The objective here is to make a good Lich deck. I am not the greatest deck builder by any stretch. Your guidance is appreciated. Which kind of route would you suggest with Lich?
Here's a list of some lifegain engines that black and green have to offer:
Cadaverous Bloom: This will be a good card to help cast cards that are drawn.
With all that said, how do you get there? Do you use Dark Confidant and Deathrite Shaman with Discard? Do you go a tutor route? A mana accel route? Removal Route?
You would have to go for a combo route otherwise Lich is a liability. The only Lich deck I ever played was built to grow a maro fast. Since black has a "fling" now that could be a way to go. With the presence of burn in a lot of decks, Lich probably isn't good enough for competitive play.
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The objective is to end the game the turn you play Lich. Cadaverous Bloom turns Nourish into: exile a card from hand, draw 6 cards. Not to mention some other healthy life gains. Getting there consistently is the problem.
This is probably your best bet for a "competitive" Legacy build. It's a deck that will aim to go off turn one or two, before your opponents can get set up to disrupt it, with Cabal Therapy to rip Force of Will to give you a fighting chance.
An ideal hand will have a Ritual, a Petal or Mox (with a card to pitch to Mox), a Swamp, Lich, Shoal, and Wurm. Produce your mana and drop the Lich, then Shoal to draw 14 cards. This should draw you into another Shoal and Wurm to repeat, with more rituals into Tutors to grab the missing pieces. Soul Spike is a smaller draw, but knocks your opponent's life down in the process. You can drop a Tendrils amid this to draw another 10 or so cards, which should ideally get you into a second Tendrils, more spikes, Repay in Kind, or another Shoal/Wurm.
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Legacy: Something U/W Controlish EDH Cube
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Any consideration given to removing nourishing shoal/auto wurm and replacing it with grey merchant of asphodel?/devotion build? I don't know how much slower it would be, but even the first one off of lich will net you 6 cards, hopefully letting you have more cards ramp/card draw/lifegain, etc. It might free up more card slots, but I don't know if it would work or not. might be fun to try, though.
Duress/City of Solitude: to protect Lich and make sure I can pop off in one turn.
Lich: to draw lots of cards
Cadaverous Bloom: to pay for anything I draw
Nourish: most efficient life gain in one card that I've seen thus far.
Damnation: creature removal
Repay in Kind: win con
I'd like to stay within 2 colors and I feel Green is the stronger suit over white because Cadaverous Bloom allows for a one turn strategy over a protection strategy.
Here's a list of some lifegain engines that black and green have to offer:
Zuran Orb
Grim Feast
Dross Harvester
Deathgreeter
Blood Artist
Elvish Farmer
Volrath's Gardens
Sophic Centaur
Ravenous Baloth
Totem Speaker
Sangromancer
Grazing Gladehart
Gutless Ghoul
Essence Warden
Cadaverous Bloom: This will be a good card to help cast cards that are drawn.
With all that said, how do you get there? Do you use Dark Confidant and Deathrite Shaman with Discard? Do you go a tutor route? A mana accel route? Removal Route?
-----The Legacy Flowchart-----
Tiny Leaders Overlord
Could load up on enchantments, possibly include white, go with
City of Solitude/shroud ech
Kruphix's Insight
The objective is to end the game the turn you play Lich. Cadaverous Bloom turns Nourish into: exile a card from hand, draw 6 cards. Not to mention some other healthy life gains. Getting there consistently is the problem.
4 Lich
1 Nefarious Lich
4 Nourishing Shoal
4 Autochthon Wurm
3 Soul Spike
3 Tendrils of Agony
1 Repay in Kind
The Mana
4 Lotus Petal
4 Chrome Mox
4 Dark Ritual
4 Cabal Ritual
4 Cabal Therapy
1 Duress
The Tutors
4 Grim Tutor
The Lands
4 Bloodstained Mire
4 Verdant Catacombs
7 Swamp
This is probably your best bet for a "competitive" Legacy build. It's a deck that will aim to go off turn one or two, before your opponents can get set up to disrupt it, with Cabal Therapy to rip Force of Will to give you a fighting chance.
An ideal hand will have a Ritual, a Petal or Mox (with a card to pitch to Mox), a Swamp, Lich, Shoal, and Wurm. Produce your mana and drop the Lich, then Shoal to draw 14 cards. This should draw you into another Shoal and Wurm to repeat, with more rituals into Tutors to grab the missing pieces. Soul Spike is a smaller draw, but knocks your opponent's life down in the process. You can drop a Tendrils amid this to draw another 10 or so cards, which should ideally get you into a second Tendrils, more spikes, Repay in Kind, or another Shoal/Wurm.
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
Credit to DolZero for this awesome sig!
Here's where I'm at right now:
Permanents (12)
4 Cadaverous Bloom
4 Lich/Nefarious Lich
3 City of Solitude
1 Zuran Orb
Spells (16)
4 Duress
4 Damnation
4 Nourish
1 Stream of Life
1 Ad Nauseam
2 Repay in Kind
Duress/City of Solitude: to protect Lich and make sure I can pop off in one turn.
Lich: to draw lots of cards
Cadaverous Bloom: to pay for anything I draw
Nourish: most efficient life gain in one card that I've seen thus far.
Damnation: creature removal
Repay in Kind: win con
I'd like to stay within 2 colors and I feel Green is the stronger suit over white because Cadaverous Bloom allows for a one turn strategy over a protection strategy.
Grazing Gladehart
Zuran Orb
Explore
All of a sudden, explore draws 5 cards.
That doesn't sound like much, but Explore is also a solid card before Lich is played.
Summer Bloom,Life from the Loam, and Exploration start to look more appetizing.
Fastbond, blah blah