|Commander / EDH||Legal|
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|Eldritch Moon (EMN)||Uncommon|
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At the begining of your upkeep, you may put the top card of your library into your graveyard.
Delirium - 2G, Sacrifice Crop Sigil: Return up to one target creature card and one target land card from your graveyard to your hand. Activate this ability only if there are four or more card types among cards in your graveyard.
Crop Sigil Discussion
6 months ago
8 months ago
I have been struggling to build a Delirium deck that's both consistent and flexible. Both versions rely on Ishkanah, Grafwidow and / or Assault Formation as the win-con. I need to reliably achieve Delirium by turn 4 and reliably have access to Ishkanah by turn 5 (assuming no ramp), in order to start stabilizing and applying pressure. I also need to be able to stall the game or otherwise stay alive in the early game.
Here's what I've got:
VERSION 1 Show
SCORE: 2 | 12 COMMENTS | 237 VIEWS | IN 1 FOLDER
- Can churn through the deck quickly via multiple means of self-mill, digging to the key cards faster
- Limited amount of value from a full graveyard, between a couple sources of recursion ( Crop Sigil , Nyx Weaver ) and a couple of the "maybe" cards ( Gnaw to the Bone , Drown in Filth )
- Due to both of the above, doesn't generally have a problem with missing land drops, even at only 22 lands
- Linear strategy and low amount of "answers", due to not very many card slots being available (and due to not having full access to the graveyard when the needed answers get milled away!)
- Slow to get going, and sometimes has a hard time staying alive in the meantime
VERSION 2 Show
SCORE: 1 | 77 VIEWS | IN 1 FOLDER
- Not using self-mill means instead having cards that provide value when going to the graveyard
- The deck has more room for low-CMC "answers" that both stall the game and enable Delirium
- Harder to "churn" through the library to find the right cards, and having a lot of cheap Delirium-enablers often means quickly having an empty hand
- Like version 1, slow to stabilize and reach its more explosive plays (though it seems to do a better job of surviving past the early game)
Please help me decide which of these build directions to focus on.
I want it to be enjoyable to play, so that each turn there's something useful to do (no dead cards or dead abilities on permanents), and when facing a faster deck, that it doesn't just feel like you're constantly back peddling and not being able to develop your board state.
I've been working on Version 1 for a while, and Version 2 is a more recent idea. But it's hard for me to tell whether it's going to be better, and I don't want to waste my time and energy focusing on it if Version 1 can actually be better.
9 months ago
Going down to 22 lands seems to work fine. Between dredging Dakmor Salvage , recurring lands with Crop Sigil and Loam , and finding them with Grisly Salvage and Primal Growth , I never had issues making land drops.
10 months ago
Great article, I always liked Autumnal Gloom Flip, Crawling Sensation and Crop Sigil. I guess cheep Green enchantments that mill me at the uncommon rairity appeal to me? With a few more of these articles, I'll have to build a cube!
1 year ago
1 year ago
1 year ago
1 year ago
Her ability is to untap all enchanted permanents so if you can cheese out an enchantment onto the chain veil she will be able to untap it. While yes she can "make" one with the -1 ability to generate a mask, her -7 mills for 7 and puts all enchantments back into play. You should have been going plus on mana at that point to recast her and from there you can with with Laboratory Maniac or Walking Ballista using cards like Crop Sigil or Holistic Wisdom or any other gy recursion spell to get them to hand and win when you cast them
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