Necrobinder Build
🌫️ Banshee's Veil
Play the cards that vanish, swing the cleave that pays for it
Deal 33 damage to ALL enemies. Costs 2 Energy less for each Ethereal card played this combat.
Upgraded: Deal 39 damage to ALL enemies. Costs 2 Energy less for each Ethereal card played this combat.

Win condition: Play a high volume of Ethereal cards each combat so Spirit of Ash and Pagestorm snowball Block and draw, then unload Banshee's Cry — which costs 2 Energy less per Ethereal played this combat — to hit ALL enemies for 33/39, often for 0 Energy.
- B-Tier
- Tier
- Advanced
- Difficulty
- 10
- Core cards
- Strong vs multi-enemy
- Power
Deck core
Core cards
The cards this build is built around — prioritize these on every run.
Must-pick
Deal 33 damage to ALL enemies. Costs 2 Energy less for each Ethereal card played this combat.
Upgraded: Deal 39 damage to ALL enemies. Costs 2 Energy less for each Ethereal card played this combat.

Whenever you play an Ethereal card, gain 4 Block.
Upgraded: Whenever you play an Ethereal card, gain 5 Block.

Whenever you draw an Ethereal card, draw 1 card.
Upgraded: Cost changes from 1 to 0

Deal 5 damage for each Ethereal card played this combat.
Upgraded: Deal 7 damage for each Ethereal card played this combat.

At the start of your turn, add 1 random card into your Hand. It gains Ethereal.
Upgraded: Innate. At the start of your turn, add 1 random card into your Hand. It gains Ethereal.

Deal 10 damage. The next Ethereal card you play costs 0 Energy.
Upgraded: Deal 13 damage. The next Ethereal card you play costs 0 Energy.

Ethereal. Deal 13 damage.
Upgraded: Ethereal. Deal 17 damage.

Ethereal. Deal 7 damage. Apply 1 Vulnerable.
Upgraded: Ethereal. Deal 8 damage. Apply 2 Vulnerable.

Ethereal. Gain 6 Block. Apply 1 Weak.
Upgraded: Ethereal. Gain 7 Block. Apply 2 Weak.

Deal 8 damage. Add Ethereal to a card in your Hand.
Upgraded: Deal 11 damage. Add Ethereal to a card in your Hand.

Flex picks
Ethereal. Draw 3 cards.
Upgraded: Ethereal. Draw 4 cards.

Ethereal. The first Attack each turn deals 50% additional damage.
Upgraded: Ethereal. The first Attack each turn deals 75% additional damage.

Ethereal. At the start of your turn, gain 1 Energy and draw 1 additional card.
Upgraded: Cost changes from 3 to 2

Ethereal. Transform a card in your Draw Pile into Soul.
Upgraded: Ethereal. Transform a card in your Draw Pile into Soul+.
Ethereal. Enemy loses 8 Strength this turn.
Upgraded: Ethereal. Enemy loses 11 Strength this turn.

Whenever you play a card that costs 2 Energy or more, gain 3 Block.
Upgraded: Whenever you play a card that costs 2 Energy or more, gain 4 Block.

Retain. Deal 8 damage to ALL enemies.
Upgraded: Retain. Deal 11 damage to ALL enemies.

Apply 2 Weak. Apply 2 Vulnerable. Exhaust.
Upgraded: Apply 3 Weak. Apply 3 Vulnerable. Exhaust.

Synergy
Relic priorities
What to grab from shops, bosses and chests to power the engine.
Big HatCore2 free Ethereals in Hand at combat start — immediate Banshee discount and Spirit of Ash Block.
Ghost SeedStrongStrikes and Defends gain Ethereal, turning basic cards into count fuel and payoff triggers.
Music BoxStrongCreates an Ethereal copy of your first Attack each turn — extra Ethereal count for free.
VambraceSituationalDoubles the first Block you gain from a card each combat — a nice spike alongside Spirit of Ash.
AnchorSituationalEarly Block while the Ethereal engine spins up.
Bag of PreparationStrongExtra opening draw to find your Ethereal Powers and cheap Ethereals sooner.
Game plan
How to play
Step-by-step through the run, from opening hands to the win.
Honest take
Pros & cons
Strengths
- Banshee's Cry is a repeatable near-free room clear once the count is up.
- Spirit of Ash gives a strong, scaling Block layer from cards you already want to play.
- Pagestorm and Call of the Void keep the Ethereal supply self-sustaining.
Weaknesses
- Weaker single-target damage outside Pull from Below.
- Needs its payoff Powers early or the spam is just churn.
Opening
Mulligan & priorities
What to keep, what to ditch in your opening hands.
- Keep Spirit of Ash or Pagestorm — the Ethereal payoffs that make the spam worthwhile.
- Keep cheap Ethereals (Defile, Fear, Defy) to start the Banshee discount counter.
- Hold Banshee's Cry until several Ethereals have been played; it's dead weight at full 6 cost.
- Keep Call of the Void as a Power for an endless free-Ethereal-per-turn supply.
- Toss heavy non-Ethereal cards that don't advance the count.
Map strategy
Pathing
How to route the map to assemble the build and stay healthy.
Big Hat is the dream relic
Big Hat adds 2 random Ethereal cards to Hand at combat start — instant progress on the Banshee discount and Spirit of Ash Block every single fight.
Lean on Powers, then thin
The build wants its Ethereal Powers reliably. Keep the deck tight so Spirit of Ash, Pagestorm, and Call of the Void show up early, and add only Ethereals that pull their weight.
Avoid these
Common mistakes
- Playing Banshee's Cry at full cost before discounting it with Ethereals.
- Letting Ethereal cards sit in Hand until they vanish, wasting the count and the payoffs.
- Skipping Spirit of Ash/Pagestorm and treating Ethereals as just cheap cards.
- Using the AoE Banshee's Cry on single targets where Pull from Below scales better.
- Forgetting Veilpiercer only zeroes the NEXT Ethereal — sequence it right before your priciest one.
Quick answers
FAQ
Common questions about the Banshee's Veil Necrobinder build.
How cheap does Banshee's Cry actually get?
It starts at 6 Energy and drops 2 for every Ethereal card played this combat, so after three Ethereals it's 0 Energy for 33/39 to ALL enemies. The whole deck is built to bank that Ethereal count before you fire it, turning a 6-cost card into a free room-clearing nuke.
What do I do against a single enemy where AoE is wasted?
Lean on Pull from Below, which deals 5-7 per Ethereal card played this combat — a scaling single-target payoff that uses the exact same Ethereal count you're already racking up. Save Banshee's Cry for full rooms and let Pull from Below handle lone bosses.
Why are Spirit of Ash and Pagestorm priorities?
They make the Ethereal spam self-sustaining. Spirit of Ash gives 4 Block per Ethereal played, so your defense scales off the same cards you're spamming, while Pagestorm draws a card whenever you draw an Ethereal, refueling the very resource you're spending. Get them down early.
Don't Ethereal cards just disappear?
Yes — unplayed Ethereal cards Exhaust at end of turn. That's why you don't hoard them: play them to tick down the Banshee discount and trigger Spirit of Ash and Pull from Below rather than letting them evaporate. Call of the Void and Veilpiercer help you keep a fresh supply.
Provenance
Sources & video guides
This build's strategy is informed by these community creators.
