Over here in the UK, I jealously read the experiences of those lucky to have the expansion already. Tim, your methodical approach towards refining a Necromancer strategy is very impressive. Your notes on what worked and what didn't with each variation reads like a scientist's journal. Bravo. Thank you for a very informative read.
My suspicion (and this is just theory craft) is nothing has really changed. All those utility spells are still needed. And Necromancer cannot play slow/lumbering horde as that dies to Obelisk/Orb control. There is a reason why the Beastmaster's staple horde creatures (Falcons and Foxes) are Fast: because they can focus on and destroy any such epic control conjurations. I appreciate Crawlers (a slow weenie!) are pure sacrifice fodder for Shaggoth Zora but it seems ultra-combotastic and puts too many eggs in one Legendary lumbering Zombie basket which can then be contained by control books.
Whilst we might like to show off our latest clever combo, the sad fact is efficiency is not showy by definition. Efficiency should be simple to execute so as to minimise human play errors and have few "outs" to defeat its strategy. Efficiency cares not a jot for style because at the end of the game, there are no "points for style", just for winning the game. Now I realise this will sound a horribly competitive approach for the casual gamers out there and I applaud those who play in a less cut-throat fashion where opponents are given time and space to get card interactions set up (e.g. skeleton fortress leading to an active altar of skulls). But this is like playing those fun casual decks in Magic which when they do win, they win in style but sadly they are incredibly inconsistent and will never get you far in a tournament. If your local meta is all about ambitious long shot strategies which only work against similar ambitious long shot strategies, then by all means play those strategies. (Hey, I'm still on that vain quest for the Warlord spellbook holy grail). But the extremely impressive analytical approach of your testing makes me think you are in search of a consistently winning Necromancer strategy. By my analysis, that's a pretty hard goal.
In crafting a consistent Necromancer strategy, you have to find answers to the many silver bullets you will face:
(1) Mana Denial (Wizard/Forcemaster) - to beat this strategy (Orb, Obelisk, Siphon), you need a cadre of Elites
(2) Kralathor (all 3 Nature Mages) - you need to have Fire and non-Undead (so not from your Spawnpoints)
(3) Staff of Asrya, Temple of Light, Samadriel (both Holy Mages) - thankfully other Light attacks are too weak
(4) Sniper + Watchtower + Wall (Warlord, borrowed by many) - walls delay lumbering
(5) Flyers - a dearth of anti-flyer tech leaves you only a few options
(6) Fire (Warlock, Wizard's Tower) - zombies have less life with resilient yet burn bypasses resilient
(7) Incorporeal (Air Wizard mainly) - thankfully niche, Gray Wraith compares unfavourably with Whirling Spirit
Lord of Fire and Vampiress is a solution to many of these problems. So my (theoretical) strategising has led me to something like...
4 Zombie Brutes (this is your main strategy, see quote below)
1 Shaggoth Zora (because he is cheap and spikes a mirror match Crawler strategy if you cast him first round 1)
2 Plague Zombie (your eternal servant for sacrificial altar + 1 back-up if devoured)
1 Adramelech, Lord of Fire (flyer, fire, flame immunity, not undead)
1 Necropian Vampiress (flyer, not undead)
Other spells to include could be...
Cloak of Shadows (great against Teleport assassination, Pop-Up Sniper, Temple of Light, Wizard's Tower etc.)
Mage Wand + Zombie Frenzy / Teleport / Drain Soul
Elemental Wand + Fireball / Surging Wave (push extinguish) / Jet Stream (push flyers/ethereal)
Mage Staff (flyers/ethereal)
Maim Wings
Tanglevine
Force Push
Force Wave (move those 4 Brutes en mass?)
Enfeeble
Agony
Bear Strength (for Vampiress, Lord of Fire)
Vampirism (for Lord of Fire)
Death Link
Poisoned Blood
Marked for Death
Idol of Pestilence (but only once enemy mage is cornered, no wounded distractions for your Brutes)
Sacrificial Altar (for eternal Plague Zombie abuse)
Mana Crystals
I prefer a "Kill The King" assassination strategy, ignoring other creatures (important to not trigger Bloodthirsty) unless there is no other choice. This involves combining the most mana-efficient threat (Brutes) with position spells (Teleport, Force Push, Enfeeble, Tanglevine). These positional spells isolate the enemy mage from his guards while compensating for the Brutes' lumbering (but hindering) mobility. As only denying healing to the opponent mage is important, I currently prefer Poisoned Blood to universal Deathlock (doesn't synergise with vampiric or Drain Soul as poison placement), especially as Poisoned Blood can be timely revealed to waste a healing action whilst overloading on enchantments strains the opponent's limited number of Dispels.
As for how this strategy would open, it would be something like...
C10: (20) Crystal (15) start corner, double move Near Centre
C11: (26) Brute (15), Crystal (10) back edge next to start corner
C12: (22) Brute (11), Crystal (6) side edge next to start corner
C13: (19) Brute [8], Crystal (3) own zone Near Centre
C14: (17) Brute (6), Teleport/Force Wave/Tanglevine
This is against the dream of no-disruption (which never happens). Once you have enemy mage wounded with 4 Brutes, time to cast the Frenzies. Just focus on the mage.
It goes without saying that against a Druid, turn 2's first summon will be Lord of Fire and a relevant enchantment dependent on situation. In fact, with Krathalor available, this may be the play against any Nature mage.
I currently believe the Necromancer's 10 Channelling (and a minor leveraging of his other abilities via Idol, Plague Zombie, Drain Soul) is superior to the Warlock's better spell points efficiency (but I may be wrong here). After all, as every Forcemaster will tell you, it isn't the size of your book that's important, it's how you use it...