With Necromancy, you can get much more mileage out of the cards that have reoccurring costs to sacrifice cards. Slave Pens and Rock Lobbers are the two support cards that come to mind, and with the Great Unclean One, you can get an infinite indirect damage combo. Even though they rarely work, I love putting together infinite combos. With an Absolute Perfect start, you can even pull this off on your second turn with the initial 7 cards you get.
The 5 cards required for this Combo is Urguk, the Great Unclean One, Followers of Mork, a Warpstone Excavation, and Countess Iseara.
The perfect start requires these 5 plus two Rip Dere 'Eads Off. The setup goes as follows.
1. Play Warpstone Excavation into the Kingdom zone.
2. Play Followers of Mork into the Kingdom zone, corrupting them.
3. Develop Countess Iseara
At this point there is one resource remaining.
1. During phase 0, spend the one resource left to use Rip Dere 'Eads Off on the Countess.
2. After the Kingdom phase begins, opt to leave the Followers of Mork corrupted. You will have 8 resources with the Countess.
3. During the Capitol phase, play Urguck into either battlefield or quest zone. This leaves 4 resources.
4. Develop the Great Unclean One into the Battlefield, then use Rip Dere 'Eads Off on him. This leaves 3 resources.
5. Use the Great Unclean One's ability to sacrifice the Followers, giving him a hammer.
6. Spend one resource to give the Followers of Mork Necromancy until the end of the turn. This leaves you with two resources.
7. Bring the Followers of Mork into play with the last two resources, putting them into the Kingdom, corrupting them, and putting the two indirect damage onto Urguck.
From here own out, the damage on Urguck can be spent as resources, so you cycle sacrificing the Followers to the Great Unclean one, then brining them back into play spending the damage on Urguck , and as a result putting two damage back on Urguck. Assuming there is no Disruption to the Great Unclean One, Urguck, or the Warpstone Excavation, you can generate infinite indirect damage on turn two.
I mentioned this to James at Gencon and he told me to build the deck and see what happens, so I'm going to do that and see how it works. Even without a perfect start, you should be able to get the Combo to go off within 5-6 turns, assuming that there is no disruption to the chain. It probably will not work, but it will be worth it the time or two that it does.