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Infinite (Delirious) Construct (AER)

Standard* Infinite Combo Midrange RUG (Temur)



Use a Temur Delirium shell to go infinite with Crackdown Construct and Wandering Fumarole? This may be the best plan yet!

As usual, the idea is to make Crackdown Construct HUGE by activating Wandering Fumarole and swapping its Power and Toughness an arbitrarily large number of times, then attacking with an Unblockable effect. So far, the Temur Delirium build seems to be faster and more resilient than my previous Izzet Control and Jeskai Equipment brews.

Until Wizards gets the Gatherer text up for Crackdown Construct , here are the release notes:

  • Activated abilities are written in the form "Cost: Effect." Some keyword abilities, such as Equip and Crew, are activated abilities and will have colons in their reminder texts.
  • An activated mana ability is one that adds mana to a player's mana pool as it resolves, doesn't have a target, and isn't a loyalty ability.
  • Crackdown Construct's ability doesn't trigger if you activate an ability of an Artifact or Creature card not on the battlefield.
  • An ability whose cost is simply 0 can be activated as many times as you'd like. Each activation causes Crackdown Construct's ability to trigger.


My thoughts on some of the other approaches to winning with this combo:







Thanks in advance for your thoughts and suggestions! And if you're running Crackdown Construct too, please feel free to link your deck below. I'd love to see it and hear about your playtesting results!

Big shout-outs to ...

And please don't hesitate to +1 Upvote this deck if you like it ... especially if you like it enough to put it in a folder :-)



jubale says... #1

I think it could work. I would play more Vessels and less Contingency Plans.

January 12, 2017 11:24 a.m.

clayperce says... #3

Yeah, I don't have a good feel for the numbers yet on Vessel of Nascency vs. Contingency Plan vs. Sylvan Scrying vs. Traverse the Ulvenwald. My thought just was to start with two-ofs and tweak the numbers during testing, so I really appreciate the head-start!

Thanks much!

January 12, 2017 12:16 p.m.

Zaueski says... #4

Crackdown Construct's lack of trample or evasion concerns me as I can chump block forever. Nissa, Voice of Zendikar can turn off your combo.

I recommend adding in Slip Through Space or Rush of Adrenaline if possible... I'd cut the Contingency Plan between Vessel of Nascency and Grapple with the Past I think you have enough graveyard fillers.

How quick does this deck normally test? Because unless you're very quick, I don't like Deathcap Cultivator. I think you'd be better off with Gnarlwood Dryad for defense purposes. Because no one ever wants to swing into that.

January 12, 2017 1:51 p.m.

jubale says... #5

You overlooked Key to the City is in this deck.

January 12, 2017 2:55 p.m.

clayperce says... #6

I was initially excited about Slip Through Space too, but found the card to be extremely meh in testing. The problem is it's a dead card in hand until the last play of the game. And having it countered on the Big Swing feels TERRIBLE. Rush of Adrenaline provides the same problem, but is TOTALLY dead until the end (because you can't even cycle it). Key to the City, on the other hand, provides value throughout the game ... giving other Creatures Unblockable too, and allowing me to Rummage for combo pieces.

I appreciate your thoughts on Contingency Plan ... consider it gone :-)

I think the Ramp + Deathtouch on Delirium of Deathcap Cultivator is better than the Deathtouch + bigger on Delirium of Gnarlwood Dryad, but I'm not actually sure. I'll definitely give Dryad a try.

Thanks tons!

January 12, 2017 5:34 p.m.

clayperce says... #7

I'm not sure if you were speaking to me or Zaueski, but just in case it was me: I'm running Key to the City as a four-of.

January 12, 2017 5:36 p.m.

Delta-117 says... #8

It looks good, I'm really not sure what to say about this in regards to what might need changes. Perhaps I can give something better of a suggestion sometime after the release of Aether revolt.

Anyways +1

January 12, 2017 9:44 p.m.

ZURRIKU says... #9

Druid of the Cowl in my opinion would be better for what you're looking for with your mana dork or maybe even Servant of the Conduit on the off chance that you don't have the correct color mana to activate Wandering Fumarole

January 13, 2017 12:35 p.m.

clayperce says... #10

Thanks much!

Druid of the Cowl is a really interesting thought, and I hadn't looked at the card at all. It's kind of a cross between the Ramp of Deathcap Cultivator and the Toughness of Gnarlwood Dryad, which means it's probably a little better in opening hand than either. However, I think it'd be a very disappointing topdeck, and both Cultivator and Dryad are still decent in the mid- and late-game because of their Deathtouch). Still it's a great thought and I appreciate you bringing it up!

Servant of the Conduit is a great card too, and would be superb if I needed more fixing or had just a little more of an Energy theme. As the deck currently is though, I think it falls just a little short.

Thanks much for the thoughts!

I've been testing Deathcap Cultivator and Gnarlwood Dryad as a 2-2 split, trying to figure out which makes me more happy when I see it. Turns out they're REALLY close from my standpoint, but when playtesting vs. Black, I've found it's extremely frustrating to have to sometimes use quality removal on a one-drop. So Dryad it is. Thanks again for the suggestion!

January 13, 2017 2:21 p.m.

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Date added 8 months
Last updated 7 months

This deck is Standard legal.

Cards 60
Avg. CMC 2.07
Tokens 1/2 Spider, Clue
Based on
Views 508

Revision 4 (8 months ago)

+1 Mountain main
-1 Mountain main
+7 Forest main
-1 Island main
-4 Deathcap Cultivator main
+1 Island main
-7 Forest main
+4 Gnarlwood Dryad main
-1 Gnarlwood Dryad maybe

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