I'm starting to think Abzan may be a better fit than BUG. Thought Scour is great and all, but that's the only reason I've had for the blue. White on the other hand gives us much better removal and sideboard options. A deck with 4 Path and 4 Ghost Quarters and Life from the Loam seems like a great pox shell for Delirium. And the beauty is that we can still keep every relevant card other than Thought Scour. We just need black for the Architects of Will. We also get to play around with adding either Tidehollow Sculler or Knight of the Reliquary.
I like it. I feel like given that we want to use Flayer and Whispers, and typically 20 lands, there aren't actually many flex spots after we choose our third color. Regarding red, you'll probably want to fit in at least 1 Tarfire somewhere and I like Seal of Fire too if you need more enchantments. I know what you're going for with Sinister Concoction since it lets you discard for Delirium, but even so it feels more expensive than it needs to be. Seal may be better there.
I like it. I feel like given that we want to use Flayer and Whispers, and typically 20 lands, there aren't actually many flex spots after we choose our third color. Regarding red, you'll probably want to fit in at least 1 Tarfire somewhere and I like Seal of Fire too if you need more enchantments. I know what you're going for with Sinister Concoction since it lets you discard for Delirium, but even so it feels more expensive than it needs to be. Seal may be better there.
Yeah, literally 20 mins ago I remembered Seal of Fire existed, so I removed 2 Sinister Concoction for 2 Seal of Fire, left 1 in. So now I have a 1-2 split.
I personally dislike both Disrupting Shoal and Traverse, but it's still an interesting take on it.
I agree with you on Shoal and maybe Traverse, but I think the Stubborn Denial is a solid choice though. He doesn't seem to include Whispers of Emrakul in his list, maybe he can't turn it on fast enough to be relevant without thoughtscour.
I personally dislike both Disrupting Shoal and Traverse, but it's still an interesting take on it.
I agree with you on Shoal and maybe Traverse, but I think the Stubborn Denial is a solid choice though. He doesn't seem to include Whispers of Emrakul in his list, maybe he can't turn it on fast enough to be relevant without thoughtscour.
Yeah Denial is definitely a solid choice, especially for a deck that relies on counters instead of discard. It's a very tempo oriented build, which is the only build where I'd even consider Shoal (though I still think it's a bad card).
I think a BUG build should probably look similar to his list, depending on where you want to go with it - midrange or tempo. I think a Delver strategy is out because of how hard it is to include all the necessary card types and have enough sorceries and instants to reliably flip Delver.
I personally dislike both Disrupting Shoal and Traverse, but it's still an interesting take on it.
I agree with you on Shoal and maybe Traverse, but I think the Stubborn Denial is a solid choice though. He doesn't seem to include Whispers of Emrakul in his list, maybe he can't turn it on fast enough to be relevant without thoughtscour.
Yeah Denial is definitely a solid choice, especially for a deck that relies on counters instead of discard. It's a very tempo oriented build, which is the only build where I'd even consider Shoal (though I still think it's a bad card).
I think a BUG build should probably look similar to his list, depending on where you want to go with it - midrange or tempo. I think a Delver strategy is out because of how hard it is to include all the necessary card types and have enough sorceries and instants to reliably flip Delver.
The more I test the deck, the more I feel like that without a card like Innocent Blood, the BUG version will just continually get rolled over by aggro decks.
What do you guys think about my take on BUG Delirium? The idea is to power up the 12 Delirium/Goyf creatures as quickly as possible while playing extremely cheap disruption, such as IoZ, Thoughtseize, Disfigure, etc. It's super aggressive but also relatively interactive. It's obviously nowhere near refined, but testing on Forge is going extremely well. The sideboard is a total mess, obviously. I think something like Grapple with the Past should be in the Sideboard for decks with heavy removal, as it's awful against faster decks like Infect, Affinity, Zoo, and Death's Shadow.
What do you guys think about my take on BUG Delirium? The idea is to power up the 12 Delirium/Goyf creatures as quickly as possible while playing extremely cheap disruption, such as IoZ, Thoughtseize, Disfigure, etc. It's super aggressive but also relatively interactive. It's obviously nowhere near refined, but testing on Forge is going extremely well. The sideboard is a total mess, obviously. I think something like Grapple with the Past should be in the Sideboard for decks with heavy removal, as it's awful against faster decks like Infect, Affinity, Zoo, and Death's Shadow.
I try this version, is an experiment, for budget reason I don't play tarmo. I try this version with Faeries but I'm not sure if is the best way.
The side is not yet study.
I have a bit of a messy version of this deck, but this is what I've been testing to some success, planning on playing this tomorrow at a smaller tournament in town:
Sideboard basically shifts to counters taking out some of the kill spells and such, most of the deck stays the same and might change in and out a few creatures.
Just a thing to note, if I had Goyf, I would be playing it in this deck. It seems extremely good and I almost feel bad I'm not using them.
Edit for Wednesday Night Magic:
I used this deck at one of my LGSs and here are my experiences/thoughts -
Round 1 (vs. Goblins) 2-1
Game 1 Got stomped pretty quick to a low life total, just had to swing back post-sideboard
Game 2 + 3 Sided into Feed the Clan and managed to nearly triple my life total in one swing, as he couldn't easily remove Grim Flayer with delirium active, so I abused my snapcasters and made sure I stayed out of reach.
Round 2 (vs. Jeskai Nahiri) 0-2
Game 1 The guy just stayed back and took advantage of what he could, ended up beating me down because I couldn't deal with the recurring paths. I went through nearly all of my deck in this game and had him down to approximately 5-6 before I lost, though.
Game 2 Similar to the first game. He was expecting Goyf thinking that I just hadn't played any in the first game and got super unlucky, so he sided well, while I didn't have much to really prevent him from doing his stuff. This is where I really wish I had more removal that wasn't just the two Abrupt Decay, as I ended up losing to a single Celestial Colonnade and wasn't able to remove it.
Round 3 (vs. Jeskai Control) 0-2
Game 1 Similar to the game 1 against Jeskai Nahiri, but this deck didn't play Nahiri. He ended up getting there with manlands and stabilizing around 4-5 life.
Game 2 Fairly similar in that I lost because I had abrupt decay a plenty but no kill spells for the manlands.
Round 4 (vs. Temur Battle Rage Combo) 2-1
Game 1 He managed to get a quick little combo together in turn 1 Swiftspear, turn 2 pump and gitaxian probes plus become immense which eventually just took the game over.
Game 2 I got out an early Courser of Kruphix which helped me stabilize by blocking and obviously gaining me life. This held me over until I ended up just over powering him with Flayer and such.
Game 3 Almost killed me super quick but I again stabilized off of a Courser and Grim Flayer as blockers. Sided into Feed the Clan here again and ended up abusing that to put myself at such a healthy life total that he ended up scooping.
Overall - The deck performed kind of how I wanted it to. Losing to manlands sucks and I'm definitely going to probably change around removal in order to avoid this situation in the future, as Dead Weight was only really relevant in the last two matches as I hardly ran into Snaps or other really good targets for it. I do feel that I need a few silver bullets with Traverse in the deck, and Glen Elendra was alright and tended to take removal, but wasn't the best. I think there needs to be more of a toolbox of creatures, and the ones that seem relevant, at least to me, are:
I think Emrakul, especially in this deck, can be cast in the late game to solidify a win. If there's only one, there gives a lot less of a chance of drawing into it, but with this deck you can easily hit all of our opportunities:
Enchant, Artifact, Creature, Instant, Sorcery, and Planeswalker (occasionally), Tribal (rarely), and Land.
Most of the time I tend to have Land, Artifact, Creature, Instant, Sorcery, which 8 for Emrakul is pretty good, but even 6 or 7 for Emrakul could be game ending.
Not sure if these should take priority over anything else, but they're options. I feel that Tarmogoyf missing from the deck is probably what would make the deck most consistent again but only testing will tell.
If I was to try this deck over without Goyfs, I'd probably run this:
With Goyfs, i'd probably drop 2 utility creatures and leave the shriekmaw, in addition to dropping 1 Grim Flayer to put myself at 3.
Here's my current version after working on the deck for over a month. It plays very well and seems to have game against almost any deck. It can kill by turn 5, enables Delirium easy, plays huge Tarmogoyfs, etc. Tasigur has been great as a 1-of, Liliana has been great as well. I'm not sold on the Disfigure main, and the sideboard needs some work. I really like Thoughtseize, Stubborn Denial, Disfigure, and Spellskite, but the rest is up in the air. I've love to know what you guys think because I've put a lot of time into this deck, but it definitely isn't perfect.
Hello everyone! Has anybody tried Vessel of Nascency[/card]? I wasn't sure vessel would be too slow for modern. I was thinking maybe three might be interesting and maybe Sinister Concoction. Any thoughts or has anyone tried these to bad results?
Private Mod Note
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Rollback Post to RevisionRollBack
Little angel, go away come again some other day the Devil has my ear today I'll never hear a word you say. He promised I would find a little solace and some peace of mind. Whatever. just as long as I don't feel so desperate and ravenous.
I've been testing my own version of BUG Delirium, but I like to call it "Death's Delirium" or "Grim Shadow."
I do well at my local game store making top 4 consistently, but I find myself winning games I shouldn't and losing games where I shouldn't.
The sideboard is a work in progress. I could also post one later or a tournament report from last night if anyone's interested. I've considered cutting Death's Shadow and replacing with Delver of Secretsor Bloodghast.
It looks rather strange (like a toolbox Eldritch Evolution deck without the actual E.E) and the omission of Grim Flayer and maybe also Snapcaster Mage seems like not the most optimal way to build the deck.
Sinister Concoction and Architects are great enablers as well. My only regret with this list is I would like more copies of Traverse but I don't see any space to squeeze them in.
Including Jace and Kalitas is also another card type because they're legendary.
Another card I really want in here is Stubborn Denial but then I might want to replace Jace with some combination of Snap/Tas
Nice take on the deck. Here's the first version of a Jund brew.
4x Architects of Will
4x Grim Flayer
4x Tarmogoyf
2x Scavenging Ooze
Instants and Sorceries 19
4x Lightning Bolt
3x Abrupt Decay
4x Whispers of Emrakul
4x Inquisition of Kozilek
1x Maelstrom Pulse
1x Kolaghan's Command
2x Terminate
3x Sinister Concoction
2x Bitterblossom
Planeswalker - 2
2x Liliana of the Veil
Lands - 20
20 Lands - at least 8 fetches
I feel like 21 lands might be the correct number - though I'm not sure what to cut.
Standard: lol no
Modern: BG/x, UR/x, Burn, Merfolk, Zoo, Storm
Legacy: Shardless BUG, Delver (BUG, RUG, Grixis), Landstill, Depths Combo, Merfolk
Vintage: Dark Times, BUG Fish, Merfolk
EDH: Teysa, Orzhov Scion / Krenko, Mob Boss / Stonebrow, Krosan Hero
Yeah, literally 20 mins ago I remembered Seal of Fire existed, so I removed 2 Sinister Concoction for 2 Seal of Fire, left 1 in. So now I have a 1-2 split.
Standard: lol no
Modern: BG/x, UR/x, Burn, Merfolk, Zoo, Storm
Legacy: Shardless BUG, Delver (BUG, RUG, Grixis), Landstill, Depths Combo, Merfolk
Vintage: Dark Times, BUG Fish, Merfolk
EDH: Teysa, Orzhov Scion / Krenko, Mob Boss / Stonebrow, Krosan Hero
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
I personally dislike both Disrupting Shoal and Traverse, but it's still an interesting take on it.
Standard: lol no
Modern: BG/x, UR/x, Burn, Merfolk, Zoo, Storm
Legacy: Shardless BUG, Delver (BUG, RUG, Grixis), Landstill, Depths Combo, Merfolk
Vintage: Dark Times, BUG Fish, Merfolk
EDH: Teysa, Orzhov Scion / Krenko, Mob Boss / Stonebrow, Krosan Hero
I agree with you on Shoal and maybe Traverse, but I think the Stubborn Denial is a solid choice though. He doesn't seem to include Whispers of Emrakul in his list, maybe he can't turn it on fast enough to be relevant without thoughtscour.
I think a BUG build should probably look similar to his list, depending on where you want to go with it - midrange or tempo. I think a Delver strategy is out because of how hard it is to include all the necessary card types and have enough sorceries and instants to reliably flip Delver.
Standard: lol no
Modern: BG/x, UR/x, Burn, Merfolk, Zoo, Storm
Legacy: Shardless BUG, Delver (BUG, RUG, Grixis), Landstill, Depths Combo, Merfolk
Vintage: Dark Times, BUG Fish, Merfolk
EDH: Teysa, Orzhov Scion / Krenko, Mob Boss / Stonebrow, Krosan Hero
The more I test the deck, the more I feel like that without a card like Innocent Blood, the BUG version will just continually get rolled over by aggro decks.
1 Breeding Pool
2 Darkslick Shores
1 Forest
4 Misty Rainforest
2 Overgrown Tomb
1 Swamp
4 Verdant Catacombs
1 Watery Grave
2 Woodland Cemetery
Creature - 19
4x Architects of Will
4x Gnarlwood Dryad
4x Grim Flayer
3x Snapcaster Mage
4x Tarmogoyf
2x Abrupt Decay
2x Disfigure
1x Go for the Throat
3x Grapple with the Past
1x Slaughter Pact
4x Thought Scour
Sorcery - 10
2x Inquisition of Kozilek
2x Serum Visions
2x Thoughtseize
4x Traverse the Ulvenwald
3x Countersquall
2x Disfigure
1x Dispel
2x Engineered Explosives
3x Fulminator Mage
1x Invasive Surgery
3x Kitchen Finks
One change I would probably make is 4 Mishra's bauble. I also don't know about only 18 lands.
Follow the link for nice cheap clothing.
Playing:
Death's Shadow Jund
Played:
Kiki Chord, Zoo variants, Goblins, Burn
4 Grim Flayer
4 Spellstutter Sprite
2 Snapcaster Mage
1 Tasigur, the Golden Fang
Creature Artifact 4
4 Architects of Will
Tribal Enchantment 3
3 Bitterblossom
Instant 15
4 Thought Scour
3 Abrupt Decay
1 Dismember
2 Stubborn Denial
2 Disrupting Shoal
2 Spell Snare
1 Dispel
1 Peppersmoke
Sorceries 9
4 Traverse the Ulvenwald
3 Whispers of Emrakul
2 Serum Visions
Lands 18
4 Misty Rainforest
2 Darkslick Shores
1 Watery Grave
1 Swamp
1 Island
1 Forest
2 Polluted Delta
2 Verdant Catacombs
2 Breeding Pool
2 Overgrown Tomb
I try this version, is an experiment, for budget reason I don't play tarmo. I try this version with Faeries but I'm not sure if is the best way.
The side is not yet study.
I think is really really strong Whispers of Emrakul
4-2-1
jeskai combo 1-0
kiki chord 1-1
scapefish 2-0 (whisper!)
Burn 2-1
white equipment 2-0
bant company 0-2
burn 0-2
18 lands with a lot of draw cards (10) and 4 traverse is enough.
It lets you tap out on turn 4 and leave up 2 mana and has an easy to reach ult, which is absolutely insane with Bitterblossom.
WUB Puresteel Midrange WUB
2 Darkslick Shores
1 Forest
1 Island
1 Swamp
3 Misty Rainforest
2 Overgrown Tomb
4 Polluted Delta
2 Watery Grave
2 Brain Maggot
3 Grim Flayer
3 Snapcaster Mage
2 Courser of Kruphix
1 Glen Elendra Archmage
3 Mishra's Bauble
1 Dead Weight
2 Serum Visions
4 Thought Scour
2 Thoughtseize
4 Traverse the Ulvenwald
2 Abrupt Decay
1 Go for the Throat
3 Grapple with the Past
1 Nameless Inversion
2 Whispers of Emrakul
2 Liliana, the Last Hope
Sideboard basically shifts to counters taking out some of the kill spells and such, most of the deck stays the same and might change in and out a few creatures.
Just a thing to note, if I had Goyf, I would be playing it in this deck. It seems extremely good and I almost feel bad I'm not using them.
Edit for Wednesday Night Magic:
I used this deck at one of my LGSs and here are my experiences/thoughts -
Round 1 (vs. Goblins) 2-1
Game 1 Got stomped pretty quick to a low life total, just had to swing back post-sideboard
Game 2 + 3 Sided into Feed the Clan and managed to nearly triple my life total in one swing, as he couldn't easily remove Grim Flayer with delirium active, so I abused my snapcasters and made sure I stayed out of reach.
Round 2 (vs. Jeskai Nahiri) 0-2
Game 1 The guy just stayed back and took advantage of what he could, ended up beating me down because I couldn't deal with the recurring paths. I went through nearly all of my deck in this game and had him down to approximately 5-6 before I lost, though.
Game 2 Similar to the first game. He was expecting Goyf thinking that I just hadn't played any in the first game and got super unlucky, so he sided well, while I didn't have much to really prevent him from doing his stuff. This is where I really wish I had more removal that wasn't just the two Abrupt Decay, as I ended up losing to a single Celestial Colonnade and wasn't able to remove it.
Round 3 (vs. Jeskai Control) 0-2
Game 1 Similar to the game 1 against Jeskai Nahiri, but this deck didn't play Nahiri. He ended up getting there with manlands and stabilizing around 4-5 life.
Game 2 Fairly similar in that I lost because I had abrupt decay a plenty but no kill spells for the manlands.
Round 4 (vs. Temur Battle Rage Combo) 2-1
Game 1 He managed to get a quick little combo together in turn 1 Swiftspear, turn 2 pump and gitaxian probes plus become immense which eventually just took the game over.
Game 2 I got out an early Courser of Kruphix which helped me stabilize by blocking and obviously gaining me life. This held me over until I ended up just over powering him with Flayer and such.
Game 3 Almost killed me super quick but I again stabilized off of a Courser and Grim Flayer as blockers. Sided into Feed the Clan here again and ended up abusing that to put myself at such a healthy life total that he ended up scooping.
Overall - The deck performed kind of how I wanted it to. Losing to manlands sucks and I'm definitely going to probably change around removal in order to avoid this situation in the future, as Dead Weight was only really relevant in the last two matches as I hardly ran into Snaps or other really good targets for it. I do feel that I need a few silver bullets with Traverse in the deck, and Glen Elendra was alright and tended to take removal, but wasn't the best. I think there needs to be more of a toolbox of creatures, and the ones that seem relevant, at least to me, are:
I think Emrakul, especially in this deck, can be cast in the late game to solidify a win. If there's only one, there gives a lot less of a chance of drawing into it, but with this deck you can easily hit all of our opportunities:
Enchant, Artifact, Creature, Instant, Sorcery, and Planeswalker (occasionally), Tribal (rarely), and Land.
Most of the time I tend to have Land, Artifact, Creature, Instant, Sorcery, which 8 for Emrakul is pretty good, but even 6 or 7 for Emrakul could be game ending.
Not sure if these should take priority over anything else, but they're options. I feel that Tarmogoyf missing from the deck is probably what would make the deck most consistent again but only testing will tell.
If I was to try this deck over without Goyfs, I'd probably run this:
With Goyfs, i'd probably drop 2 utility creatures and leave the shriekmaw, in addition to dropping 1 Grim Flayer to put myself at 3.
2 Darkslick Shores
1 Forest
1 Island
1 Swamp
3 Misty Rainforest
2 Overgrown Tomb
4 Polluted Delta
2 Watery Grave
1 Brain Maggot
1 Hangarback Walker
4 Grim Flayer
3 Snapcaster Mage
2 Courser of Kruphix
1 Shriekmaw
3 Mishra's Bauble
2 Serum Visions
4 Thought Scour
2 Thoughtseize
4 Traverse the Ulvenwald
1 Abrupt Decay
1 Murderous Cut
1 Go for the Throat
3 Grapple with the Past
1 Nameless Inversion
2 Whispers of Emrakul
2 Liliana, the Last Hope
FULL TIME FAERIES
Selvala
1 Breeding Pool
2 Darkslick Shores
1 Forest
1 Island
2 Overgrown Tomb
4 Polluted Delta
2 Swamp
1 Twilight Mire
4 Verdant Catacombs
1 Watery Grave
1 Woodland Cemetery
Creature - 16
2 Architects of Will
4 Gnarlwood Dryad
4 Grim Flayer
1 Snapcaster Mage
4 Tarmogoyf
1 Tasigur, the Golden Fang
2 Go for the Throat
1 Disfigure
2 Abrupt Decay
3 Thought Scour
Sorcery - 9
3 Inquisition of Kozilek
3 Serum Visions
3 Traverse the Ulvenwald
Artifact - 4
4 Mishra's Bauble
Planeswalker - 3
3 Liliana of the Veil
2 Disfigure
1 Dispel
2 Engineered Explosives
1 Fulminator Mage
1 Go for the Throat
2 Grapple with the Past
1 Kitchen Finks
1 Spellskite
2 Stubborn Denial
2 Thoughtseize
Here's my current version after working on the deck for over a month. It plays very well and seems to have game against almost any deck. It can kill by turn 5, enables Delirium easy, plays huge Tarmogoyfs, etc. Tasigur has been great as a 1-of, Liliana has been great as well. I'm not sold on the Disfigure main, and the sideboard needs some work. I really like Thoughtseize, Stubborn Denial, Disfigure, and Spellskite, but the rest is up in the air. I've love to know what you guys think because I've put a lot of time into this deck, but it definitely isn't perfect.
I do well at my local game store making top 4 consistently, but I find myself winning games I shouldn't and losing games where I shouldn't.
4 Grim Flayer
4 Death's Shadow
2 Snapcaster Mage
3 Street Wraith
2 Tarmogoyf
Artifacts (4):
4 Mishra's Bauble
Enchantments (1):
1 Rancor
Instants (12):
2 Abrupt Decay
2 Disfigure
1 Dismember
3 Stubborn Denial
4 Thought Scour
4 Gitaxian Probe
1 Maelstrom Pulse
2 Serum Visions
2 Thoughtseize
2 Collective Brutality
Land (17):
2 Breeding Pool
1 Forest
4 Misty Rainforest
1 Overgrown Tomb
2 Polluted Delta
1 Swamp
4 Verdant Catacombs
2 Watery Grave
The sideboard is a work in progress. I could also post one later or a tournament report from last night if anyone's interested. I've considered cutting Death's Shadow and replacing with Delver of Secretsor Bloodghast.
It looks like there is finally a list that posted some results - http://www.starcitygames.com/article/34545_When-Ex-Deaths-Shadow-Players-Get-Sultai.html
It looks rather strange (like a toolbox Eldritch Evolution deck without the actual E.E) and the omission of Grim Flayer and maybe also Snapcaster Mage seems like not the most optimal way to build the deck.
4 Tarmogoyf
4 Grim Flayer
3 Jace, Vryn's Prodigy
2 Kalitas, Traitor of Ghet
2 Architects of Will
Spells (23):
4 Inquisition of Kozilek
2 Thoughtseize
4 Thought Scour
2 Mishra's bauble
3 Liliana of the Veil
3 fatal push
2 Abrupt decay
2 Sinister Concoction
1 Traverse the Ulvenwald
4 Darkslick Shores
4 Polluted Delta
3 Verdant catacombs
3 Misty rainforest
1 Watery Grave
1 Overgrown tomb
1 Breeding pool
1 Creeping tar pit
1 Island
1 swamp
1 Forest
Sinister Concoction and Architects are great enablers as well. My only regret with this list is I would like more copies of Traverse but I don't see any space to squeeze them in.
Including Jace and Kalitas is also another card type because they're legendary.
Another card I really want in here is Stubborn Denial but then I might want to replace Jace with some combination of Snap/Tas
Draft My Cube!
I don't think that Sinister Concoction is good enough as removal imho, if the enchantment type is what you are looking for I would go with Courser of Kruphix or Seal of Doom.
A card that nobody is playing but I think might be decent is Autumnal Gloom which can be like a cheaper aggressive version of Thrun, the Last Troll once you reach delirium (Ancient of the Equinox).
I would probably go with a build like this:
4x Gnarlwood Dryad
4x Tarmogoyf
4x Grim Flayer
4x Architects of Will
1x Kalitas, Traitor of Ghet
1x Thrun, the Last Troll
1x Tasigur, the Golden Fang
3x Autumnal Gloom
Planeswalker (2)
2x Liliana, the Last Hope
Sorcery (8)
2x Thoughtseize
2x Inquisition of Kozilek
3x Traverse the Ulvenwald
1x Maelstrom Pulse
Instant (8)
3x Fatal Push
4x Abrupt Decay
1x Nameless Inversion
3x Misty Rainforest
4x Polluted Delta
4x Verdant Catacombs
4x Overgrown Tomb
1x Watery Grave
2x Swamp
2x Forest
The list probably needs some number of Mishra's Bauble and Collective Brutality.
A lot of 1x-of's here so it is probably far from streamlined.
1. https://www.mtggoldfish.com/articles/budget-magic-gb-end-modern
Essentially a ramp list that aims to fill the GY as quickly as possible with deifferent card types and Traverse for an Emrakul to close the game.
It is GB splashing White for Lingering Souls (good with all the self-milling).
2. http://www.starcitygames.com/article/35210_Video-BG-Delirium-In-Modern.html
A similar GB list but with a playset of Eldrazi Temple and Thought-Knot Seer instead of the White splash