The Necromancer ft. Imprisoned Deathlord
1 Ungolim the Listener
2 Daedric Dagger
3 Enchanted Plate
3 Fharun Defender
3 Fighters Guild Recruit
3 Haunting Spirit
3 House Kinsman
3 Stalwart Ally
3 Cursed Spectre
2 Imprisoned Deathlord
1 Mundus Stone
3 Restless Templar
3 Black Worm Necromancer
3 Giant Snake
3 Lurking Mummy
3 Shadowfen Priest
3 Night Shadow
2 Bone Colossus
The Necromancer ft. Imprisoned Deathlord
1 [card]Ungolim the Listener[/card]
2 [card]Daedric Dagger[/card]
3 [card]Enchanted Plate[/card]
3 [card]Fharun Defender[/card]
3 [card]Fighters Guild Recruit[/card]
3 [card]Haunting Spirit[/card]
3 [card]House Kinsman[/card]
3 [card]Stalwart Ally[/card]
3 [card]Cursed Spectre[/card]
2 [card]Imprisoned Deathlord[/card]
1 [card]Mundus Stone[/card]
3 [card]Restless Templar[/card]
3 [card]Black Worm Necromancer[/card]
3 [card]Giant Snake[/card]
3 [card]Lurking Mummy[/card]
3 [card]Shadowfen Priest[/card]
3 [card]Night Shadow[/card]
2 [card]Bone Colossus[/card]
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Scout deck
Mid-Range
3 | 1 | 11 | 9 | 9 | 12 | 3 | 2 |
Note: this is being revised constantly so it will change as from time to time, I like to keep a history of changes so will strike through earlier ideas (see below!).
The magicka costs look pretty dire but actually work out fairly well.
Imprisoned Deathlord is included along with Suppress, Cursed Spectre and Shadowfen Priest to remove his shackle restraint. I’ve been typically running two but may add another. I’ll see how things go. He is an interesting addition but, despite the title of the deck, really isn’t the mainstay – just an opportunity. It’s also good to note that Imprisoned Deathlord can gain charge from Mundus Stone allowing a massive instant strike. Guard is also useful.
Health is maintained, despite the slow nature of the deck, via House Kinsman and Restless Templar.
Haunted Spirit and Stalwart Ally are included to draw attention in the early game – the best healing is to avoid damage in the first place. Haunted Spirit is an amazing card for adding value to your early creatures – prioritise her in the mulligan along with early creature drops – even if they are prophecies.
Prophecy guards Fharun Defender and Fighters Guild Recruit, which are nice early plays, as well as Lurking Mummy will protect you and are prime targets for Enchanted Plate. Giant Snake also slows the opponents board.
The deck runs Ungolim the Listener – he is an auto include in any green deck. Also if you bring him back he can give even more Brotherhood Assassins.
Daedric Dagger is included to aid in removal of high health low attack guards i.e. those found in mage control decks. Enchanted Plate is also included to provide value to guards or Imprisoned Deathlord.
Late game healing is provided by Night Shadow and Quin’rawl Burglar. I run two of both. I prefer Quin’rawl Burglar over Night Shadow typically but like to keep the endurance count up for synergy with Stalwart Ally. Night Shadow is also undead and as such is buffed by Bone Colossus.
Despite some synergy existing with Bone Colossus it can easily be swapped out for some other late game cards. Tazkad the Packmaster, Lucien Lachance and Soulrest Marshal are all good options.
Late game finishers/equalisers are Bone Colossus, Blood Magic Lord and Red Bramman.
As with most mid-game decks just focus on efficient removal while nipping away at the opponents health if possible, taking no more than a rune per turn at most. In fact efficient trading is even more vital in this deck than others as there is no action removal or board clears. Be mindful of the opponents removals and board clears – spread the buffs and creatures.
The late game will look after itself if the deck has been played to dominate the mid-game. If you can get Mundus Stone in play some crazy value can be attained your creatures.
Understanding the deck being played against is also pretty crucial (as always). Just take a look at the Prophecy Meta Snaphot on this site (here!). Mulligan for the deck you think your facing.
Sadly a lot of people just play optimal decks and grind the ladder like some randy hound. There are so many token decks and archers it’s depressing. I believe there is a real advantage to playing a less known deck – the opponent is unsure of what the hell is going on. I also like to have a sense of achievement of my progress rather than just playing carbon copies.
The deck has room for optimisation but is serving me well, is fun to play and can probably form a good foundation for others looking for something along a necromancer build.
TLDR: Mid-range undead themed deck with health regain, strong silence elements and resurrection.
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