Lich Lord of Unx

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Lich Lord of Unx

Creature — Zombie Wizard

{{U,B}}, Tap: Put a 1/1 blue and black Zombie Wizard creature token onto the battlefield.

{{2U,2B}}: Target player loses X life and puts the top X cards of his or her library into his or her graveyard, where X is the number of Zombies you control.

EDH 0 / 0
Diregraf Captain feature for Lich deck

NV_1980 on Dimir No-Brainer

3 months ago

I'm missing a Rooftop Storm in here; maybe you think it's too OP :) Zombie Master is pretty cool; will catch other players featuring black off-guard and the regeneration ability on all your zombies makes them even harder to kill than they already were. Lich Lord of Unx's secondary ability can also be a pretty nasty mana sink to use.

keksoe666 on Sphinx Zombie Mill

1 year ago

ClockworkSwordfish thanks for the feedback The Lich Lord of Unx looks really nice, so I'll look into that, thanks for the tip

Mindcrank is something I considered but since the Alchemist transforms damage into mill, I don't think the Crank would trigger so I decided against it

Guildmage I might consider, not too sure, I'm still trying to find the balance between mill and still having a way to defend myself, you know what I mean?

As for the Ascension: so far I'm not sure I deal enough damage over time to get three quest-counters, so I think it's better suited for my Vampire-deck ^^

ClockworkSwordfish on Sphinx Zombie Mill

1 year ago

Undead Alchemist is a very fun card - I've tried building around it myself in the past! If you lean a little more in the zombie tribal side of things, one card I've found works beautifully with him is Lich Lord of Unx: he mills your opponent for each zombie you have, which means even more zombies from the Alchemist for the next activation! The Lichlord also plays nicely with Mindcrank, which basically makes him get milled for twice as many cards.

Duskmantle Guildmage isn't a zombie but provides a great backup way to kill a foe off with all the milling going on and is an instant win with the Mindcrank. It's definitely a pricier card, but if you can find room for Bloodchief Ascension, it's a very deadly card when you're mixing mill and life loss like this!

legendofa on I'm gonna cleave you

1 year ago

Correction to last comment, for some reason, I had it that you were milling yourself. Still, the options don't significantly hinder you, so they still stand, and I'm going to add Lich Lord of Unx as a suggestion, if you can get one.

legendofa on Scarab God UB Zombie Tribal

1 year ago

For cards I would consider removing, Eternal Skylord gives you a small token and flying, which is useful but not essential.

Eloise, Nephalia Sleuth isn't especially efficient in this deck. It's not a bad card, but this isn't quite the right home for it.

Gravespawn Sovereign is a 6-mana 3/3, which is a very poor deal, and the ability ties up your creatures. If this guy was closer to 6/6 or even 5/5 I'd be happier about it, but its stats are just too underwhelming.

Curse of Unbinding is a cool effect, but it's 7 mana and doesn't directly affect your Zombie goals.

As another card to consider adding, Lich Lord of Unx is another card that can capitalize on large numbers of zombies to fill graveyards and attack from a couple of different angles.

legendofa on When did you start playing, …

2 years ago

I started playing with the first Portal, kinda. That was the first set I got cards from. I spent the next few years off and on, getting bits and pieces of collections from people who were leaving the game or offloading bulk commons and uncommons. (I managed to get both Pardic Firecat and Diligent Farmhand and had no idea what Burst meant. I thought it was some action, like untapping, that the rules later dropped.) I started digging in a little deeper in Time Spiral block, then really jumped in with Alara. Since then, I've been either in deep or sitting out.

Favorite block is Alara. It was the one that I really got in with (if you missed that two sentences ago). I usually prefer multicolor builds to monocolor builds, and I wasn't in for most of Apocalypse and Ravnica. It has a unique and deep setting insert Return to Alara screed here. And the cards are just cool: Maelstrom Archangel, Godsire (Secretly pandering to the OP? Never!), Progenitus, Wall of Denial, Conflux, Sphinx of the Steel Wind, Lich Lord of Unx... Add in stuff like Ad Nauseam, the Cascade mechanic, and Noble Hierarch, and the introductions of Nicol Bolas, Planeswalker, Sarkhan Vol, Tezzeret the Seeker, and Elspeth, Knight-Errant, and it had something for everyone. Planeswalkers were still brand new, and colored artifacts were a shocking and semi-controversial twist.

I don't like the one-set model. I understand that the three-set model and even two-set model had general dropoff after the first set, but the current model is too much, too fast. The mechanics are underdeveloped and unsupported. (In agreement with "it's always been that way" doesn't make it a good thing. I'm still waiting for Provoke to come back.) The planes are either shallow, limited in scope, or "open for exploration when we return" which may or may not happen.

The biggest and most disappointing change for me, though, is the official website. It used to have multiple articles a week: Making Magic, Savor the Flavor, From the Lab, Building on a Budget, Arcana, Card of the Day, theme weeks, it was all fun. Now, it's a couple of third-party articles, occasional short stories for the lore, and a bunch of promotion and self-advertising.

With my "it was better in my day" out of the way, I think the fundamentals of the game are in good shape. Aside from some cosmetic differences and minor rules updates, it's still the same game I was playing fifteen years ago, and there's a lot to be said for that. Sure, there's been some power and complexity creep, but aside from a couple of high-profile missteps that aren't totally without precedent (Urza block -> Mirrodin Affinity -> Zendikar Caw-Blade -> Throne of Eldraine/Ikoria), it's been well controlled compared to other popular TCGs. A deck from five, ten, twenty years ago can still find a home at least at the casual tables.

wallisface on Zombie Mill

2 years ago

Some thoughts:

  • I don’t see how this deck ever practically mills an opponent before putting them to zero life beforehand anyway. Lich Lord of Unx will always kill before completing a mill, and Undead Alchemist is super-easy to play around (and buys your opponent extra turns for free most of the time, as it takes longer to mill than to put then to zero life).

  • Having no 1-or-2 mana cards makes this deck incredibly slow. Not being able to do anything in the first 2 turns of the game will likely put you too far behind to win many games.

  • Similarly, modern decks without ramp find it hard to justify running more than 3-4 cards at cmc4, and often run nothing above this. You have 23 cards, roughly 40% of your deck, costing 4-or-more mana. That’s going to lead to your hands being incredibly slow & clumsy, and will oftentimes mean a game is finished before you’ve got to cast the majority of cards in your hand. Seriously look to lower the curve.

  • having lots of 2-ofs and 1-ofs in the deck is going to lead to it being super inconsistent. I’d suggest running more playsets of the cards that are important to play for the deck.

zAzen7977 on WILLY WONKA’S ZOMBIE FACTORY [cEDH Primer v.2.0]

2 years ago

Thanks Profet93!! That makes two of us! O_o lol

Hey TypicalTimmy, challenge accepted! Willy hungers and needs more willing victims. Get over here!

You bring up good points about counterspells and tutors. With this deck I tried to do something different than my previous combo-centric builds. The older version of this deck is linked in the description above and I run a lot more draw/tutors and less actual zombies. Also check out my K’rrik Doomsday deck for a Mono-Black deck that goes all-or-nothing with combos.

With this deck I want to be able to win even if my combos or Willy are neutralized somehow. So I have numerous back-up strategies depending on my opening hand. It’s like a puzzle, and it takes practice to know which hand to keep and what to tutor for. I am still getting the hang of it.

Since Willy generates tokens when my zombies die and needs zombies as fodder for his sac-to-draw ability, I went for a secondary token theme. Plus it feels more thematic to me. I am usually one to go with pure efficiency over theme, but in this case I tried to balance efficiency and theme to retain the feeling of a straightforward Zombie swarm deck. So the result is a deck that is very unpredictable for the opponent. It’s hard to know what I’m planning and I can pull a combo win from out of nowhere.

Your suggestions of Lich Lord of Unx, The Scarab God, and Greed are good, but each is a little expensive mana-wise. The Lich Lord is good when I can generate lots of mana or have an infinite mana combo, otherwise it’s an expensive 1/1 token generator. I’m not counting on always finding an infinite mana combo. Scarab God is slow since it’s ability doesn’t kick in until the upkeep after it’s played, and in my experience it gets slapped with removal the second it comes down. Greed is a less efficient Necropotence, I would rather run something like Rhystic Study. Regardless, thanks for the suggestions!

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