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Necromancer/Necromancy - Revival to a point


Wolfire4

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This is an archetype of necromancers, aided by their Necromancy Spells/Traps, who aim to bring their brethren back from the dead...

One of my first archetypes, so please feedback as to how I can improve them/break them if you want

 

Necromancer Wolfgang

DARK Level 2 Zombie/Tuner/100/1900

 

When this card is Special Summoned by the effect of a 'Necromanc' card, you can return all banished cards to the Deck. You can only use this effect of 'Necromancer Wolfgang' once per turn. When this card is destroyed, you can Special Summon 1 'Necromancer Wolfgang' from your hand, Deck or Graveyard. 

 

Necromancer Di Angelo

DARK Level 4 Zombie/1900/1100

 

When this card is Normal/Special Summoned, you can send 1 'Necromanc' card from your Deck to the Graveyard; add 1 'Necromanc' card from your Deck to your hand. When this card is destroyed, you can Special Summon 1 other 'Necromancer' monster from your Graveyard. You can only use each effect of 'Necromancer Di Angelo' once per turn.

 

Necromancer Hecate

DARK Level 6 Zombie/1100/2300

 

This card cannot be Normal Summoned/Set. Must first be Special Summoned by its own effect, and can then be Special Summoned (from the Graveyard) by the effect of a 'Necromancer' or 'Necromancy' card. You can banish 1 'Necromanc' card from your Graveyard; Special Summon this card (from your hand). Once per turn, you can return 1 banished card to the Graveyard; send 1 card from your Deck to the Graveyard. You can only use each effect of 'Necromancer Hecate' once per turn.

 

 

Necromancer Osiris

DARK Level 8 Zombie/2500/2200

 

This card cannot be Normal Summoned/Set. Must first be Special Summoned by its own effect, and can then be Special Summoned (from the Graveyard) by the effect of a 'Necromancer' or 'Necromancy' card. You can banish 3 'Necromanc' cards from your Graveyard; Special Summon this card (from your hand). Once per turn, you can send 1 card you control to the Graveyard; add 1 'Necromancy' Spell/Trap from your Deck to your hand, but it cannot be activated this turn. You can only use each effect of 'Necromancer Osiris' once per turn.

 

Necromancer Hades 

DARK Level 10 Zombie/2000/3000

 

This card cannot be Normal Summoned/Set. Must first be Special Summoned by its own effect, and can then be Special Summoned (from the Graveyard) by the effect of a 'Necromancer' or 'Necromancy' card. You can banish 5 'Necromanc' cards from your Graveyard; Special Summon this card (from your hand). Once per turn, you can add 1 banished card to your hand, then lose 1000 LP. You can only use each effect of 'Necromancer Hades' once per turn.

 

Necromancer Anubis 

DARK Level 12 Zombie/1200/3600

 

This card cannot be Normal Summoned/Set. Must first be Special Summoned by its own effect, and can then be Special Summoned (from the Graveyard) by the effect of a 'Necromancer' or 'Necromancy' card. You can banish 7 'Necromanc' cards with different names from your Graveyard; Special Summon this card (from your hand). Once per turn, you can Special Summon 1 face-up banished 'Necromancer' monster to your field. If this card is destroyed and sent to the Graveyard, you can Special Summon as many other 'Necromancer' monsters from your Graveyard as possible. You can only use each effect of 'Necromancer Anubis' once per turn.

 

Necromancy Cycle

Continuous Spell

Once per turn, you can destroy all monsters on the field, including at least 1 'Necromancer' monster; each player Special Summons 1 monster from their Graveyard to their side of the field. You can only use the effect of 'Necromancy Cycle' once per turn.

 

Necromancy Necropolis

Field Spell

 

When this card is activated, add 1 'Necromanc' card to your hand. If a 'Necromancer' monster is Special Summoned from your Graveyard, you can Special Summon 1 Level 8 or lower, 'Necromancer' monster from your hand, ignoring its Summoning conditions. You can only use each effect of 'Necromancy Necropolis' once per turn.

 

Necromancy Army

Trap

 

Target 1 'Necromancer' monster in your Graveyard; Special Summon it to your side of the field. During the Battle Phase, except during the turn this card was sent to the Graveyard, you can banish this card from your Graveyard; then target 1 monster you control; it gains ATK and DEF equal to its original ATK or DEF until the End Phase.

 

Necromancy Retribution

Counter Trap

 

When your opponent activates a card or effect, Tribute 1 'Necromancer' monster; negate the activation, destroy that card, then, if you do, you can add 1 banished 'Necromanc' card to your hand.

 

I know that there are no Synchros for Wolfgang to go into, but I didn't want another Extra Deck focused deck, so that is open to interpretation. 

Necromancer Hecate

DARK Level 6 Zombie/1100/2300

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Okay, Since I don't know where to begin, let me start with "I didn't want another Extra Deck focused deck, so that is open to interpretation."

 

That is not going to happen. Even if you don't make archetype specific monsters, the generic synchro, xyz, and links are totally sufficient for most decks. even monarchs, a deck that specifically benefits from having an empty extra deck runs extra deck cards. From what I can figure, unless this deck builds itself specifically for a virus build, the deck's going to be ED dependent, since there's not enough attack to OTK and not enough effects to play long games.

 

Wolfgang: Necroface that summons copies. Also, beelze. I feel like you put the HOTP on the wrong effect for this card. If you have 3 copies, it's great for any deck. set the card, then keep summoning copies in defense position. I don't think you've noticed this, but when the effect resolves, it's in the graveyard. Technically, it can select itself. At least put "other" in the effect.

 

Di angelo: Foolish burial as a cost to search. Guess it missed the memo that foolish is limited right now. Normal/special summoned. You don't need two extra words. At least it has "other" in the last effect. I feel like it's a bit too good, but I'll suspend judgement until the other cards.

 

Hecate

"and can then be Special Summoned (from the Graveyard) by the effect of a 'Necromancer' or 'Necromancy' card.": Unnecessary. It just makes the effect clunky and pointless.

"Cannot be normal summoned or set. Must first be special summoned by it's own effect." The next effect is like saying "This card can be normal summoned" on a regular monster. Also, it's summoning condition is far too easy, it gets to return any banished card, so mezuki comes first to mind, and works as a foolish as well. Might be a bit too good. I'm not fully certain.

 

Osirus is fine. Balanced cost and reward. Best attack in the archetype. great card. However, I feel like the same applies here. The latter "and can then be Special Summoned (from the Graveyard) by the effect of a 'Necromancer' or 'Necromancy' card.": is meaningless. If you say, must first be summoned, then it's default is that it can be summoned in other ways afterwards. Adding another effect isn't going to change that. If you want him to ONLY be summonable from the grave by necromanc effects, then you should put a "Cannot be special summoned, except by the effect of a necromanc card" or something similar.

 

Hades is fine too. I feel like hecate is actually the best one of the three, at least in terms of immediate benefits, and that's odd, as it's got the easiest summoning cost.

 

Anubis is fine too. Actually, no. It's seriously weak. Only the destruction effect is worth it. At least hades could add s/t cards. Nobody's going to destroy this thing. That being said, similar to wolf, it can special summon itself immediately after being destroyed, as it's worded now. Change that.

 

As far as I can get it so far, the object is to fill the grave and kinda sorta swarm?

 

I kinda have to to kinda admit that hecate isn't nearly as good as I thought it was. It'd be amazing in a generic zombie deck, but it requires a banish of a necromanc to summon... Di angelo is the only really good card. You're not really using the grave enough for a necromancer archetype. Regular zombies grave swarm more than this... You know what'd be really interesting for this deck? Dark creator.

 

Cycle. I don't know about this card. On one hand, it's a reusable dark hole, but on the other hand, wait, no. It destroyes your own cards, meaning that wolf, di, and anubis all get their effects. This is the central card for the deck. The deck might be a fairly decent zombie deck after all. I think the problem with the deck is the lack of weaker monsters. Sure, making 4 big monsters makes your deck impressive and all, but I still think that it needs at least 3-4 weaker monsters to properly work.

 

Necropolis. Another really good card. Great effects. 

 

Army and retribution are fine. Nothing amazing, but they're fairly good if properly used.

 

Overall analysis.

 

The deck has great synergy and effects, and could have been amazing, even slightly broken. Unfortunately, there's too many big monsters, and not enough small ones. That really kinda sucks. There are 4 monsters in the deck that need to first be summoned by their own effects, and that makes it so you can't effectively use the monsters that end up in your graveyard, as there's only 6, at most, free ones. No matter how good the big monsters are, or how perfectly the spells work, it's all wasted if there's not enough small monsters.

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