[Dominion] Necromancer Card Guide - Trash-Pile Replay
Rating of the Nocturne card Necromancer. Cost 4 Action. Play a non-Duration Action card from the trash, leaving it there face-down.
Necromancer
Basic Info
- Type: Action
- Cost: 4
- Effect: Play a face-up non-Duration Action card from the trash, leaving it there face down. Three Zombies (Spy / Mason / Apprentice) start in the trash.
Rating
A-tier. A unique effect that "reuses Actions in the trash without gaining them." Three Zombies (Spy/Mason/Apprentice) start in the trash, so Necromancer always has at least three baseline targets.
Advanced lines deliberately trash strong Actions for Necromancer reuse — e.g., trash a Chapel after one use, then fire Chapel every turn via Necromancer.
Weakness: terminal, and dead when the trash is empty of valid Actions. Zombies are convenient but mediocre (Spy ≈ weak Spy, Mason ≈ weak Remodel, Apprentice ≈ weak Witch).
How to Play
A solid $4 staple — Zombies alone justify the buy on most boards.
Mid-game, deliberately trash key Actions (Chapel, Witch, Smithy) to reuse via Necromancer.
Late, loop Necromancer + strong trashed Action for engine fuel.
Key Combos
Necromancer + trashed Chapel: Repeat thinning every turn.
Necromancer + trashed Witch: Repeat curse-spreading.
Necromancer + Zombie Spy: Mild attack.
Necromancer + Exorcist: Synergy on trashing chains.
Synergies
- Chapel: Trash, reuse.
- Witch: Trash, repeat cursing.
- Smithy: Trash, repeat draw.
- Exorcist: Trash chain.
- Remodel: Feeds trash pile.
Counters & Bad Matchups
- Empty trash: dead.
- Only Duration cards trashed: invalid targets.
- No trashing in supply: stuck on Zombies.
Advanced Tips
Two Necromancers enable "Chapel twice per turn" combos.
Trashed cards turn face-down — only one play per turn per card. No back-to-back same-target.
Plan mid-game to populate the trash with valuable Actions; opening turns rely solely on Zombies.