence has given you.
The parity principle can be illustrated by this not atypical example: The Necrodeck player has carefully traded card for card against her red/green opponent (one of the toughest foes of the Necrodeck). A Specter was just Bolted, land count is about even, an Erhnam Djinn has been Terrored, and so on. When both players are at about three cards in hand and the red/green player has been forced to put Zuran Orb, Llanowar Elves, and perhaps Stormbind and other important items into play, the Necrodeck player drops Necropotence and refills her hand to seven cards. Next turn, the red/green player draws one card and plays it-let's say it's an Erhnam Djinn. The Necrodeck player's next move is to play an Order and the Disk, then refill her hand again. The red/green player uses Stormbind on the Order (going deeper into card disadvantage to do so) and attacks for substantial damage. The Necrodeck player uses the Disk, wiping the board clean, gets her draw back with a five- or six-card advantage, and the game resumes with the red/green player having few or perhaps no useful cards in hand while the Necrodeck player has many options. Once the game reaches this stage it is difficult, if not impossible, for the red/green player to come back.
The mistake frequently made by less-experienced players of the Necrodeck is to use Necropotence to constantly replenish the supply of offense, going for offensive overkill rather than trying to achieve a parity position. The problem with this approach is that a single, defensive global effect by the opponent completely reverses the tide of the game. The most common example of this is when, having achieved card advantage, a Necrodeck player puts out three or four creatures in the midgame in an effort to kill the opponent in the next turn. Suddenly, the opponent casts Pyroclasm or Wrath of God; the Necrodeck player has lost all of his offense and cannot draw normally. While the Necrodeck player is spending his quickly dwindling life in an effort to get the Disk or some way to restore his advantage, his opponent is drawing without penalty-and killing the Necrodeck player with a single Savannah Lions or Llanowar Elves.
Now let's suppose that the Necrodeck player puts a Disk in play as insurance and then goes for massive overkill. When the opponent puts out some defense, say CoP: Black or Whirling Dervish, the Necro player is faced with a no-win situation: If he uses the Disk, he loses his entire offensive force and any serious advantage he might have had, and goes back to drawing one card per turn. Alternatively, if he sets aside cards prior to triggering the Disk, he may lose a significant chunk of his remaining life.
If, instead, the Necrodeck player had put out a Disk with the single Order, holding the other creatures in reserve, the opponent would have had to use the Wrath or Pyroclasm to kill one creature. The result is a one-for-one exchange, maintaining the advantage of the Necrodeck player. Or, in the second scenario, he can use the Disk, eliminating only one of his creatures, and then play the offensive threats in reserve without threatening his own card advantage.
Life And Liberty
What role does life gain have in a Necrodeck? Again, the parity principle is involved. The ideal parity situation is when both players are about equal in terms of cards in hand, cards in play, and amount of life. We've seen how a discard defense and careful play help achieve the first level of parity: cards in hand. We've also seen how Nevinyrral's Disk, if properly used, can achieve the second level of parity: cards in play. Similarly, life-gainers support the third level of parity: life. Although parity of life is subordinate to the other two-winning with one life is still winning-it supports the use of the Necropotence to achieve and maintain the all-important cards-in-hand advantage over your opponent. Using Necropotence pretty much guarantees that when you gain advantage in cards in hand, you lose advantage in life. Life-gainers are necessary not so much to gain advantage in life but to restore parity in life.
It is important to view life gain in a Necrodeck in terms of restoring parity after card advantage is gained (and life advantage is lost). The deck-building and game-play strategies change if this is clearly understood. For example, instead of using a Drain Life early, reasoning that taking 3 life now equals three cards later, the Necrodeck player will wait until he or she has taken the three cards with Necropotence and then use Drain Life to pay for them. This way, whatever life parity existed before the Necropotence is restored, while card advantage should swing to the side of the Necro player. It's a subtle difference, but the change in game play is substantial.
A Necrodeck without Necropotence?
The parity principle makes it clear that while a Necrodeck can win and does quite often without Necropotence, it cannot win with any degree of consistency without Nevinyrral's Disk. The game play revolves around the Disk as much as it does around Necropotence. One telling sign is that an experienced player using a Jester's Cap on the Necrodeck will leave Necropotence alone and go directly for the Disks. In fact, one of the most important decisions to make when playing a Necrodeck is when not to use Necropotence at all. This has become especially important now that just about every tournament player is aware of the Necrodeck and prepared for it in one way or another. So when do you decide not to use Necropotence?
The first and most obvious instance is when you're up against a strong burn deck. It would be suicidal to drop a Necropotence and take yourself down to where a Lightning Bolt or a medium-sized Fireball could end your ability to draw more cards. If you must use the Necropotence against a deck with a heavy direct-damage element, use it in a parity situation to refill your hand and then Disk it away, preserving your ability to draw without spending life (which becomes quite a concern against burn decks). The card advantage you acquire during that one turn, supplemented by the cards drawn normally, should be adequate to carry you to victory. The same analysis should apply to other fast-attack decks, whether white weenies with protection-from-black creatures, or fast green decks packing Whirling Dervish. Unless you can deal with these creatures, it is inadvisable to use Necropotence at all; rely on your normal draw to pull you out. (Of course, if there is a Dervish on the board, you might have to use Necropotence to try to find a solution as quickly as possible.)
The second instance in which not using Necropotence may be preferable often arises in sideboarding. For example, if you're playing against a green deck that typically starts Whirling Dervishes, you might expect your opponent to be well aware of the Necrodeck and prepared with Storm Seekers in the sideboard. In this case you might decide to pull Necropotence from the deck altogether and rely on additional defensive measures (Serrated Arrows or non-black blockers for the Dervish, Dark Banishing or Terror for the big green creatures). Against the strong burn deck above, you might suspect that your opponent, aware of the Necrodeck's preference for Orders and Knights, has sideboarded Earthquake or Pyroclasm. You might pull the Necropotence, which you probably would not want to use anyway, for additional offensive measures (large, flying creatures like Sengir Vampires, or perhaps Racks to punish your opponent for using the direct damage).
Taking your own Necropotence out with Nevinyrral's Disk, a move to which I have referred a few times, is also fraught with decisions about when and how to do so. The most obvious opportunity arises when you are getting too low on life to continue using Necropotence to obtain cards. But in a situation where you have achieved a massive card advantage and your opponent is relatively helpless, you may also want to Disk your own Necropotence away so you can draw normally. Timing becomes important here as you play strategic mind-games with your opponent. She may try to lure you into using the Disk so that your permanent-based offense is also wiped out, hoping to then play permanents of her own. In the majority of cases, it is best to wait to use the Disk until the end phase of your opponent's turn. If you use the Disk then, you can draw normally during your turn since Necropotence will then be gone (after setting aside a few cards before it disappears for an even greater card advantage), and your opponent cannot then play the Autumn Willow she's been holding. Alternatively, you can wait until your upkeep to use the Disk to take advantage of Ivory Tower and other life-gaining effects.
The strategy of the Necrodeck, then, revolves around the parity position. The early part of the game is spent trying to reach parity in cards in hand, while the middle part of the game is spent trying to reach parity in cards in play. The developed late game, if the opponent manages to survive that long, then involves maintaining the advantage and restoring parity in life as much as possible. The Necropotence deck is one of the most effective and consistent decks in Type II play today, and yet few players can win consistently with it because they do not fully understand the principles that drive it. By understanding the key strategic principle of parity and by carefully managing the resources of cards in hand, cards in play, and amount of life, the Necrodeck player can pose a grave threat to any opponent. And, for those who run up against a Necrodeck in their next tournament, remember that understanding the Necrodeck is the first step toward beating it.
The Lindback Necrodeck
[Note: The Duelist printed the deck below in its article. I'm sure better versions existed long before the article saw print. But nonetheless, it does illustrate much of what I wrote, and it has pedigree since it took Lindback to the semifinals of Pro Tour 1.]
This mono black Necrodeck took Stockholm's Leon Lindback to the semifinals at the New York Professional Tournament in February.
* 1 Dance of the Dead (IA)
* 1 Dark Banishing (IA)
* 1 Ivory Tower (4E)
* 1 Jalum Tome (CH)
* 1 Soul Burn (IA)
* 1 Zuran Orb (IA)
* 2 Ebon Stronghold (FE)
* 2 Nevinyrral's Disk (4E)
* 2 Serrated Arrow (HM)
* 3 Knight of Stromgald (IA)
* 4 Dark Ritual (4E/IA)
* 4 Drain Life (4E)
* 4 Hymn to Tourach (FE)
* 4 Hypnotic Specter (4E)
* 4 Necropotence (IA)
* 4 Order of the Ebon Hand (FE)
* 4 Strip Mine (4E)
* 17 Swamp
Sideboard (15 Cards)
* 1 Apocalypse Chime (HM)
* 1 Ashes to Ashes (4E)
* 1 City of Brass (CH)
* 1 Feldon's Cane (CH)
* 1 Jalum Tome (CH)
* 1 Meekstone (4E)
* 1 Safe Haven (CH)
* 1 Serrated Arrows (HM)
* 1 Stromgald Cabal (IA)
* 1 Torture (HM)
* 2 Nevinyrral's Disk (4E)
* 3 The Rack (4E)