"We do not command fire. Ngamahu lends it, and Hinekora returns it." - Lavianga, advisor to Kaom - Path of Exile
6th Place Gen Con - #1 - 08/01/26
It was a great pleasure to participate in the 2026 Gen Con Grand Contest, let alone finish in the top 8.
When a sees a at the table, thoughts of water always rise to the surface. The water Necromancer deck pioneered by still inspires and terrifies players to this day, and at Gen Con I hoped to do the same... but with fire .
During the Grand Contest, over half of my opponents remarked they would have played or mulliganed differently had they known how different my list was. And while my hopes of winning the Contest were washed away after Round 6 as water splashed down from the convention center ceiling, I am still happy to present an off-meta Necromancer build that is as surprising as it is explosive.
SPELLBOOK: The minion package is fairly standard for a mono fire deck. It includes 18 Exceptional minions with 3 Towns to help get them out a little quicker. Many of these minions are chosen simply for their Charge effect, to get as much damage on the board as soon as possible.
My favorite inclusion is the , which can throw a weaker ally here through the air to a nearby location. Throw your up and start making s on your opponent's Sites. Throw into position and get ready to . Equip a and throw another for best results.
is the MVP of this deck. At 1 mana this allows the potential for any of your artifacts or minions (including s) to be a localized . For 3 mana, summon and them to deal 6 damage. Use to take control of enemy minions and blow them up as well. Use your artifacts with impunity against decks that run , and make them think twice about stealing your or .
and both give your minions Lethal, which helps make efficient trades. Give Lethal to , , or even a . Combine either with a for a spectacular board wipe.
into is one of the most potent combos in Sorcery. With a 4 or 5 power minion, this combo can deal 16-20 damage in one turn.
sends , , and other bottom-dwelling pets back where they belong: the cemetery. s and s can also position us to cast in the perfect line.
allows you to control the enemy board state by forcing our opponent to tap their strongest minion. This is a symmetrical effect that also punishes you, but with the creation of new s every turn, you should be able to power through.
Play a game of hot potato with your ! Tap an unanswered to roll a boulder from your opponents site, removing threats and causing damage along the way. Then summon a minion with Charge to push it again on the very same turn. If they summon a minion in hopes of rolling your boulder, it in their face like a Saturday morning cartoon.
ATLAS: Sites have been chosen carefully to counter opposing strategies, especially against earth and water strategies. Your mulligan will depend on what Avatar is seated across from you at the table.
Deserts are key for dealing with wards and controlling enemy s.
, , and allow you to deal some incidental damage while preventing enemy healing.
is great against and decks. Trying to mulligan for this card when facing either of these Avatars is a good idea.
s can disrupt the opponent's early game, providing you a few more turns to safely produce s.
and are ways to deal with burrowed or submerged minions. While serves as protection for your s, it also allows you to use a to cast a underground.
allows you to use , , or to target burrowed minions. Try to place this on a different row or column than your Avatar's or near the potential underground threats.
is the only air site in the deck. How could you not love ": The Site?" It's especially good when you place it close to your 's production line.