Both (necromancy and Experiments) are triggered in the same moment - u choose which one should be first.

If u choose necromancy then stack is:
1. Necromancy
2. Experiments

Resolve:
2. Experiments => unit is dead => discard
1. Necromancy => nothing, illegal target

@@@@@

If u choose Experiments then stack is:
1. Experiments
2. Necromancy

Resolve:
2. Necromancy => unit goes to bottom of the deck
1. Experiments => nothing, illegal target


So, active player always choose smile

2

(2 replies, posted in Warhammer Invasion)

Look at: http://deckbox.org/sets/76222

How to play?

Church / Village / unit to Kingdom zone - for 5 res.
Hemmler on Protect the Empire quest (~3 round will be great)
Imperial Drummer  to battle - and all Warriors to battle (except Rodrik's Raiders)

Rodrik's Raiders - use it to destroy supports - small combo with Osterknacht Elite/Called back.

Knights Panther in Kingdom/Quest zone - if some res left - u can use it on Zoo or Knights Panthers.

Recruiting for War is only for 47cards deck and layality. Protect the Empire - for Knights Panther/Hemmler and loyality.

What do u need - Veteran Sellswords (another Warrior with 0 cost) + 2x Peasant Militia (Warrior/Loyality) + Call for Reserves (better than Called back - great combo with Osterknacht Elite+Rodrik's Raiders - first round Militia + Militia and 2 res left - then  Call for Reserves and Osterknacht Elite or Rodrik's Raiders - depends on opponents unit/support)