About historical Necropotence decklists, and I'd have saved more of the ones I really liked over the years if I'd known I was going to start this thread, there are definitely some quirky issues to take note of. I'll try to do a little digging and provide some reasonable context for all of this. These days, there's a pretty stable setup of notable Magic formats. Standard is the primary format with official tournament support, Modern is popular but inconsistently supported, Legacy is primarily played by an older crowd and is generally ignored by WotC, and Vintage (the oldest format) has a tiny playerbase in "paper Magic" but is growing on MTGO. Aside from Constructed formats, Booster Draft is popular both for major tournaments and for local events, while Sealed Deck is the default format for certain special events. And of course Commander is wildly successful as an officially supported, and yet unsanctioned, casual format. Back when Necropotence was new, there were two official Constructed formats: Type 1 and Type 2. Both of those formats shifted dramatically in their approach to what kinds of cards were allowed and in what numbers, and even in how tournaments were set up. Limited formats essentially didn't exist and casual formats didn't have any real support, but there were more large scale events played under variant rules. In Type 1, it was still possible that one even in one part of the world might ban an entire set, while another event around the same time in another place might allow that set. There were fewer real, structured formats, but things were generally more chaotic.
As a pointed example of how historical quirks affect this, many of the old Necro decks that can easily be found by Google searches include the card Serrated Arrows...
What a cursory search might not tell you is that the reason for this is that the first Pro Tour included a rule that decks had to dedicate a minimum of five card slots to each expansion in the format (Fallen Empires, Fourth Edition, Chronicles, Ice Age, and Homelands). Deckbuilders had to take some creative approaches to the frustrating
Homelands quota. The typical answer to this problem for Necro decks was to either shove the
Homelands quota into the sideboard or to use a mixture of Serrated Arrows and Ihsan's Shade, a creature that was reasonably beefy for the time and also immune to Swords to Plowshares. In general, I think Serrated Arrows is probably a pretty good card, or at least an OK one. But yeah, if you look at old Necro decklists from 1996 and see the card, it's not because the players all thought it was an optimal card, but because they were using it as the last-bad option to fulfill the "Homedicap." This isn't the only strange bit of history that might influence Necropotence tournament decklists. Far from it. But I bring it up because anyone looking at this 22 years later and not already familiar with it wouldn't even begin to look for something like that or take such a deckbuilding constraint into consideration. Mandatory set-based deckbuilding quotas aren't a thing anymore.
One more thing, before I get to any decklists. I want to set the record straight on something else, because most retrospectives seem to miss this. Although the design of
Ice Age might seem primitive in some ways, I have a strong suspicion that the designers fully intended for Necropotence to be a strong card from the beginning. They knew that paying life for cards at a one-to-one ratio was was inherently powerful. That is, I am sure, why they stacked it with various constraints. Triple black so it's harder to splash, you have to skip your regular draw, cards you discard go away forever instead of going to your graveyard where you could use Animate Dead or whatever. And of course, you don't get, or even
see, the cards until after your main phase is over. It's not a topic I see others discuss, but those constraints combined prevented a lot of the ways the card could have been ridiculously broken. On top of that, I think knowledgeable players when the set was new processed this fact and were cognizant of it. There's a popular narrative that players initially discounted Necropotence because they failed to grasp how potent card advantage was back then. The card was generally rated poorly by pro players and by set reviewers for magazines at the time. All of this gets presented as either:
- A cautionary tale about the underestimation of new sets. Yes, whatever set is about to come out or just came out might draw a lot of criticism for its dull, weak cards, but that's just because it takes time for deckbuilders to learn how to use new mechanics properly. After all, lots of people thought Necropotence wasn't playable when Ice Age was new, and it took several months for it to start showing up in tournament decks. And Necropotence is now known to be super-powerful, so don't be too quick to judge new cards that you don't understand.
- An example of how primitive deck construction and tournament theory were back in the old days. Those troglodytes didn't comprehend how broken Necropotence is! Now we know it's broken, because our collective grasp on the game has improved so much since those days. The set designers were ignorant to create such a broken card and the players were ignorant for not spotting how broken it was. But now, we live in an age of enlightnment, and can look back on the folly of the ancients with wry amusement.
OK, so I'm deliberately writing those in a snarky way and making it seem like I think they're bad attitudes. But really, I think there's a grain of truth behind both attitudes. There's a lot more and I'm not saying people who espouse such things are
right. I said
grain of truth. Behind the
attitudes. And I mean in general. In the specific case of Necropotence? Nah, not so much. It's a bad example to try to make either of those arguments. Here's why. In 1995, when
Ice Age was new, this card was in the core set and was running rampant in tournament play:
There's a card with its own bizarre history. I think I've played with it more than most people. A case for another Memories thread? Perhaps. Regardless of anything else that might be said about it, the card was legal when Necropotence first came out in 1995, was restricted in both Type 1 and Type 2 in February of 1996, had been appearing as a tournament staple in the intervening period, and was just about the worst card for a Necropotence deck to go up against. After Black Vise was restricted, Necropotence almost immediately started appearing in tournament decks. So really, the critics were right. At the time, in context, Necropotence wasn't a good card! Now, based on my hazy recollection of some of the preserved 1995 commentary on the card, it's probably fair to say that some of the critics were right for the wrong reasons, that they really did underestimate what Necropotence, if it wouldn't be at risk of being immediately slaughtered by Black Vise, would be capable of. But that's quibbling. Necropotence wasn't really a diamond in the rough, ignored when it first came out but eventually broken once some people finally realized how to use it. It was a card that happened to be weak against another card that happened to be dominating and defining tournament play at the time.