Phylactery Lich

Phylactery Lich

Creature — Zombie

Indestructible

As Phylactery Lich enters the battlefield, put a phylactery counter on an artifact you control.

When you control no permanents with phylactery counters on them, sacrifice Phylactery Lich.

Browse Alters View at Gatherer

Trade

Have (1) metalmagic
Want (1) MagicNoob44

Printings View all

Set Rarity
Core Set 2019 (M19) Rare
Magic 2013 (M13) Rare
2011 Core Set (M11) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Phylactery Lich Discussion

5dollarMTG on 5dollarMTG

1 week ago

This week's new deck is $5 Darksteel Lich - a mono-black deck built around Phylactery Lich and indestructible artifacts.

SP3CTR3_chelts on Grixis Undeath Mechanics

5 months ago

maybe add the term non-token to stop Cannibalize from going infinite so often and slightly reducing its potency? or pay 1 life as well.

Ensoul i think has the opposite problem as it could do with a bit of beefing up. for example how much of a wave did Phylactery Lich make. I still like the idea behind it especially the theme.

Probably a bit clunky but in an attempt to try something different

Memorialise. When this creature dies return it to the battlefield except it is no longer a creature.

This would be on Enchantment Creatures with passive, triggered or activated abilities.

multimedia on Davy Jones Pt.2

9 months ago

Hey, saw your forum topic asking for help.

Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.

The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.

There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.

Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.


My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .

11 cards to consider cutting to add more lands:


Other cards to consider cutting to make 100 cards:

As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.

Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.


Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.

For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.

Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.

Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.

I offer more advice if you would like. Good luck with your deck.

Demention on Destructive Relics

9 months ago

foxinsox in the original build for this deck I had Phylactery Lich included with Urborg, Tomb of Yawgmoth and such but I found it to be too slow so it was phased out through playtesting. I love that card though :)

foxinsox on Destructive Relics

9 months ago

Phylactery Lich might tax your manabase a little, but it would be a great addition given the amount of indestructible artifacts you have here.

Asyriel on Conspiring with the Lich

10 months ago

The way it should work ideally in a legacy deck, is turn one: Darksteel Relic , Swamp + Dark Ritual + Phylactery Lich . Although this may work as a sideboard option, throw in a play set of Glistening Oil , and you have a turn 2 5/5 infect. Looks fun as is +1

musicman3310 on Is It Safe?

1 year ago

Here's some cards to think about Opt , Discovery / Dispersal , Vraska's Contempt (from side to main), Price of Fame , Moment of Craving , Nightveil Sprite , and a couple of spicy ones (This one for sideboard if it gets more artifacts) Phylactery Lich and Etrata, the Silencer . I personally don't like any of your enchantments but if they are doing good stuff for you then don't let silly ole me take your wins away. Happy hunting.

Load more