Brute-alIncantations:
Knockdown x1
Force Wave x1
Teleport x1
Mend x1
Dispel x2
Seeking Dispel x2
Dissolve x3
Zombie Frenzy x1
Drain Life x1
Drain Soul x1
Equipment:
Mage Wand x1
Regrowth Belt x1
Leather Boots x1
Leather Gloves x1
Leather Chausses x1
Cloak of Shadows x1
Demonhide Armor x1
Dragonscale Hauberk x1
Death Ring x1
Wispwillow Amulet x1
Conjurations:
Tanglevine x2
Deathlock x1
Gravikor x1
Idol of Pestilence x1
Graveyard x1
Wall of Bones x2
Consecrated Ground x1
Creatures:
Blood Demon x1
Grey Wraith x1
Venomous Zombie x1
Zombie Crawler x1
Zombie Brute x2
Zombie Minion x2
Skeletal Archer x1
Enchantments:
Curse Item x1
Death Link x1
Curse of Decay x1
Chant of Rage x1
Arcane Ward x2
Nullify x2
Brace Yourself x2
Rise Again x1
Plagued x1
Theft of Life x1
Agony x1
Poisoned Blood x2
Rust x1
Attacks:
Arc Lighting x1
Total SBP 120
EDIT:
The overall strategy of my book was to
T1: 20 mana - move 1 graveyard in center and qc wispwillow amulet
T2: 14 mana – deploy crawler, move back to starting corner to cast cloak of shadows and death ring qc
T3: 11 mana – deploy venomous, cast minion
T4: 11 mana - idol of pestilence, nullify on myself
T5: deploy minon, leather, curse if able or another leather
I did this every game I played and from there I would deploy an archer to fight from a distance and keep my mage out of the way. I never ran my mage into the fight, I sat back with the cloak and if the opponent closed the distance I used a tanglevine and ran away. From then my zombies did the work for me and the attention was taken off me. I started with the crawler because I wanted to have a creature out asap and he would either eat up an attack spell or waste a creature’s action. The idol was dropped so soon so that the blood thirsty would trigger and it would also draw my opponents closer to my graveyard and then the zombies were just that much closer.
Consecrated ground was in here because I needed a terrain card with PvS being legal in the tournament. If I faced a siren I wanted to get rid of the shallow sea/whirlpool. If I faced a holy mage I wanted to get rid of the consecrated ground.
Knockdown is a swing card – knock down a flyer to tanglevine it, knockdown a guard to get an attack in. It can help get that extra damage in when it seems there is no way too.
2 seeking dispels is an auto include now in almost all of my books now, except warlord. If an opponent is planning their next turn or even 2-3 turns around this one card and you ruin their plan with a quick cast and proceed to do everything you wanted…heck yeah!
Walls, walls, walls…2 is good but 3 would be amazing! These cards saved me so many times. When an opponent would get close and I was out of tanglevines I would throw up a wall. Then I would use the grey wraith to teleport though the wall and get a hit on my opponent. A wall can save your skin in a crucial moment.
I only ran agony and arc lighting to deal with a forcemaster if I ran into one. I never cast agony and I only cast arc lightning twice the whole tournament. There are both nice cards but are only used on an as needed basis.
Mend is a very useful spell and is only 1 sbp for the necromancer – well for anyone but that is really nice for a dark mage
If I ever had a free action/qc and only 2 -3 mana to spend I always dropped nullify on myself. This was to prevent a dissolve on the cloak or teleport that would drop me into a death pit of enemy creatures.