Demilich

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Vanguard Legal
Vintage Legal

Demilich

Creature — Skeleton Wizard

TheCardPool on Octavia

3 weeks ago

Rasaru I understand what you mean with the tutors if your play group doesn’t use them. In the event you do add them, they really help with getting Quiet Speculation and combo-ing with Temporal Mastery. As for overloading rift, it is actually hard to do in this deck. Most games will end with me having 6-7 lands in play because you need very little mana in your opening hand to get the deck to work. A 1 or 2 land hand is still viable with my build. Consuming Tide is still a must though because it does so much work.

I’m not the biggest fan of the equipments but feel free to run them if you like them. I get why they’re in the deck.

I haven’t had to worry about decking but I can see an issue if an opponent is using a mill or wheels deck. You could always tech in a Thassa's Oracle.

As for your tutor targets for Intuition, it depends on the board state and timing of the game. If there’s an archenemy the player you pick could give you the card you want while filling your grave. More often than not you’ll be able to choose 3 of a similar card to get a version to your hand. If Demilich hasn’t been a part of the game yet I will usually select it as 1 of the 3.

Also, kuddos on Curate, I’m removing Telling Time for it right now!

TheCardPool on Canned Calamari (Octavia EDH)

3 weeks ago

Rasaru the deck runs great and it can get the commander out pretty consistently by turn 3. Based on the hand it could be quicker or slower. It also recovers surprisingly well when the grave gets exiled too.

Demilich is a card I would advise you to include in your build. It is a powerhouse if you know how to use it. I added it as a tech card and it has proven its worth by winning me a handful of games.

Are you interested in building this commander or do you already have a deck list?

MistaMint on A MILL(-ion) here a MILL(-ion) there

1 year ago

Milling in commander is tricky, doing it fast even more so. With this commander, your mill is mostly coming from your rogues, and you can get life damage wins faster that way.

If you use cards like Demilich, Snapcaster Mage, and Elite Arcanist you can can more bang for your buck out of the mill spells.

I would say that is too many counter spells as well. A counter will never win you the game, only stop someone from winning. And it doesn't add to the mill so you are splitting your attention.

With this commander I wouldn't focus on trying to mill, I would try to use what you do mill to your advantage. Cards that will take from your opponents graveyard.

Take a look at my commander mill deck Filthy wHorrors to see the focus on milling you need to do an entire commander deck. Fastest I did with this deck was turn 7.

+1 though, I like the theme behind your deck, I just think it's the wrong commander to mill someone out.

legendofa on SKELETONS!

1 year ago

As far as color goes, black is vital. Green is probably the next best, for Skeletal Swarming if nothing else. Red isn't critical, but offers options like Flameskull, Lightning Skelemental, and the new Gut, True Soul Zealot. Blue is weak; Demilich is okay in a spell-heavy build, and Skeleton Ship and Mortus Strider have good art. White has virtually nothing for skeletons specifically, but Brave the Sands and Mark of Asylum and that sort of thing is useful if you have a lot of regenerators.

Endo13 on Dimir Midrange

2 years ago

zapyourtumor You were right, i realized Demilich wasn't doing as much as i thought when it comes to saving mana from its 1st ability & recycling instants/sorceries from the 2nd, as i think Blink of an Eye is better in recycling them. Same case goes for Plague Engineer in the sence of its usefulness overall so took them away. Thing in the Ice  Flip is a fantastic card & works well in my instant/sorcery heavy deck. I added it to main, would you recommend having a playset instead of 3? Liliana of the Veil is a pretty cool card & added it to sideboard, might even place it as main after some further paytesting. Thanks for your adivce!

wallisface You were right on my land count, I was commonly facing with landpool issues so i did make my land count higher to 24 and now i dont have that problem anymore. The meta in my city & surrounding areas are really monster-heavy so that was the reason I placed heavy hitting destroy spells such as Damnation but I saw your point, as it could be more of a disadvantage than anything. Took it off the main & added only 1 on sideboard. As for Mishra's Bauble i saw it wasn't doing as much as I anticipated, but then again im a noob at MTG still & i might have been using it wrong. Tbh i dont know why Lurrus of the Dream-Den was there i must have placed it by mistake so took it off lol. In general i switched the sideboard as much as the main in order to be more consistent. Twincast is there just for the lols & it has actually made pretty funny plays, i mean 2 is always better is it not?

In general i appreciate your advice both of you, and let me know what you think on the upgrade i just did. Im a returning player that took like a 10-year hiatus from MTG because life happened and im catching up, & this was a first try to a midrange-control-ish deck that i really want to work and make it as good as can be. Thanks!

GloriousSeeker on

2 years ago

Hi man!

Nice list, but.. I have some things you may have to change to make the deck really work. Mono blue can be really good if you know how to build it. For example Merfolk is better in Mono blue then Simic (green/blue) because of the tempo you have.

Mainboard: -4 Cryptic Command -1 Archmage's Charm -2 Remand -4 Scalding Tarn -1 Snapcaster Mage +4 Consider +1 Force of Negation +1 Murktide Regent +2 Demilich +2 Island +2 Fiery Islet

Sideboard: -2 Spell Snare -2 Vendilion Clique -1 Negate -1 Remand -1 Force of Negation -1 Annul -1 Murktide Regent -2 Ceremonious Rejection +2 Hurkyl's Recall +2 Thing in the Ice  Flip +1 Dispel +2 Malevolent Hermit  Flip +2 Tormod's Crypt +1 Spell Pierce +1 Narset, Parter of Veils

Try this out, all the changes I made in this list has their reasons. Some cards have their special power on their own. Make use of more cheap and better counterspells. Try it out and ofcourse this are tips what you can do better with mono blue delver. I play it myself and it's great.

Omniscience_is_life on Historic Izzet Phoenix updated

2 years ago

How has Archmage's Charm been as a 4-of, with such high mana cost and color intensity? Seems a little too hard to cast for what it does imo.

Also--Demilich exists as another Phoenix, have you considered giving it a go?

multimedia on Tiamat's Coven

2 years ago

Hey, well done for being new and knowing that you can still learn and improve your deck building.

Some cards within your budget to consider adding:

You have Old Gnawbone, Hellkite Charger is a combo with Gnawbone for infinite attacks as long as Charger can keep attacking you can keep paying seven mana with treasures to have another combat step. This combo uses Dragons as the win condition by attacking with Tiamat being a source of lethal Commander damage. Savage Ventmaw can make six mana when it attacks that can be used to pay for Charger, needing only one mana to have another attack which can result in having a lot of extra attacks on your turn each turn equal to the amount of untapped mana you have. Crux of Fate can wreck since it can destroy all nonDragon creatures your opponents control leaving only your Dragons alive to attack.

Temur Ascendancy does two things that are really good for Dragons, it's a haste enabler and repeatable draw whenever a Dragon ETB. Faeburrow Elder can tap for two mana, green and white, but if you control other colored permanents then it can tap for even more mana, up to tapping for five mana, one of each color. Fellwar Stone is another two drop rainbow mana rock.

Boros Charm at instant speed can protect all permanents you control from most removal including all your lands. Swords to Plowshares and Counterspell are staple single effect instant removal options. Blasphemous Act is really good in multiplayer Commander as a fail-safe/reset the battlefield of creatures and it's mana cost consistently can be reduced to only one red mana.

Patriarch's Bidding is among the most powerful reanimation effects for tribal, for five mana it reanimates all Dragons that are in your graveyard.


Some cards to consider cutting:

Temple of the False God is not a good land. My advice is cut it from all your decks, since you can't tap it for mana until you control five or more lands. If you have it in your opening hand then that hand is a mulligan and any land that does this shouldn't be used. Orb of Dragonkind can't tap to make mana to cast any nonDragon card or pay for anything else, there's better ramp options.

You're not going to be casting enough instant or sorceries in a turn to reduce the mana cost of Demilich much. Quad blue or triple blue mana cost is too difficult to make with this manabase without controlling Chromatic Lantern or The World Tree with five other lands. Velomachus Lorehold cares about cheating the mana cost of powerful 5 CMC or less instants and sorceries which you don't really have here or do you need to include since Dragons are the high CMC cards you want to cast. Casting a Crux of Fate for free would be nice, but even so I don't there's enough worth while instants or sorceries to make Velomachus worth playing.

Good luck with your deck.

Load more
Have (2) Thefrigidbagel , zachi
Want (0)