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.
|Have (2)||metalmagic ,|
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Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Lich's Mastery Discussion
1 month ago
A. That's awesome! noncreature lands not being able to tap for mana is a huge downside, and I love that!!!
B. I'm going Blue!
You may cast spells from exile.
Whenever you draw a card, each opponent may draw two cards.
Okay, I think Black's Lich's Mastery is good enough.
I'd like to see that Zirda, the Dawnbringer as a non-companion.
1 month ago
I think as far as the cycle goes, I think Lich's Mastery is a pretty good standard for a black one, so Green it is! And as a side note, pretty janky combo in Esper to Fractured Identity then Stifle or Trickbind the lose the game trigger. Too much mana? perhaps. Stupid? Definitely.
Whenever you tap a permanent for mana, you may add three mana of any type that permanent could produce to your mana pool.
Mana in your mana pool does not empty as turns and phases end.
Creatures you control enter the battlefield tapped.
Creatures you control attack each turn if able.
You cannot cast non-creature spells, or activate abilities of non-creature permanents.
At the beginning of your endstep, if you do not control any creatures, sacrifice ~, and tap all permanents you control. They do not untap during your untap step.
I'd say that alone, 4 mana to triple your mana is beyond broken, but the 3 draw backs keep this card somewhat in check. Sure, you can just try to out ramp your opponent(s), but with no fetches, draw spells, or removal, eventually you will either fall prey to a wrath, like Damnation, but you can explode for one turn. If that's all you need, then this should do well.
Either create a black or blue one, or previous challenge!
2 months ago
Green and White have a distinct advantage in enchantment removal, so they all are better, making Growing Rites of Itlimoc Flip immediately a powerful contender. The oaths being so plentiful imply heavy walker usage too. Oath of Teferi is very strong overall, and so white seems powerful in both walker and enchantment removal. Lich's Mastery is a powerful combo enabler, Sanctum of All is incredible and 5 colors, Genju of the Realm is also powerful, though less so in my opinion, and also five colors, Whip of Erebos could be a strong option for reanimator, but including ones listed so far by myself and others, there are only 10 playable commanders here ;-;
3 months ago
Vilis' ability would not combo very well in my opinion. Lich's Mastery combos with lifegain not life loss.
4 months ago
Mzuzi the Unlucky
Legendary Planeswalker - Mzuzi
Spells your opponents cast that target you or permanents or spells you control cost less to cast.
+2: Each opponent creates a 3/3 green Beast creature token. During each opponent's next turn, creatures that player controls attack Mzuzi the Unlucky if able.
+2: Target opponent gains control of Mzuzi the Unlucky.
-9: You get an emblem with "If you have cards in your graveyard, you can't lose the game." and "As long as you have 0 or less life, whenever you lose life, for each 1 life you lost, exile a permanent you control or a card from your hand or graveyard."
The static is based on Accursed Witch Flip, the first +2 is based on Gideon Jura/goad as a mechanic, and other +2 is based on Harmless Offering as well as Gilded Drake-type effects. The ultimate is a mix of Worship, Phyrexian Unlife, and Lich's Mastery.
I couldn't really think of a green aspect, so I just gave everyone some beasts to attack Mzuzi with.
Also not like a Magus of Stasis-type deal or Magus of the Moon, but like Collector Ouphe (I'm aware is't Null Rod), Yixlid Jailer, Melira, Sylvok Outcast, Vexing Shusher (kinda?), Stigma Lasher, Eidolon of the Great Revel, Ash Zealot, Tunnel Ignus, Harsh Mentor, and Immolation Shaman.
4 months ago
Another card for consideration could be Heartless Act.
On another note, I do find the strange combination of Form of the Dragon and Lich's Mastery quite interesting. I'm slightly concerned with how much damage you might take after landing a Lich's Mastery though. Sure Form of the Dragon increasing your life total back to 5 will draw you cards, but will it be enough most of the time?
Aside from that I feel like you could take the core of the deck to black/white, but I'm not sure what direction to suggest from there. My gut feeling is to make it more of a combo deck, but I'm not sure that would be for the best.
4 months ago
Hey! Great idea! I love Phage and this deck. I could blind but do you have any other effects than Platinum Angel that make it so you don't lose when you cast Phage? Because if you cast Phage without something like that then you will lose the game. Try adding Stunning Reversal or Lich's Mastery. If you have some ways to give your creatures to other people maybe even throw in an Abyssal Persecutor. But I love the deck! keep it up!
5 months ago
When you take 2 damage, it causes you to lose 2 life. This triggers the "Whenever you lose life..." abilities on both cards. Since they're triggering at the same time and you control them both, you can decide what order to put them in. When Transcendence's trigger resolves and makes you gain 4 life, that will trigger the "Whenever you gain life..." ability on Lich's Mastery, which will then make you draw 4 cards.