So my friends and play casual but with all the cards in magic, we don't make super OP decks so we don't worry about banned cards because all of our decks are home-brewed. Without further ado here is my green black delirium deck. Please comment any changes or improvements you would suggest.
I'm thinking of cutting Autumnal Gloom for Crop Sigil . Also I would like to add in 1 or 2 Regrowth and Sol Ring but I don't know what I would cut to add it in.
Sorry no one gave any input yet. Delirium is a newer mechanic and sometimes casual players are more familiar with the older cards. If you are having a hard time deciding which cards to cut, I would just play the deck for awhile until you get a feel for which cards work really well and which ones not so well. If you are having a hard time achieving delirium, you might want to even out the ratio of card types.
Thank you giving me the time for a response. I much appreciate it. Yeah I agree, but everyone different views and opinions on cards so I like to kind of see what others' think as well.
I have two Delirium decks running around. Both are Abzan but im sure you can see the bones of what im attempting to do.
This deck relies more on combat tricks to get in surprise amounts of damage i.e. Adorned pouncer getting in for 2 quickly becomes 8 with a highspire infusion.
This deck relies on straight values creatures. Renegade Rallier can come in and bring your Grim Flayers after combat or even after they have been hit by removal. This soaks up removal spells and gives you the advantage.
I realize that you are running strictly G/B delirium but adding white opens up a large array of exile affects. I have showed my boards to reflect some of the more important pieces. Cards such as Cast Out take care of big indestructible threats while cards such as Transgress the Mind can hit them before they even find the board. im not saying you'll sideboard at all but these are just some suggestions to deal with your buddies dropping the homebrewed fatties all over the place. In essence, I would suggest possibly moving into a shard for the exile effects. If this isn't something you want to do then I would at least suggest the removal in the form of Transgress and Grasp. I hope this helps
I would try to include some cards with multiple types, like artifact creatures, enchantment creatures (from Theros block), artifact enchantments (Whip of Erebos or Bow of Nylea), land creatures (Dryad Arbor), split cards with an instant and a sorcery side, etc. This will make it much easier to achieve delirium.
Due to lots of selfmilling, flashback cards or retrace cards and the like let you get value out of the yard. In fact, using some dredge cards can increase the selfmilling, for example Moldervine Cloak or Shambling Shell.
Many of your chosen cards seem to draw you towards an aggressive start, trying to achieve delirium fast to hit even harder with those early creatures. This makes Emrakul the odd card out. Even with delirium or delirium+ (5 or more card types) this card is still quite expensive manawise. You'll have to wait quite a while to play it, and it hardly offers any synergies with the rest of your deck.
To push that aggressive start, I'd run full playsets of Gnarlwood Dryad, Grim Flayer, and Mindwrack Demon, maybe also Autumnal Gloom. You can make some room by losing Traveler's Amulet. You don't need all card types after all, just 4 different ones. Creature, land, instant, and sorcery are already enough to get delirium. And you still got planeswalkers and enchantments on top. No strict need for artifacts.
@Kamakazi339 I agree with adding hand disruption but wouldn't it be better to play Thoughtseize over Transgress the Mind. Instead over hard removal you would why choose Grasp of Darkness
@Rezzahan I never even knew about Dryad Arbor that card is fantastic. The Bow of Nylea and Whip of Erebos would be excellent as well. I enjoy the idea of adding dredge into my deck and most likely cutting Grisly Salvage for it. I somewhat agree with your analysis of Emrakul, the Promised End but it is nice having a late game plan. I on the other hand completely agree with your conclusion on cutting Traveler's Amulet for more aggro creatures. Also how would you feel about adding Noxious Gearhulk in to help get delirium quickly?
Those decks are Standard decks, so they only run Standard legal cards. Thoughtseize hasn't been in Standard for a while. As for Grasp of Darkness over hard removal, well, -4/-4 can kill indestructible creatures, whereas destroy effects cannot. Exile is still better, but Anguished Unmaking and the like also cost more mana. Even 1 mana can make quite the difference. If you're not limited to Standard, I'd run Dismember in that slot. And if you have Thoughtseizes, go for them!
Be aware, that Dryad Arbor, since it is a creature, suffers from summoning sickness, which makes it unable to tap for mana the turn it enters the battlefield.
Another idea worth pondering are Tribal cards. Nameless Inversion or Eyeblight's Ending could supplement your removal suite and would add Tribal as a card type to count for Delirium.
Threshold cards also have nice synergy with delirium decks, as you are putting quite a lot of cards into your graveyard. You could get some aggressive creatures out of that. Some ideas include Centaur Garden and Cabal Pit, Childhood Horror, Frightcrawler, or Krosan Beast, among many others.
@Rezzahan Dismember is excellent except that in my local meta there is a lot of planeswalker shenanigans. Is there an efficient way of dealing with them efficiently that you know of? Scrapheap Scrounger will be a welcome edition to my deck, I haven't yet decided on Nameless Inversion quite yet, even though I do like the possible combat tricks attached to it.
I wouldn't worry too much about planeswalkers. Every big creature able to attack is a viable answer, since you can attack planeswalkers. If all that stands in the way are rather small creatures, give your critters trample or flying or some other evasion ability. Protection works for that, too, like with Apostle's Blessing. Alternatively, you can use cards that can deal noncombat damage to a player, then redirect the damage to the planeswalker via the planeswalker damage redirection rule.
I was just stating some good cards that im running. Of course my decks are standard so there are other options out there. Hell if you have thoughtseize run it! I was trying to keep to budget suggestions as most people don't have the $$ for a full set of thoughtseize. I know I don't.
Most of the rest of what I was going to say has already been stated.
I usually prefer Wayfarer's Bauble over Traveler's Amulet...
It fills the Graveyard, it adds to Delirium, but it ramps instead of only searching for the Basic Land you want
Since your Traverse the Ulvenwald already searches for a Land a places it into your Hand (Although we know it is better used with Delirium for a Creature tutor)
Just a different idea.
7 Forest
6 Swamp
2 Hissing quagmire
4 Woodland Cemetery
1 Evolving Wilds
Artifacts
3 Traveler's Amulet
Creatures
2 Gnarlwood Dryad
3 Grim Flayer
4 Deathcap Cultivator
3 Mindwrack Demon
1 Ishkanah Grafwidow
1 Soul of Innistrad
1 Emrakul, the Promised End
3 Traverse The Ulvenwald
3 Grim Discovery
1 Seasons Past
Instants
3 Hero's Downfall (or putrefy )
3 Grisly Salvage
2 Abrupt Decay
Enchantments
4 Vessel of Nascency
2 Autumnal Gloom
1 Vraska the Unseen
1 Nissa, Vital Force
I'm thinking of cutting Autumnal Gloom for Crop Sigil . Also I would like to add in 1 or 2 Regrowth and Sol Ring but I don't know what I would cut to add it in.
This deck relies more on combat tricks to get in surprise amounts of damage i.e. Adorned pouncer getting in for 2 quickly becomes 8 with a highspire infusion.
3x Adorned Pouncer
4x Grim Flayer
2x Ishkanah, Grafwidow
3x Mindwrack Demon
4x Narnam Renegade
4x Scrapheap Scrounger
2x Traverse the Ulvenwald
Instants (13)
2x Anguished Unmaking
4x Blossoming Defense
4x Fatal Push
3x Highspire Infusion
Artifacts (3)
3x Renegade Map
4x Blooming Marsh
4x Concealed Courtyard
4x Evolving Wilds
4x Forest
1x Plains
5x Swamp
This deck relies on straight values creatures. Renegade Rallier can come in and bring your Grim Flayers after combat or even after they have been hit by removal. This soaks up removal spells and gives you the advantage.
3x Greenwheel Liberator
4x Grim Flayer
2x Ishkanah, Grafwidow
3x Mindwrack Demon
1x Noxious Gearhulk
4x Renegade Rallier
4x Scrapheap Scrounger
2x Traverse the Ulvenwald
Instants (9)
2x Anguished Unmaking
3x Blossoming Defense
4x Fatal Push
Artifacts (3)
3x Renegade Map
Enchantments (3)
3x Unbridled Growth
4x Blooming Marsh
4x Concealed Courtyard
4x Evolving Wilds
4x Forest
1x Plains
5x Swamp
Both of these decks run generally the same sideboard
3x Transgress the Mind
2x Yahenni's Expertise
2x Appetite for the Unnatural
3x Grasp of Darkness
1x To the Slaughter
2x Heart of Kiran
Enchantments (2)
2x Cast Out
I realize that you are running strictly G/B delirium but adding white opens up a large array of exile affects. I have showed my boards to reflect some of the more important pieces. Cards such as Cast Out take care of big indestructible threats while cards such as Transgress the Mind can hit them before they even find the board. im not saying you'll sideboard at all but these are just some suggestions to deal with your buddies dropping the homebrewed fatties all over the place. In essence, I would suggest possibly moving into a shard for the exile effects. If this isn't something you want to do then I would at least suggest the removal in the form of Transgress and Grasp. I hope this helps
Due to lots of selfmilling, flashback cards or retrace cards and the like let you get value out of the yard. In fact, using some dredge cards can increase the selfmilling, for example Moldervine Cloak or Shambling Shell.
Many of your chosen cards seem to draw you towards an aggressive start, trying to achieve delirium fast to hit even harder with those early creatures. This makes Emrakul the odd card out. Even with delirium or delirium+ (5 or more card types) this card is still quite expensive manawise. You'll have to wait quite a while to play it, and it hardly offers any synergies with the rest of your deck.
To push that aggressive start, I'd run full playsets of Gnarlwood Dryad, Grim Flayer, and Mindwrack Demon, maybe also Autumnal Gloom. You can make some room by losing Traveler's Amulet. You don't need all card types after all, just 4 different ones. Creature, land, instant, and sorcery are already enough to get delirium. And you still got planeswalkers and enchantments on top. No strict need for artifacts.
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(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
@Rezzahan I never even knew about Dryad Arbor that card is fantastic. The Bow of Nylea and Whip of Erebos would be excellent as well. I enjoy the idea of adding dredge into my deck and most likely cutting Grisly Salvage for it. I somewhat agree with your analysis of Emrakul, the Promised End but it is nice having a late game plan. I on the other hand completely agree with your conclusion on cutting Traveler's Amulet for more aggro creatures. Also how would you feel about adding Noxious Gearhulk in to help get delirium quickly?
Those decks are Standard decks, so they only run Standard legal cards. Thoughtseize hasn't been in Standard for a while. As for Grasp of Darkness over hard removal, well, -4/-4 can kill indestructible creatures, whereas destroy effects cannot. Exile is still better, but Anguished Unmaking and the like also cost more mana. Even 1 mana can make quite the difference. If you're not limited to Standard, I'd run Dismember in that slot. And if you have Thoughtseizes, go for them!
Be aware, that Dryad Arbor, since it is a creature, suffers from summoning sickness, which makes it unable to tap for mana the turn it enters the battlefield.
Another idea worth pondering are Tribal cards. Nameless Inversion or Eyeblight's Ending could supplement your removal suite and would add Tribal as a card type to count for Delirium.
In regards to the Gearhulk, I'd look for cheaper more aggressive artifact creatures, and consider cutting the high end cards to lower the mana curve. After all, Mindwrack Demon is already a big finisher. Also consider creatures that can bounce back from the grave, like the aforementioned Scrapheap Scrounger, Bloodsoaked Champion, Dread Wanderer, Bloodghast, Despoiler of Souls, Viscera Dragger, Rot Farm Skeleton, etc.
Threshold cards also have nice synergy with delirium decks, as you are putting quite a lot of cards into your graveyard. You could get some aggressive creatures out of that. Some ideas include Centaur Garden and Cabal Pit, Childhood Horror, Frightcrawler, or Krosan Beast, among many others.
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
Most of the rest of what I was going to say has already been stated.
It fills the Graveyard, it adds to Delirium, but it ramps instead of only searching for the Basic Land you want
Since your Traverse the Ulvenwald already searches for a Land a places it into your Hand (Although we know it is better used with Delirium for a Creature tutor)
Just a different idea.
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