Been having a lot of fun with this today. The threshold + delirium creatures mean the deck is pure fatties. It's pretty common to hit delirium second or third turn and threshold soon after.
I tried with gurmag but delve and threshold conflict sometimes. Could maybe fit 1 or 2 in, but I've had them sit in hand and wished it was a backwoods survivalists. Usually the opponent is staring down a 3/3, 3/4, 4/4, and 5/4 pretty quick. Moldgraf and satyr help block in the early game but I'm getting run over most of the time (friggin squadron hawks ^^'). Not sure what's best to sure it up. Considering commune with the gods over grisly salvage, but sometimes you want a land. However, that would let me ease up on the black mana because you usually want double green early.
Yeah, that was probably me. I'm trying it with most of those changes now. Haven't played the foulbloods yet but they seem good. Less backwoods is working out since they used to clog hand too much at 4. The real stars are the 1 and 2 drop creatures. I'm on commune now with the enchantments. It's been the same so far really. I think more enchantments out of the board might matter some. But it makes it so there's few instants in the deck which has messed up delirium. Also trying a crippling fatigue in place of chainer's because it takes a while to get to 7.
The deck I play is a pure Dredge, sorta Delirium deck. Moldgraf is the only Delirium creature I have but the reason I suggest this list, other than because I freaking love it and that it is because its surprisingly good (despite weird additions like Pristine Talisman), is because despite all of the Delve creatures its actually pretty good at maintaining Delirium.
Krosan Tusker is a GREAT card. It grabs lands, draws a card, AND is a creature! Cycling is instant speed so its great there. Did I mention its a creature? A big one at that. Totes want this guy in a deck like this.
You are already doing a great thing with the Cycling and Fetch lands. I wonder if the artifact lands are really necessary though? I just run Talisman in their place. Granted, without Delve you need some kind of Ramp (which is what Talisman does in addition to keeping alive into the late game where this deck gets stupid).
Consider Drown in Filth for removal. With the Cycle & Fetch Lands (and without Delve) you can end up with a ton of lands in the 'yard. The biggest creature in Pauper is like an 8/8, so it kind of struggles to hit that (but what doesn't). For most average creatures (x/5 or less) it can hit them quite easily.
I'm running fewer creatures than you, but I can't imagine a deck like this functioning without access to something like Regrowth, Font, or Pulse in larger concentrations. Getting creatures back from the 'yard is so critical to maintaining gas. Sometimes that's even better than drawing cards because as long as you still have a 'yard you guarantee you get the card you want. You are going to draw cards naturally throughout the course of the game, especially if you are cycling a lot of cards. Being able to get extra uses out of those creatures means that each card goes just that much further. Also, Pulsing a Tusker isn't as bad a plan as it sounds.
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Here's what I have so far.
// 1 Artifact
1 Executioner's Capsule
// 19 Creature
4 Moldgraf Scavenger
4 Nimble Mongoose
4 Werebear
3 Satyr Wayfinder
4 Backwoods Survivalists
// 7 Enchantment
2 Dead Weight
4 Vessel of Nascency
1 Font of Return
// 8 Instant
1 Doom Blade
4 Grisly Salvage
2 Pulse of Murasa
1 Echoing Decay
1 Barren Moor
3 Evolving Wilds
4 Forest
3 Swamp
3 Terramorphic Expanse
1 Tranquil Thicket
3 Tree of Tales
3 Vault of Whispers
// 4 Sorcery
4 Chainer's Edict
2 Nihil Spellbomb
1 Quiet Disrepair
1 Seal of Primordium
2 Echoing Decay
1 Ancient Grudge
1 Moment's Peace
1 Gnaw to the Bone
4 Choking Sands
2 Shrivel
I tried with gurmag but delve and threshold conflict sometimes. Could maybe fit 1 or 2 in, but I've had them sit in hand and wished it was a backwoods survivalists. Usually the opponent is staring down a 3/3, 3/4, 4/4, and 5/4 pretty quick. Moldgraf and satyr help block in the early game but I'm getting run over most of the time (friggin squadron hawks ^^'). Not sure what's best to sure it up. Considering commune with the gods over grisly salvage, but sometimes you want a land. However, that would let me ease up on the black mana because you usually want double green early.
Thoughts on this?
Thanks to DNC from Heroes of the Plane Studios for the sig
Check my Pauper Cube!
// 20 Creature
4 Moldgraf Scavenger
4 Nimble Mongoose
4 Werebear
2 Satyr Wayfinder
2 Backwoods Survivalists
1 Gurmag Angler
3 Thraben Foulbloods
// 6 Enchantment
1 Dead Weight
4 Vessel of Nascency
1 Seal of Doom
// 4 Instant
1 Pulse of Murasa
3 Ghastly Demise
6 Forest
4 Swamp
3 Tree of Tales
3 Vault of Whispers
4 Ash Barrens
1 Mortuary Mire
1 Evolving Wilds
// 8 Sorcery
3 Chainer's Edict
4 Commune with the Gods
1 Crippling Fatigue
1 Nihil Spellbomb
1 Quiet Disrepair
1 Seal of Primordium
1 Spidersilk Armor
1 Font of Return
1 Contaminated Ground
2 Echoing Decay
1 Ancient Grudge
1 Moment's Peace
3 Choking Sands
2 Shrivel
4x Satyr Wayfinder
4x Moldgraf Scavenger
4x Hooting Mandrills
4x Gurmag Angler
4x Krosan Tusker
SPELLS (20)
2x Reclaim
4x Vessel of Nascency
4x Drown in Filth
4x Chainer's Edict
2x Pulse of Murasa
4x Pristine Talisman
2x Swamp
3x Forest
4x Jungle Hollow
4x Evolving Wilds
4x Barren Moor
4x Tranquil Thicket
1x Bojuka Bog
1x Gnaw to the Bone
1x Feed the Clan
3x Nihil Spellbomb
2x Choking Sands
3x Shrivel
Krosan Tusker is a GREAT card. It grabs lands, draws a card, AND is a creature! Cycling is instant speed so its great there. Did I mention its a creature? A big one at that. Totes want this guy in a deck like this.
You are already doing a great thing with the Cycling and Fetch lands. I wonder if the artifact lands are really necessary though? I just run Talisman in their place. Granted, without Delve you need some kind of Ramp (which is what Talisman does in addition to keeping alive into the late game where this deck gets stupid).
Consider Drown in Filth for removal. With the Cycle & Fetch Lands (and without Delve) you can end up with a ton of lands in the 'yard. The biggest creature in Pauper is like an 8/8, so it kind of struggles to hit that (but what doesn't). For most average creatures (x/5 or less) it can hit them quite easily.
I'm running fewer creatures than you, but I can't imagine a deck like this functioning without access to something like Regrowth, Font, or Pulse in larger concentrations. Getting creatures back from the 'yard is so critical to maintaining gas. Sometimes that's even better than drawing cards because as long as you still have a 'yard you guarantee you get the card you want. You are going to draw cards naturally throughout the course of the game, especially if you are cycling a lot of cards. Being able to get extra uses out of those creatures means that each card goes just that much further. Also, Pulsing a Tusker isn't as bad a plan as it sounds.
https://pucatrade.com/invite/gift/86097