
The Party at the End of the World
Floods consume every crossroad. The earth collapses into bottomless chasms. Tornadoes tear across the horizon. The polar ice caps finally give way, and a portal to the cold vacuum of space swallows everything in its path.
It's the end of the world...
...or so we thought.
The dead have other plans.
We were reanimated , skeletons claw their way back, only to spend eternity having the time of their lives—going fishing, rolling themselves into giant snowballs, pulling pranks on thin ice, and trying on eldritch costumes. Meanwhile, an endless flock of flying horrors descends from above.
It's the party of the millennium, and your only hope is getting resurrected in time to join it.
CJ's Water Necromancer was the first competitive deck I picked up not long after starting the game in march 2026, and I immediately fell in love with all the absurd things skeletons let you do. But after enough games, I wanted two things:
This deck keeps the core Water Necromancer shell and swings into Air. The flying package gives the deck hazard kills with Bottomless Pit + Swap, while also providing aggressive threats that pressure the opponent.
The Air splash also smooths out the mana curve. Since Necromancer effectively pushes every spell up by one mana, I appreciate having a greater concentration of two-mana plays.
Mulligan
My priorities are simple:
If I don't find the ideal site combination after the mulligan, I simply play on curve as best as possible.
Early Game
The early turns are all about building the battlefield.
If possible, place your movement site on 8, then follow it with your defensive site adjacent to it. This gives you an attack line while threatening the opponenent,
If you can't park the movement site on 8, be careful with your hazard placement. Leave a clear lane through the center so your skeletons and larger creatures can maneuver later. Don't accidentally choke your own army with Bottomless Pits or The Void.
During these turns you should:
Just on't strand your own non-submersible forced movement creatures on thin ice.
Mid Game
Cheat large threats into play while your flying creatures applypressure. Your site package should now be heavily restricting your opponent's options.
If Gilman House is online, start producing hybrids whenever possible.
Play Lacuna Entity onto The Void or another Void site to generate tremendous board advantage.
And if you happen to draw a Fish send your skeletons fishing.
Late Game
Once you've reached six mana, you're no longer worried about site placement. Your movement becomes much more flexible, allowing you to position for finishing.
Your board wipe options come online with Green Knight and Call of the Sea, while your hazard package gives you multiple ways to reach Death's Door.
Look for opportunities to finish opponents with:
Death's Door
Once your opponent reaches Death's Door, the deck has a few ways to close the game.