I asked the SCG forums what I should write about and someone suggested I write about Necropotence. I couldn't fill a full article on the topic, but I can certainly share my thoughts here.
Why Necropotence is Insane Necropotence is not a terrible card. Far from it,
Necropotence is the most efficient card siphon in Vintage In terms of Cards per mana, Ancestral is 3 for 1, Necro is about 4 to 5 for 1 and Yawgmoth's Bargain is 2.5 to 3 for 1. In terms of mana, Yawgmoth's Bargain is about as efficient as Ancestral. Necro blows both of them out.
Necropotence is the most efficient viable source of card advantage in magic, period, in terms of drawing cards per mana. Yes, I recognize that not all card advantage is equal. Initial card advantage is more valuable than additional card advantage. In other words, if you already have a hundred cards in hand, drawing another isn't that relevant. And yes, I realize that Necro and Bargain demand life.
The good news for the Vintage player is that life is the most plentiful resource in Vintage. Trading life for card is a deal worth making.
I've said this before: Necropotence is the inverse Psychatog. Both are pure and fantastic siphons. Tog turns cards to life and Necro turns life to cards.
The only reason control decks haven't traditionally run Necropotence is that the mana cost is too steep. Without Dark Rituals, it takes up too much space to justify its inclusion.
The Problem with Necropotence In December, my teammate Paul Mastriano resolved Necropotence a number of times at SCG Roanoke but repeatedly complained about losing the game. In my experience with Necro, my win percentage with necro has dipped very slightly, but the number of close games has risen exponentially. This signals an important trend: Necropotence is getting weaker.
Why?
1) The Format is Accelerating. Control decks run FULL artifact acelleration. I remember not too long ago when Rich Shay and other control decks didn't run Mana Vault or Lotus Petal (
http://thevintagedatabase.tripod.com/id9.html). I, of course, included both in MDG. But even then, some Gifts players didn't run both. See SSB which only played Vault. There really isn't debate on the question anymore. Everyone runs both cards. Even worse, most control decks now run at least one Dark Ritual. These mana accelleration in control is speeding the format up.
A consequence of the fact that the Format is accelerating is that your margin of victory is made slimmer and slimmer with every Necro that hits after turn one. A turn three Necropotence is virtually an unviable play in modern Vintage - it's a recipe for losing. A turn two Necropotence, once a virtual win, is now a risky play. The only "safe" Necro is turn one on the play.
2) A corollary to the acceleration of the format Necro is vulnerable to early Tendrils. All of these control decks that run all of this artifact acceleration also run Tendrils and Necro. An early tendrils is now a very possible play to face and not easy to stop. If you Necro for 10 it only takes 4-5 storm for a Tendrils to kill you. It is not hard on turn two to tutor up Tendrils, Ritual, Mox, Brainstorm kill you.
3) Necropotence is best as creating overwhelming card advantage. Such overwhelmig strategies don't work as well as they once did. This is partly a response to the fact that there are so many efficient answer: Extirpate, Duress, etc in the format. This is also a consequence of the vastly increased graveyard hate since 2004. Yawgmoths Will was generally the "A" Plan after Necroing. Now that play is harder to pull off. The number of T. Crypts has risen exponentially since 2003. Also: Many players and decks prefer to win small or bit by bit. Necropotence is not conducive to that style of play. It demands that you win now, if at all. You can win small with Necro, but it leaves you exposed. Each turn you give your opponent you incrase the risk that they can combo out or just Tendrils you for a bit. If you don't win immediately with Necro you will be extremely exposed, thus it is an all in or nothing card.
In sum, the speed of the format, presense of Tendrils, and "all-in" quality of Necropotencde make it worse than it has ever been.
I've been playing Combo since 2003 and I see no way I wouldn't play Necro in combo, but I certainly understand why people don't want to take that risk. Anything but turn one Necro is reallly a roll of the dice.