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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Kheru Lich Lord
Image from Wizards.com

Kheru Lich Lord
- Khans of Tarkir

Reviewed Oct. 29, 2014

Constructed: 2.10
Casual: 2.50
Limited: 3.35
Multiplayer: 2.80

Ratings are based on a 1 to 5 scale:
1 - Horrible  3 - Average.  5 - Awesome

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Card of the Day Reviews 


Deck Garage

Kheru Lich Lord

Given the Lich's high price and unimpressive stats, he's basically an enchantment that's a legal target for creature kill. Occasionally he might swing on an empty board, and his 4 power means he can trigger some of Temur's Ferocious abilities (and he shares two colors with that clan, so it's not too unreasonable) but really all we're here for is the ability.

You have to pick a creature card at random, so it's not easy to control what you're going to get. but you exile whatever you do get, so if you can keep this in play for long enough without the game ending, you should eventually get your best guy back. The fact that the creature you get gains flying AND trample, however, means that you really should be able to win the game in a few activations of this, unless you're really unlucky and had a lot of Archers' Parapets die in the early game. You can avoid that by simply not putting Walls in your deck to begin with, but Walls would be quite helpful in getting to 3GUB in the first place.

Kheru's ability looks like it should take a bit of building around, but honestly, 2B isn't too bad of a price to pay for a free Unearth guy. I'd play this in Limited if I were already Sultai, and in Casual decks all day if I had any reasonable amount of ramp or color fixing.  

Constructed- 3
Casual- 4
Limited- 3.75
Multiplayer- 4

David Fanany

Player since 1995

Kheru Lich Lord
So yesterday, I made an unfunny joke about Mad Libs. Today, I'm going to refer to Shards of Alara, which I realize was a long time ago; but this card just invites comparison to Sedris the Traitor King. I can't imagine anyone ever complained that the creatures he unearths are too easy to deal with, since he's often seen in conjunction with things like Malfegor, Dragon Tyrant, and Frost Titan. Still, now you have a roughly equivalent card that also grants flying and trample. At the risk of sounding harsh, if you don't win the game with that, you're probably not really trying. I understand that not being legendary can sometimes be seen as a disadvantage in the era of Commander, but still.
Constructed: 2/5
Casual: 4/5
Limited: 4/5
Multiplayer: 3/5


Welcome back readers todays card of the day is Kheru Lich Lord a big ole meh. For three colors of mana and an additional three mana you get a 4/4 body with a random reanimation effect, the good news is that it gives the creature flying,trample, and haste all powerful abilities the bad news is its random. The graveyard is better used as a resource and this card reduces that resource for a random effect. In standard its pretty unplayable costs 6 and has no immediate impact and even if it survives you have to dump more mana into the ability. In other competitive formats this card is also quite a stinker with little to no chance to see play. In casual and multiplayer this card is not what I want to do with my graveyard based decks and can really burn you if you do not get the right creature for the job, there is a way to minimize the random factor but its not worth trying to build around. In limited its six mana and a 4/4 with a somewhat relevant ability yet still a pretty unattractive card. Overall a card that just doesn’t seem quite good enough to justify my playing it in most formats.

Constructed: 1.0
Casual: 1.5
Limited: 1.5
Multiplayer :1.5

Michael "Maikeruu" Pierno

Today's card of the day is Kheru Lich Lord which is a six mana Black, Green, and Blue 4/4 that for three mana at the beginning of your upkeep can bring a random creature from your graveyard into play with Flying, Trample, and Haste then it gets exiled at the end step or otherwise leaves play.  This is a fun card in Commander and can have a gimmick graveyard controlling deck built around it in Casual, but it is far too slow and easily disrupted to manage for other formats.
In Limited this has value for throwing random evasive targets into play, so splashing it into a Sealed deck can be worthwhile if two of the colors are strong anyway.  In Booster this is a playable first pick, though the lock on colors and situational or potentially very weak effect allows other cards to take priority.
Constructed: 2.5
Casual: 3.0
Limited: 3.5
Multiplayer: 2.5


Deck Garage
Kheru, Lich Lord
This is surely a big, splashy creature with a lot of potential. Sultai is great at filling it's graveyard, and you could potentially get some big nasty creatures back for some devastating swings.
That said, I can't help but see some problems here. First off, you have to have the six mana in three colors. While that's not too big a problem, reanimator cards usually gain their advantage by "cheating" in bigger cards by paying less for them to come from the graveyard. But in the Lich Lord's case, you have to pay six mana, then wait until your next upkeep and pay three more before you get any advantage other than a basic 4/4 creature. While that creature gains some useful abilities, it's only a one turn deal, then you have to wait a turn to do it again. Plus, the word "random" is a real drawback. Your deck probably needs some small creatures to help you in the early game. There's just as good a chance to pull out one of them for your three mana. 
Bottom line: instead of paying 6 mana once and three every upkeep to hopefully get a big fatty, why not just pay six mana once and get something like Sagu Mauler (in Standard) or Simic Sky Swallower (in Modern) that's going to be there every turn for no additional investment and is much harder to get rid of?
In limited, of course, it's another story. Any way to get a 4/4 creature and reuse stuff from your graveyard is quite useful.
Constructed: 2.0
Casual: 3.0
Limited: 4.0
Multiplayer: 3.0

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