Necrobinder
Overview
A dark mage who fights alongside Osty while juggling Doom, Souls, and Ethereal cards. The Necrobinder can win through delayed Doom kills, fast Soul engines, or by growing Osty into both a shield and a damage source.
- HP
- 75
- Starting Relic
- Bound Phylactery At the start of your turn, Summon 1.
Starter Deck
Strengths & Weaknesses
✓ Strengths
- Osty can absorb pressure while also turning Summon into direct combat value
- Doom gives the character a distinct long-fight win condition
- Soul cards create many low-cost actions and smooth deck cycling
- Ethereal packages offer strong draw and payoff options once the engine is assembled
✗ Weaknesses
- The starter deck is slow until one system is clearly reinforced
- Doom does not solve enemy intent immediately, so delayed kills still need defense
- Osty builds fall off if Summon and Osty attacks are not both supported
- The character can become unfocused if Doom, Souls, Ethereal cards, and Osty payoffs are mixed too freely
Deck Archetypes
Soul Build
tier: SGenerate large numbers of Souls and turn cheap Soul plays into repeated damage triggers while cycling through the deck at high speed.
- Haunt is the highest-priority pick; once it is in the deck, every Soul played deals 6 damage to a random enemy, turning a 0-cost token into consistent pressure.
- Dirge generates multiple Souls and Summons in a single card play, making it the central engine piece from the mid-game onward.
- Because Souls cost 0, you can play several each turn regardless of your other cards, so Haunt triggers multiple times without spending any energy.
- Soul Storm converts discarded Souls into bonus damage, and Grave Warden adds a Soul while building block, letting defense and offense reinforce each other.
- Borrowed Time and Neurosurge are strong accelerants, but do not overload on self-Doom if the deck lacks a fast payoff.
Osty Build
tier: SUse Summon to keep Osty healthy, then turn Osty's HP and attacks into both defense and damage through HP-scaling attacks and Necro Mastery.
- Pull Aggro is a clean setup card because it gives Summon 4 and 7 Block in one play, helping you establish Osty without losing tempo.
- Once Necro Mastery is in play, every point of HP Osty loses is dealt to all enemies, turning Osty's durability into a reliable damage source.
- Cards like Unleash and Protector get better as Summon grows, so make sure the deck has enough ways to keep Osty's HP high.
- If you add many Osty attacks, build around repeated Osty actions rather than splitting too hard into unrelated systems.
- Avoid mixing this build with sacrifice-focused strategies like Bone Shards; the two approaches conflict and undermine each other.
Doom Build
tier: AStack Doom on enemies until their HP is covered, then let the delayed kill mechanic finish fights while defensive Doom payoffs keep you stable.
- Reaper Form makes every attack apply Doom, turning the entire deck into a Doom engine without needing dedicated Doom cards.
- Block is essential — use Death's Door and Shroud together to accumulate block while applying Doom each turn.
- No Escape scales Doom quickly: it applies 10 Doom plus 5 more for every 10 Doom already on the target.
- Time's Up acts as a standalone finisher by dealing damage equal to the enemy's current Doom value, then exhausting itself.
- Doom does not save you immediately, so add enough defense and draw to survive until the stacks matter.
Ethereal Build
tier: BBuild a draw engine around Ethereal cards using Pagestorm, then convert the total number of Ethereals played into damage with Pull from Below and Banshee's Cry.
- Pagestorm draws an extra card each time you draw an Ethereal, so cards like Parse can create real chain turns.
- Each turn, Call of the Void adds a random card to your hand as an Ethereal, providing a steady supply of Ethereals even without dedicated Ethereal cards in hand.
- Pull from Below deals 5 damage per Ethereal played this combat, so the damage total grows steadily throughout the fight.
- Banshee's Cry costs less for each Ethereal played this combat, eventually becoming free and hitting all enemies for 33 damage.
- Since Ethereal cards disappear if unused, the deck wants enough draw and cost help to turn temporary cards into real value.