360 views11 months ago
Commander
Size: 100Est cost: $1910.34Salt sum: 61.46
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TCD

360 views11 months ago
Commander
Size: 100Est cost: $1910.34Salt sum: 61.46
No deck tags

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Commander

Qty: 2 Price: $33.48
Kydele, Chosen of Kruphix
: Add
for each card you've drawn this turn.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Human Wizard
Kydele, Chosen of Kruphix (c16) 35
Tymna the Weaver
Lifelink
At the beginning of each of your postcombat main phases, you may pay X life, where X is the number of opponents that were dealt combat damage this turn. If you do, draw X cards.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Human Cleric
Tymna the Weaver (c16) 48

Commander

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Artifact

Qty: 7 Price: $93.33
Aetherflux Reservoir
Whenever you cast a spell, you gain 1 life for each spell you've cast this turn.
Pay 50 life: This artifact deals 50 damage to any target.
Artifact
Aetherflux Reservoir (kld) 192
Golgari Signet
,
: Add
.
Artifact
Golgari Signet (dsc) 246
Selesnya Signet
,
: Add
.
Artifact
Selesnya Signet (tdc) 324
Sol Ring
: Add
.
Artifact
Sol Ring (m3c) 305
Sundial of the Infinite
,
: End the turn. Activate only during your turn. (Exile all spells and abilities from the stack. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
Artifact
Sundial of the Infinite (m12) 218
Tainted Sigil
, Sacrifice this artifact: You gain life equal to the total life lost by all players this turn. (Damage causes loss of life.)
Artifact
Tainted Sigil (arb) 83
The Golden Throne
Arcane Life-support — If you would lose the game, instead exile The Golden Throne and your life total becomes 1.
A Thousand Souls Die Every Day —
, Sacrifice a creature: Add three mana in any combination of colors.
Legendary Artifact
The Golden Throne (40k) 157

Artifact

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Creature

Qty: 19 Price: $266.61
Academy Rector
When this creature dies, you may exile it. If you do, search your library for an enchantment card, put that card onto the battlefield, then shuffle.
Creature - Human Cleric
Academy Rector (uds) 1
Argothian Enchantress
Shroud (This creature can't be the target of spells or abilities.)
Whenever you cast an enchantment spell, draw a card.
Creature - Human Druid
Argothian Enchantress (ema) 158
Auratog
Sacrifice an enchantment: This creature gets +2/+2 until end of turn.
Creature - Atog
Auratog (tsb) 2
Avacyn's Pilgrim
: Add
.
Creature - Human Monk
Avacyn's Pilgrim (scd) 171
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (8ed) 233
Children of Korlis
Sacrifice this creature: You gain life equal to the life you've lost this turn. (Damage causes loss of life.)
Creature - Human Cleric Rebel
Children of Korlis (tsr) 14
Devoted Druid
: Add
.
Put a -1/-1 counter on this creature: Untap this creature.
Creature - Elf Druid
Devoted Druid (uma) 162
Faith Healer
Sacrifice an enchantment: You gain life equal to the sacrificed enchantment's mana value.
Creature - Human Cleric
Faith Healer (usg) 14
Herald of Eternal Dawn
Flash (You may cast this spell any time you could cast an instant.)
Flying
You can't lose the game and your opponents can't win the game.
Creature - Angel
Herald of Eternal Dawn (fdn) 17
Kambal, Consul of Allocation
Whenever an opponent casts a noncreature spell, that player loses 2 life and you gain 2 life.
Legendary Creature - Human Advisor
Kambal, Consul of Allocation (kld) 183
Martyr of Sands
, Reveal X white cards from your hand, Sacrifice this creature: You gain three times X life.
Creature - Human Cleric
Martyr of Sands (uma) 25
Noble Hierarch
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
: Add
,
, or
.
Creature - Human Druid
Noble Hierarch (plst) MM2-151
Psychosis Crawler
Psychosis Crawler's power and toughness are each equal to the number of cards in your hand.
Whenever you draw a card, each opponent loses 1 life.
Creature Artifact - Horror Phyrexian
Psychosis Crawler (mkc) 234
Sanctum Weaver
: Add X mana of any one color, where X is the number of enchantments you control.
Creature Enchantment - Dryad
Sanctum Weaver (plst) MH2-171
Soul's Attendant
Whenever another creature enters, you may gain 1 life.
Creature - Human Cleric
Soul's Attendant (plst) ROE-44
Sythis, Harvest's Hand
Whenever you cast an enchantment spell, you gain 1 life and draw a card.
Legendary Creature Enchantment - Nymph
Sythis, Harvest's Hand (plst) MH2-214
Viscera Seer
Sacrifice a creature: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creature - Wizard Vampire
Viscera Seer (tdc) 199
Vizkopa Guildmage
: Target creature gains lifelink until end of turn.
: Whenever you gain life this turn, each opponent loses that much life.
Creature - Human Wizard
Vizkopa Guildmage (gtc) 206
Zur the Enchanter
Flying
Whenever Zur attacks, you may search your library for an enchantment card with mana value 3 or less, put it onto the battlefield, then shuffle.
Legendary Creature - Human Wizard
Zur the Enchanter (dmr) 374

Creature

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Enchantment

Qty: 23 Price: $209.73
Act of Authority
When this enchantment enters, you may exile target artifact or enchantment.
At the beginning of your upkeep, you may exile target artifact or enchantment. If you do, its controller gains control of this enchantment.
Enchantment
Act of Authority (c13) 1
Aura of Silence
Artifact and enchantment spells your opponents cast cost
more to cast.
Sacrifice this enchantment: Destroy target artifact or enchantment.
Enchantment
Aura of Silence (10e) 6
Authority of the Consuls
Creatures your opponents control enter tapped.
Whenever a creature an opponent controls enters, you gain 1 life.
Enchantment
Authority of the Consuls (fdn) 137
Cadaverous Bloom
Exile a card from your hand: Add
or
.
Enchantment
Cadaverous Bloom (mir) 258
Delaying Shield
If damage would be dealt to you, put that many delay counters on this enchantment instead.
At the beginning of your upkeep, remove all delay counters from this enchantment. For each delay counter removed this way, you lose 1 life unless you pay
.
Enchantment
Delaying Shield (ody) 17
Enchantress's Presence
Whenever you cast an enchantment spell, draw a card.
Enchantment
Enchantress's Presence (c18) 141
Fertile Ground
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Enchantment - Aura
Fertile Ground (bbd) 198
Ghostly Prison
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Ghostly Prison (tdc) 116
Karmic Justice
Whenever a spell or ability an opponent controls destroys a noncreature permanent you control, you may destroy target permanent that opponent controls.
Enchantment
Karmic Justice (wot) 7
Lich
As this enchantment enters, you lose life equal to your life total.
You don't lose the game for having 0 or less life.
If you would gain life, draw that many cards instead.
Whenever you're dealt damage, sacrifice that many nontoken permanents. If you can't, you lose the game.
When this enchantment is put into a graveyard from the battlefield, you lose the game.
Enchantment
Lich (cei) 114
Lich's Mastery
Hexproof
You can't lose the game.
Whenever you gain life, draw that many cards.
Whenever you lose life, for each 1 life you lost, exile a permanent you control or a card from your hand or graveyard.
When Lich's Mastery leaves the battlefield, you lose the game.
Legendary Enchantment
Lich's Mastery (dom) 98
Nine Lives
Hexproof
If a source would deal damage to you, prevent that damage and put an incarnation counter on this enchantment.
When there are nine or more incarnation counters on this enchantment, exile it.
When this enchantment leaves the battlefield, you lose the game.
Enchantment
Nine Lives (m21) 28
Omniscience
You may cast spells from your hand without paying their mana costs.
Enchantment
Omniscience (fdn) 161
Overgrowth
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional
.
Enchantment - Aura
Overgrowth (plst) 9ED-262
Phyrexian Unlife
You don't lose the game for having 0 or less life.
As long as you have 0 or less life, all damage is dealt to you as though its source had infect. (Damage is dealt to you in the form of poison counters.)
Enchantment
Phyrexian Unlife (wot) 11
Propaganda
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Propaganda (m3c) 191
Rhystic Study
Whenever an opponent casts a spell, you may draw a card unless that player pays
.
Enchantment
Rhystic Study (jmp) 169
Solemnity
Players can't get counters.
Counters can't be put on artifacts, creatures, enchantments, or lands.
Enchantment
Solemnity (hou) 22
Solitary Confinement
At the beginning of your upkeep, sacrifice this enchantment unless you discard a card.
Skip your draw step.
You have shroud. (You can't be the target of spells or abilities.)
Prevent all damage that would be dealt to you.
Enchantment
Solitary Confinement (mh2) 265
Sterling Grove
Other enchantments you control have shroud. (They can't be the targets of spells or abilities.)
, Sacrifice this enchantment: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.
Enchantment
Sterling Grove (mh2) 293
Wild Growth
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional
.
Enchantment - Aura
Wild Growth (dmr) 184
Words of Worship
: The next time you would draw a card this turn, you gain 5 life instead.
Enchantment
Words of Worship (ons) 61
Worship
If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead.
Enchantment
Worship (ss2) 7

Enchantment

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Instant

Qty: 7 Price: $181.43
Angel's Grace
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
Instant
Angel's Grace (tsr) 4
Enlightened Tutor
Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
Instant
Enlightened Tutor (6ed) 19
Stifle
Counter target activated or triggered ability. (Mana abilities can't be targeted.)
Instant
Stifle (mb2) 173
Tale's End
Counter target activated ability, triggered ability, or legendary spell.
Instant
Tale's End (m20) 77
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Instant
Teferi's Protection (2x2) 32
Trickbind
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Counter target activated or triggered ability. If a permanent's ability is countered this way, activated abilities of that permanent can't be activated this turn. (Mana abilities can't be targeted.)
Instant
Trickbind (sld) 1774
Worldly Tutor
Search your library for a creature card, reveal it, then shuffle and put the card on top.
Instant
Worldly Tutor (6ed) 269

Instant

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Land

Qty: 35 Price: $1044.33
Breeding Pool
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Forest
Breeding Pool (gtc) 240
Cabal Coffers
,
: Add
for each Swamp you control.
Land
Cabal Coffers (mb2) 106
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (mh3) 220
Forest
(
: Add
.)
Basic Land - Forest
Forest (j25) 95
Godless Shrine
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Swamp
Godless Shrine (gtc) 242
Hall of Heliod's Generosity
: Add
.
,
: Put target enchantment card from your graveyard on top of your library.
Legendary Land
Hall of Heliod's Generosity (dsc) 283
Hallowed Fountain
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Island
Hallowed Fountain (rna) 251
Island
(
: Add
.)
Basic Land - Island
Island (dft) 281
Isolated Chapel
This land enters tapped unless you control a Plains or a Swamp.
: Add
or
.
Land
Isolated Chapel (tdc) 373
Marsh Flats
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
Land
Marsh Flats (mh2) 248
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (zen) 220
Nykthos, Shrine to Nyx
: Add
.
,
: Choose a color. Add an amount of mana of that color equal to your devotion to that color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)
Legendary Land
Nykthos, Shrine to Nyx (ths) 223
Overgrown Tomb
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Forest
Overgrown Tomb (rtr) 243
Plains
(
: Add
.)
Basic Land - Plains
Plains (otj) 277
Polluted Delta
, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
Polluted Delta (mh3) 224
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (tdc) 386
Serra's Sanctum
: Add
for each enchantment you control.
Legendary Land
Serra's Sanctum (usg) 325
Sunken Ruins
: Add
.
,
: Add
,
, or
.
Land
Sunken Ruins (fic) 430
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (lci) 397
Temple Garden
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Forest
Temple Garden (grn) 258
Twilight Mire
: Add
.
,
: Add
,
, or
.
Land
Twilight Mire (dsc) 320
Urborg, Tomb of Yawgmoth
Each land is a Swamp in addition to its other land types.
Legendary Land
Urborg, Tomb of Yawgmoth (m15) 248
Verdant Catacombs
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
Land
Verdant Catacombs (mm3) 249
Watery Grave
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Swamp
Watery Grave (pgrn) 259p
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (mh3) 235

Land

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Sorcery

Qty: 7 Price: $81.43
Exsanguinate
Each opponent loses X life. You gain life equal to the life lost this way.
Sorcery
Exsanguinate (cmm) 156
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Sorcery
Farseek (dmc) 133
Idyllic Tutor
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
Sorcery
Idyllic Tutor (pthb) 24p
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Sorcery
Nature's Lore (s99) 136
Peer into the Abyss
Target player draws cards equal to half the number of cards in their library and loses half their life. Round up each time.
Sorcery
Peer into the Abyss (plst) M21-117
Repay in Kind
Each player's life total becomes the lowest life total among all players.
Sorcery
Repay in Kind (roe) 125
Torment of Hailfire
Repeat the following process X times. Each opponent loses 3 life unless that player sacrifices a nonland permanent of their choice or discards a card.
Sorcery
Torment of Hailfire (hou) 77

Sorcery

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Deck Info

Deck stats

35 pips - 30 cards
17 mana - 15 cards
10 pips - 8 cards
15 mana - 11 cards
23 pips - 13 cards
23 mana - 16 cards
0 pips - 0 cards
0 mana - 3 cards
17 pips - 17 cards
20 mana - 15 cards
0 pips - 0 cards
8 mana - 7 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"Welcome to Aetherlich 2.0!"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Aetherlich is a type of deck referring to the use of 'burst' lifegain and lich effects to accrue massive amounts of card advantage. There are MANY ways to build an aetherlich deck and strategy and I am by no means a pioneer of the archtype. This is my rendition of a list and I feel a 4 color variant (sans red) is the most consistent and resilient forms of the deck!\nI call this 2.0 only because I believe the adjustments I made is better suited for my table and the play patterns are still about the same as the original list! I literally bult the exact list that JimTSF did on this website as well (minus like... 3 cards) and have refined it a bit further. Notably I am using "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Peer into the abyss"},{"insert":" and "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Cadaverous Bloom"},{"insert":" in tandem with an X spell to close out the game rather than using something like "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Aetherflux Reservoir"},{"insert":". I might end up putting Reservoir back into the deck as its passive lifegain synergy is very hard to ignore, also the fact that I do not also need to find an X cost card to win, I can do it off of the Reservoir. I have also been fiddling with the idea of putting a copy of "},{"attributes":{"color":"var(--bs-primary)","link":"https://moxfield.com/cards/r8vD7-omniscience"},"insert":"Omniscience"},{"insert":" in the list as well but a lot of testing needs to be done to decide if thats even the way we want to go! A big chunk of this primer is pulled from Impropriety's explination of the effects and general game plan of this deck off Tappedout, I encourage you to go find their lists and show them some love as well!\nFundementals of Lichdom"},{"attributes":{"header":2},"insert":"\n"},{"insert":"By the very nature of this deck is to land a Lich effect to turn lifegain into card draw! We are using "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Lich"},{"insert":" and "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Lich's Mastery"},{"insert":" and notably leaving out the worst of the 3 cards "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Nefarious Lich"},{"insert":". Nefarious doesn't have any ability that stops us from losing the game or keeping us alive after hitting 0 life. This again, may change but I think the 2 Lich effects with the tutoring is more than enough!\nThe OG Lich"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is the only "},{"attributes":{"color":"var(--bs-primary)","link":"https://moxfield.com/cards/k94Qd-lich"},"insert":"Lich"},{"insert":" effect that changes your life total. This means we have to be pretty careful deploying it, because even if we can avoid the downside of losing the game if it leaves play, we’ll still be at 0 life.\nYou don't lose the game for having 0 or less life. Important to note here that you can lose the game for other reasons – namely infect damage, commander damage, someone else winning the game (via alternate win conditions like Laboratory Maniac), loss conditions like Door to Nothingness, or drawing from an empty library.\nIf you would gain life, draw that many cards instead. This is a replacement effect. Once Lich is in play and your life total is at 0, life gain effects that would modify your life total don’t modify your life total at all.\nWhenever you're dealt damage, sacrifice that many nontoken permanents. If you can't, you lose the game. This is a triggered effect. You will actually lose life and go to a negative life total if you take damage or lose life. Once you’re at 0 life, you can’t pay life for anything because you don’t have life to pay. It’s also worth noting that this only triggers on damage, not loss of life. This is going to be very important for some of the card choices later on.\nWhen Lich is put into a graveyard from the battlefield, you lose the game. This is a trigger that rarely resolves. State-based actions (SBA) get checked before a player would get priority and before triggers go on the stack. Because Lich starts you off at 0 and allows you to lose life but doesn’t allow you to gain life, you’re usually going to be at 0 or less life when this hits the bin. The upside is that you can exile Lich or bounce it to your hand and still live if you manage to end up at a positive life total before SBAs are checked, which is possible with this list.\nLich's Mastery"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This will be my primary go-to effect. The extra mana is worth it! \"Hexproof This one word makes Lich’s Mastery worth the extra 2 mana. Yowza. This drastically reduces the number of cards that can deal with Lich’s Mastery once it’s on the battlefield. (If you watched Season 1 Episode 3 of The Spike Feeders, you’ll know exactly what one of those cards is.)\nYou can't lose the game. Can’t lose. Full stop. This opens up a huge list of cards that Lich’s Mastery combos with. Whenever you gain life, draw that many cards. This is a trigger, not a replacement effect! This is extremely important when it comes to a few key cards in this list.\nWhenever you lose life, for each 1 life you lost, exile a permanent you control or a card from your hand or graveyard. Also a trigger. This one gives you a ton of flexibility when it comes to keeping Lich’s Mastery in play. It also gives you an opportunity to respond to this trigger, as well as the trigger that causes you to lose the game (provided you’re at a positive life total when this hits the graveyard), which is super important for certain win conditions in this deck. Important to note that this triggers on life loss and not damage.\nWhen Lich's Mastery leaves the battlefield, you lose the game. Because both the life loss and life gain effects are triggers, you might be at a negative life total or not after Lich’s Mastery leaves the game. If you are, the State Based Actions will kill you unless you’ve got another effect that prevents you from losing. If you aren’t, you’ll have an opportunity to respond to the trigger.\nSaving our Bacon"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Lich effects tend to be really difficult to work around and for that reason, we have included a handful of cards devoted to making sure we don't die to a well aimed "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"merciless eviction"},{"insert":" , "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Bane of progress"},{"insert":" , "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Cyclonic Rift"},{"insert":" and their ilk!\nWell this is the obvious one, right? Running this many effects that lose you the game makes me nervous, and it should make you nervous, too. This package is devoted to not just flat out losing to an unseen wipe:\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Platinum Angel"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Angel's Grace"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Stifle"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Trickbind"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Tale's End"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Sundial of the infinite"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Teferi's Protection"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Karmic Justice"},{"insert":"\nStifle and Trickbind, andTale's End are really useful for dealing with \"lose the game\" triggers that Lich and Lich's Mastery have. You're able to remove them at will through something like an "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Auratog"},{"insert":" or "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Faith Healer"},{"insert":", You can also counter the ability that triggers on life loss if you want to avoid having to sacrifice permanents or exile things to your Liches.\nAngel's Grace is a little more situational. Because Lich sets you to 0 life, it won't actually prevent you from losing life and going to negative values. Angel's Grace is worded to replace any damage that would take you from a life total greater than 1 to a life total below 1. Damage that would take you from below 1 to a life total lower than that happen as usual, so they'll still cause the effects that happen when you take damage or lose life. The upside here is that there's additional \"can't lose the game\" text that will give you until the end of your turn to close the game out.\nTeferi's Protection is a single use, get out of jail free card, good for one use. If someone goes to cast a mass enchantment removal spell in the form of a "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Bane of Progress"},{"insert":" or an overloaded "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Cyclonic Rift"},{"insert":" we can respond to that and phase out. It doesn't do anything against a "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Krosan Grip"},{"insert":".\nKarmic Justice helps us in our war on attrition. It's not here because it protects us, it's here because it really deters opponents from playing a mass enchantment removal spell. Sometimes the threat of using it is enough to have people leave you alone! Enchantment and artifact hate is NOT uncommon in commander. Do not be afraid to start "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"vindicate"},{"insert":"ing some lands while this is out! We do have some failsafes in place in the land base to bring things back and we probably should be running a copy of "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Replenish"},{"insert":" in the main too...\nFinally, we've got Sundial of the Infinite. No discussion about mitigating triggered downsides is complete without including our trusty Sundial. This lets you either avoid the discard/exile clauses from the various Lich effects or lets you avoid the \"lose the game\" triggers. Notably this DOESN'T work with Nefarious Lich because losing the game happens as a result of the damage you take and can't be responded to, which is another reason I chose to remove it from my version of this list!\nDamage is for chumps"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Ideally, if the game's going our way we won't have to deal with any of the \"lose the game\" situations that the Lich effects can create. We do this by including a package of cards that are designed to prevent their damage and life loss effects from occurring at all, removing even more downsides from the enchantments!\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Delaying Shield"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Solitary Confinement"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Phyrexian Unlife"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Worship"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Island Sanctuary"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Solemnity"},{"insert":"\nDelaying Shield is probably the best card to fill this role. It just straight up converts damage to life loss, avoiding the downsides on Lich. Lich's Mastery's downside triggers on life loss, but at least this gives us a bit of time and a way to pay mana to avoid exiling a few things. Delaying Shield also interacts favourably with Solemnity, as Solemnity prevents the counters from being placed so there's nothing to pay for on your upkeep. If you take a lot of damage but don't have Solemnity out and you don't want to lose life on your upkeep, you can also sacrifice Delaying Shield to "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Auratog"},{"insert":" or "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Faith Healer"},{"insert":" before the upkeep trigger happens.\nSolitary Confinement is great with the Lich effects because it straight up prevents all damage that would be dealt to you. Once a Lich effect is in play, it's usually not a problem satisfying the discard on upkeep, and skipping your draw step doesn't really matter.\nPhyrexian Unlife's role in the deck is twofold. First, it changes the result of damage from life loss to poison counters, which avoids the downside of Lich's Mastery. Lich's Mastery also prevents you from losing the game due to having 10 or more poison counters, so it's a match made in heaven. Phyrexian Unlife also combos with Solemnity as a soft lock that will hold your life total where it is as soon as you dip below zero.\nIsland Sanctuary is simply in the deck as a pillowfort piece that prevents us from taking incidental combat damage if we need to stall a little bit, only limited to Flying and Islandwalk. A harder prevention choice could be made in the form of a "},{"attributes":{"color":"var(--bs-primary)","link":"https://moxfield.com/cards/mPon0-propaganda"},"insert":"Propaganda"},{"insert":" and "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Ghosly Prison"},{"insert":" (A change ive been looking at due to "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Alela, Artful Provocateur"},{"insert":" and "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Locust God"},{"insert":" being prevalent at my table) Peacekeeper could also fill this role very effectively.\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Worshp is pretty self explanitory here. I moved away from using [Gideon of the trials"},{"insert":" as most prison effects do not stop people attacking planeswalkers. This was an easy swap to make.\nLot's of Life and Cards"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Children of Korlis"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Martyr of Sands"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"https://moxfield.com/cards/YnQzR-vizkopa-guildmage"},"insert":"Vizkopa Guildmage"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"https://moxfield.com/cards/Yv2O3-tainted-sigil"},"insert":"Tainted Sigil"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"https://moxfield.com/cards/Yep61-words-of-worship"},"insert":"Words of Worship"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Soul Warden"},{"insert":"\nSoul's attendant]\nThere are a lot of ways to gain big chunks of life, but focus had to be semi-minimal because this deck is already trying to do so much!\nChildren of Korlis and Tainted Sigil are probably the best pieces here - especially since they work really well with OG Lich. Lich sets your life total to zero, and you can immediately activate either of these effects to gain back whatever life you had before Lich took it all away, often resulting in a few dozen cards drawn.\nSoul Warden and Souls Atendant AKA The Soul sisters! Passive lifegain and free cards for you or your opponents playing creatures is very good! I have half a mind to take one of them out for an "},{"attributes":{"color":"var(--bs-primary)","link":"https://moxfield.com/cards/WaDQy-authority-of-the-consuls"},"insert":"Authority of the consuls"},{"insert":" as they do the same thing and again, as stated above I have lots of tokens haste creatures and craterhoof in my meta.. Not a terrible Idea to slow down hasty creatures. Also adds to our creature count\nWords of Worship basically just reads \"1: Draw 5 cards\" and you can activate it whenever you draw a card. This is one of the most impactful cards you can draw in this deck in the mid- to late-game.\nMartyr of Sands can be explosive. Reveal 2 white cards in your hand and gain/ draw 6 for only 1 mana is sweet!\nThinking about adding a "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Righteous Confluence"},{"insert":" back into the list. It just straight up draws you 15 cards if you have a Lich effect in play. If you've got a Stifle effect to play alongside it you can draw 10, exile your own Lich effect, and Stifle the \"lose the game\" trigger. This can be a pretty nice line for when you need to ditch the Lich before you can win (Assuming you take the Reservoir or if you're in danger!)\nFinishing the Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"There are multiple ways to leverage our Lich effects to win the game.\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Vizkopa Guildmage"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Psychosis Crawler"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Cadaverous Bloom"},{"insert":"\n"},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Aetherflux Reservoir"},{"insert":"\nVizkopa Guildmage is a very good wincon! The rules interaction for its 2nd ability, creates a delayed trigger that resolve seperately. As per gatherer \""},{"attributes":{"italic":true},"insert":"Each time Vizkopa Guildmage's second ability resolves, a delayed triggered ability is created. Whenever you gain life that turn, each of those abilities will trigger. For example, if you activate the second ability twice, let those abilities resolve, then gain 2 life, each opponent will lose a total of 4 life.\""},{"insert":" Which means we can put 9 mana into our guildmage to activate his ability 3 times and when we crack a life gain effect for, say 7, we gain 7 life and each opponent loses 21 life. This is a great way to close out the game. It can also be done during your main phase for sizeable drain even if you're not poised to win on the spot. Drawing cards is good!\nPsychosis Crawler finishes the game really effectively once you've got a Lich effect out alongside one of the burst life gain options listed above. Remember that OG Lich sets your life to 0, so if you were at 30 life before, Tainted Sigil or Children of Korlis will draw you 30 cards alongside a Lich effect, which will cause Psychosis Crawler to deal 30 damage to each of your opponents. Very spicy!\nAetherflux Reservoir is one of the more common ways to win the game in this archetype. I do not play it in this list, but it is worth talking about! The life gain trigger off of casting spells draws us cards, this is very good. If you're planning on going off with Lich's Mastery, you'll actually gain the life (unlike the OG Lich), which is great if you intend to activate Aetherflux Reservoir to kill people.. Kinda. See, with the Lich's Mastery, it's a little trickier than that. Generally speaking, you can play it like a regular storm turn but you'll have to sandbag as many instants as you can until you've gotten the storm count up to 14 or 15. Then due to the loss of life clause with Lich's Mastery, you will have to remove 50 cards from the game or threaten losing due to the fact you have to pay life. You can sometimes deal with the life loss trigger by creating burst life gain to offset it. As an example, if you're activating Aetherflux Reservoir (which would require you to exile 50 cards from your hand/board/graveyard), you can activate Children of Korlis in response to the Lich's Mastery trigger to draw 50 cards in response, giving you enough cards to discard. I just don't see this as a reliable way to rid your opponents from the game.\nWith aetherflux you have to find a way to remove a Lich effect before you can win and it only gains you life to activate through Mastery. I'm not a fan. I'd rather have the option to win with them in play! To do this I chose to use "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Peer into the abyss"},{"insert":" just in case we didnt draw one of our 2 X spells "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Torment of hailfire"},{"insert":" and "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Exsanguinate"},{"insert":" in tandem with "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Cadaverous Bloom"},{"insert":". Sadly the missing Red color in the deck stops us from using things like "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Comet Storm"},{"insert":" or "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Crackle with power"},{"insert":". Cadaverous Bloom synergizes by paying for the entire spell (, ) by just removing a card from our hand from the game! Also if we have bloom and peer in our hand but no X spell, We can cast it reliably through bloom! I know I have to run 2 more cards to win than the Aetherflux but you will be at the mercy of having a way to remove the Lich effect before paying any kind of life. It also requires you cast a bunch of spells in one turn so in the long run Bloom and an X spell is much more efficient!\nThat was the meat, The rest is potatoes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The rest of the list operates like your typical enchantress deck! Play enchantments and draw cards until we have a good enough board presence to start making some scary plays! We can shift gears pretty well and depending on the amount of targeted removal you may even add in "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"greater auramancy"},{"insert":" or even a "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Privelaged position"},{"insert":". If you find aggro is more promenent in your group, "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Propaganda"},{"insert":" and "},{"attributes":{"color":"var(--bs-primary)","link":"about:blank"},"insert":"Sphere of saftey"},{"insert":" can make an appearance as wel! You're not really locked TOO hard into a playstyle. Again, as stated before, there are MANY different shells of Lich decks and you should explore them all before committing to one! (Orzhov ,Mardu, 4 color, and 5 color kenrith are all builds ive seen work to much success!)\nClosing Thoughts"},{"attributes":{"header":2},"insert":"\n"},{"insert":"If you stuck around this long, thank you! I did not highlight each and every card in this list but this should give you a good enough idea for what we are trying to do here.. Like I said in my opening statements, there is many ways to build an aetherlich deck and in my opinion this is the most efficient way to do it! Go show JimTSF some love on his list on Moxfield and Impropriety's on Tappedout! You can find both of my lists on those sites as well! Now go out there and collect some souls!\nHappy feasting!\n"}]}
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