SORCERIES :
*Dreadbore : Cheap and efficient removal
* Faithless Looting : Provides really cheap filtering, its main purpose is to set up Open the Vaults , so don't be afraid to discard any of your enchantments and artifacts .
* Fumigate : Mass removal with a little bit of life gain attached, and is not that mana expensive , really nice!
*Harmless Offering : This is our way of getting off the doomclock when things get nasty, use it to give Demonic Pacts and Immortal Coils to our opponents.
* Mastermind's Acquisition : This is a very flexible card, it lets you search for any of your missing pieces, protects them in your SB from "Cranial Extraction" like effects and also lets you bring some specific answers from your SB vs certain decks.
* Open the Vaults : It pairs with Faithless Looting to bring back Lich's Mastery and
friends ( Demonic Pact, Immortal Coils ).
*Sorin's Vengeance : Support spell, works as a Plan B finisher if we can set it up for lethal (using Primordial Wellsping to deal 20 dmg to face) or if opponent has taken enough damage from Pacts, and as a nice draw spell if Lich's mastery is on the battlefield so we can fin the remaining pieces, there is only 1 on the deck since this is expensive and not mandatory for our main win condition
INSTANTS :
*Angel's Grace : Opponents bouncing or destroying our Lich's Mastery? Running out of cards to remove in order to avoid certain death from Immortal Coils or Lich's Mastery? Running out of options on Demonic Pact?
The answer of all those questions can be solved with this card, for a mere white mana we live to scheme and machinate destruction again! and the best part is that it cannot be countered!.
* Renewed Faith : Really nice and cheap life gain that turns into card drawing once Lich's mastery is on the battlefield, it can also cycle to help us dig through or deck.
ARTIFACTS :
*Immortal Coils : Not as good as Lich's Mastery in terms of giving you Immortality, but once both are together it makes for a really nice combo. (listed below).
*Primal Amulet : We need to transform it into Primal Wellspring ( not that hard ), the we can cast Renewed Faith at eot (draw 12) .
ENCHANTMENTS :
*Demonic Pact : Lots of cool effects and one nasty drawback that thankfully can be ignored most of the time, this alone will draw us 6 cards if Lich's Mastery is on the battlefield.
*Lichs' Mastery : The core of the deck, the "you can lose the game" will allow us to exploit the most nasty drawback on the other cards we have ( Pact and Coils ). and since it turns life gain into card drawing, we will draw through our deck really fast!
The drawback on this card can be prevented with Angel's Grace.
NON BASIC LANDS :
*Desert of the Glorified : land that produces B and has a cheap cycling cost of 1B, cycling is good to find our combo pieces faster, nothing especial about it
*Desert of the True : land that produces W and has a cheap cycling cost of 1W, cycling is good to find our combo pieces faster, nothing especial about it
*Scavenger Grounds : Activate after giving opponent control of the Immortal Coils to win instantly .
*Reliquary Tower : To kep all the cards we get from
NOTABLE COMBOS :
*Lich's Mastery + Immortal Coils : We can use the Damage replacement effect of Coils instead of mastery and fail to do it without loosing the game. Good vs aggro and most decks with no artifact removal.
*Demonic Pact * Harmless Offering : Give the pact to the opponent once the only choice left is to "lose the game" and they will die on their turn if cannot get rid of it.
*Immortal Coils + Harmless Offering + Scavenger Grounds : Give the coils to our opponent and then make him lose by exiling his graveyard with Scavenger grounds.
*Lich's Mastery + Harmless Offering + Paraselene : Give the Lich's Mastery to our opponent and make him loose by destroying it with Paraselene, this is hard to pull out and requires Mastermind Acquisition or have SideBoarded for game 2, still provides another option to win .
*Lich's Mastery + Renewed Faith/Sorin's Vengeance : Insane card drawing
*Sorin's Vengeance + Primal Wellspring : 20 damages to the face, another win condition if we can set it up.