
Make skellies, play water, win.
Control board, disable things and move them around.
Built this deck without much thought right out the gate with Gothic and at first it felt just broken strong. Now that we are a little over a month into Gothic I think Water has come out as the strongest element in constructed (though maybe best when paired with something else), and I'm sure this shell could be tweaked and used for different avatars. It's nice in necro since necro is kinda like an arhci-druid, where you get tons of value in skellies on the board but they are more game stallers than damage pushers/spellcasters like tawny was. This means the longer the game goes and the more you can use the skellies that lets the overall power of the water cards grind out a win. Also, the site value in water has reached a critical point where water sites are just broken strong compared to the sites in every other element. There are a lot of incredible sties that could be swapped into this deck, but I decided to lean away from scrying and focus on movement and transformation. Sinister Pond with Adept Illusionist can kinda feel like a waste but also just some wild ramping. I will probably cut sinister pond for other sites soon (like maybe The Void or Mismanaged Mortuary).
With Necromonster you are playing a deck that is kind of like a Minion based Archimago - so the longer the game goes the more likely you are to win (except against other similar late game control decks).
You want to mulligan big bomb minions from your starting hand to get your early game control pieces. Ideally get a site combo that can move skeletons to the front line (like a river rapids on the starting spot is ideal) and/or a prime defensive site with Nixie. This deck requires an annoying amount of thought to get maximum value out of it, since you are looking at lots of motion abilities and you usually have too many options for great plays. The floor though is just make skeleton when you can and play control pieces. Usually the easiest way to guarantee a door is going for a polar explorers or ruler of thuul around the world strike with something big or a just a bunch of stuff. The best cards to see in your opening hand are Coy Nixie, Gnarled Wendigo and Shapeshift. Turn 3 Wendigo can sometimes win the game on its own.
It's hard to describe all the different play lines - but it is surprisingly easy to see them once you start playing this deck. You will feel too powerful most of the time. Only times it struggles so far have been against other similar decks (Water is strong right now and there are lots of ways to build the control/ramp water lists including this, and things like Seer/Spellslinger or even Interrogator/Sorcerer). Definitely the Mist shell plays very similar lines with better tools (but less reliability), so that is one to watch out for.
I am slowly coming around to leaning on skeletons more. Prioritizing playing a skeleton every turn has become a lot like trying to draw a spell for turn every turn. The only time I won't is when I need to not do it to answer a threat. Like if they have a big threat that I can't answer and play a skellie, then I will just answer it, but for building board state I lean toward getting a skeleton every turn if I can.
I have lost games because I made the mistake of attacking with the Skeletons on many occasions. Even though they can't move to defend they are defensive pieces in this deck (and utility) so it's best to just get them to the various frontiers so they can chump block and keep you in the drivers seat.
Jan 10 took out the Silver Bullets finally (had been trying to see if I could make them work, but at the end of the day toolbox seems like the way to go).
Jan 12 switched in Mismanaged Mortuary for Sinister Ponds so as to eat my vegetables and ideally mess up any cemetery stuff my opponent might try :D
Jan 19 went down to 2 Horrible Hybrids in collection to add a Return to Nature so as to eat my vegetables (aka cemetery hate for stopping archi and deathspeaker). also went to 2 mariners curses so i could run both oompaloompas
Jan 20 decided to pull 2 winternymphs for sacred stag
Early Feb finally added Aino (wasn't convinced on her until I realized her power against imposter). Made some other changes that I forgot to record (like I think I added in the archange)
If you are looking for ways to modify this deck here are my main suggestions: