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MAINBOARD:

Delerium Activators

Grapple with the Past: An auto-include to the delirium archetype. Feeds the graveyard more card types and allows me to bring back a fallen creature or just something that has been milled.

Vessel of Nascency: Another easy pick for the delirium decks. I need enchantments to hit the yard and this does that by itself. More delirium fuel and more card advantage to boot.

Creatures

Pilgrim's Eye: Ensures land drops in the colors that I need. It adds 2 card types to the yard when it dies. It's pretty good at poking planeswalkers, too.

Tireless Tracker: One of the best control cards I can think of. Card draw engine fueled by Pilgrim's Eye, Grapple with the Past, Evolving Wilds and the like. He poses as a strong midrange threat that can get out of hand pretty easily in the late game.

Mindwrack Demon: May as well say "when Mindwrack Demon enters the battlefield, give yourself Delirium." Nice midrange threat that is really good at swatting down Smuggler's Copters.

Ishkanah, Grafwidow: One of the main reasons to run delirium! Crazy amount of board presence from just 1 card. I'll usually always have delirium by the time I can cast her. Since I'm in black I may even get to use the activated ability lol.

Cataclysmic Gearhulk: Really good way to slow the game down. If I can keep something like a Tireless Tracker or Ishkanah, Grafwidow with it then it's a win for me. Like Pilgrim's Eye, it also adds 2 types to the yard. This is relevant if I have to mill it early on.

Noxious Gearhulk: Seems to be becoming the best of the cycle in my opinion. Very strong 1 for 1 with a good body/evergreen ability with lifegain hitched onto it.

Emrakul, the Promised End: Here's the win con herself. Later in the game she's pretty easy to cast thanks to the delirium activators. Grapple with the Past really rubs it in the opponent's face when I get to cast Emrakul again after it dies.

Removal

Descend upon the Sinful: The main reason to be in white here. Really powerful tempo card that can easily swing lost games into my favor. Sometimes I don't want all of my creatures to die, so I'm only running 1.

Anguished Unmaking: Really strong and flexible 1 for 1 removal card. The exile effect is just the icing on the cake. Kinda painful, so you have to be mindful of using it against aggro.

Declaration in Stone: Not really something you want to be casting against a control deck, but it can really shut down an opening that has more than 1 of the same creature. It's also really good at taking out tokens which may be more popular in Kaladesh.

Stasis Snare: Removal - now in enchantment form! Exiling things seems like it will be very relevant against Prized Amalgam decks.

Utility

Traverse the Ulvenwald: INSANE card allowing me to tutor up any creature I need. Cataclysmic Gearhulk, Ishkanah, Grafwidow, Noxious Gearhulk, and most importantly, Emrakul, the Promised End have pretty different uses. They give the options of board clear, board presence, targeted removal, or win the game (if I have the mana). Early game I may end up just searching for a land so I can be sure to hit my land drops and fuel Tireless Tracker.

Transgress the Mind: It's always helpful to peek at what your opponent is doing. You can usually pick out something important.

Liliana, the Last Hope: I guess I could have placed her in the Delirium Activators section, but Liliana is more than just that. The +1 ability turns off early game creatures and the ultimate is game winning. She can resurrect my powerhouse creatures, too.

Collective Brutality: Such a flexible card for this deck. Hand control, removal, and delirium activation all wrapped up in a little ball. Plus, who knows; draining for 2 life may be worth a land or something.

Lands

Evolving Wilds: Gets a land in the yard, feeds Tireless Tracker, and fixes mana, What more could you ask for?

Hissing Quagmire: The threat of a deathtouch blocker really stalls games out, giving me time to draw into or play my tempo cards.

Shambling Vent: Lifegain on a nice early game body. It helps to counteract Anguished Unmaking's downside. If I come back from a game at 1 life... it's because of this card.

At least 2 of each basic here for Evolving Wilds and Pilgrim's Eye.

SIDEBOARD:

Mostly fitted for aggro matchups. Anguished Unmaking is a little too painful and Stasis Snare is a little too slow to play against aggro. Dead Weight and Fumigate come in to really pack the mainboard with removal. Instead of siding in more instant/sorcery removal, Wall of Resurgence will allow you to run an anti aggro card that can be hit by Vessel of Nascency and Grapple with the Past. It also has the potential to make Shambling Vent a 5/6. Kambal, Consul of Allocation will be used against the izzet "spells matter" decks, but I'll bring it in against aggro as well if I think I need more creatures (also punishes Smuggler's Copter). Arborback Stomper is a great card to pick up off of Traverse the Ulvenwald in the aggro matchup. Distended Mindbender will be much better than Cataclysmic Gearhulk in the Emrakul mirror. Also for the Emrakul mirror; Perpetual Timepiece lets me not deck myself. I also have another copy of Anguished Unmaking for when I can afford to lose the life and need more non-creature removal. I may look into Gideon, Ally of Zendikar and/or Linvala, the Preserver at some point as well.

Suggestions

Updates Add

Threw in some more removal and added Mindwrack Demon to the build. I feel like the deck should be a lot stronger and be more consistent now. Let me know what you all think!

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Revision 15 See all

(7 years ago)

-1 Distended Mindbender side
+2 Natural State side
-1 Quarantine Field side
Date added 7 years
Last updated 1 year
Legality

This deck is not Standard legal.

Rarity (main - side)

12 - 1 Mythic Rares

21 - 4 Rares

2 - 6 Uncommons

17 - 4 Commons

Cards 60
Avg. CMC 3.03
Tokens Angel 4/4 W, Clue, Emblem Liliana, the Last Hope, Spider 1/2 G, Zombie 2/2 B
Folders Delirium, Standard Ideas
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