Necro's Return: What it Means for Type II

I'm sure we can all remember the Black-Summer last year. Necropotence dominated the tournament scene unlike any deck in Type II history. The DCI decided to restrict Hymn to Tourach and Strip Mine partly, perhaps even mainly, to weaken Necro decks. For a while it worked. However, when Mirage became tourney legal, the Necro decks were reborn in 3 different forms:

1. Canadian Necro: Lake of the Dead, Drain Life, Nevinyrral's Disk and heavy hand-destruction were the keys of this deck. Mark McCabe used this Mono-Black deck to win Dallas.

2. Suicide Necro: Order's of the Ebon Hand, Knights of Stromgold, Incinerates, and Lightning Bolts were the key to this deck. Chris Pikula used this Red-Black deck to get to Semi's in Dallas.

3. Weenie Necro: Erg Raiders, Bad Moons, and Choking Sands were the surprising key cards of this deck. Brian Hacker used this deck to dominate the Dallas prelims and get to Semi's in Dallas.

When Ice Age and Fallen Empires rotated out, most people thought Necro was gone for good from Type II. When people saw Anvil of Bogardan from Visions, people started to wonder. Now their fears (and perhaps hopes) have been realized. When 5th edition becomes tourney legal, Necro will return.

The loss of Order of the Ebon Hand, Hymn to Tourach, Zuran Orb, Ivory Tower, Hyppnotic Specter, Sengir Vampire, and Ishan's Shade will change the nature of Necro. These losses are not unique, as other decktypes lost key cards as well. Necro was more than compensated by the addition of Fallen Askari, Tar Pit Warrior, Coercion, Tombstone Stairwell, Nekrataal, Aku Djinn, and Ovinomancer. Here is how the 3 main Necro decks were affected.

Canadian Necro was hurt with the losses of Sengir Vampire and Ihsan's Shade. However, more painful were the losses of Zuran Orb and Ivory Tower. This deck depended on these two powerful artifacts, and while the creatures might have viable replacements, the artifacts do not. While Coercion was a boon, this type of Necro deck is probably dead, at least in the competitive tourney scene.

Suicide Necro might have been suicidal, but it wasn't stupid. It used the life gaining artifacts well, and their loss wounds this deck deeply. The loss of Lightning Bolts probably reduces this deck from any consideration it would otherwise have received.

Weenie Necro is partying. Sure it lost Hypnotic Specter, but what does it care? It gained powerful replacements. The Orders of the Ebon Hand? Fallen Askari's now. Hypnotic Specters? Tar Pit Warriors. Zuran Orb and Ivory Tower? They weren't used then, so why mourn the loss now? Weenie Tombstone had presently been thriving, and now the changes in 5th edition will lead to Necrostone. Anvil of Bogardan isn't a threat since Necro is usually needed only once, if at all. The loss of the Icy's means that Prison isn't a fear. Turbo-Stasis is probably its biggest fear. The one key loss I didn't mention was Infernal Darkness. Infernal Darkness was Necro's best sideboard card, with the possible exception of Dystopia. Without it, Necro will need to find an answer for Turbo-Stasis and the problems it presents. Most solutions include the use of light land-destruction in the form of four Choking Sands. This is a good strategy since it offers the hope of slowing down Turbo-Stasis in the early game. It can be used in conjunction with a Coercion based attack. Coercion would be used to attack the Howling Mines. Another tactic would be use Choking Sands to slow down the Turbo-Stasis while launching an all-out attack. The point here is to try to force the Turbo-Stasis player into playing the first Stasis too early such that it can't be supported into the late game. The loss of Despotic Scepter is what makes this strategy viable. Another strategy would be to use Desolation in an attempt to cripple the Stasis player. Sands of Time is another option as it denies the effects of the Stasis. Turbo-Stasis has not proven itself in the post January 1st environment, but many players fear its return in 5th edition. I'm not so sure, but I'm preparing for it anyway.

There are many different variations of the Necrostone. Here is mine:

4 Bad Moons
4 Erg Raiders
4 Black Knights
4 Fallen Askari's
4 Knights of Stromgald
4 Tar Pit Warriors
2 Nekrataals
4 Choking Sands
2 Necropotence
1 Tombstone Stairwell
3 Contagions
20 Swamps
4 Dark Rituals

4 Dystopia's
1 Contagion
1 Necropotence
3 Glooms
2 Nekrataals
4 Coersions

Some people have argued against the inclusion of four Choking Sands in the main deck, and/or the inclusion of four Dark Rituals. My argument is simple: Thawing Glaciers. If that alone isn't enough to satisfy you, then try this: Dark Ritual is what makes Coercion the powerful sideboard card that it is, while Choking Sands gives me enough of a speed advantage to have an edge over Maro-Geddon, Counterpost, or "Critters" (a R/G speed deck with a lot of fast creatures). 'Nuff said. Obviously this deck can be changed. Some people run more Tombstones, Necropotence, or Coercions standard. I like this version for its speed and limited dependence on any one card. It attempts to deal with Turbo-Stasis with an early blitz. Coercion and Choking Sands are the key cards in this strategy.

Necrostone isn't nearly the dominating deck that old Necro was. The four Hymn to Touch's and four Strip Mines made it absurdly overpowered. Weenie Necro showed its power at Dallas in winning the prelims. Now with the changes that have occurred in Type II, it should be ready to win again.

Seth Burn

{ sburn@cmcvax.mckenna.edu }