Necromancy
provides a wide range of possibilities, including unique ash heap manipulation effects.
Call of the Hungry Dead
played in 47 decks,
typically 2-6 copies
Played in most decks, it is an excellent block denial card. Combined with Seduction, it can get any action through without even fighting for stealth.
Spectral Divination
played in 37 decks,
typically 2-5 copies
A very versatile card, although the 1 blood cost is a bit high.
Breath of Thanatos
played in 32 decks,
typically 2-5 copies
Although less used than the defensive Spiritual Intervention, the aggravated damage at superior is dreadful, even more so when combined with Target Vitals. If the deck uses wraiths, the card becomes very versatile.
Spiritual Intervention
played in 21 decks,
typically 3-8 copies
An excellent defensive combat card, providing a combat ends effect for no cost at superior , and still a useful dodge at inferior .
Shambling Hordes
played in 11 decks,
typically 2-14 copies
An excellent ally with solid combat abilities. A bit tricky to play or include in a deck, as it needs an ally or vampire in the ash heap already.
Funeral Wake
played in 9 decks,
typically 1-2 copies
A wake tailored to undead allies, unlocking a mummy, wraith, or zombie — two at superior — to block or act again. A natural fit for decks built around Shambling Hordes and other allies.
Shroud Mastery
played in 6 decks,
typically 3-5 copies
A support tool for wraith decks: at inferior it lends stealth to an acting wraith, at superior it unlocks the vampire recruiting or employing one. Niche, but valuable when the game plan leans on wraith allies.
Soul Feasting
played in 6 decks,
typically 1-4 copies
A stealthed hunt that doubles as wraith removal: it gains extra blood, or burns an opposing wraith as a directed action. A flexible way to refuel while denying rival decks their allies.