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

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: S

Generate 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: S

Use 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: A

Stack 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: B

Build 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.