The nerf to Kolobok made the deck more fun and coherent in my mind, swapping in actually aggro tools in House Elf and Boneyard Abomination, (which should probably be nerfed). Playing your one drops is even better for getting damage on the board early and setting up races that you can win with the added tempo of Necromantic dumping something big onto the board, which can also get Rush from Ringmaster with only a few exceptions. If your opponent plays around Necromantic, you can keep on racing while having a safe place to hide your other aggressive minions (even better, House Elf having Lurker means it can hide behind Necromantic very effectively), and eventually you will have a good opportunity to sacrifice it to Wings or win the race by extending into your midrange minions from hand, especially Duskwing Angel which races incredibly well.
Stunts to keep in mind: Ringmaster + Necromantic is amazing for six and gets better in late game when you have a decent chance of looping multiple Necromantics, all of which get Rush. Ringmaster + Abom can often easily win from hand with Ringmaster, but also just using it as a statstick to help you rush isn't. Vilja is wildly powerful but vulnerable, so keep it away from blockers until it can blast them. Don't play Necromantic at 1 or 7 if you are going to bring back Chimera or Cerberus.
For a longer treatment: https://kryptikgaming.wixsite.com/mythgard/post/rg-necromantic-a-new-type-of-aggro