Necropotence is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Skip your draw step. Whenever you discard a card, exile that card from your graveyard. Pay 1 life: Exile the top card of your library face down. Put that card into your hand at the beginning of your next end step.
Complete guide
Necropotence is one of the most powerful enchantments in Magic history, offering unparalleled card advantage at the cost of your life. This iconic black enchantment completely changes how you interact with your library and graveyard, trading your traditional draw step for a potent life-for-cards engine. Understanding its timing and triggers is essential for mastering the art of dark power.
Trading Life for Knowledge
Necropotence replaces your draw step entirely, meaning you will not draw a card at the start of your turn. Instead, you can pay 1 life as many times as you like to exile the top card of your library face down. These cards do not go directly into your hand; instead, they are held in exile and move to your hand at the beginning of your next end step. Because you cannot look at these cards while they are face down, you must wait until the end step to see what you have acquired.
The Exile Trigger
The second ability of Necropotence ensures that your graveyard remains empty of discarded cards. Whenever you discard a card, it briefly hits the graveyard, which triggers Necropotence to exile it. However, if an effect prevents the card from hitting the graveyard (such as a replacement effect) or if you use the Madness mechanic to cast the card, Necropotence will not exile it. This is a triggered ability, so your opponents can respond to the exile trigger before the card is removed from the graveyard.
Timing and Strategy
You should generally activate Necropotence during your main phase or your end step. If you activate it during your own end step, the 'beginning of your next end step' will be the end step of the following turn. This delay is important for balancing your hand size, as you will need to discard down to seven cards if you acquire too many. Remember that once the ability is activated, removing Necropotence from the battlefield will not stop the cards from being added to your hand during the end step.
Interaction examples
With both cards on the battlefield, your turn begins. Necropotence forces you to skip your draw step, but Phyrexian Arena triggers during your upkeep. You will lose 1 life and draw a card during your upkeep, effectively bypassing the draw step restriction while still using Necropotence to refill your hand later.
During your first main phase, Black Market Connections triggers. You can choose to draw a card and lose 2 life. Later in the same turn, you can pay life to Necropotence to exile several cards. At the beginning of your end step, you will receive the cards from Necropotence. If you now have more than seven cards, you must discard. When you discard, Necropotence triggers to exile those specific cards from your graveyard.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Necropotence
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
You can't look at the cards exiled by the last ability while they're face down.
No other card is named in this ruling.
- #2· Wizards of the Coast
If a discarded card isn't put into your graveyard (due to an effect such as that of Obstinate Baloth) or leaves your graveyard (perhaps because another effect returned it to your hand), it won't be exiled.
No other card is named in this ruling.
- #3· Wizards of the Coast
If you discard a card with madness and wish to cast it, Necropotence's ability won't exile that card. If you don't wish to cast it, you choose whether it ends up exiled or in your graveyard.
No other card is named in this ruling.
- #4· Wizards of the Coast
Necropotence's last ability creates a delayed triggered ability that will put the exiled card into your hand. That ability still triggers even if Necropotence is removed from the battlefield before your end step.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Sheoldred, the Apocalypse + Vilis, Broker of Blood + Necropotence
- 1Activate Necropotence by paying 1 life.
- 2Vilis triggers, causing you to draw a card.
- 3Sheoldred's first ability triggers, causing you to gain 2 life.
- 4Repeat as desired.
- 5Resolve all Necropotence abilities.
Repay in Kind + Necropotence
- 1Activate Necropotence by paying 1 life.
- 2Repeat step 1 until you have 0 life.
- 3Resolve all Necropotence abilities.
- 4Cast Repay in Kind by paying
, causing each opponent's life total to become 0.
- 5Each opponent loses the game as a state-based action due to having 0 life.
Rowan, Scion of War + Exsanguinate + Necropotence
- 1Activate Necropotence by paying life.
- 2Repeat step 1 as desired.
- 3Activate Rowan by tapping it, reducing the cost of all black and/or red spells you cast this turn.
- 4Cast Exsanguinate, choosing for X to equal the amount of life you've lost this turn, but paying a total of
due to Rowan.
- 5Resolve Exsanguinate, causing each opponent to lose X life, and you to gain life equal to the life lost this way.
Approach of the Second Sun + Necropotence
- 1Cast Approach of the Second Sun by paying
, causing you to gain seven life and put it into your library seventh from the top.
- 2Activate Necroptoence seven times by paying seven life, exiling the top seven cards of your library.
- 3At the beginning of your end step, Necropotence triggers, putting all cards exiled with it from your library into your hand.
- 4During your cleanup step, if necessary, discard cards until you reach your maximum hand size, ensuring not to discard Approach of the Second Sun.
- 5During your next turn, cast Approach of the Second Sun by paying
, causing you to win the game.
Children of Korlis + Vizkopa Guildmage + Necropotence
- 1Activate Vizkopa Guildmage's second ability by paying
, causing each opponent to lose life whenever you gain life this turn.
- 2Activate Necropotence by paying 1 life.
- 3Repeat step 2 until you have 1 life.
- 4Activate Children of Korils by sacrificing it, causing you to gain life equal to the amount of life you've lost this turn.
- 5Vizkopa Guildmage triggers, causing each opponent to lose life equal to the amount of life you gained.
Vizkopa Guildmage + Tainted Sigil + Necropotence
- 1Activate Vizkopa Guildmage's second ability.
- 2Activate Necropotence until you are at 1 life.
- 3Sacrifice Tainted Sigil.
- 4You gain life equal to the amount of life lost by all players this turn, and each opponent loses that much life.
Ketramose, the New Dawn + Necropotence + Sheoldred, the Apocalypse
- 1Proceed to your cleanup step, causing you to discard cards down to your maximum hand size.
- 2Necropotence triggers for each card discarded.
- 3Resolve the first trigger, exiling the discarded card from your graveyard.
- 4Ketramose triggers, causing you to draw a card and lose 1 life.
- 5Sheoldred triggers, causing you to gain 2 life.
- 6Discard cards down until your maximum hand size, as the cleanup step is still onging.
- 7Repeat from step 2.
Mister Negative + Necropotence + Phyrexian Unlife
- 1Activate Necropotence by paying life.
- 2Repeat step 1 until you have 0 life.
- 3Cast Mister Negative by paying
plus commander tax if applicable.
- 4When Mister Negative enters, it triggers, swapping your life total with an opponent's.
- 5The opponent loses the game due to having 0 life.
Legal formats
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Phyrexian Arena
Black Market Connections










