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Grixis Wizards or: How We Became Liches

Commander / EDH Control Multiplayer UBR (Grixis) Wizards

Teemursu


Lich

This tribal deck focuses heavily Wizard synergy. So much so, that I've decided to not run any non-Wizard creatures that would otherwise be staples in other kind of Marchesa, the Black Rose decks (e.g. Zealous Conscripts ).

The general strategy is to play our commander, Marchesa, the Black Rose , a sacrifice outlet and as many wizards as possible for crazy and fun synergies. By having our wizards go through the graveyard and achieve lichdom, we usually assume a control role: victory by out-grinding and outlasting everyone with value.

When I was building this deck, I kept in mind that it'll be more fun to play if I have a plethora of options available for me as I play. Even after a while of having this deck, I still keep finding new synergies and combos. Not only this, but everything is also in theme with my favorite D&D class - the Wizard!

In fantasy fiction, a lich (/ˈlɪtʃ/; from Old English 'līċ' meaning 'corpse') is a type of undead creature. Often such a creature is the result of a transformation, as a powerful magician or king striving for eternal life uses spells or rituals to bind his intellect and soul to his phylactery and thereby achieve a form of immortality. Liches are depicted as being clearly cadaverous, bodies desiccated or completely skeletal. Liches are often depicted as holding power over hordes of lesser undead creatures, using them as soldiers and servants. Unlike zombies, which are often depicted as mindless, a lich retains independent thought and is usually at least as intelligent as it was prior to its transformation.

Such sort of flavor fits perfectly the play style of this deck, since you get make long-term plans and cackle maniacally as your persistent (pun intended) wizards refuse to stay in the graveyard! Even your innocent-looking Faerie Wizards (looking at you, Sower of Temptation ) will soon become deliciously evil, controlling those undead minions through the scheming power of Marchesa, the Black Rose .

Usually, the first turns are spent on either ramping out Marchesa, the Black Rose on turn 3 thanks to 2 CMC mana acceleration.

Another, better way of going about things, is to drop a creature like Sage of Fables that will enable Marchesa, the Black Rose to both come down both with a counter and also give one to Sage of Fables via dethrone on the same turn.

You can start looking for crazy and fun synergies once a couple of things have been checked off the list:

  • Marchesa, the Black Rose is on the battlefield.
  • Wizards are entering the battlefield with a +1/+1 counter thanks to cards like Sage of Fables .
  • You've got yourself a sacrifice outlet such as Viscera Seer
  • If you get to this state, the deck becomes incredibly fun and surprisingly complex to play. I keep finding plenty of routes I can take in the game, and there really are a ton of synergies and combos to figure out. For these reasons, this is probably my favorite deck to play in EDH.

  • Yes, she reanimates herself.
  • Yes, a stolen creature with a +1/+1 counter will reanimate itself and come back under **your control.**
  • Yes, the ability triggers on **each end step**.
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    1

    To initiate an infinite amount of creature sacrifices, we first need a sacrifice outlet. Here is a list of the combo-relevant ones we have in our deck:

    Ashnod's Altar Phyrexian Altar Thoughtpicker Witch Viscera Seer

    (note that Barrin, Master Wizard and Voidmage Prodigy can't go infinite, as they require to target something in order to activate.)

    2

    Next up, we need to input either Sage of Fables or Metallic Mimic to counteract the -1/-1 counter gained placed on our Persist creatures.

    3

    Speaking of which, they are Glen Elendra Archmage and Puppeteer Clique . It's important to note that they don't come back through the delayed trigger of Marchesa, the Black Rose , but instead come back instantly by themselves.

    4

    Next up, we need something to win the game by infinitely looping our Persist creatures. Some of such ways would be:

  • Thoughtpicker Witch - for exiling everyone's deck
  • Phyrexian Altar or Ashnod's Altar - for infinite mana.
  • Azami, Lady of Scrolls , Grim Haruspex or Magus of the Future with infinite mana - for infinite card draw. Just remember to sacrifice Grim Haruspex before you draw from an empty deck.
  • Flesh Carver - for infinite tokens.
  • With infinite mana we get:

  • Voidmage Prodigy - infinite counterspells
  • Vigean Graftmage , Azami, Lady of Scrolls - infinite card draw
  • Vigean Graftmage , Sigil Tracer , any spell - infinite copies of target spell
  • Vigean Graftmage , Patron Wizard infinite amount of mana our opponents need to pay for their spells or they get countered
  • Havengul Lich - all creatures from all graveyards under your control
  • Barrin, Master Wizard - infinite creature bounce
  • Please, I might have missed some combos, and would love to hear any that I've missed, so let me know. :)

    Suggestions

    Updates Add

    I haven't had much time to play EDH, but I decided to bring the deck up to date.

    Here are the card changes:

    OUT:

    Martyr of Frost Wizard Replica Cursecatcher

    Though these cards were fine, I think it is a better idea to focus more on card draw, velocity and consistency. I haven't found a great need to be able to counter high impact cards early or to tax my opponents' mana. Some of these could be brought/sided in if I decided to play more competitive games.

    Cryptic Gateway

    I really, really like this card, but I also need to make some cuts. Though, I might put this back in later, I have now decided to cut some high-end CMC cards. I also realize it could save me some mana, but in the end, it doesn't do anything by itself.

    Mairsil, the Pretender

    I was never really truly impressed by this card. Since there aren't any game-winning combos really with it, the card doesn't really do much by itself. Sure, I could start exiling some Wizards that give value with their activated abilities, but in the end I could simply just cast them. A clear benefit could be to stick a Sol Ring onto Mairsil, and be able to dodge artifact removal. I don't think, though, that this is enough.

    Havengul Lich

    This card is great at what it does, but same as for Cryptic Gateway, I decided to cut the higher CMC cards for now. The biggest problem with this card is the 5 CMC. To activate the ability you really have to wait another turn cycle, and that ends up making this card a little too slow. The downside of cutting this is that if Wizards go into your graveyard without the Marchesa loop, there are now even fewer ways of getting them back.

    Sulfurous Springs Badlands

    Even though one of these land pings us, and another is an original dual land, the need for lands that don't produce blue mana is really low. The case for the latter land could be argued, but in this case I rather sold the card.

    IN:

    Bloodtracker

    This seems like a great inclusion: a card draw engine that can protect itself with Marchesa. Not only does it make Dethrone better, it also draws more cards when the engine is on with, for example, Sage of Fables.

    Watcher for Tomorrow

    I'm actually extremely curious about how good this card could be, as I want to include more card draw in the deck. I believe Hideaway is a really strong mechanic, especially when it's attached to a cheap Wizard.

    Spellseeker

    This seems like a no-brainer. It can fetch us either Demonic Tutor or Diabolic Intent, which in turn can get us anything we want. Additionally, the creature finds us also Vandalblast. This is especially great because I've wanted more artifact removal in the deck, and this creature, in this sense, acts as one. Also, it of course gets us Cyclonic Rift.

    Morphic Pool Fiery Islet

    Very happy to include decent lands that produce blue sources, and one of them even pings us!

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    Revision 32 See all

    (4 years ago)

    Top Ranked
    • Achieved #4 position overall 6 years ago
    Date added 6 years
    Last updated 3 years
    Legality

    This deck is Commander / EDH legal.

    Rarity (main - side)

    7 - 0 Mythic Rares

    61 - 0 Rares

    15 - 0 Uncommons

    14 - 0 Commons

    Cards 100
    Avg. CMC 3.15
    Tokens Champion of Wits 4/4 B, Copy Clone, Horror */* B, Morph 2/2 C
    Folders Look At, EDH, Decks I like, ideas, Wizards, Cool EDH, A EDH Playtest, Interesting Commander Decks, CMD Marchesa, EDH - Ideas
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