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[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.