The Lich seems like a fun card to try and make mainstream. The heavy commitment to Black & Artifact to get a 5/5 vunerable indestructible with no evasion doesn't seem that great on it's own. The Lich needs and wants to be in play on turn 3. Otherwise you'd better off playing some 4 or 5 drop that doesn't hold back on its own. I like Borderposts. I also dislike losing 2 or 3 to a single maelstrom pulse (i've lost 3 before to one pulse). The Pulse made me play negate. Nothing else mattered as much as that insolent Pulse. I'd recommend that the Lich Splash BLUE. 15 swamps1 island3 Dual lands (they're under $4 ea)4 borderposts2 everflowing Chalice The chalice is here for a turn 1 post, or a turn 2 post while casting the Chalice. 2x swamps gives a 1 counter chalice. The chalice then taps and cast the borderpost (say you just drew it). Leaving B, UB, and 1 on the table for use on turn 3 PLUS the swamp in hand. The chalice mid game allows big swings with BBB for the lich, while having enough mana to potentially play and equip an equipment. Because of the turn 1 or turn 2 playing of the borderpost (ideally) & chalice, you want to concentrate on singleton artifacts that cost 1 or 2. That allows several cards to set up for you own special fatty. Given the vast amount of removal (from the game), burn to the head, planeswalkers, etc, you need to play NEGATE or consider playing Mana Leak. That puts your deck with LICH into "I want to spend BBB, but keep U1 available to protect him". Turns 1 and 2 are used up just setting up the mana with artifacts. Turn 3 is used to duress, counter or remove threats. Turn 4, minor addition to board position if no chalice, or casting out the Lich with counter magic protection. I'd dedicate 6 slots to counter magic since you need them on turn 5. With 26 slots taken by the mana base and another 4 for the Lichs, only 24 slots remain to provide the alternate heat to win the game. My gut instinct is to use 2 fabricates and a tool box of artifacts. Elimination via executioners capsule, pithing needle to stop planeswalkers, a basilisk colar to gain life, the sword to go nuts on offense. Those six cards take leave 16 slots. All of them need to be creatures. Black Knight is a strong card, but you're in deep trouble against RDW and other fast environment creatures. I'd think you'd be better off with 16 vampires running around. Vampire w/kicker. Given your life situation, I'd add in Kalastria Highborn and another first striker, the vampire hexmage. Plus the vampire nighthawk. Now the deck has 4 slots for non-mana artifacts that are all good in every matchup you should face. Needle: Check. Lifegain/deathtouch: Check. Trample/suprise/vigilence: check, kill the baneslayer: check. Add in two doomblades to round out the deck. DECK:24 lands and posts2 everflowing chalice4 lich4 highborn4 hexmage4 nighthawk4 gatekeeper4 negate2 mana leak2 doomblade2 fabricate1 needle1 collar1 sword1 executioners capsulethat's 10 artifacts with 2 means to find them. 3 creature elimination via spell. 5 anti-planeswalkers cards straight up. 5 life gain cards. 4 life-loss/life gain via vampire. 6 counter-magic. That should spell competitive.
chalice, collar, prism and grappling hook.Turn 1 Chalice / Collar Turn 2 Prism or two dropTurn 3 LichTurn 4 HookTurn 5 BOOM!Chalice isn't very good in this situation since it ramps colorless mana, but it helps late game. However, I think that prism has a good chance at this deck making you nearly imune to seas. As for grappling hook, eh... I like a double strike 5/5 on turn 5 no question, but it gives your opponents time to set up with a path or whatnot.Nice article. But the deck could use some tweaking.