Descend to Lichhood:
-->
So this is the Lich card, which will remain unchanged:
A solid card: pretty good early and mid-game. Its ability to bring a friend back from the dead can make it a sort of late-game boss combo. But at only 7 health, it can be wiped out in a turn or two with enough fodder cards, so not a game-stopper. It's more a last ditch kind of card. The dangerous part of this card is someone can discard a card they could never afford to play and then later summon it for free! But even then... if a player wants to design their deck around that specific series of events, then I think that's legitimate.
And if a player wants to fill their deck with this kind of last-resort move card, they've got less room for pro-active cards. That's fine. So the only change made here is to clarify the can't-lose effect also breaks if the lich somehow is bounced back into the player's hand.
What about the other Lich summoner?
-->
I made it more expensive, and made it so the card cost was a genuine cost (because decks that would play this card *want* cards in the graveyard, so discarding three is no cost at all).
-->
This is a card with an ability of questionable merit, but it does prevent you from ever milling out into a stalemate, so it should be worth at least one point.
-->
This is a nice card effect and not broken, but it does break the turn order which is annoying and anti-game. So I reworded the effect so that it doesn't break any ordering and is still useful (and surprising). The ability to trigger a death effect and bring something back is good, balanced perhaps by the fact that it now doesn't ruin the opponent's turn plan in the same way.
Unfortunately the new wording is less elegant, but at least it makes for a better game flow.