Sideboard


Maybeboard

Sorcery (1)

Enchantment (1)


Fast, destructive, and controlling GB delirium deck. There's no Rube Goldberg machine here, just swatting flies with a sledgehammer.

This deck has several means to reach delirium by turn 4, but can do so even faster. The play strategy is under "Tech" and the sideboard section also has suggestions for a more creature-based version.

This deck is at its goriest in multiplayer games, but does great on its own. I wanted it to be fast enough to keep up with vehicles, and it does. The initial guise of non-aggression is an easy act for this deck to pull, and in multiplayer that pays off every time.

  • Delirium is fast, and you'll most likely get it fast without even trying. Almost a third of this deck can be played on the first turn, and it's a spell-heavy deck for more than one reason.

  • The main players are Tooth Collector (multiple -1/-1s to pick things off--he makes himself a huge target, which makes him an excellent distraction) and Autumnal Gloom   (get delirium, then exchange for a creature once you don't need the enchantment).

  • There is very little focus on recursion. That would be like rearranging the deck chairs on the Titanic.

  • Don't be afraid to bury anything early on. If I get a Gnarlwood Dryad out on turn one, he needs to be dead by turn 3. Play this deck like you're a spree killer.

  • Once this deck has its big creatures, it's hard to mess with. But until then, the set of Tooth Collector will gladly stave off attackers midgame. It's damage running in the background, and he's even better with Liliana, the Last Hope +1 ability. Anything left standing is hardly worth attacking you with.

  • Don't play Mindwrack Demon until you have delirium. Ever. He's in no way meant to be part of the delirium mechanic. He's meant to be a powerful attacker. If you're in a situation where you need to play him that early, it's definitely not a situation where endangering both of you would be worth a gamble for delirium.

  • Autumnal Gloom   is very important since it's the creature the deck is missing, with the card type "enchantment." It's there for speed. Paying one black until you get delirium is amazing. If it ends up in the graveyard it's still an enchantment. With delirium, it's a great creature. It is valuable for so many reasons, card type being one of them.

  • Deathcap Cultivator and Gnarlwood Dryad have multiple uses. They bide time and make the early game both faster and easier. Deathcap Cultivator is great here since milling a land often takes priority over how much it's needed. Gnarlwood Dryad is actually just a tiny wall of deathtouch for your opponents to stub their toes on.

  • Grim Flayer is great for his usefulness both in early game and later on, but the deck doesn't rely on him. In short, because of the card ratio and speed of delirium, this deck needs all of its early-game creatures to be easy to part with. Autumnal Gloom   is more purposeful to this deck as an enchantment and for what it does, plus Ancient of the Equinox   is a very similar if not better creature. I wouldn't run more than two of him here, simply because he's the low-cost creature the deck wants to hit with but not kill off.

  • Heroic Intervention is interchangeable with Blossoming Defense, but it's more likely for one creature to be targeted than all all. Both are in the sideboard.

  • Yahenni's Expertise replaced Demon of Dark Schemes when Aether Revolt came out. If not for mana curve I'd love to have more of these. -bless-

This sideboard is very specific and easy to use, just stay mindful of keeping a balance of card types. The deck's main focus is always destructive, but it can be adapted easily to certain situations.
  • Corpse Churn = faster decks. The deck doesn't need to mill that fast, but it certainly can.

  • Root Out and Natural State = vehicles (or artifacts).

  • Pick the Brain and Harsh Scrutiny = control decks.

  • Secret Salvage is definitely worth pointing out. If you made this a creature-based deck, this would mean you could tutor three Inexorable Blob for the price of burying one. For creatures especially, I think it's definitely worth it to exile the first. I've got to recommend both of these, especially together.

  • This deck has run Tireless Tracker--with a hand that small the idea of card draw is a dream come true, but since I'm trying to get what little I have out or into the graveyard, there isn't time to keep him and crack those clues. In other words, he's definitely a fish out of water here. He has to sit around to pay off, and the deck was made to do the exact opposite. But again, when he pulls through he really pulls through. I just wouldn't rely on him.

  • This deck has also run Obsessive Skinner , and I took him out because honestly, for a two-drop, I didn't really have time for him. Two-drops are for chucking in this deck. He's also sort of "meh." But, if this deck had more creatures, a few of these would be invaluable because giving those counters to Mindwrack Demon or Soul Swallower is so evil.

  • Moldgraf Scavenger could easily replace Deathcap Cultivator's early-game usefulness to late-game usefulness. He's such a good delirium card, I just had to let him go as I made the deck faster.

This could easily become a budget-friendly deck! It only runs one Grim Flayer. Liliana, the Last Hope can be replaced, especially since her main focus here is adding to Tooth Collector 's damage and not gaining delirium or recursion.

This deck is chaotic and can make each player angry, therefore one of my favorite decks to play. If you enjoy it please give it an upvote, and let me know if you have any comments or questions !! I've come to love playing delirium and I'm considering making another deck, so I'd love to hear any advice or suggestions.

Peace~

Suggestions

Updates Add

1-0 against RW vehicles in the first run since I lowered the number of creatures.

This was a very long game. Definitely the longest match I've ever seen against vehicles and probably the longest delirium game I've ever played. By the end I only had a third of my deck left.

Toward the end I was struggling to hang on as the vehicles got stronger, and the deck I played against also runs Nahiri, the Harbinger. Was a little frustrating since I had sideboarded Ruinous Path for Root Out. The pressure I put on this deck meant not that much was going on with the vehicles anyway. Only a few were played and very rarely crewed.

The other sideboard I had added was Corpse Churn. This didn't help me get delirium faster, but I had to use it to keep Mindwrack Demon around. I was actually afraid I was going to mill myself out from playing him repeatedly.

But Soul Swallower got hit with Declaration in Stone so I didn't have a choice. I'm considering putting one more of either one or both in. They're the game-winners and seeing them get exiled is pretty scary.

So at the risk of milling myself out I'm going to add the fourth Mindwrack Demon and maybe Ishkanah, Grafwidow since she's down to 2-3 bucks. I'd also like to find room for at least one Inexorable Blob since this deck is so low on creatures, I think the ooze tokens might help. Doing this would change the mana curve, but everything in this deck gets treated like garbage anyway. Need to find a permanent spot for Corpse Churn and going to add a few more Mortuary Mire.

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Date added 7 years
Last updated 6 years
Legality

This deck is not Standard legal.

Rarity (main - side)

8 - 0 Mythic Rares

17 - 1 Rares

15 - 7 Uncommons

16 - 7 Commons

Cards 70
Avg. CMC 2.31
Tokens Clue, Emblem Liliana, the Last Hope, Spider 1/2 G, Zombie 2/2 B
Folders Good Decks, Preconstructed Multiplayer
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