Necromancer
From DominionStrategy Wiki
Necromancer | |
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Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set | Nocturne |
Illustrator(s) | Marco Morte |
Card text | |
Play a face up, non-Duration Action card from the trash, leaving it there and turning it face down for the turn. Setup: Put the 3 Zombies into the trash. |
Necromancer is an Action card from Nocturne. It allows you to play Actions that are in the trash. Handily enough, three Actions (the Zombies) are added to the trash for Necromancer to work with when he's in the game. Choose carefully: if you play multiple Necromancers in one turn, you have to choose a different trashed Action each time.
Contents |
FAQ
Official FAQ
- This plays a non-Duration Action card from the trash.
- Normally it can at least play one of the three Zombies, since they start the game in the trash.
- It can play other Action cards that make their way into the trash too.
- The played cards are turned over, to track that each can only be used once per turn this way; at end of turn, turn them back face up.
- Necromancer can play another Necromancer, though normally that will not be useful.
- The Action card stays in the trash; if an effect tries to move it, such as Encampment (from Empires) returning to the Supply, it will fail to move it.
- Necromancer can be used on a card that trashes itself when played; if the card checks to see if it was trashed (such as Pixie), it was not, but if the card does not check (such as Tragic Hero), it will function normally.
- Since the played card is not in play, "while this is in play" abilities (such as Tracker's) will not do anything.
Other rules clarifications
- Face-down cards in the trash can still be interacted with by cards other than Necromancer, such as Lurker, and you can still look at them if you want to know what they are.
- The restriction on movement only applies to effects that would have moved the card out of the play area (if it were played normally); if a card is looking to move a card out of the trash, it may move itself. Thus, if you choose to play a Lurker (or Graverobber or Rogue) in the trash, it can gain itself out of the trash.
Strategy
Synergies
Versions
English versions
Other language versions
Language | Name | Digital | Text | |
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German | Totenbeschwörer | |||
Japanese | ||||
Russian | Некромант (pron. nyekromant) |
Trivia
Preview
Finally, the powers of the dead are yours to command. It’s about time. Today I’m doing the last bonus preview, Necromancer.
Each Action card in the trash can only be used once per turn, though if there are multiple copies of a card in the trash, you’ll be able to play each copy within the same turn. When you play a card in the trash, you flip it over to indicate that. So if you play three Necromancers in a turn, one could play Zombie Spy, the next could play Zombie Apprentice to trash a Skulk, and the last could play the Skulk you just trashed. If you use Throne Room to play Necromancer twice, each play of Necromancer will have to play a different card from the trash. Necromancer can’t play Duration cards, and cards that try to move themselves (like Reserve cards from Adventures) fail to do so; they’re stuck in the trash.
Necromancer lets you play Action cards from the trash. And just to ensure that you always have some options there, the trash starts with three Action cards in it, the Zombies. And two of the Zombies can help you get other Action cards into the trash. Somehow it all works out.
Each Action card in the trash can only be used once per turn, though if there are multiple copies of a card in the trash, you’ll be able to play each copy within the same turn. When you play a card in the trash, you flip it over to indicate that. So if you play three Necromancers in a turn, one could play Zombie Spy, the next could play Zombie Apprentice to trash a Skulk, and the last could play the Skulk you just trashed. If you use Throne Room to play Necromancer twice, each play of Necromancer will have to play a different card from the trash. Necromancer can’t play Duration cards, and cards that try to move themselves (like Reserve cards from Adventures) fail to do so; they’re stuck in the trash.
—LastFootnote, Nocturne Bonus Preview #5: Necromancer