That isn’t necessarily true. You could also be playing a deck that mostly just wins with Tech 1 units, heroes, and spells, and just wants a bit of extra support at the Tech 2 level.
To put this in context, I’ve been playing with [Feral]/Necromancy/Anarchy lately, and it’s the deck I’m currently playing in CAPS. My normal game plan is to get ahead at the Tech 1 level by playing efficient units, heroes, and spells to make advantageous trades and build a better board position, then to ride that advantage to victory off of more spells and maybe a couple of Tech 2 cards. For example, when I go for Anarchy Tech 2, I might tech a Steam Tank and/or a Chameleon Lizzo, and when I build Feral Tech 2, I’ll tech a Barkcoat Bear or an Elephant, and maybe have a Tiger in the deck from Calamandra.
Independently of this thread showing up, I was thinking recently about how I might be able to use Necromancy Tech 2 in my deck, since I’ve never tried it before. I arrived at some of the same ideas that you did, in that Wight is a great tool for beating Heroes, and that Blackhand Resurrector can be powerful if you have good heroes, and doesn’t require other pieces from the spec to be good. For example, in my deck, I can imagine teching in a Wight and/or a Blackhand Resurrector after I already have some combination some combination of Bone Collectors, other Tech 1 units, Chaos Mirror, Lich’s Bargain, and Behind the Ferns, and maybe having it work.
Anyway, the point of me saying all this is to say that just because a small package of Wight/Reserrector isn’t a win condition itself doesn’t mean that you have to rely on ultimate spells to win. This sort of package could benefit any deck that can establish itself using primarily Tech 1 units, heroes, and/or spells. It’s worth noting that the Necromancy spec itself has two great tech 1 units, a solid hero in Garth, and an excellent spell-based win condition in Lich’s Bargain, so this sort of plan already has a solid foundation in any deck playing Necromancy.
[spoiler]While thinking about ways to use Necromancy Tech 2 in my deck, I also came up with a much sillier idea. You develop normally in the early game, while making sure to play Bone Collectors and hopefully using Garth to make some skeletons as well. Then, you build Necromancy Tech 2 and tech a Necromancer or two. Once you’re at Tech 2, tech Feral Strike and try and stick maxband Calamandra, while continuing to amass skeletons with Garth, Bone Collectors, Necromancer, and maybe Lich’s Bargain. Then, use Feral Strike to win by fetching Pirate Gunship and Skeletal Lord to hand, putting Skeletal Lord and another unit into play, then exhausting 5 skeletons to put the Gunship into play.
You could also theoretically do this without even choosing Necromancy as your Tech 2, but it seems like it would be prohibitively difficult to make 5 skeletons without Necromancer or the black starter. You could probably do it in [Necromancy]/Feral/X, though, and then you get the bonus of being able to potentially cheat in a Tech 3 unit this way while still being able to use a different spec for Tech 2.[/spoiler]