Necromancer Abilities

IconAbility NameWhen PlayableDescription

Animate Dead

Automatic

Revive the first minion you control that is eliminated with 100% of Average Health stack.

Blight

Preflop Ability Phase

Flip a Coin. If it's heads, all opponents take 15% of their health pool in damage. If the result is tails, all minions at your table take 30% of their health in damage.

Blood Oath

Preflop Ability Phase

Minions you control gain health equal to 30% of your current health pool as well as 5% leech bonus.

Cursed Button

Preflop Ability Phase

For the next two cycles, whenever a player who possesses the button wins a hand, you leech 25% of that pot.

Curse Goblin Sapper

Preflop Ability Phase

End of hand, Sapper explodes dealing 10% of opponents health in damage. Winning the hand, opponents get Hex debuff for 6 hands.

Deal with the Devil

Flop Ability Phase

Lose 30% of your health to regain 1 ability of your choice.

Death Toll

Preflop and UTG

All opponents who lose the current hands showdown take an additional 10% of the pot in damage. The total damage is added to the next hand's preflop pot.

Desecration

Preflop Ability Phase

Target player has a random non Dragon minion under their control eliminated. If that player is a Cleric they take 20% of that Minions health pool in damage.

Exorcism

Flop Ability Phase

Target opponent sits out for 3 hands and gains the Hexed debuff for 6 hands. Duration of effect cannot be increased or decreased. Disabled heads up.

Family Heirlooms

River Ability Phase

Take 10% of the current pot in damage adding it to the pot, if an ability from an opponent caused you to discard hole cards this turn, discard your new cards and replace them with your old ones.

Feed an Army

Preflop Ability Phase

For the next 12 hands, subtract your hero's leech percentage from any pots you win and divide it evenly among all minions you control.

Feign Death

Showdown

Shelter for 9 hands, 3 at the final table. Cannot use when heads up.

Flayed Skin

Flop and Turn Ability Phase

All opponents debuffs have their duration and effect doubled.

Hex Minions

Preflop Ability Phase

All minions at your table gain the hexed debuff for 12 hands.

March of the Undead

Preflop Ability Phase

Any opponent in the event that loses a showdown to a minion you control in the next two cycles, gains the hexed debuff for 12 hands.

Mass Hex

Preflop Ability Phase

All opponents gain the hexed debuff for the next cycle.

Murksight

Flop Ability Phase

Opponents choose to either show both hole cards or get the Hex debuff for 8 hands.

New Recruit

Automatic

If you control 5 or less minions at the start of event, create an additional Lich minion under your control.

Omen

Flop Ability Phase

The target player gains the hexed debuff. In case of a showdown loss, they take an additional 25% of the pot in health damage. This can result in elimination.

Poison Nova

Preflop and UTG

Straddle for free, any opponent folding preflop gains the poison debuff for 6 hands.

Possession

Elimination

When eliminated, take the place of the minion under your control with the highest health pool.

Remove Curse

Flop and River Ability Phase

Remove any debuffs you and your minions have.

Replenish

Showdown

Distribute a pot you win evenly to all minions you control.

Soul Stealer

Ability Phase

Kill all your Minions, 45% of their health goes to you.

Time of Madness

River

Burn the board and replace all 5 cards with new ones.

Time of Uncertainty

Flop

All players discard their hole cards and draw two new ones.

Vampiric Touch

Preflop and Flop Ability Phase

Target opponent takes 20% health pool damage, you leech half of that.

Vivify

Preflop Ability Phase

Take 20% of your health pool in damage. Divide x3 that amount evenly among all minions you control.

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